joeyfixit |
So last night my GM introduced me (out of play) to the spell Feeblemind. I didn't know PF had something so awful as a 5th level spell. After seeing my reaction when I saw what the spell does, GM did a "bwahahahaha" and promised to build a villain around this spell so he could destroy my alchemist with it.
Since my alchemist, like most, is a smart cookie with uber Know: Arcana, he's just as scared of this spell as I am (more so, actually).
Question the First: does an alchemist count as an "arcane caster" and therefore get the -4 penalty?
Question the Second: how do I avoid this terrible fate? So far on my list I got
Iron Will
Greater Iron Will
don't nerf your Wisdom/Will Save
Cloak of Resistance
Headband of Mental Superiority
Make nice-nice with a high-level cleric
Stay home where it's safe and warm.
What else is there? Especially gear.
Does Protection from Evil work on Feeblemind? Does Protection from Evil work if you ARE evil?
If an alchemist prepares Heal as one of his extracts (and tells a trusted member of the party that he has done so), will the extract work even if he's feebleminded? Like, if they find it in his pocket with a note and then pour it down his throat?
Aiken Frost |
So last night my GM introduced me (out of play) to the spell Feeblemind. I didn't know PF had something so awful as a 5th level spell. After seeing my reaction when I saw what the spell does, GM did a "bwahahahaha" and promised to build a villain around this spell so he could destroy my alchemist with it.
And after that, you punched him in the face and promised to never play in one of his games again, right?
Dreaming Psion |
well, is anybody else in the party able to cast it? if so, get a ring of counterspells (4,000 gp) good for a single instant counter. but it uses up the "casting" your buddy put into it. So if it gets cast upon you often, your wizard friend will have to keep "refilling" the ring of counterspells over and over by casting the spell into it.
Feeblemind is a mind-affecting, compulsion, Enchantment effect, so anything that blocks one of those blocks the spell. Since protection from evil prevents any new attempts to possess or exercise control over the target (including enchantment [compulsion] effects), it would seem to be effective against feeblemind.
Abraham spalding |
Alchemist are not casters at all.
Secondly you aren't using spells, skills or communicating -- you are using supernatural abilities. So bombs still work, as well mutagens, extracts will be out since your Intelligence will actually be dropped.
Protection from Evil will only work if the villain is evil.
Finally tell me more about your character -- what level and race are you?
Petty Alchemy RPG Superstar Season 9 Top 16 |
Never dump wis, the will save protects you from the cruelest effects, usually.
Uh, it seems that by RAW, Prot from Evil will do it (as long as the caster is evil, as mentioned). Surprises me that PfE will shutdown all compulsions and charms (I thought it only prevented being dominated/possessed type stuff), but I guess you're home free.
joeyfixit |
Never dump wis, the will save protects you from the cruelest effects, usually.
Uh, it seems that by RAW, Prot from Evil will do it (as long as the caster is evil, as mentioned). Surprises me that PfE will shutdown all compulsions and charms (I thought it only prevented being dominated/possessed type stuff), but I guess you're home free.
Problem is I can't make it as a formula, party cleric is kind of useless/has his hands full with Raise Dead and Ability Score damage, party Paladin is looking at me funny in spite of Undetectable Alignment (I'm LE).
Bombs- suddenly they will be caster level minus 5 per day, with -5 damage per bomb. At my level that's 6/day; chances are good they'll be used up already.
I have a cloak of resistance +1 and Wisdom 14, so Will is 8 - unless I use Dex mutagen, which will make it drop by 1.
Petty Alchemy RPG Superstar Season 9 Top 16 |
It's a lvl 1 spell, the cleric can't use that slot to raise dead or heal ability damage anyway, and it's pretty much standard issue to spread around by lvl 11, if not Magic Circle vs Evil for any weak-willed meleers that might be easily convinced to grind their axe on the party. Adventurers band together because they can cover each others weaknesses and accomplish more together than they could on their own, you shouldn't have to counter everything yourself.
