Deylinarr |
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.
Is the save for the 1d10 fire damage? Or is there no save for that and the save is for the additional condition 'caught on fire'
Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
If Im right and the save is for the condition after the damage.....if I make the Intimidate check and you make the save you are Shaken, 1d10 fire damage, and thats it. If I make the check and you fail the save you are shaken, 1d10 fire damage, and set on fire for an additional 1d6 that round and each round til its extinguished. Oh yeah, and all your stuff needs to make a save too.
All for a 2nd level spell that can be cast by a 4th level Inquisitor, who could have a SICK Intimidate stat (+9 at a minimum not counting ability bonuses, race, traits, skill focus, etc etc). Sound right?
mplindustries |
Correct, although I believe since this is a spell, and not mundane fire, the save DC for the Reflex save is your spell DC, not 15.
Yes, I agree that the DC is your spell DC (which is extremely likely to be 15 anyway).
It's a great spell, though, not because of the fire (the damage is fairly anemic), but because it demoralizes a whole group of enemies at once.
Deylinarr |
It says "enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire." The way I read it is there are 3 separate effects in round 1:
1- become shaken
2- take 1d10 fire damage
3- catch fire for another 1d6
then the ongoing 1d6 if they keep failing the save.
My inquisitor finally has this spell, but since we're stuck deep in th undead land that is Carrion Crown I haven't come across a creature I can intimidate yet!