Palemaster a class gone wrong
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dude you're getting alot more than just the AC, and if you tacked on a tumble class at the end, in combination with the natural AC and crit immunity, you'd have one unstoppable mage
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8 Rogue/1 Fighter/1 Shadowdancer [MA]
14 Fighter/7 Weapon Master (Rapier)/1 Rogue [LA Outcast]
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8 Rogue/1 Fighter/1 Shadowdancer [MA]
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+3 hp per level and better summons in addition seems to be ok. But by giving 1/2 the bonus of a wizard/sorc to beat someone's sr would be good. It's better than having the same strengths as wizards and sorcs along with pm bonuses, but keeps it from being a weak choice for casters. And i see nothing wrong with my ranger being a bard and palemaster, with my first favored enemy as undead 

Lindon Erithar
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Quickie Mart the <a href='http://www.cultofokie.com'>Okie Ambassador</a>

A few things to Thanos and Devs.
All things considered some balance can be struck, I've been thinking of special vorpal holy swords that need to be ubur quests and can actually allow you to crit or kill those, munchkins as you put it, if their intelligence isn't high enough or something.
The point is a vulnerability is even cooler than nerfing or redesigning (changing from the core of the game like undeath mastery)
and it makes the game better for everyone which is what everyone wants
my obligatory 2 cents.
Whoa Whoa Whoa right there. There are a few notable reasons why a tank build would be fine and within DND/NWN/NS/Whatever Role Play mentality. I don't need to cite the countless works of fiction in which to base this.Thanos wrote:
For the short term I feel the class needs to be fixed so i can be playable as a wizard/Palemaster combo and and not taken by a tank class that wants some ac and immunities.
I couldn't agree more with low save, but that hitting thing... thats just the way it is. I wasn't sure if you were making a point about whether the save could be upped to offset the fact that your wiz/pm build couldn't use it due to the low combat ability.Thanos wrote: another issue is the death touch.
If you look at the death touch ability. Its save is quite low compared to finger of death plus you have a chance of missing. Where finger of death always hit and from a long range where death touch is melee.
Those tanks and "munchkins" are players too and deserve to create a character that they want to play. Period.Thanos wrote: The class needs some serious reworking. PM is supposed to be played along with a wizard. Not a Tank/munchkins wet dream build. I would glady give up immune critical/ac bonus for the chance to play the class how its supposed to be. A true necromancer caster.
Thanks
All things considered some balance can be struck, I've been thinking of special vorpal holy swords that need to be ubur quests and can actually allow you to crit or kill those, munchkins as you put it, if their intelligence isn't high enough or something.
The point is a vulnerability is even cooler than nerfing or redesigning (changing from the core of the game like undeath mastery)
and it makes the game better for everyone which is what everyone wants
my obligatory 2 cents.