
Aotrscommander RPG Superstar 2008 Top 32 |

Quick question, because I can't remember.
One of my players going Dragon Shaman in a couple of levels, and one of the (additional) auras we were considering was the Spell Power one (bonus to all caster level checks vrs Spell Resistance - there are five casters in the party).
I can't remember off hand, are there sufficient numbers of enemies with SR to make it worthwhile? I know there's not much in books 2-4ish, but I can't remember about the last two.
I've been working on preparing Shackled City, and it's occulded my memory (and SC is full of SR enemies).

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It'd probably be better in a campaign like Second Darkness, where SR pops up all the time. That said, I hate SR when I play a caster, so something that makes me cut through it sounds like a winner. Powerful outsiders and dragons tend to show up from time to time, so it won't be bad, just not the crowning jewel it would be in a campaign where tons of enemies have it.

Tangent101 |

Why? While there are four "iconic" characters in the AP, it is designed with the assumption that any of the core classes will be run through this. The first time people start blowing Will Saves should alert them to the problem. (And remember, Charm Person does not equal Mind Control, all it does is make you that person's best friend. Let your players weasel - after all, would you attack your companions and friends because a best friend told you to?)
Once they succumb to a Charm Person once or twice they'll be annoyed enough that they'll start beefing up their Will save. And in the meantime you've not given them spoilers to ruin the fun of the game.

Aotrscommander RPG Superstar 2008 Top 32 |

Eh? I'm not sure what you're getting at. I'm talking about an (alternate) Dragon Shaman aura that increases the caster level checks to penetrate spell resistance. Will saves or charm have got nothing to do with anything... Are you sure you posted in the right thread?
In general, when someone is taking something that's very quest-orientated in function (e.g. ranger favoured enemies), I do tend to try to advise them in broad, non-specific terms what are some good choices (since there's nothing worse than having a class feature that you'll never use). No point, for example, decided to play a Radiant Cleric of [Pelor/Sarenrae/whoever) if there's no Undead in the campaign...!
When I ran my 3.Aotrs conversion of Night Below, for example, I advised the cleric not to bother with Turn Undead, but pick an ACF instead, on the basis that there were very few Undead and aside from about the first section, anytime they did meet any, it would have been pointless anyway. (As from base 3.5, it's Turn Undead and not channel energy).
I don't feel telling my players that "actually, there aren't too many enemies that [have spell resistance], so you might be better getting something else" is a particularly a big spoiler - though if it is, I'd rather them be slightly spoiled than stuck (if even only for a level, since I allow retraining) with a class feature/feat/thing they can't use.