Petition to unban Mind Buttressing


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3/5

Petition: Allow the armor enchantment Mind Buttressing to be legal for play in PFS.

Reasoning: While at first glance the enchant seems overpowered, for a +2 armor enchant it isn't as powerful as it seems.

1.) There are plenty of ways to get similar protection for a lower cost. Protection from evil/chaos/law can all be purchased for 50g each, low enough for even a new character to have one if they desired. Shining Wayfinders are available that allow even non-casters to cast Protection from evil for only 2,000 gp.

2.) A clear Spindle Ioun stone not only gives a similar effect, but also allows someone to sustain themselves without food or water for only 4,000 gp. (4,250 if you include a standard wayfinder in the price)

3.) As a +2 enchantment, the cheapest cost that a PC could acquire it at would be 9,000 gp. In addition, it requires it be placed on medium or heavy armor. So many classes wouldn't be available to take advantage of the enchant without incurring severe penalties.

In conclusion, Mind Buttressing is a powerful enchant, but not one that is over powered. As an armor enchant, it allows classes that use medium and heavy armor to gain permanent protection from evil while still giving a variety of options with wayfinders and Ioun stones.

I welcome thoughts and conversation about this petition!

The Exchange 5/5 RPG Superstar 2010 Top 16

A +1 armor bonus costs 1,000 gp.
A total of +3 armor bonus costs 9,000 gp.

Is there a cheap way to get it without spending that 8,000 gp difference? One of the paladin archetypes gets armor bonuses rather than weapon enhancements, for example.

5/5 *

Remember that sometimes, PFS leadership doesnt allow items/goodies not because of their power level, but because they want to save it to provide as rewards in future chronicle sheets. It is possible you may see Mind Buttressing in the future, but as a reward instead of available for anyone.

On the power side, I do think it is a very powerful enchantment for the the cost (maybe not strictly underpriced per se, but MORE than worth its price).

a clear spindle ioun stone provides a similar effect, but not an equal effect. Mind Buttressing protects from ALL control, not just from evil sources.

Medium or heavy armor requirement is pretty moot, since a large percentage of people that will want this enchantment (people with low will saves) are already going to be in heavy/medium armor (fighters, barbarians, cavaliers, etc...)

4/5

5 people marked this as a favorite.

That ioun stone resonance should also be banned, so I don't think it's a useful talking point in this discussion.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Er, could someone actually post the text of the ability?

4/5

Jiggy wrote:
Er, could someone actually post the text of the ability?

It protects you from mind-affecting as is you had protection from all alignments up (including neutral somehow).

Grand Lodge 2/5 RPG Superstar 2012 Top 32

And it's a +2 bonus-equivalent for armor?

5/5 5/55/55/5

Ooo lucky 7's enhancer!

5/5 *

Here you go Jiggy:

Mind Buttressing
Price +2 bonus
Aura faint abjuration CL 12th Weight —

Mind buttressing armor grants the wearer a +2 resistance bonus on Will saves and renders her immune to possession and mental control (including charm and compulsion effects like command and charm person). If it’s donned by a creature already under the influence of such an effect, the creature immediately receives another saving throw (if one was allowed to begin with) against the spell or effect. If the check is successful, the effects are suppressed until the creature removes the armor, after which they resume. This ability can be applied only to medium or heavy armor.

Clear spindle/protection from evil also don't protect you from charm, only direct control spells.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

1 person marked this as a favorite.
Carlos Robledo wrote:

Here you go Jiggy:

Mind Buttressing
Price +2 bonus
Aura faint abjuration CL 12th Weight —

Mind buttressing armor grants the wearer a +2 resistance bonus on Will saves and renders her immune to possession and mental control (including charm and compulsion effects like command and charm person). If it’s donned by a creature already under the influence of such an effect, the creature immediately receives another saving throw (if one was allowed to begin with) against the spell or effect. If the check is successful, the effects are suppressed until the creature removes the armor, after which they resume. This ability can be applied only to medium or heavy armor.

Clear spindle/protection from evil also don't protect you from charm, only direct control spells.

Well that's an amazing enchantment. I can think of several tables that would appreciate it if my barbarian had some armor with that on it...

The Exchange 5/5 RPG Superstar 2010 Top 16

That's significantly more powerful than the mind-control defense of protection from evil.

