Overall Summons Rework [Outdated!]

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Yellena
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Overall Summons Rework [Outdated!]

Post by Yellena » Mon Sep 08, 2014 10:47 am

Original thread here!

TEASERS



Companions: Surface
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Companions: Underdark

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Familiars:

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Summons:
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Planar Summons:

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Blackguard Summons:
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Companions:
-Meaty (Bear, Boar, Rothe): High HP and raw damage. Rothe is Dire Wolf.
---Bear: Knockdown and Sap.
---Boar: Highest damage. Wounding.
---Rothe: Improved Knockdown.
-Flankers (Panther, Wolf, Spider): Fast with crippling and sneak attacks.
---Panther: Highest sneak damage.
---Wolf: Lowest sneak damage. Knockdown.
---Spider: Middle sneak damage. Ability Drain.
-Utility (Badger, Rat, Hawk): Fast, hard to hit, really low damage and disarm traps.
---Badger: Slow on hit.
---Rat: Fear on hit.
---Hawk: Blindness on hit.



Familiars:
-General: All are raw defense now. No damage potential but gained a LOT of surviability.

-Tiny Spies (Rat, Snake, Frog): HIGH stealth and disable traps. Paralyzis Bolts.
---Fire Mephit = Rat
---Ice Mephit = Snake
---Hellhound = Frog
-Spotters (Bat, Eyeball, Raven): UBER HIGH detection, no stealth or trapwork. Knockdown Bolts.
-Stealth Spies (Cat, Pseuso): HIGH stealth and detection. No trapwork. Confusion Bolts.
-Humanoids: No stealth. Work traps and locks.
--Pixie and Imp: Ultravision, See Invisibility and Invisibility.
--Mecha: Spell Breach, Slow Bolt and Petrification Bolt (this one have a fixed low DC). Mecha is the Fairy Dragon.



Summon Creature:
-General: They have a slight more linear AC, AB and HP growth.
-Elementals:
--Water: Overall fighter. Regen.
--Air: AC tanker. High AC and AB, low damage. Super fast.
--Fire: Overall elemental fighter. Low physical damage, way higher Fire Damage.
--Earth: Massive HP and damage. Hardiness. Super Slow.

Planar Binding and Gate:
-Goodies: Dedicated to face Evil, Planars and Undead more than the rest. Archon is a spellcaster.
-Evils: Vicious warriors aided with the power of Hellfire. Imp is a spellcaster.
-Slaads: Really tough allies with a lot of defensive potential and slowing abilities.



Mordenkainen's Sword:
-Anti caster summons. Easy to kill with magical weapons. Almost immune to magic.



Black Blade of Disaster:
-Fixed a bug that it had fears in longsword. Increased damage to make it compete with the new summons.




NOTE: The new Companions and Familiars REALLY rewards people going full into main class. There are boosts in the following level ranges:
25~27: Huge Boost.
28~30: UBER Boost.



More technical Info:

General Overview:

-Familiars and Flanker and Utility Animal Companions's DEX increases by 1 every 2 levels.

-Meaty Animal Companions STR increases by 1 every 2 levels, and CON every 4 levels pre-epic and 2 levels at epic range.

-Flanker and utility Animal Companions gains 1 CON every 8 levels.

-HP is aways maxed, so +1d8 each level (Magical Beast: Fort and Ref are good saves). Exceptions are the Animal Companions Panther and Spider, each gaining different portions of Assassin levels (to control Death Attack DC).

-Natural AC increases every some levels, to balance their final AC growth: Familiars(23~50) > Utility(23~46) > Flanker(19~42) > Meaty(15~39)

-Familiar's Skills starts with 14 on each of the "respective type" kills. These grows by 2 per level up to lvl 24 (60 skill). It gains +5 for each level from 25 to 30.

-Animal Companions's Skills are lower and grows at a way lower ratio, as they ALL do have a lot of usefulness in fight (even Utility have sneak and Crippling Strike).

