I'm not sure you understand. The normal version of EV is only 25% conceal, same as our modified improved invisibility, not at all overpowered. Just cast that. And making a chareacter that casts in armor without still spell is just a recipe for frustration. Funky
I've been thinking about paladins lately and more specifically divine shield. While kickback damage sounds great and is very useful in certain situations overall it really isn't that helpful and in some situations it can even be detrimental. Mobs with kickback merely need to hit the paladin with divine shield on to give kickback to the paladin himself or worse, the entire party.
Also, with the smite timer being the way it is, the paladin's focus must be simply on staying alive long enough to use his or her smite again. Simply staying alive for 4 minutes at a time can be extremely difficult in many post-legendary areas, even with good damage reduction gear, causing the paladin to either require a large party to hide behind, constant heal spamming or simply giving up on trying to smite over time and assuming a one smite per rest policy (none of which seem like good paladin behavoir ).
I thought that as a partial solution to both problems, divine shield could be changed so that in addition to, or preferably in place of the kickback damage, paladins could be given damage reduction, scaled to the charisma modifier and level. Just to help the paladin stay alive long enough to use the smite every 4 minutes or so as was apparently intended, because a smite paladin without a smite is pretty much just a cruddy strength fighter.
Not sure how this would affect clerics or blackguards (presumably it could be done as paladins only if necessary) but also using the charisma modifier as a screen would help eliminate non-smite builds from getting too much out of the deal.
I'm very new here but I saw the changes to the palemaster class and thought they were very nice. A great way to put the romance back in necromancer. I've been playing one and what I find is at the lower levels I'm not really a contributing member of my party. My buffs are short duration, my spells aren't that powerful... It's a non-melee build to make good use of the Death mage aspect and my animated/summoned dead are just not picking up the slack or even a useful contribution to the party.
Might it be possible for the PM summons to get an upgrade? At least so that they are viable in combat at the levels they will be used?
Perhaps they are at higher PM levels and I've not seen mention of that but I know at lower levels I'm struggling to be productive. I dislike leeching.
Your PM will be a VERY nasty addition to any party with his death magic. He does get a very nice summon after attaining immortality, as well. Untiul then, more summon aditions are on the todo list but lower priority. Funky
I was chatting to flynn01 and helping out a little the other day and we did discuss the palemaster situation he is in.
Regarding the PM summons maybe a good solution (when summons are looked at) would be to only modify some or get a stone like druid. Have modified summons for PM at 5,10,15,20,25,30 (reflecting the class innate ability). Maybe 15 and 20 could be slightly better than the Ice and Magma elementals. 25 and 30 slightly better than the Vacuum and Radiance elementals.
Not sure about 5,10, 15 but it would be nice if these lower summons could be used to reflect PM summon capability.
The Suggestion in just providing a modified summon at 5 level incrementals up to 30 hopefully means less work than doing all PM summons.
Doppleganger is a subrace, not a class, this doesn't belong here , and it's prolly not gonna happen, mainly because of the hassle of testing whether that feat works for a non-druid/shifter - doubt it does. Funky
I was making barbarian and I discovered one thing:
Mighty Rage: -Mighty Rage has been altered. In addition to the normal bonuses, mighty rage now also simulates a stackable strength increase of 16, by adding 8 to the enhancement bonus of the weapon/s the barbarian is using - if the weapon has an attack bonus instead of an enhancement bonus, it will still only add 8 to enhancement, resulting in a potentially much lower bonus to hit. This is true. I made [TEST] barbarian so I had Greatsword +2. When I used Mighty Rage, my weapon enhancement was +10. So when you have weapon with enhancement, everything is OK. But this Mighty Rage bonus does not stack with Greater Magic Weapon. I tried to cast GMW +9 first, then Mighty Rage. It did not stack. It was +1 again. I must re-equip the weapon to gain at least +9 (don´t know which one was it). I tried to use Mighty Rage first, then GMW +9 too. The same again but I didn´t have to re-equip weapon to have +9.
Is this planned? If it is, I think there isn´t (any) reason why to take Mighty Rage. Thundering Rage is only a waste of feat, Terrifing Rage is cool, but enemy musn´t have immunity to paralis or freedom. So if character already is big sized, barbarian is only for fun (IMHO).