Death avatar

Started by Staring Death, April 18, 2010, 02:16:54 PM

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Staring Death

I don't know if the Avatar is the same for anyone who uses the Death Domain, but for Myrkul, it is ridiculously useless.

At level 7 caster level, it summons an outsider with the immunities of an undead.

It has 10 AC, +8 AB, 1d3+3 dmg and power attack.
It also has a a negative energy shield, meaning anyone hitting it will take 1 negative damage.
It is unarmed, therefore we can't enchant its weapon. It doesn't have improved unarmed fighting, therefore it triggers an attack of opportunity every time it attacks.

My suggestions:
At the very least, give it improved unarmed fighting so that it might actually be able to flank.

Depending on the intent of the role of the summon, if it's meant to be hit, give it death armor and similar spells or increase the negative energy shield damage so that it does more than a ridiculous one damage. Furthermore, throw in some DR if it's meant to be able to withstand /some/ damage.

If it's meant to just hit stuff with its normal attacks, remove power attack and increase its normal damage or increase its attack bonus so that it stands a better chance than a level 2 wizard to hit something

Thomas_Not_very_wise

I am of the opinion Death Avatars should be scary. Scary as hell.

Garem

There are issues with the Velsharoon one too (sounds identical, actually), and someone mentioned problems with the Black Dog halfling deity's as well a few weeks ago.

Worse yet, you can't even cast Stonebones on them. =(

This wouldn't really be worth changing in my mind if Death domain itself had some other significant perks, but PhK is not a terribly useful Cleric spell since any cleric who takes SpF: Illusion to make the DCs scary enough is having to gimp themselves already with a largely useless feat. And Enervation? Great spell... unless you have Slay Living, as all clerics do.

TheImpossibleDream

Enervation is amazing. Each level drained via this spell reduces attack bonus and saving throws by one. The spell drains 1d4 levels. Once all levels are drained the target dies instantly. Should be careful with this spell as I'm almost certain it's impossible to subdue only fugue people with it.

You may ask the question "why not just use slay living?" the answer is simple. Slay living is a save vs death and requires a touch attack reducing its overall use versus the low fort classes due to them generally having quite a bit of dodge and dex ac as well as anyone with expertise. There are also many hero drops and general quest drops that offer large boosts vs death magic.

Hasted enervate necromancy cleric is far scarier than one with slay living prepared.

--- Back on the topic of Death Avatar --

I think giving the death avatars some abilities to cause "fear" as they level would be better than improving them physically.

At lower levels say up to level 5 they  cast the spell "Scare" a few times a day. At level 6+ they gain fear as a spell, but with a very low dc, say dc 12 with the possibility of gaining another cast at level 7 and 8. At level 9~10 they get the lowest dc fear aura available (I think its DC 10)

That would be my suggestion anyway.

Equinox

It is possible to subdue with enervation.

Death domain avatars suck. They could use buffing.

Cruzel

Same problem as elemental summons. cheap levelup scripts ftl

Drakill Tannan

FIX TEH FIRE ELEMENTALS

Diz-e

also: Death Avatar is hurt by negative energy and healed by positive. now i know that ain't right.

Staring Death

No, that works as, I would guess, intended as the Avatar is not an undead, but an outsider, which makes sense. You summon an avatar of your god, not an undead.

Diz-e

yes, but this one in particular has similar abilities of the undead, and at least in velsharoon's case, his avatar would be undead-like anyway in every other way.

Garem

It looks like one, walks like one, fights like an undead creature.

Then again, Doom Knights aren't undead either, they're also considered outsiders and yet are healed by Negative, harmed by Positive.