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Post by setekhi on Mar 21, 2007 6:46:38 GMT
Negatai is the sort of thing that I've been wanting to draw up a list for with this just because it's cool, but personally I haven't because I don't have the means to get it yet So anyways, being that Negatai gets 3 caster bonus feats over Illithid (and you trade gnome's SF Illusion for a bonus feat, which could just as well be SF Illusion ), I would like to think that with very little fuss one could take my list and squeeze another epic spell in. I would consider removing something like Lightning Reflexes, especially since you get +1 to all saves from the charisma bonus. Not sure what to look at besides Trans, but I guess Enchant is an option.
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Post by nathyrra on Mar 21, 2007 12:48:48 GMT
Yep. The problem with negatai, that few ppl notice, is that u get 2 of those feats that are from the epic pm list, wich isnt very large (automatic still, epic spell focus, epic spell penetration, automatic silent, automatic quicken, energy resistance, epic spells, improved combat casting). U already have, on the original build, got ESP and ESF Necro and ESF Enchant or Illusion, assuming u will get the transmute book). Soooo, u have a total of 6 feats from wich u spent 3. With automatic still III, 4. U need to pick 2 more feats from the list above, and im thinking if I go epic warding and some other epic spell (DK?? ugh!!), or if I remove toughness from the pre-epic list, and replace it for combat casting, so as to pick improved combat casting and epic warding as those 2 feats.
Tough choice. Ideas??
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Post by chainlink on Mar 21, 2007 13:45:53 GMT
Yes get a Genie and you can make a straight Wiz or go PM and only lose out on one feat vs Negati
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Post by nathyrra on Mar 22, 2007 19:42:45 GMT
A doubt: with the new update of illusion for palemasters, the + 3 remains only for necro spells, or will it be appplied also to illusion? And mobs with death immune will still be immunes to weird, i think, but will take area dmg even so, like an area fod??? So, the final DC to weird can reach, with INT 66, 19 + 28 + 8 (LL focus) + 7 + 2 (specialist illusion) = 64, or 65 with INT 68? Thats a pretty good DC for an area fod... Is that right?
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Post by setekhi on Mar 22, 2007 20:06:13 GMT
The +3 adds to Illusion as well, according to the book. And death immunity does not protect you from Weird, though Mind and Fear immunities do.
Re: Negatai, it's really weird that the subrace seems designed for the class and actually doesn't work out as well...I'm not sure, I guess you might have to get Warding or something.
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Post by nathyrra on Mar 22, 2007 23:41:57 GMT
Ive just tested Weird with Nathyrra and it seems that she cant kill anything with it! She has DC 58, and tried with some mobs at fox trail, that dont seem to have mind or death immunity, and they simply stood there... tried with some other mobs, but the dmg at the times the mobs fail the fort save doesnt seem to be working... have u guys tried this? Maybe im missing something... if not ill post this at bug problem report...
And was thinking... after all, DC 67 isnt that great when a stinger priest has will saves of 80...
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Post by Bakchuda on Mar 23, 2007 15:57:07 GMT
I have had the same troubles with Weird. I have not had the time to put together screenshots, but many times when I have cast it, the log shows NOTHING for SR checks, save rolls, nothing after the "bla bla casts Weird" line
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Post by bkelowna on Mar 23, 2007 18:16:01 GMT
Ive just tested Weird with Nathyrra and it seems that she cant kill anything with it! She has DC 58, and tried with some mobs at fox trail, that dont seem to have mind or death immunity, and they simply stood there... tried with some other mobs, but the dmg at the times the mobs fail the fort save doesnt seem to be working... have u guys tried this? Maybe im missing something... if not ill post this at bug problem report... And was thinking... after all, DC 67 isnt that great when a stinger priest has will saves of 80... hmm have not tried it in fox trail but have had some great experience in LL areas with weird. Not sure what problem you are having. Btw the damage only part of the spell only occurs if they fail the will and then make the fort.
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Post by bkelowna on Mar 23, 2007 23:15:35 GMT
Just checked the Fox trail and weird; it's their fear immunity which saves them (fear or mind immunity protects).
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Post by nathyrra on Nov 7, 2007 19:39:11 GMT
Guys, seen the recent updates to skills, do u have any thoughts on the skill selection of a palemaster???
It seems to me that concentration /spellcraft/discipline/craft armor are essential, with lore/appraise being useful, but what about the rest??
PMs dont need listen/craft weapon, cause they dont hit, dont need parry, cause theyre immune to criticals anyway (correct me if im wrong), dont need tumble, cause were always in heavy armor anyway, our hide/move silently is horrible because of that too, making it uselles to spend points there. Spot/search seems ok to me.. Any other ideas? We have plenty of room to spend with skill points, after all.
Hugs, Nath.
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