Flashohol
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Fay can be one of the stronger bloodlines but it's not game breaking (usually) if his character was to strong in the module change an encounter to even the odd's.
What part was too powerful?
Repose domain yea no save no HD cap, possable sleep for 1 round. undead staggerd for long enough. It's a good one, just keep the cleric out of melee reach or keep him in melee because it's a SP ability so if they do it adjecent it's an AoO.
| Alzrius |
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
This is the power in question, and yes, the "tickle-me touch" ability (as my group calls it) is somewhat powerful. The note about it being a mind-affecting effect was just added with the last round of errata.
I think that so long as the cap is rigorously enforced (mostly through enough enemies encountered per day) and you remember the mind-affecting effect and "one use and they're immune for a day" caveats, it's not too bad.
| StreamOfTheSky |
The character's basically wasting his turn to force the enemy to waste his. If it bothers you so much, stop throwing so many encounters with only one single creature at the party. There's so many ways to mess a single foe up in the game it's not even funny. I always have 2-3 NPCs compose a "boss team," possibly with mooks as well. If the number of actions the PCs have compared to enemies isn't so radically skewed, abilities like this become far less useful.
| Mercurial |
The character's basically wasting his turn to force the enemy to waste his. If it bothers you so much, stop throwing so many encounters with only one single creature at the party. There's so many ways to mess a single foe up in the game it's not even funny. I always have 2-3 NPCs compose a "boss team," possibly with mooks as well. If the number of actions the PCs have compared to enemies isn't so radically skewed, abilities like this become far less useful.
Agreed.
Boss fights should at the very least be the boss and 2-3 very powerful henchmen, or a BBEG, his consort and their 'pet', or a Dragon and his kobold Sorcerer minion, etc... and its always good to have a handful of minions on call.
Playing a Paladin and then DM'ing one taught me the value of multiple BBEG's in major encounters. If you absolutely HAVE to run a single foe, it should be something powerful enough that the characters have to think twice about even attacking it.