| Post/Author/DateTime | Post |
|---|---|
| sethwms08-06-07, 11:15 AM | How does eternal charm work in LG? Do I loose him in between every mod? Or do I carry his statblock with me from table to table until he's dead or breaks free by my own stupidity? Also, if I have a creature so charmed, and I drop to below zero, what does this do to my charmed pet? Is he freed from the charm? And if I die? What happens then? Sorry to pelt the list with so many questions, but I've never played any wizard type but a summoner before, and I'm curious as to how this works. |
| Grantor08-06-07, 04:50 PM | This is the ability of Mindbender PrC, right? Regardless, no permanent effect* that occurs during gameplay carries over to another game. So if you make a monster "eternally" charmed, the monster somehow frees itself (or you release it) before your next adventure. This obviously reduces the value of Eternal Charm, but it is still legal to use. *Permanent negative affects against your character, of course, still carry over. As does anything that is printed on your AR, such as emnities, boons or accesses. |
| sethwms08-06-07, 05:36 PM | i'm looking for documentation for these too. I can't seem to locate it anywhere. Thanks for the answer to the first part of my question, any ideas to the second? |
| Grantor08-06-07, 06:39 PM | Well, it isn't listed directly in the LGCS, but here is how it works: You can bring things from past adventures into your current one if you have campaign documentation. LGCS and ARs offer access to items you can buy with the gold you have earned on ARs. Monsters that you have charmed are NOT listed on ARs (rare exceptions, such as special access to Animal Companions has been known to exist) So, you cannot bring a charmed/dominated monster into an adventure because you won't have campaign documentation that allows it. A scribbled note from your previous DM that says you charmed a [fill in the monster] is not sufficient for "Campaign Documentation". I suppose you could arrange a Special Mission in your region to get an Eternally Charmed critter, but it would be gone when it died unless the AR was written just right. Now, where this ability starts to work well in LG: Adaptables. That's where you play very long, multi-session adventures with the same group. Red Hand of Doom only has (I think) five ARs that would reset your Eternal Charm, that's over the course of scores of TUs, basically an entire year for the character. |