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They are about to ship! I just received a message about confirming my payment method.


Dhjika wrote:
acid4hastur wrote:
I allow it to catch fire at my table. I personally feel it is a bit of a stretch that they'd be summoning a flourinated or silicon-based grease instead of a run-of-the-mill animal fat or crude oil. After all, if the party is willing to invest two spells to set someone on fire for a piddly 1d6 extra damage per round, I'm not going to begrudge them that chance.
animal or plant fat is technically flammable - i.e. burns - but it is not the flash of fire people are thinking to do damage - if such fat is converted to a fine mist - especially heated (see frozen turkey deep fried), it is quite flash flammable - but put a match to most animal/plant fats and good luck on having it catch on fire - you'd be lucky with a blow torch.

Interesting, I didn't know that. I will have to put that into consideration. Thanks!


I allow it to catch fire at my table. I personally feel it is a bit of a stretch that they'd be summoning a flourinated or silicon-based grease instead of a run-of-the-mill animal fat or crude oil. After all, if the party is willing to invest two spells to set someone on fire for a piddly 1d6 extra damage per round, I'm not going to begrudge them that chance.


I was hoping this product to be more informed by the Books of Martial Action by Necromancers of the North West, which actually give martial characters something more interesting to do than power attack + full attack every round. Ah well.


Any news on the release date yet?


If Dirty Trick doesn't provoke AoO, I don't really understand the purpose of it other than the fact that it prevents an enemy from making a full attack. Please, help me to understand what it's usefulness would be if this is the case. I have the feat and can't come up with a thing. I'd like to make use of it if I can.


Selgard wrote:

I am going to say.. Huzzah for 100% total blanket immunity.

I am a player.

The ONE thing worse than death is to have the DM take your character from you and play it for awhile.

To be entirely honest, I'm surprised that so many people in this thread are so against the use of staple enchantment spells. It seems to me that those spells are just part of the game and give me the opportunity to think out of the box as a PC. When my DM uses one of those spells on me, he allows me to continue playing my charmed/dominated character. That way there is no need for me to whine about my character being taken from me. He relies on the fact that I can role play even when roll playing. Anyway, I relish the opportunity to kick the crud out of my friends sometimes. It can be really fun!

Anguish wrote:

Simply put, anything that changes character behavior is TPK in a box. It might not happen every time, but what else at those spell levels are so deadly?

dispel magic shouldn't be the answer to everything. bane and bless work nicely. If protection from evil doesn't help against a charm or suggestion then we need a new 1st-level spell called give me my character's mind back.

And no, I'm not the balance-breaking guy who uses those spells against the bad guys either. Sure, charm a palace guard into letting you in, or a prison guard into letting you out. But a 4-on-4 fight that suddenly becomes 5-on-3 is verging on broken.

I don't know where James' ruling comes from, but I strongly wish he'd reconsider. If making you think your enemies aren't your friends isn't a form of control... I dunno.

I couldn't disagree more with this. While I understand the importance of balance in any kind of game for it to function properly, consistent balance can also lead to boredom and formulaic combat encounters that become akin to the fights in the old JRPGs. All you had to do was to keep pressing the attack button without paying any attention to what was happening because you had fought the same monster 50 times before and the monster was limited in its actions by the programing.

Bah humbug I say! Throw a wrench in the works. It breaks up monotonous combat encounters and adds a touch of realism. It also allows the players to try new strategies and often provides the opportunity for a very memorable session. In addition, characters who normally don't get the spotlight in combat like healbots (clerics) or bards often end up saving the day because they are forced to step up to the plate rather than stay in the roles they are most comfortable with. I thoroughly enjoy the use of enchantment magic at my gaming table. Oh and thanks for the clarification on Proc Evil James.


I discovered an awesome sorcerer enchanter concept almost by chance for the Council of Thieves adventure path. Since the module presents the possibility to play as a teifling, I needed to take advantage of such a chance. The module includes several different teifling origins that modify the ability score increases of the race. My GM rolled on the table and it was determined that my character's teifling blood came from a Kyton (+2 dex, +2 cha, -2 int).

After said ability modifications, tack on the teifling Fiendish Sorcery ability which causes teifling sorcerers to treat their charisma score as 2 higher for all sorcerer class abilities (including class skills, bonus spell slots, and spell save DCs). Being that the module takes place in Cheliax and that Kytons are LE, the infernal blood line puts the icing on the cake with the Bloodline Arcana ability which grants +2 to DCs from the Charm subschool.

Finally, I took the Charming social trait from the APG because it grants a +1 to Bluff and Diplomacy (two of the most important skills for any enchanter) and a +1 to the DC of any language dependent spells (a category that most of the nastiest enchantment spells fall into).

My 1st level sorceress started with a natural charisma score of 18.

18+2 (for Kyton blood) +2 (effective ability score bonus for Fiendish Sorcery) = a Cha score of a whopping 22! That means 1st level spells start at a DC 17 before any mods from bloodline arcana and the Charming trait.

My sorceress casts Charm:
17 base DC + 2 for bloodline arcana +1 for being language dependent = DC 20!

Just wait until I get spell focus... *80's supervillian laughter ensues*


UltimaGabe wrote:
An uncharismatic person is just as likely to be ignored than anything else- they're the kind of person who you don't even notice because they never speak up or get themselves noticed. Your charisma is how well you're able to exert your will on the world around you- if it's low, you aren't able to do just that.

So Just think of Ringo Starr while you play your character!