Still.. Would be nice if the Pale Master got the correct spell progression, ie like Eldritch Knight... The +4 Str when getting the graft would be nice to.
Just my 2 cents, shouldnt be to hard to implement either. :)
Pale Master


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*Product of Void
- Posts: 355
- Joined: Thu Jan 01, 1970 12:00 am
+4 strength would be more difficult to add seeing items do not work like in nwn1. things over lap not add. While RDD add to str it does it way differently.
The problem would be that onequip would have to be modified to see what is being equiped if it adds strength then add to the characters strength even more. which would create UBER lag due to you figure how often people change what they were, or when the appearance changer is used they are actually equiping new clothes over and over. All of those would cause lag due to a script firing so often.
Which could also lead to abuse as well due to you could equip a +5 item then switch it out unless an unequip script is added too which see above to the problem to that.
now an onlogin and on rest could be modifed to give +4 strength though you would never be able to use an item, or it could do the same though would also equal abuse less an unequip script is added and you see the vicious circle.
There might be another why though those are what come to mind to me. Perhaps an feat that is on use adds strength. 1/day duration 24hours.
Spell progression would be nice. though keep in mind there are I think 2 palemaster classes in pnp.
I would say ignore what the books say and modify the summons palemasters get to something cool or perhaps make them henchmen so they can have 2 summons.
The problem would be that onequip would have to be modified to see what is being equiped if it adds strength then add to the characters strength even more. which would create UBER lag due to you figure how often people change what they were, or when the appearance changer is used they are actually equiping new clothes over and over. All of those would cause lag due to a script firing so often.
Which could also lead to abuse as well due to you could equip a +5 item then switch it out unless an unequip script is added too which see above to the problem to that.
now an onlogin and on rest could be modifed to give +4 strength though you would never be able to use an item, or it could do the same though would also equal abuse less an unequip script is added and you see the vicious circle.
There might be another why though those are what come to mind to me. Perhaps an feat that is on use adds strength. 1/day duration 24hours.
Spell progression would be nice. though keep in mind there are I think 2 palemaster classes in pnp.
I would say ignore what the books say and modify the summons palemasters get to something cool or perhaps make them henchmen so they can have 2 summons.

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*Tildryn
- Posts: 31
- Joined: Thu Jan 01, 1970 12:00 am
You wouldn't need that roundabout way at all. It could just modify the base strength. Or give four free Great Strength feats. Whichever.Product of Void,May 8 2010 wrote: +4 strength would be more difficult to add seeing items do not work like in nwn1. things over lap not add. While RDD add to str it does it way differently.
The problem would be that onequip would have to be modified to see what is being equiped if it adds strength then add to the characters strength even more. which would create UBER lag due to you figure how often people change what they were, or when the appearance changer is used they are actually equiping new clothes over and over. All of those would cause lag due to a script firing so often.
Which could also lead to abuse as well due to you could equip a +5 item then switch it out unless an unequip script is added too which see above to the problem to that.
now an onlogin and on rest could be modifed to give +4 strength though you would never be able to use an item, or it could do the same though would also equal abuse less an unequip script is added and you see the vicious circle.
There might be another why though those are what come to mind to me. Perhaps an feat that is on use adds strength. 1/day duration 24hours.
Spell progression would be nice. though keep in mind there are I think 2 palemaster classes in pnp.
I would say ignore what the books say and modify the summons palemasters get to something cool or perhaps make them henchmen so they can have 2 summons.


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*Ravenous
- Posts: 9
- Joined: Thu Jan 01, 1970 12:00 am
3.5 ed Libris Mortis Pale Masters get 9/10 spell progression... And as it is the "latest" it is the one that should be followed... especially since NWN2 is post-Libris Mortis... But I guess it was just a continuation of the lazy NWN1 PrCs...
Assassins and Blackguards ought to have proper spell progression to, buuuut Obsidian was lazy...
4 Great Strength feats would work :)
Well, all i'm saying is that it would be nice...
Assassins and Blackguards ought to have proper spell progression to, buuuut Obsidian was lazy...
4 Great Strength feats would work :)
Well, all i'm saying is that it would be nice...


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*Ravenous
- Posts: 9
- Joined: Thu Jan 01, 1970 12:00 am
Well.. I do care about being useful.. and not just lounge about when everyone else kills everything (why i'm not playing warlock anymore), so getting a decent DC would be nice, for which one needs caster lvls.
Aaaand, could also be a nice thing to not feel forced to wait until late levels to start in PM, since currently way to much spell progression is lost if one starts taking PM at lvl 6 and then complete it...
Cause well, yay im lvl 15 with max lvl 5 spells and crappy non-magic combat capability and a bit better than crappy magic.
And well, it was changed in PnP.. Probably due to not measuring up when compared to other PrCs, which would in turn mean the same for NWN.
Aaaand, could also be a nice thing to not feel forced to wait until late levels to start in PM, since currently way to much spell progression is lost if one starts taking PM at lvl 6 and then complete it...
Cause well, yay im lvl 15 with max lvl 5 spells and crappy non-magic combat capability and a bit better than crappy magic.
And well, it was changed in PnP.. Probably due to not measuring up when compared to other PrCs, which would in turn mean the same for NWN.

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*Product of Void
- Posts: 355
- Joined: Thu Jan 01, 1970 12:00 am
I guess long as the deleveler takes care of these boost like I hope it does with RDD. I think SCOD has the enforce legal character off so would work.Tildryn,May 8 2010 wrote:You wouldn't need that roundabout way at all. It could just modify the base strength. Or give four free Great Strength feats. Whichever.Product of Void,May 8 2010 wrote: +4 strength would be more difficult to add seeing items do not work like in nwn1. things over lap not add. While RDD add to str it does it way differently.Â
The problem would be that onequip would have to be modified to see what is being equiped if it adds strength then add to the characters strength even more. which would create UBER lag due to you figure how often people change what they were, or when the appearance changer is used they are actually equiping new clothes over and over. All of those would cause lag due to a script firing so often.
Which could also lead to abuse as well due to you could equip a +5 item then switch it out unless an unequip script is added too which see above to the problem to that.
now an onlogin and on rest could be modifed to give +4 strength though you would never be able to use an item, or it could do the same though would also equal abuse less an unequip script is added and you see the vicious circle.
There might be another why though those are what come to mind to me. Perhaps an feat that is on use adds strength. 1/day duration 24hours.Â
Spell progression would be nice. though keep in mind there are I think 2 palemaster classes in pnp.
I would say ignore what the books say and modify the summons palemasters get to something cool or perhaps make them henchmen so they can have 2 summons.
as for the class being useful, it does increase ac, give a few summons as use per day, and make you immune to crit/sneak unless fighting something with epic levels one epic feat and ten levels of rogue. Even then its half damage. This ability much like a clerics level 2 spell or a wizards level 6 has no duration and can not be dispelled.
Once summons are tweaked more I could see it being more useful, also if the summons palemasters have are treated as henchmen instead of summons that would be cool. Perhaps even set them up with a gear bag, I scripted one of those for fun at one time, was interesting.
As for warlock they are a fun class to solo, hunting in a group unless a basher you are best to have a bow/slnig/crossbow as a caster to feel useful while the main bonus is boosting others. They are a fun class though 2 weakness. 1. antimagic area =RUN AWAY. 2. Silence = Also RUN AWAY.
