Thaumaturge/Palemaster and summons getting suck.

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Calen
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Thaumaturge/Palemaster and summons getting suck.

Unread post by Calen »

Thaumaturges Contingent Summoning doesn't use the palemasters level 10 summon elite vampire as highest summon (even though it is by far more powerful than any other summon).
Technically the elite vampire should be in a spellbook as well, it is also treated as such.
The elemental from Contingent summoning overwrites your undeads.

Now in terms of wording you could say that the vampire isn't technically a summon.
How ever it seems to benefit from Augment summoning and extending summoning.
Thus shouldn't it be more plausible to have Contingent summoning work for it as well?

I had a few question concerning planar cohort.

- Has a scaling been implanted, if not could that be done?

A simple AC and HP buff would be sufficient, perhaps making them even some what useful.
The main problem with the current summons are that they are fun for RP flavor yet die from about everything.
Making it very hard to take them with you for RP.

Though of course making the fire mephit be like the ones in the Crystal cave is also most welcome.
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An issue I keep running into is that quite some area's around level 20 are summon unfriendly.
There are multiple event spots that bring you to another location of the map ((sometimes only a few steps away) yet it is impossible for your summon to use them.
Now for a summon based characters this is exceptionally annoying, but it also is rather RP unfriendly.

Next to that there are often mobs placed in ranged of these trigger points, the moment you get teleported you might get a missile storm going your way.

Could this be removed/changed?
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Blackman D
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Blackman D »

PM summons are feats, probably why thaumaturge doesnt recognize it would be my guess

as for summons in general, yes majority of them suck because they never got an overhaul (even PM only got a partial upgrade)
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Rhifox
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Rhifox »

From testing on the offline build module, Contingent Summoning didn't seem to work with Druid/Spirit Shaman's Phantom Wolf/Bear either, or Elemental Swarm, which are spells. It seemed to only work with the Summon Animal/Monster/Elemental line. I don't know if it works with Animate Dead/Create (Greater) Undead.
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Tsidkenu

Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Tsidkenu »

It should -not- work with the Animate Dead line of spells because they are Necromancy, whereas a Thaumaturgist specialises in Conjuration (esp. Summoning and Calling) ;)

Spirit Bear/Phantom Bear are both Conjuration so it -should- work. Whether it actually does or not is another question and quite frankly a Druid/Spirit shaman thaumaturge does not really get full use of the class features, not having any calling spells [Planar Binding, etc] to use for the permanent planar ally.
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Calen
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Calen »

The spell is called summon greater undead for pale master thus it would fall under summoning.
But I suppose the class is just more meant as 'you get a free planar to RP with', rather than it being all that useful.

Still if they aren't updated, please bump the planar summons up a bit so they aren't getting 1 shot by every lowbee mob.
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Kethelis Thoatril - Weathering. Guarding Books
Idris - When life gives you rubble...
Tsidkenu

Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Tsidkenu »

Calen wrote:The spell is called summon greater undead for pale master thus it would fall under summoning.
Let me reiterate my point, if I may:
It should -not- work with the Animate Dead line of spells because they are Necromancy, whereas a Thaumaturgist specialises in Conjuration
Even though the name of the spell is Summon Undead, etc, that is actually a misnomer. I am lead to believe that Necromancy animation spells infuse a corpse, skeleton or some other remains with negative energy in order to animate it and bring it under the control of the caster.

Summoning, as a subset of the school of Conjuration, copies a suitable creature near to the summoner and magically recreates it at the point of the caster's choosing. When such a summoned creature dies or its duration expires, it simply fades from existence back into the Weave. The original creature from which it was copied continues alive as it was before at its original location.

Calling, as a subset of the school of Conjuration, draws a creature from another plane to the caster's. Usually such callings require or necessitate contractual service and agreements signed by the two parties. When a called creature dies, it is dead (hence the inherent risk to a called creature that agrees to perform a service). If it's contractual arrangements are fulfilled, or its duration expires, or is banished or freed from service, it returns to its home plane.

These are two entirely different mechanisms channelling different aspects of Mystra's Weave. Hence why, in my opinion, the thaumaturgist class should have no effect whatsoever on any Necromancy animation spell, feat, or otherwise!
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Blackman D
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Blackman D »

while that is normally true for the animate and creation line of necromancy spells, PM summons are in place of undead cohort which can be viewed as a special type of calling, difference being with PM and undead cohort vs normal leadership is that PM can only get the cohort and not any followers
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Calen
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Calen »

Which is probably why it works for ever other Thaumaturge buff aside from that one.

That said is there anyway around the way events are scripted here, aside from not going there?
I'm playing a summon based character and I keep finding places where I have to turn back because of the map way points are setup like that.

For example the Nashkel mines is made in such a way that it renders your summons useless.
The ogre castle is another place that is blocking you out right before the boss.
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Rhifox
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Rhifox »

It's been awhile since I've been at a level on PWs to deal with summons and in-area transitions, and I don't recall and could very likely be wrong, but relogging might transport your summon to you on the other side? That's about the only way I can think of short of putting dev hours on fixing it.
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Calen
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Calen »

I think the summon will disappear if I relog but I'll try it next time.
I haven't touched the nwn2 editor so no idea how long it will take to change the transition.
With some editors it's a matter of 5 min work tops, but with nwn2 it might be a pain.

I suppose the solution is simply don't go ((hate to make RP excuses why summon A cannot enter)).
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Idris - When life gives you rubble...
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Blackman D
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Blackman D »

logging out gets rid of all summons so yea thats not exactly viable
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Nachti
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Nachti »

You only have to make one click at the toolset and summons will follow through the transition.
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Blackman D
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Blackman D »

the useable by npc option? or something like that for transitions?

probably true however it works both ways, enemy npcs will also be able to use them to continue to follow you if you run away, nwn1 used that option and yea it could get really ugly really quick

you would have epic area mobs chasing people across the server :lol:
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Nachti
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by Nachti »

No, group transistion. I believe that has been applied to the netherese ruins.
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mrm3ntalist
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Re: Thaumaturge/Palemaster and summons getting suck.

Unread post by mrm3ntalist »

Nachti wrote:No, group transistion. I believe that has been applied to the netherese ruins.
Group transitions are not used because they can be exploited. I have seen in other servers that a feat was implemented that let you respawn the companion/summon next to you.
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