Increase Shelgarns Survivablity

Started by Walrus Warwagon, February 02, 2025, 08:51:03 AM

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Walrus Warwagon

These things are incredibly brittle and vulnerable for something you cannot conventionaly heal. Their only strong defence is shrugging of mediocre physical blows, but in this chapter many things go beyond mediocre.

I wouldn't mind them taking some hit on their offensive capacity, but they are underpowered compared to conjurations, when it comes to something you invest four circle 5 slots to and spends the rest to buff them.

Fun to play, but when all spells go into them, it would feel more rewarding to see them not fold to one fireball. Making them character's signature move with spells and feats tailored to Shelgarn-summoning, with current power of the server, I'd love to be a able to use them for more challenging content.

Providence

I feel this would make things harder for most people, not easier.

Walrus Warwagon

Intent of suggestion is to make it more fun for shelgarners. Can you elaborate how would it make things harder for people?

Egon the Monkey

Yeah, they don't really get rolling compared to Summons unless you load up on heavy Ruinsguard Carvers or run them as ranged. And they're much more fussy to replace if they go down.
E.g. if we compare Shelgarn's Invincible blade to Lesser Planar Binding which CAN be healed normally. I forgot  if +1 summon theme perks etc affect it.

Or Shelgarn's Superior Blade to Summon IV with GSF Conjuration, as if you're serious about Shelgarning, you'll have GSF Evocation or Abjuration.  They're good, but one good fireball and they're toast. Whereas you can tune your summons to run ones with immunities, concealment, etc.

I think the question to the DM who made the spells is 'what role are these summons meant to serve?' Because they are extremely cool and let you play around with special weapons etc. But they don't have the resilience or deployment speed of Summons.