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Soak-Familiar and basic Questions

 
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IceSC



Joined: 01 Jan 1970
Posts: 174

PostPosted: Tue Jan 15, 2008 9:29 pm    Post subject: Soak-Familiar and basic Questions Reply with quote

1) Is there a ruling whether no soak on criticals is "No Physical Soak" with allowances of natural resistances and special resistances?

BlueSC: Any soak from equipment is negated during those criticals, while natural (race or ethics derived) soaks remain.


Familiar Questions:


Familiars are weak. Why?

BlueSC: They couldn't be made equal in power to having a second character, because that would make mages too powerful. So they were deliberately toned down. If you want hitting power, make a second character and play them like a sidekick. Familiars are NOT POWERFUL in literature. Don't want them to die? Don't send them into a fight. Think about it... should a cat have more hit points than a farmer? (who probably has about 3 hp.)

Also yes, necromancer corpses are more powerful, but they don't have access to elemental spells, remember, so they can't ever get damage bonuses that way. Their spellcasting is heavily restricted.


Now for the actual question portion of the Familiars:

a) Do they possess ethics, or do they have an absence of ethics since they serve the wizard's needs?


BlueSC: I would suggest that their ethic follows their wizard.

b) Stat checks: Are any stat checks that need done by the targeted Familiar based upon the wizards, or considered the default 15?

BlueSC: If we actually had stats for animals in this game (as they do in D&D) this would be an easy question to ask, but... it isn't, because the game isn't D&D based and is unique. 15 OR host's discretion.

c) If you choose elemental breath, spells, or whatever - does that make the creature itself elemental in terms of a weakness and strengths in terms of dmg/soak? Also, if you choose an animal like a Phoenix, is it defaultl fire with the dmg and soaks?

BlueSC: I'd just say no. While a familiar is limited to using one element, I wouldn't make them elemental. Elementals are a race, after all... second character and all that.

d) Last question. Can you only make the familiar one level at a time?

BlueSC: Players can't drop their XP below that point, because you can only use XP gained *after* creating it to level it up. Any XP you gain after creating it can be spent on your familiar, though it can't make you lose a level - i.e., if you gain XP and gain a mage level, you can't spend so much XP on your familiar that you lose that level again and somehow become less skilled.
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Jakobey



Joined: 01 Jan 1970
Posts: 51
Location: Naples, FL

PostPosted: Mon Feb 11, 2008 3:47 pm    Post subject: Reply with quote

Quote:
Also yes, necromancer corpses are more powerful, but they don't have access to elemental spells, remember, so they can't ever get damage bonuses that way. Their spellcasting is heavily restricted.


What does this mean exactly? How are necromancer familiars stronger - are they the same as an Advanced Corpse or is a necromancer familiar the same as regular familiars and you are just stating that their "advanced corpses" are sronger?
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blueSC



Joined: 07 Sep 2006
Posts: 13

PostPosted: Sun Feb 24, 2008 4:11 pm    Post subject: Reply with quote

I didn't say their familiars were more powerful. I said their corpses were more powerful. Why? Because they can have two or three of them in addition to their familiar, and 3 corpses + 1 familiar = more powerful than 1 familiar, even if those extra corpses are temporary.

Notice that even a lesser corpse has more hit points than most familiars will ever have, and the same chance to hit as a level 4 familiar. The advanced familiars have more hit points yet, and they do d15+LvL damage... so, at least d15+10 by the time you could have a familiar. A level 5 familiar, even when pumped up with attack enhancing abilities, can't do more than d5+12. By and large, the corpses are already comparable/more powerful than familiars in many respects.
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