Suggestion for Bane Knight. Could it be considered to combine both sorc and blackguard levels when calculating great smite dmg. Otherwise the dmg is quite low when taking into account the 4 minute timer, and at least this Blackguard build can then benefit of a 40 level smite like paladin/cot builds that are done. Cheers Lala
Definitely not. The BK gets spells instead of full-on smiting ability. The smite they would get with a maxed set of feats isnt bad, as it is, since you don't really need the CHA mod to hit. Funky
I really like how RDD has been enhanced, which reminds me the post I made for monk and looking for some benefit if they took all 10 improved spell resist feats.
Coming back to the monk idea of taking all 10 of those feats, here is a concept. Taking the feats enables either; - Kickback damage to the caster when hostile spells are cast that force a SR save thats successful, or - Some sort of reflection of spell back at caster (ah I remember this as a spell in Baldurs Gate 2 and it was so cool)
Not sure if either are possible but it would make an interesting and diverse class concept. I appreciate it weakens monks in melee combat, but this might be a balance as the suggestion could be pretty powerful. Also it helps to differentiate monks from the other high SR RDD and subraces.
If you would like more detail for the idea let me know. Cheers Lala
I remember that reflecting spell from BG2 too, but that was a spell which wore off after a few spell levels, here we are talking about something that would stay permanently on a person no matter what. In BG2 there was a cloak that reflected only beholder rays and IMO even that was way too powerful, (which is why they changed it for throne of bhaal) In the beholder caves I would walk in with the guy wearing the cloak, and the beholders actually killed themselves with their own spells. (gave me quite a laugh though! Then again, are there that many places in HG where the attacks are all spells? (are there any even?)
I believe that deep down inside, everyone is intoxicated with the exuberance of their own verbosity.
I was thinking about the Paladin for a bit, and realized how utterly useless remove disease can be in this module. I don't know, maybe there could be a change to it, like replacing it with restoration, or something?
In response to Delfestra's post - I have taken my PM to the maze several times, and each time I simply could make her useful at all. Finally I begged Delfestra (who is a friendly vet caster that knows the maze like the back of her hand) for advice. We went in, and she thought hard for a while...
The solution for a PM is the spell undeath to death - keep this maximized and empowered. Then spam it vs the blue guardians and pray that they make a bad save. This works, but it usually takes some tries. I still use this tactic today - so a big thanks to Delfestra for giving me this tip !
However - even though a PM can live in the maze, he turns REALLY pale in comparison to a true caster (like Delfestra) down there - seeing what a pure wiz/sorc can do there made my heart sink.. As I have mentioned in another thread, I believe this counts for most other areas as well. I really look forward to the new LL upgrades, they might help the PM class out somewhat.
I have already poured over the edits. It is Nice. Actually my question is if the 1/3 caster progression goes into LL as well.
But as far as the edits go they make it really nice for a Melee PM to have awsome support spells. and if you want to go caster your Necro spells are cool however the suffering you take by not getting new spells and everything but necro spells being at a 1/3 of thier power IMO make the PM a poor choice for a Caster build.
Again thats just my opinion of the class. I feel it should be paired with support spells to add to a Melee power.
The questions that I did have were the one about if the Caster progression edit continues into LL.
Also if the AC bonus that PM get are scaled into LL
and if you saw the suggestion for the scaled DC for Deathless masters touch.