Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español - España (Spanska - Spanien)
Español - Latinoamérica (Spanska - Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (Portugisiska – Portugal)
Português - Brasil (Portugisiska - Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (Ukrainska)
Rapportera problem med översättningen
My first test was without any Augment summoning feats.
- Using Party Editor to check, the ability commanding Infusion does give the animated creatures Augment Summoning as a buff. I have no way of actually seeing if its truly applying because Toy Box doesn't show moded stats it seems as I mentioned a few posts ago.
Then i reloaded (to get rid of summon clutter) and manually added augment summoning feat from the mod to my character.
- Animate Dead did not have augment summoning buff on them using the feat augment summoning, as per PnP rules.
Then I tested Ascendant Summons too and good news:
- Added Ascendant Summons through Toy Box, animated my undead and they had the buff! Rejoice your undead army ignores DR except N/- and actually gets some good stat benefits. Also you don't need any other augment summoning feats to take Mythic Ascendant Summons.
Big takeaways/TLDR:
- Don't take augment summoning line with undead only summons because there's no effect. It does nothing.
- Cruoromancer is giving the Augment Summoning buff to your summons if you cast within 10 seconds of using the infusion. However, because they're undead, they only benefit from the +4 STR and not the +4 CON (the stat should be "-" if we could see it). Is it really worth taking this archetype for +4 STR buffing ability to animate dead that costs life until level 20? Probably not. :)
- You should ABSOLUTELY take Ascendant Summons mythic feat. A must have on any summon build because it works with ALL summons.
*All of this is subject to the buffs actually taking effect, because I can't see whether or not they apply to stats with Toy Box. Only that they're active.*
And if you run a full Dhampir party, this really comes into its own.
Yes this is complete horsemanure. When you cast the animate Dead spell with the command infusion they get a double buff. Meaning they get the Ascend Summon buff. god knows why this is the only way but hey at least the feat was not competly wasted.
The AI also seems incapable of grasping that channelling negative energy towards the one with the pointy teeth isn't a good idea.
Dhampir negative energy affinity is not a weakness.
It's just an alternative racial trait.
Why?
Because evil clerics don't spontaneously convert spells into positive energy, and they can't channel positive energy. If you are evil, being undead helps tremendously. And in this game, you can become a lich... and convert all your damage to negative energy. And then stand in the radius of your own nukes and heal yourself while also annihilating your foes.
Dhampir is game breakingly powerful... but only for some builds. That's not weakness. That's just situationality.
Looking forward to seeing if there are any disable synergies from Assassin skills for more chomping ;)
Not quite sure what you mean by your reply. :)
To be more clear I tested three buffs:
1. Commanding Infusion. Which is supposed to give Animate Dead the benefit of Augment Summoning as per description. You do that by using the Infusion, then casting Animate Dead spell(s) during the 10 second period.
2. Augment Summoning Feat.
3. The mythic feat Ascendant Summons.
So:
1. Works as intended and as described. Adds Augment Summoning buff to your Animate Dead spell(s) cast in that 10 second period (the augment buff on these specific skellies will be perma until their death/despawn). Undead don't get +4 CON benefit because Undead don't use CON as a stat. I never saw the Ascendant Summoning buff pop up in Toy Box's list of buffs on my undead, while using commanding alone. Just the normal Augment Summoning buff.
2. Augment Summoning feat does not work at all, as intended and as in PnP. There is no Augment Summoning buff listed on spawned Animated creatures in this case (i'm not using commanding infusion at all here). Again, Animate/Create Dead are not summons. They're raise spells essentially but for dead mindless corpses/parts in the ground. You have to use Commanding Infusion to get Augment Summoning on them (at least Animate because create dead isn't in the description of Commanding Infusion).
3. Whether or not its intended, Ascendant Summons mythic ability does work and gives all its summon benefits to undead save for CON bonus. It's standalone so no need for any augment/superior summoning feats.
So do you mean that when Augment Summoning is taken and you use Commanding Infusion, it doubles up the buff? I didn't test that and unfortunately I won't be able to see if the buffs actually stack if true. If not, I could still test that anyways and see what happens. Like whether there's two Augment summoning buffs listed instead of one in Toy Box.
Edit: Tested no duplication of buffs.
I made my dhampir a necromancer caster pretty neat i don't have to worry about restoration for her atleast
Frequently she was able to face tank an encounter because the AI doesn't scout, which is fine with me.
I have no idea what I am doing in pathfinder, I barely know what I'm doing in DnD based games, so I just kinda went with what fit the character.
Which is why I went with Dhampir, the story just filled itself in with a Dhampir raised in an orphanage and eventually kicked out because of the rage that boiled in her blood and called her into the wilds and promised power as her mother's ancient fae blood flowed and warred with her Dhampir heritage and the magic that was used in her creation.
1. Augmented and superior summons don't apply to skeletons at all. Animate dead are NOT summons. So yes, the ability definitely has a purpose.
2. Focused is great. +1 DC is amazing for any caster. Also, once you hit 20 all your infusions don't cost any HP. But really, the hp cost is negligible after the early game.
3. Use it if it's effective, don't if it's not. It's very good on targets where it does work.
4. a) Liches get channel energy themselves b) mercs are a thing c) positive channeling doesn't hurt you when it's used to heal. It just doesn't heal you.
And as a footnote, dhampir mercs are amazing as a cruoromancer lich main.
The infusion isn't as bad as it seems, since most of the time the cruoro is kept safely away from getting hit, and the extra +1 to DC comes in handy at the start of the game when most enemeis have little in the way of saves. Cause fear,scare and summon skeletons are your bread and butter spells in the first half of the game, particularly in acts 1-3 where they can be incredibly useful at CC during difficult fights. After that most enemies would likely be too powerful to be affected by skeletons. Infused Skeles hit quite hard, a pack of 4 managed to hack down a Vescator queen boss in a single round, that the rest of my party had trouble chipping away at.
However it should be noted that cruoro to a lich is what armiger is to a hellknight. Meaning that unless you are going down the corporate career of a lich, there's little reason why you should level up a cruoro, unless you really want to roleplay one for some reason. Lich fixes many of the vulnerabilities of the base class and fits quite well with the theme, though one might argue there are better necro options from a gameplay perspective, none of them fit as well in terms of roleplaying.
So all in all it's really not hte best not the worst class. It's a bit underwhelming but you aren't losing out on much. If you want the spell slot magic experience. a different wizard class would probably serve you better, but in all honesty you can build a perfectly fine necromancer lich.