If you cannot get that cooperation though, I dunno, get a magic item that casts it x/day? You could even make one, since IIRC you can roll a higher DC spellcraft check to make items with spells you don't know. Or carry a few scrolls and UMD it if you suspect mind tricks.
You might even be able to bum it off the Paladin though. If he's suspicious that you might be Evil, he could consider casting Protection from Evil as a purifying effect on you, or to help you to the path of Good. You might even RP it as such.
Diego Rossi |
1 person marked this as a favorite. |
Hmmm
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target.
As I read it, PfE don't make you immune to all "enchantment [charm] effects and enchantment [compulsion] effects" but only to those "that possess or exercise mental control over the creature".
Feeblemind don't possess or exercise mental control over the target.Sean K Reynolds wrote:I'll have to talk to Jason about his opinion on question #1, but I am 90% sure that prot. evil only works on charm and compulsion effects where the caster is able to exercise control over the target; it shouldn't work on sleep or confusion.I just spoke to Jason, and we are in agreement: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it shouldn't work on sleep or confusion. (Sleep feels like a border case for this issue, but we feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")
From here.
Alchemist are not casters at all.
In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract.
Alchemists are casters, they aren't arcane (or divine) casters.
So they don't get the modifier for being arcane caster against feeblemind.Sissyl |
Seconded. Go lich. The world needs more kobold liches.
But seriously... if you can deal with raise dead and such, feeblemind isn't something you should lie awake in fear of. When it hits you, take some time off, check out your navel lint, laugh at your fingers, and chill out. Eventually, your mates will get to fixing you up.
Or, and this might be a better solution: Ring of spell reflection. Misery loves company, and if someone whacks you with the spell, they deserve to have it too. Even if you only get a partial result, payback is still a b%&$%.
Cheapy |
If you can use 3.5 material, I recomend an amulet of second chances (Magic Item Compendium). It allows for one reroll save of any type once per day. Cost - 5k, making the save against feeblemind, finger of death, or flesh to stone, priceless.
That's really cheap. The cost of a feat in PF is about 10k, based on the ioun stones and gloves of arrow deflection.
BigNorseWolf |
Extracts work like fake potions. Put them in a sippy cup and even a barbarian or feeble minded alchemist can drink. Heck, you can keep a bowl handy and feed them to an animal companion.
The problem is you're not going to know what extract is what.
Question the First: does an alchemist count as an "arcane caster" and therefore get the -4 penalty?
Raw no. He does not cast spells. RAI probably.
If your DM allows your alchemist to take caster prestige classes and the item creation feats then the answer is yes. If he does not allow it then the answer is no.
Your bombs work just fine and you can still throw them. (even if the dc will be low) I don't think temporary adjustments to your int score affect your number of bombs per day.
BigNorseWolf |
BigNorseWolf wrote:DOh.. an extract probably wont work. An infusion would.ah, maybe we could take the Alchemist by the hand and wrap his fingers around the sippy cup and ... "help" him drink it.
but maybe not.
looks like it's YMMV on this one.
Just make them taste like honey. The alchemist will be gobbling them up.
My dwarf makes potions that are 180 proof and leaves them in hollowed out gourds for his horse. Should work the same way.
FallofCamelot |
1 person marked this as a favorite. |
So last night my GM introduced me (out of play) to the spell Feeblemind. I didn't know PF had something so awful as a 5th level spell. After seeing my reaction when I saw what the spell does, GM did a "bwahahahaha" and promised to build a villain around this spell so he could destroy my alchemist with it.
Forget contingencies and tactics. This is your issue. When a GM is going out of his way to create a bad guy to destroy your character then something is wrong.
If a GM wants to screw you, then they will screw you and there isn't a single thing you can do about it. I was in a game years ago where the GM took great delight in basically doing nasty things to my PC. He considered it a bad session if he hadn't killed me at least once and he said as much to my face. Needless to say I soon got tired of this and unceremoniously dumped the campaign.