4/5

3 people marked this as a favorite.
Walter Sheppard wrote:
Carlos Robledo wrote:

Here you go Jiggy:

Mind Buttressing
Price +2 bonus
Aura faint abjuration CL 12th Weight —

Mind buttressing armor grants the wearer a +2 resistance bonus on Will saves and renders her immune to possession and mental control (including charm and compulsion effects like command and charm person). If it’s donned by a creature already under the influence of such an effect, the creature immediately receives another saving throw (if one was allowed to begin with) against the spell or effect. If the check is successful, the effects are suppressed until the creature removes the armor, after which they resume. This ability can be applied only to medium or heavy armor.

Clear spindle/protection from evil also don't protect you from charm, only direct control spells.

Well that's an amazing enchantment. I can think of several tables that would appreciate it if my barbarian had some armor with that on it...

No way! Rukk getting dominated has been the best part of many adventures!


Walter Sheppard wrote:
Carlos Robledo wrote:

Here you go Jiggy:

Mind Buttressing
Price +2 bonus
Aura faint abjuration CL 12th Weight —

Mind buttressing armor grants the wearer a +2 resistance bonus on Will saves and renders her immune to possession and mental control (including charm and compulsion effects like command and charm person). If it’s donned by a creature already under the influence of such an effect, the creature immediately receives another saving throw (if one was allowed to begin with) against the spell or effect. If the check is successful, the effects are suppressed until the creature removes the armor, after which they resume. This ability can be applied only to medium or heavy armor.

Clear spindle/protection from evil also don't protect you from charm, only direct control spells.

Well that's an amazing enchantment. I can think of several tables that would appreciate it if my barbarian had some armor with that on it...

Yep, basically becomes a Must Buy if it's allowed.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

David_Bross wrote:
Walter Sheppard wrote:
Carlos Robledo wrote:

Here you go Jiggy:

Mind Buttressing
Price +2 bonus
Aura faint abjuration CL 12th Weight —

Mind buttressing armor grants the wearer a +2 resistance bonus on Will saves and renders her immune to possession and mental control (including charm and compulsion effects like command and charm person). If it’s donned by a creature already under the influence of such an effect, the creature immediately receives another saving throw (if one was allowed to begin with) against the spell or effect. If the check is successful, the effects are suppressed until the creature removes the armor, after which they resume. This ability can be applied only to medium or heavy armor.

Clear spindle/protection from evil also don't protect you from charm, only direct control spells.

Well that's an amazing enchantment. I can think of several tables that would appreciate it if my barbarian had some armor with that on it...
No way! Rukk getting dominated has been the best part of many adventures!

Mostly for the GMs, haha!

Liberty's Edge 5/5

Main thought. This gives you protection from all alignments trying to exert control. Not just evil. All your other pricing is evil only.

Sovereign Court 2/5

Unless I'm mistaken, this enchantment is the only way to get immunity from such effects originating from neutral creatures. This is an incredibly strong enchantment.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

I sort of wonder if it was supposed to reference PfE but it got missed...?

Silver Crusade 2/5

I rarely am a fan of items or skills that offer a flat immunity to something. Items should provide options, open up new choices, not take them off the table. Straight immunity to mind control is a rather insane option, especially if its up at all times.

1/5 Venture-Captain, Germany–Hannover

If you compare the latest sneak attack enchantment to this one, you can see how strong mind buttressing is. It´s also way to cheap as a +2 enhancement. Also an item like this only encourages unloved trends of people dumping a certain score.

Dark Archive 2/5

I have regrettably never had my barbarian get mind controlled. I took great care in raising its will saves. Someone should divulge their story of this happening so that I might at least read of it. :P

5/5 5/55/55/5

Protection from evil does work against charm from evil sources.

FAQ:
Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: 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 doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

The Beard wrote:
I have regrettably never had my barbarian get mind controlled. I took great care in raising its will saves. Someone should divulge their story of this happening so that I might at least read of it. :P

These were two of the worst incidents.

His save isn't terrible. He actually has a Wisdom of 13, so he has a decent Will save for a non-caster. I think he has a +7 when raging. He just doesn't have a cloak of resistance because I'm keeping the slot open for juggernaut's pauldrons :(

Grand Lodge 4/5

6 people marked this as a favorite.