-Properties (creature hide item) changes every 5 levels. And gets HUGE boosts at lvl 30. DR, SR and immnunities (lower spell circles) increases with these changes and they also gain new effects (haste, freedon and so on).


Yellena wrote:Thank you Roketter for posting this.
Just as an update.
The Undeads's rework moved from "Soon (tm)" to "Very Soon (tm)". Just need to finish the Bloodwraith line and test them (AI, DCs, behavior and such).

I will possible send them to Mith with a patch to fix some of the current summon's bugs and unbalances.


Quick Preview:
General Properties:
-Undeads Immunities
-Cold Resist 5/- and 10/- at Tier 4
-Negative Damage Immunity (makes sense...)
-Divine and Positive Damage Vulnerability (+100%)

Zombie Stream: Zombie>Skeleton>Mummy>Mummy Lord
-Slow (can't run), good physical resistance (lower than earth elemental tought), elemental damage vulnerability (fire). Medium Damage.

Ghoul Stream: Ghoul>Ghast>Wight>Vampire
-Fast and Very Fast at later tiers. Low defenses. Very high damage and Vampiric Regeneration.

Bloodwraith Steam: Wraith>Spectre>Ghost>Banshee
-Fast. High elemental defenses and agility. Very high DR against non magical weapons. Very low physical damage. Casters and "cripplers". Later tiers uses heavy necromancy magic (*coughs* wail *coughs*).


Will also ask Mith to try some of his magic and make a random roll on the appearances, as we have many versions of the undeads. =D

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Hamatreya
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Re: Overall Summons Rework

Post by Hamatreya » Sun Sep 14, 2014 3:02 am

Any news on undead, or has that already been implemented?
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Yellena
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Re: Overall Summons Rework

Post by Yellena » Sun Sep 14, 2014 5:56 am

Working on it still.
Started a new job 1 week ago and overbusy putting things on their places...
Sorry for the delay guys.

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Hamatreya
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Re: Overall Summons Rework

Post by Hamatreya » Sun Sep 14, 2014 6:28 pm

Take your time!
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Valo65
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Re: Overall Summons Rework

Post by Valo65 » Sun Sep 28, 2014 3:41 pm

Is there already a plan for what the undead will have? If so, if changing the summons is just tedious, I think there's more than a few necromancers who would be willing to help if the process were explained to us. :)
Are there plans to have Pale Masters gain caster levels over time in their classes as part of this update? I know it was being considered a while ago, but was deemed a very tedious thing to code.
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Re: Overall Summons Rework

Post by Kuma » Sun Sep 28, 2014 5:20 pm

There's already plans - for both summons and CL increases.

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Re: Overall Summons Rework

Post by Aelryn Bloodmoon » Mon Sep 29, 2014 4:32 am

Since this thread is here, I'd like to put it out there- while you are doing this, please do not forget the often-overlooked Death Domain avatar...which is, by default, woefully pathetic, and actually LOSES effectiveness as you level up as far as attacking in combat goes.
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DaTexican
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Re: Overall Summons Rework

Post by DaTexican » Mon Sep 29, 2014 12:02 pm

What kind of "slow" is the badger's slow? Slow as in the type that reduces #of attacks, and movement or is it just the movement?

Also I cannot find the negatives to blindness either :P.
Last edited by DaTexican on Mon Sep 29, 2014 12:07 pm, edited 1 time in total.
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Mayonnaise
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Re: Overall Summons Rework

Post by Mayonnaise » Mon Sep 29, 2014 12:06 pm

I imagine it is the same slow as the Lizard Archers, for example. So, I guess both? Not sure, to be honest. Someone with a badger companion might want to confirm.

Edit: Strange, my interests are now who I play as. That's neat, time to change that. I do not play fantasy novels.