If you get into a contest with your GM then you will lose, plain and simple. I recommend asking your GM why he feels it is necessary to build a monster NPC with the express purpose of killing your character. Perhaps he feels your character dominates too much and he wants to challenge you, perhaps he sees the game as a contest, whatever the reason you should talk it out with him, a killer GM is not fun.
joeyfixit |
joeyfixit wrote:So last night my GM introduced me (out of play) to the spell Feeblemind. I didn't know PF had something so awful as a 5th level spell. After seeing my reaction when I saw what the spell does, GM did a "bwahahahaha" and promised to build a villain around this spell so he could destroy my alchemist with it.Forget contingencies and tactics. This is your issue. When a GM is going out of his way to create a bad guy to destroy your character then something is wrong.
If a GM wants to screw you, then they will screw you and there isn't a single thing you can do about it. I was in a game years ago where the GM took great delight in basically doing nasty things to my PC. He considered it a bad session if he hadn't killed me at least once and he said as much to my face. Needless to say I soon got tired of this and unceremoniously dumped the campaign.
If you get into a contest with your GM then you will lose, plain and simple. I recommend asking your GM why he feels it is necessary to build a monster NPC with the express purpose of killing your character. Perhaps he feels your character dominates too much and he wants to challenge you, perhaps he sees the game as a contest, whatever the reason you should talk it out with him, a killer GM is not fun.
Nah, this was all in good fun. At the same time, I saw the light bulb flicker and I do expect him to throw this spell at me eventually, since it's certainly not overpowered vs. my 11th level Kobold and I now know it's coming.
Me vs. my DM is not something that gets under my skin. This LE character is kind of asking for it, anyway. We've discussed the inevitability of PvP between Paladin and Evil Kobold Alchemist; Paladin PC is having fun with it, too. We're having a lot of fun with it and the relationship between me and my DM is a playful one. No bad blood.
He is the king of all Killer GM's, though.
meabolex |
Hmmm
Protection from Evil wrote:
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target.As I read it, PfE don't make you immune to all "enchantment [charm] effects and enchantment [compulsion] effects" but only to those "that possess or exercise mental control over the creature".
Feeblemind don't possess or exercise mental control over the target.Sean K Reynolds wrote:Sean K Reynolds wrote:I'll have to talk to Jason about his opinion on question #1, but I am 90% sure that prot. evil only works on charm and compulsion effects where the caster is able to exercise control over the target; it shouldn't work on sleep or confusion.I just spoke to Jason, and we are in agreement: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it shouldn't work on sleep or confusion. (Sleep feels like a border case for this issue, but we feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")
That's odd, the text didn't change from 3.5 and the 3.5 FAQ says completely differently. I guess the 3.5 designers didn't know what their own material did (:
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).
What exactly does the second effect of protection from evil do, anyway?
The Sage feels your pain. While the first and third effects of protection from evil are relatively straightforward, the second is less clear. The key phrase that defines this particular effect of the spell is as follows: “ . . . the barrier blocks any attempt to . . . exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject . . .).” (The spell also blocks attempts to possess the creature, but effects that accomplish this are so few as to barely be worth mentioning.)
The first part of this phrase describes the basic criteria by which the DM should judge protection from evil’s effect: If the incoming effect attempts to exercise mental control over the creature, protection from evil likely suppresses that effect. The parenthetical portion of the phrase provides two specific examples (pointed, obviously, at rules elements of the PH) to help judge what exactly is meant by that:
1. Enchantment (charm) effects. Simple enough— protection from evil automatically suppresses any enchantment (charm) effect, such as charm person or enthrall.
2. Enchantment (compulsion) effects that grant the caster ongoing control over the subject. This is where adjudication gets trickier, because you have to decide what “ongoing control” means. The Sage recommends a broad definition, which includes any non-instantaneous effect that prevents the target from exercising full control over its own actions.
Examples would include the obvious (such as command or dominate person), but also the less obvious, such as daze, sleep, and Tasha’s hideous laughter. Such effects would be suppressed for as long as protection from evil lasts on the target.
There are still plenty of enchantment (compulsion) effects that don’t grant the caster ongoing control over the subject.
Heroism, crushing despair, mind fog, power word blind, rage, and touch of idiocy are examples. Protection from evil has no effect on such spells.