I am not really in support of introducing an armour enchantment that picks up the entire Enchantment school of magic, stuffs it in a cardboard box, seals the box with masking tape, then deposits the box in the attic, never to be seen again.


Alexander_Damocles wrote:
I rarely am a fan of items or skills that offer a flat immunity to something.

On the other hand, I'm not a fan of save or lose your character abilities.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

MrSin wrote:
Alexander_Damocles wrote:
I rarely am a fan of items or skills that offer a flat immunity to something.
On the other hand, I'm not a fan of save or lose your character abilities.

To be fair, you still have your abilities -- you just don't get much freedom in what you do with them.


Walter Sheppard wrote:
MrSin wrote:
Alexander_Damocles wrote:
I rarely am a fan of items or skills that offer a flat immunity to something.
On the other hand, I'm not a fan of save or lose your character abilities.
To be fair, you still have your abilities -- you just don't get much freedom in what you do with them.

Was being general. Dominated/possessed or Save or Die, both effectively remove the player from play. Hard to have fun with a game your not playing. Good time to get coffee though.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

MrSin wrote:
Walter Sheppard wrote:
MrSin wrote:
Alexander_Damocles wrote:
I rarely am a fan of items or skills that offer a flat immunity to something.
On the other hand, I'm not a fan of save or lose your character abilities.
To be fair, you still have your abilities -- you just don't get much freedom in what you do with them.
Was being general. Dominated/possessed or Save or Die, both effectively remove the player from play. Hard to have fun with a game your not playing. Good time to get coffee though.

Agree. Save or suck just sucks to fail as a player.

I don't mind confusion/charm/mind-control so much though, as typically a GM will tell you to do _____, and then let you do it (you get to roll the dice, move your character, etc). A better example: I don't have any problem with suggestion, because it still gives the target the ability to apply their "own spin" on how they complete the suggestion.

Dominate can get pretty boring though. But at least you get another save if it's an action your character wouldn't do.
shakes fist angrily at vampires

3/5

Acedio wrote:
Unless I'm mistaken, this enchantment is the only way to get immunity from such effects originating from neutral creatures. This is an incredibly strong enchantment.

From strictly neutral creatures yes. However, protection from law/chaos would still provide protection from LN or CN creatures.


Tarma wrote:
Acedio wrote:
Unless I'm mistaken, this enchantment is the only way to get immunity from such effects originating from neutral creatures. This is an incredibly strong enchantment.
From strictly neutral creatures yes. However, protection from law/chaos would still provide protection from LN or CN creatures.

Huh, how many pure neutral casters do you fightin PFS? Compared to anyone on the evil spectrum?

3/5

A couple of further notes to this discussion.

1.) Whether or not something should be banned (like the Clear Spindle) is irrelevant. As long as these items are legal, they need to be considered for unbanning purposes as well.

2.) There are currently four races that are playable (two with boons, two without) that have 80% of this ability innately tied to their race. Against a Tiefling or Assimar, a succubus only has two major spells that will effect them. Mind buttressing would even out the playing field substantially for the humanoid races in PFS.

3/5

MrSin wrote:


Huh, how many pure neutral casters do you fightin PFS? Compared to anyone on the evil spectrum?

I'm not really sure in previous seasons, but in Year of the Demon they're probably leaning towards evil. :)

5/5

MrSin wrote:
Walter Sheppard wrote:
MrSin wrote:
Alexander_Damocles wrote:
I rarely am a fan of items or skills that offer a flat immunity to something.
On the other hand, I'm not a fan of save or lose your character abilities.
To be fair, you still have your abilities -- you just don't get much freedom in what you do with them.
Was being general. Dominated/possessed or Save or Die, both effectively remove the player from play. Hard to have fun with a game your not playing. Good time to get coffee though.

I can't help but notice that your witch likely inflicts those same effects on NPCs.

Regardless, the existence of an item like this means that one of the four turns the average NPC caster will have will be to waste an otherwise powerful ability. Recall that PFS GMs are required to follow tactics.

We've already seen the trend of increasingly "Neutral" casters of domination effects, and of the evil enchanters instead focusing on Confusion-type effects, probably as a result of the Clear Spindle.

It seems that rather than giving you a blanket protection, it just reduces the scope of abilities scenario writers have to work with.


