Fiendlock Summons

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DestroyerOTN
Posts: 457
Joined: Mon Sep 08, 2014 3:24 am
Location: IRL, probably mad about it

Fiendlock Summons

Post by DestroyerOTN »

Now that the new air has passed, and these are settled in, let me settle to the statement of this that I'm sure every Fiendlock player will hate me for admitting:

These things can be pretty absurd.

Not the summons themselves, but the vein that they can be summoned more than once per round hasted on a character you are -very- capable of making a pain to kill.

A warlock has personally professed to me their belief in their very existence as unfair; capable of achieving over 800 hit points, healing over 100 of those jn two rounds of healing kits, and resisting 19 of anything that hits it to boot.

To counterbalance this, in vein of my last suggestion; let's bring it to the standard of other cool down casters. This isn't to say on all spells, solely the summons; maybe on fey's dirge/mass haste too so nobody feels left out.


The cornerstone abilities of either will have a cool down, appropriate respective to the standard of 3 caster levels over their usage. Blasts can be used in this time, and the fiend will remain active until slain, wherein another can still be conjured if the cool down has lapsed.

Much as the last, this cool down will scale down not by quicken, but by standard of per +2 CHARISMA MODIFIER.

This moderately counterbalances the ability for fiend locks to simply regurgitate-construct the 8/8/18/14/8/16 build we know everyone was using.
"Playin' nobody, no how since AR 112"
Griefmaker wrote:Personal choices regarding RP which[..] limit a character in some way[…] should in no way be an argument for changing something on the server
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