But what about mental control effects that aren’t enchantment effects, such as psionics? In such cases, the DM must use the rules and his own best judgment in concert to adjudicate the effect. Psionic powers of the telepathy discipline are the equivalent of enchantment spells, for example, and thus are affected in the same way. Nonspell effects that closely mimic enchantment spells should be treated as if they were spells of the appropriate subschool (charm or compulsion).
Diego Rossi |
1)
That's odd, the text didn't change from 3.5 and the 3.5 FAQ says completely differently. I guess the 3.5 designers didn't know what their own material did (:
...
There are still plenty of enchantment (compulsion) effects that don’t grant the caster ongoing control over the subject.
Heroism, crushing despair, mind fog, power word blind, rage, and touch of idiocy are examples. Protection from evil has no effect on such spells.
Apparently it say the same thing in 3.5 and Pathfinder, as far as your citation go.
2) 3.5 and Pathfinder aren't the same game and the spells don't always work the same way. Look the difference between Mind Blank in 3.5 and Pathfinder for a blatant example.
3)
2. Enchantment (compulsion) effects that grant the caster ongoing control over the subject. This is where adjudication gets trickier, because you have to decide what “ongoing control” means. The Sage recommends a broad definition, which includes any non-instantaneous effect that prevents the target from exercising full control over its own actions.
"I recommend to ...." isn't "this is a official FAQ and ruling", even when "I" is the Sage speaking for 3.5.
When he was speaking ex cathedra for the rules it was very clear and different from when he was simply giving a opinion as one of the developers of the game.Anguish |
That's really cheap. The cost of a feat in PF is about 10k, based on the ioun stones and gloves of arrow deflection.
Or maybe not.
boots of striding and springing - 5,500gp
Increases the base speed of a creature by 10ft. That's the Fleet feat, twice, only without the armor restriction the feat imposes plus the equivalent of something very close to Skill Focus (Acrobatics). I say very close because the boots only apply to jumping but at the same time the feat only grants +3 until 10th level.
So hey. Three feats, 5,500gp. Call it 2,000gp a feat.
How about the circlet of persuasion for 4,500gp. That's mostly Skill Focus(Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform[all], Use Magic Device). Again, named bonus and only +3 for your career, but still, it's nowhere near 10,000gp.
Which supports the ongoing wisdom that magic item pricing doesn't follow a solid formula. In the case of the amulet of second chances I don't think 5k is all that unreasonable. Keep in mind it consumes your amulet slot, which is highly cherished.
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HaraldKlak |
Cheapy wrote:That's really cheap. The cost of a feat in PF is about 10k, based on the ioun stones and gloves of arrow deflection.Or maybe not.
boots of striding and springing - 5,500gp
Increases the base speed of a creature by 10ft. That's the Fleet feat, twice, only without the armor restriction the feat imposes plus the equivalent of something very close to Skill Focus (Acrobatics). I say very close because the boots only apply to jumping but at the same time the feat only grants +3 until 10th level.
So hey. Three feats, 5,500gp. Call it 2,000gp a feat.
How about the circlet of persuasion for 4,500gp. That's mostly Skill Focus(Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform[all], Use Magic Device). Again, named bonus and only +3 for your career, but still, it's nowhere near 10,000gp.
Which supports the ongoing wisdom that magic item pricing doesn't follow a solid formula. In the case of the amulet of second chances I don't think 5k is all that unreasonable. Keep in mind it consumes your amulet slot, which is highly cherished.
These comparisons is a bit off.
The items you mention aren't really based on feats. The speed from the boots is based on spells, and the skill bonuses have got an exact formulae, and type. While the circlet of persuasion is a bit of an odd thing, then it really doesn't emulate feats.Similar to feat or not, I second Cheapy that it is quite cheap to get an item that allow you to reroll any saving throw once a day for a mere 5k. I would consider it for most characters when the funds got availiable (and possibly paying the price of a slotless version if I need the neck slot).
Cheapy |
Even if we don't base it on feats, just look at the other items available at that level.