Mekkis wrote:
I can't help but notice that your witch likely inflicts those same effects on NPCs.

Yeah, I quit playing my witch because I thought it wasn't much fun for anyone at the table when I did. NPCs also happen to be much more expendable than players. Joe the Mook probably wasn't going to live into the next scenario anyway. Jeff the Ranger is probably going to have to live through at least a few to play above tier 1-2.

Grand Lodge 5/5

Andrei Buters wrote:
I am not really in support of introducing an armour enchantment that picks up the entire Enchantment school of magic, stuffs it in a cardboard box, seals the box with masking tape, then deposits the box in the attic, never to be seen again.

This.


Seth Gipson wrote:
Andrei Buters wrote:
I am not really in support of introducing an armour enchantment that picks up the entire Enchantment school of magic, stuffs it in a cardboard box, seals the box with masking tape, then deposits the box in the attic, never to be seen again.
This.

Yarr, that's what undead focused adventures are for! Also a good number of illusions. They both been in that box for a while because of it.

Sczarni 5/5 * Venture-Lieutenant, Washington—Pullman

Walter Sheppard wrote:
David_Bross wrote:
Walter Sheppard wrote:
Carlos Robledo wrote:

Here you go Jiggy:

Mind Buttressing
Price +2 bonus
Aura faint abjuration CL 12th Weight —

Mind buttressing armor grants the wearer a +2 resistance bonus on Will saves and renders her immune to possession and mental control (including charm and compulsion effects like command and charm person). If it’s donned by a creature already under the influence of such an effect, the creature immediately receives another saving throw (if one was allowed to begin with) against the spell or effect. If the check is successful, the effects are suppressed until the creature removes the armor, after which they resume. This ability can be applied only to medium or heavy armor.

Clear spindle/protection from evil also don't protect you from charm, only direct control spells.

Well that's an amazing enchantment. I can think of several tables that would appreciate it if my barbarian had some armor with that on it...
No way! Rukk getting dominated has been the best part of many adventures!
Mostly for the GMs, haha!

I know I've enjoyed it.

3/5

Andrei Buters wrote:
I am not really in support of introducing an armour enchantment that picks up the entire Enchantment school of magic, stuffs it in a cardboard box, seals the box with masking tape, then deposits the box in the attic, never to be seen again.

My response to you is are you also ok with a level 1 spell being able to seal up the conjuration school in a box as well? Because that's a situation that we have already.

5/5 5/55/55/5

Tarma wrote:


My response to you is are you also ok with a level 1 spell being able to seal up the conjuration school in a box as well? Because that's a situation that we have already.

There's an enormous difference between doing it for a few minutes as a standard action and doing it all day every day at no actions.

3/5

BigNorseWolf wrote:

There's an enormous difference between doing it for a few minutes as a standard action and doing it all day every day at no actions.

A few minutes is all you need for most of the important combats and there is generally enough hints or time before a BBEG to allow you to cast before a combat and be completely fine.

The most absurdly powerful use of Protection from Evil, Season 4 spoiler alert:
In the Waking Rune, communal protection from evil was cast before fighting Krune. Because we were able to stop his runes, his strongest spells were able to be cast against us and he began summoning. Because he summoned Dire Tigers that were evil, that spell completely nerfed the fight. They had SR rolls, but that didn't help the encounter that much.

Could the GM have possibly summoned something different? That's likely, although I have not read the scenario and don't know if that's what his tactics call for or not. But because of a level 1 spell, we were able to completely shut down a level 18ish caster.

EDIT: I had forgotten that Krune does have arcane sight on him, but we had dispelled it in our early actions because we thought he had true seeing and we got really lucky on that roll. :)

So these issues are already in the game and I'm not sure that there's that much difference between having it constantly available through an Ioun Stone and Mind Buttressing or just a few minutes for battle.

5/5 5/55/55/5

Many fights tend to go "Ahah! surprise! you're surprised take a blasphemy to the face!" or at the very least "Roll initiative and start fighting!" A minute per level spell doesn't last long enough to use out of combat , meaning that by the time you want to use it, its taking an action to use, not already out, up and running for you. Action economy is king, and a permanent use item doesn't use an action, and works if you're surprised and lose init. That makes it infinitely better than the alternatives.