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Re: Overall Summons Rework

Post by Rattus_norvegicus99 » Mon Sep 29, 2014 1:15 pm

Golems?
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SwampFoot
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Re: Overall Summons Rework

Post by SwampFoot » Thu Oct 02, 2014 12:09 am

DaTexican wrote:What kind of "slow" is the badger's slow? Slow as in the type that reduces #of attacks, and movement or is it just the movement?
Slow on it. Low DC. Same as the spell Slow causing lowered movement speed, lowered APR and lowered AC.

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DaTexican
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Re: Overall Summons Rework

Post by DaTexican » Thu Oct 02, 2014 2:19 am

Thanks!
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God In Action
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Re: Overall Summons Rework

Post by God In Action » Thu Oct 02, 2014 10:24 am

At which levels does the BG get which summons, and how does Epic Fiendish Servant interact?

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Thake
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Re: Overall Summons Rework

Post by Thake » Thu Oct 02, 2014 11:12 am

Badger slow is a DC 26 Willsave. Creatures hit by the badger will move at 50% of their current speed, suffer a -2 penalty to armor class, reflex saves, and attack rolls along with the loss of one attack per round (to a minimum of one attack per round).

It's useful early but probably won't do much later when the majority of your opponents have decent saves.

However, Badass Badger Buddies forever
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DaTexican
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Re: Overall Summons Rework

Post by DaTexican » Thu Oct 02, 2014 11:34 am

Wait you mean the badgers slow starts off at a high DC and just never scales?
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Faye
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Re: Overall Summons Rework

Post by Faye » Thu Oct 02, 2014 12:10 pm

Gnomish Paladins ride on Celestial Badgers, for the Badger Buddy with a 5% roll.
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Re: Overall Summons Rework

Post by Thake » Fri Oct 03, 2014 3:34 pm

DaTexican wrote:Wait you mean the badgers slow starts off at a high DC and just never scales?
Exactly
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Re: Overall Summons Rework

Post by Rattus_norvegicus99 » Sat Oct 04, 2014 1:35 am

Golems?
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Re: Overall Summons Rework

Post by Valo65 » Tue Oct 07, 2014 3:15 am

I don't suppose there's any chance of a sneak peek at what the Undead update will have in it?

Don't mistake this for impatience or irritation, I'm genuinely excited as necromancy is one of my favorite aspects of D&D, next to aberrations and druidism. (I know, a very strange combination.)
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Re: Overall Summons Rework

Post by Mayonnaise » Tue Oct 07, 2014 10:37 am

Image

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DaTexican
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Re: Overall Summons Rework

Post by DaTexican » Tue Oct 07, 2014 11:52 am

Ya... your gona raise the dead? Thats funny since you like druids XD. There's gona be alot of RP there :D. Druids hate abjurations and undead, and want both removed from exsistance because they mess up the balance. Im excited too for all the RP.
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Re: Overall Summons Rework

Post by Valo65 » Tue Oct 07, 2014 12:25 pm

DaTexican wrote:Ya... your gona raise the dead? Thats funny since you like druids XD. There's gona be alot of RP there :D. Druids hate abjurations and undead, and want both removed from exsistance because they mess up the balance. Im excited too for all the RP.
Two of my favorite concepts are scheming necromancers who weasel their way into politics and scheming druids who literally "weasel" their way into politics. ;)

But I haven't played a proper necromancer in years, but have played many druids. So I'm excited for new necromancy stuff.
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DaTexican
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Re: Overall Summons Rework

Post by DaTexican » Tue Oct 07, 2014 1:53 pm

I feel like Roi is gona but heads with your character quite often XD. Looking forward to it.
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lordsterling
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Re: Overall Summons Rework

Post by lordsterling » Fri Oct 10, 2014 4:05 pm

So if the undead summons get a bump, will spell focus conjuration be required to bump them up or will it be based on spell focus necro?

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Re: Overall Summons Rework

Post by Yellena » Fri Oct 10, 2014 5:36 pm

Necro, of course :)

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