You could get +1 to AC (dusty rose prism ioun stone), a bag of hold type 2, lesser bracers of archery, or an amulet of Mighty Fists +1. The APG items are too circumstantial to even be worth mentioning.
OR, you could get an item which lets you reroll a save once per day, and which after you reroll the save you can put on another amulet the next round to get another type of bonus. Or even, craft your own! You can reroll two saves per day for the cost of 5k.
Lincoln Hills |
Yeah, feeblemind is hilarious, but it really isn't a spell you'll encounter terribly often - and fortifying yourself against it won't help much, since soon you'll be running into save-or-yer-boned spells that require high Fortitude instead.
A craven but practical method would probably be to just stay invisible as often as possible, and let the paladin get feebleminded instead (he won't be nearly as inconvenienced!) Put that +4 size bonus to Stealth to good use and practice 'How Not To Be Seen.'
joeyfixit |
Yeah, feeblemind is hilarious, but it really isn't a spell you'll encounter terribly often - and fortifying yourself against it won't help much, since soon you'll be running into save-or-yer-boned spells that require high Fortitude instead.
A craven but practical method would probably be to just stay invisible as often as possible, and let the paladin get feebleminded instead (he won't be nearly as inconvenienced!) Put that +4 size bonus to Stealth to good use and practice 'How Not To Be Seen.'
Oh, we're hip deep in save or die. Our half dragon tank got impatient with my Arcane Eye Recon the other night and rushed into a prismatic ray. DM rolled an 8; tank got a Death Ray and a Green Poison Ray which he failed (so he's dead pre- initiative). Luckily I'm immune to poison and didn't have to worry about the Con damage from the the BBEG's Phase Spider Familiar.
Invisibility is also totally useless at this point, since everything we're up against has blind fighting. Luckily my base Stealth is +28.
Let the good times roll!
joeyfixit |
Blind fighting only works in melee --blind sense has it's own set of problems and if any of it is spell based mind blank will stop them from detecting you at all.
Still nasty when dealing with large and gargantuan critters with Reach.
Mind blank? At Level 11? We have one wizard and his days are numbered (he's the DM's goofball son. We measure time by his many character deaths).
Abraham spalding |
Ah I didn't realize it was an 'immediate counter for player abilities on every monster' GM (which is what it now sounds like since *every* monster has blind fight and such).
Not saying this is wrong -- or you all are wrong -- if you're having fun more power to you, just explaining what I said and why.
joeyfixit |
Ah I didn't realize it was an 'immediate counter for player abilities on every monster' GM (which is what it now sounds like since *every* monster has blind fight and such).
Not saying this is wrong -- or you all are wrong -- if you're having fun more power to you, just explaining what I said and why.
No offense taken.
I'm not kidding when I say that pretty much everything either has blindfight or IS somehow blind and Invisibility is useless. Fact is, he gifted the party with both invisibility and flying (each activated as a standard) by some Djinn several months ago so that we could deal with a tough encounter on extremely tough terrain (river of lava) and just now we are reaching the edge of the geographical range of those powers (as we approach the Boss Boss) and they're fizzling out. Unfortunately, those of us who have both Flight Power and Greater Invisibility are running into the minibosses that are immune to the powers anyway.
Is that confusing?
joeyfixit |
So...
Kobold Alchemist pretty much bit it last month. Can anyone guess what spell did him in?
Actually, it was Flesh to Ooze. The party did eventually reverse it, but by then I had slithered out of my gear and DM determined that all buffs I had on me were also dispelled - including Undetectable Alignment. So suddenly the Paladin was my worst enemy. Ran away to end up in a showdown with the NPC Transmuter Underboss, who hit me with...
... wait for it...
Feeblemind!
So I guess I wasn't so crazy, Cheapy. Also, this happened before the character even had a chance to level, so much for many options to prevent it.
On the bright side, I learned a number if valuable lessons in character blind spots, not the least of which is that Alchemists can more or less turn into Commoner+ without their gear.
spalding |
So...
Kobold Alchemist pretty much bit it last month. Can anyone guess what spell did him in?