3/5

That's correct, but there are many fights where it is very obvious that there is a big bad nearby. Or you can choose the path where you approach from which gives you plenty of time to cast the spell.

Even then, once the caster gets to level 2 and beyond, you have plenty of minutes available from one cast. At level 5, that provides 5 minutes and that is more than enough time to cast before opening the door to the evil liar.

Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Tarma wrote:
BigNorseWolf wrote:

There's an enormous difference between doing it for a few minutes as a standard action and doing it all day every day at no actions.

A few minutes is all you need for most of the important combats and there is generally enough hints or time before a BBEG to allow you to cast before a combat and be completely fine.

** spoiler omitted **

So these issues are already in the game and I'm not sure that there's that much difference between having it constantly available through an Ioun Stone and Mind Buttressing or just a few minutes for battle.

Re: spoiler

Spoiler:
And where does it say that Summoned Fiendish Dire Tigers are evil? The template doesn't call for it...

Besides, Krune summoning fiendish tigers is for chumps. Krune summoning bralanis and an astral deva is where it's at!

4/5

Tarma wrote:

A couple of further notes to this discussion.

1.) Whether or not something should be banned (like the Clear Spindle) is irrelevant. As long as these items are legal, they need to be considered for unbanning purposes as well.

No it's pretty relevant. Allowing something that's "only a little bit more powerful" than something that was already overpowered and ban-worthy is a slippery slope.

It's a big difference if we have a new item or feat that is slightly more powerful than Helm of Underwater Action or Martial Weapon Proficiency (longsword) and if it is a new item or feat that is slightly more powerful than the clear spindle resonance or Crane Wing. You need to know where the comparison item stands. And so, to let it show for the record, so we can take it into consideration, the comparison item in this case is something that should be banned. If NPCs were allowed to carry a hypothetical version of the clear spindle that works on all non-evil, it wouldn't take long before PC enchanters started getting angry.

3/5

James McTeague wrote:

Re: spoiler

Spoiler:
Hoo boy, is this one complicated. :)

So while being fiendish in itself does not make them evil, because they are one of the creatures that doesn't have a subtype they come out matching the alignment of the caster. I can't recall what his exact alignment is, but I'm fairly certain he is evil. Because he's evil, the tigers are also evil.

3/5

Mark Seifter wrote:

You need to know where the comparison item stands. And so, to let it show for the record, so we can take it into consideration, the comparison item in this case is something that should be banned.

The clear spindle has been discussed to some substantial length and way before this conversation popped up. Barring a sudden ruling from the powers that be, it's not very likely that it will be banned.

The other issue that was brought up earlier was the races that have a very similar version of this effect as well. They get that ability just by being that race. Now they have also come up for conversation as well, but they've been in the game for a year and a half and haven't been banned either. At least yet. :)

Seeing as these two options are still viable for PFS, a +2 armor enchant(that is still pretty expensive gold wise) not only evens the playing field for the core races but also gives options to classes that suffer from these spells the most.

5/5

Tarma wrote:


Seeing as these two options are still viable for PFS, a +2 armor enchant(that is still pretty expensive gold wise) not only evens the playing field for the core races but also gives options to classes that suffer from these spells the most.

The cost for this is extremely cheap compared to the effect.

My inquisitor spent more than this on non-magical armor.


Chris Bonnet wrote:
My inquisitor spent more than this on non-magical armor.

Your inquisitor overpayed. 8000 gold and a +2 AC opportunity cost is highway robbery for something mundane.

Spoiler:
Psst... A wizard can put it on his mithral buckler/light shield he's been dual wielding. But you didn't hear it from.

5/5

1 person marked this as a favorite.

In my opinion this should be like a +4 or greater enhancement.

I think if you step back and imagine 35 % of players using enhancement, it would greatly effect the PFS community. As would likely effect scenario's being developed.

I am not sure why it was banned, but I would imagine it was to cheap for the effect.

Dark Archive 2/5

Here's a random thought: Imagine what will happen if a diabolist gets mind controlled, blows someone up with hellfire ray and they fail the save. Better hope the NPC you pay prestige to for raise dead gets good on its caster level check rolls, otherwise you ain't coming back. It's a nice little piece of what might happen if someone happens to get caught in that dominate and/or charm monster.


Its a bit on the cheap side which is why it won't be unbanned. It gives a lot of awesome things for a relatively cheap price.

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