PM summons and Graft

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PM summons and Graft

Post  Aarkon on Sun Aug 28, 2011 10:05 am

are you going to be improving PM summons at any time? as they are now they are rather useless HP too low to be worth anything in a fight and only worth a round or two of distraction before dying this needs vast improvments IMO as they are the "druid" of the arcane as far as pets/summons go

also on PM can you make the graft DC be higher of Int or Cha ? this would make it more synergistic with Wizards rather than only Sorcerers.

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Re: PM summons and Graft

Post  Kaedrin on Sun Aug 28, 2011 2:19 pm

I have no plans to change the PM summons.

As for the DC, it's supposed to be Cha as it's a natural power and not a spell.

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Re: PM summons and Graft

Post  Archaos on Sun Aug 28, 2011 2:42 pm

Well the Wizard has the Red Wizard PrC, if he wants to be a great necromancer and the Sorcerer the Pale Master, so they balance out.

I was thinking about the Pale Master also and how little love it got.
Some improvements per PnP:
Create Undead should be replaced with Control Undead (already exists as a spell) and Create Greater Undead should basically become an Undead Companion/Cohort. Preferably a Skeleton Warrior or Vampire Warrior that scales with levels.
Having all five of his touches would be great also, as well as the +4 to Strength to help him.
Undead Armor would be nice but the current bonuses to AC are fine also, they more or less do the same job.

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Re: PM summons and Graft

Post  Kaedrin on Sun Aug 28, 2011 3:14 pm

The natural AC they get is more than worth what they are missing from pnp, especially with the 9/10 progression. I don't have any plans to change the palemaster.

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