Actually, it was Flesh to Ooze. The party did eventually reverse it, but by then I had slithered out of my gear and DM determined that all buffs I had on me were also dispelled - including Undetectable Alignment. So suddenly the Paladin was my worst enemy. Ran away to end up in a showdown with the NPC Transmuter Underboss, who hit me with...
... wait for it...
Feeblemind!
So I guess I wasn't so crazy, Cheapy. Also, this happened before the character even had a chance to level, so much for many options to prevent it.
On the bright side, I learned a number if valuable lessons in character blind spots, not the least of which is that Alchemists can more or less turn into Commoner+ without their gear.
You were jipped. Flesh to Ooze is a polymorph spell -- as such your equipment goes elsewhere until the spell ends.
I know it has that throw away line but nothing in the spell specifically or explicitly states your equipment doesn't obey normal rules for polymorph spells. Undetectable Alignment lasts for 24 hours -- so it had better have been a day later when they reversed the flesh to ooze spell.
He didn't give you a penalty on the Feeblemind spell for being an arcane caster did he? Because you were not an arcane caster.
joeyfixit |
joeyfixit wrote:So...
Kobold Alchemist pretty much bit it last month. Can anyone guess what spell did him in?
Actually, it was Flesh to Ooze. The party did eventually reverse it, but by then I had slithered out of my gear and DM determined that all buffs I had on me were also dispelled - including Undetectable Alignment. So suddenly the Paladin was my worst enemy. Ran away to end up in a showdown with the NPC Transmuter Underboss, who hit me with...
... wait for it...
Feeblemind!
So I guess I wasn't so crazy, Cheapy. Also, this happened before the character even had a chance to level, so much for many options to prevent it.
On the bright side, I learned a number if valuable lessons in character blind spots, not the least of which is that Alchemists can more or less turn into Commoner+ without their gear.
You were jipped. Flesh to Ooze is a polymorph spell -- as such your equipment goes elsewhere until the spell ends.
I know it has that throw away line but nothing in the spell specifically or explicitly states your equipment doesn't obey normal rules for polymorph spells. Undetectable Alignment lasts for 24 hours -- so it had better have been a day later when they reversed the flesh to ooze spell.
He didn't give you a penalty on the Feeblemind spell for being an arcane caster did he? Because you were not an arcane caster.
I guess I forgot about the Polymorph/Gear thing, or ignored it due to the Spell's text. In fact, I argued that Dispel should work, since the duration of FtO is Permanent, not instantaneous. The Summoner kept throwing Dispels at me until one got high enough; DM pointed out that it was also high enough to dispel all my buffs, including Undetectable Alignment.
Paladin player is the best role-player at our game, I would say ('cept maybe for me when I'm playing a shifty Kobold). He didn't come swinging at my head, but he did try and snatch the Crown of Fangs off my head (which I took off the Grappled BBEG Wizard's head as soon as I was cured). I didn't want to give it up, since it was the only gear I had, and basically fled the room since the Monk would grapple me and grab it off, and there was nowhere to hide. Paladin Player loved my character, and I knew it wasn't the savviest thing to go off by myself during a big endgame encounter, but Paladin had to role-play and so did I. It was then that my character ran into the BBEG Wizard (who had suicided his grappled clone) and had a conversation that ended with kobold being Feebled.
I'm not complaining, really. You know your character is likely to meet some kind of bad end when you roll him up as Lawful Evil and knowingly stick him into a party with a Paladin, LG Cleric, and LG Monk. Also, the character isn't dead, just living as a goldfish, swimming in a bowl on the BBEG's shelf. He has the potential to come back as an antagonist or as part of an evil party someday.
jimibones83 |
Seconded. Go lich. The world needs more kobold liches.
But seriously... if you can deal with raise dead and such, feeblemind isn't something you should lie awake in fear of. When it hits you, take some time off, check out your navel lint, laugh at your fingers, and chill out. Eventually, your mates will get to fixing you up.
Or, and this might be a better solution: Ring of spell reflection. Misery loves company, and if someone whacks you with the spell, they deserve to have it too. Even if you only get a partial result, payback is still a b!@!*.
A paladin, a cleric, and a lich walk into a bar...