| Post/Author/DateTime | Post |
|---|---|
| #1divinechaos78May 28, 2009 14:44:28 | I have a character in a campaign who has levels in Mindbender prc, and I'm having a ball having my troops and cohort with the leadership, extra followers, and improved cohort feats. So far I have been enjoying the fact of building up my small empire, problem is I'm worried about maintaining my eternal charmed slaves, as I can loose them if say one of my "allies" ever hits em, or if I ever hit one, or if someone were to cast break enchantment. My question is, what steps can I take to ensure that my Eternal Charmed slaves stay mine? Any ideas are GREATLY appreciated. |
| #2tshernMay 28, 2009 14:50:11 | Why would you or your allies hit them? Break enchantment takes a minute to cast and it is a short range spell, so you can just either walk away or kill the guy who is spending ten rounds to do that. |
| #3pithicaMay 28, 2009 15:24:34 | Addiction (p. 84 of the BoVD, but it ain't even an evil spell)-It's a non-mind effecting Enchantment with a Fort save (bizarre). Causes target to become addicted to a given drug on failed save. Get them all addicted to something, then make yourself the only supplier of that drug. Then it won't matter what you do to them, they'll always come back for more. |
| #4jgumbyrxMay 28, 2009 15:36:46 | Addiction (p. 84 of the BoVD, but it ain't even an evil spell)-It's a non-mind effecting Enchantment with a Fort save (bizarre). Causes target to become addicted to a given drug on failed save. the "pimp-daddy" approach to empire-building -- I love it. |
| #5divinechaos78May 28, 2009 15:42:03 | Why would you or your allies hit them? Break enchantment takes a minute to cast and it is a short range spell, so you can just either walk away or kill the guy who is spending ten rounds to do that. Because My character is Lawful Neutral, the rest are either LG, CG, NG, and CN. Plus the group Leader whose the one thats CG, is rather a young, sorcerer/dragon disciple, spoiled richkid, to quote Fable... a Arseface if you get my meaning. heh. His idea of leading people is to have everyone of power do EVERYTHING for him, if they dont he shouts threats of killing them with his War Elephant..... oy. My character on the other hand, is all about setting examples, leading by developing sound tactics, strategies, etc... not always charging headlong into the enemy stronghold without knowing their strengths and weak points first.... which means we tend to but heads.... ALL the Time. Also, since I dont trust the others that just jump into surrendering complete power to the cocky lil bastard, I have plans on waxing his arse, while protecting myself with servents that can take his sorcery an war elephant (to which he has no ranks in Handle Animal), and shove em where the sun dont shine... hehe. My problem is I dont like to leave anything to chance, and since the character's player prides himself on being able to break anything. I who have always been more on roleplaying them game breaking, would like the distinct pleasure of shoving humble pie while making his character bow down in surrender to my character. So what steps can I take to prevent my Eternal Charmed servents from 1: getting hit by my current "allies"? 2: preventing anyone of my temp "allies" from effecting my slaves with break enchantment or the like? Once I know that my slaves are protected from break enchantment, I can play it off role play wise as either their immune to enchantments, making them believe that my slaves are serving me of their own choice. hehe. Again, any help would be greatly appreciated. |
| #6muertogMay 28, 2009 16:51:00 | So what steps can I take to prevent my Eternal Charmed servents from 1) Your "mindslaves" are -your- "allies". Just make sure they know that they consider you a friend, you are only working with your party members, and don't consider them "friends". Friendly fire would result in them turning on the party members in order to protect themselves, but would therefore not consider it a betrayal on your part. 2) Break Enchantment: "If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower." |
| #7emyMay 28, 2009 17:18:19 | 2) Break Enchantment: "If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower." Perfect! He just needs to take Heighten Spell-Like Ability (Complete Arcane pg 80). Eternal Charm acts in most ways as as charm monster, which is a 4th level spell. Heighten SLA will increase that to 6th, at which point it will no longer be vulnerable to break enchantment. |
| #8divinechaos78May 28, 2009 21:05:43 | Perfect! My next question is what weapon or armor enhancement grants immunity to a chosen spell? I remember it being in one of the Faerun books, but cant figure out where. Reason for it is that I would so hate for them to start throwing dispel magic, anti-magic field, or whatever the bloody hell they might try to throw at me or my "allies". I'd love to watch their faces when they see that the Force aint with them lol. |
| #9pithicaMay 28, 2009 21:17:43 | Spellblade is the one your thinking of. Seriously, though, make a diplomacy check and never look back. Taking them from Friendly (what they are at charmed), to helpful only requires a DC 20 check. At that point, it shouldn't matter what happens to the spell, as you've convinced them with your skill that you're a good guy that's on their side. It's not like the spell breaking automatically drops them to unfriendly, or that they even necessarily know they were charmed. |
| #10divinechaos78May 28, 2009 23:01:44 | Spellblade is the one your thinking of. Question now is which book is the Spellblade enhancement listed in? |
| #11pithicaMay 29, 2009 6:51:11 | Player's guide to Faerun. It adds +6k to the weapon. Makes them immune to a single spell. 8,300 and change total minimum per person (for immunity to ONE spell). Personally, I don't think it's worth it. Diplomacy and/or drugs will keep them in line and they're much cheaper. |
| #12muertogMay 29, 2009 12:13:04 | Player's guide to Faerun. It adds +6k to the weapon. Makes them immune to a single spell. 8,300 and change total minimum per person (for immunity to ONE spell). Hmm. I'll have to dig that book ou of storage when I get off of work. I was almost certain that it worked the same as Spell Immunity, where it only allowed defense against spells that allowed SR or spells that specifically targetted the user. |
| #13pithicaMay 29, 2009 12:31:05 | It requires Spell Turning to craft it, which indicates that RAI is for it to only work on spells with SR. However, the text of the description says that it can work on any targeted spell (that targets the wielder). So, RAW, you could select Dispel Magic or something, and it would potentially effect the targeted version (but not the area). Of course, this is all unnecessary to the question at hand, even if you were playing under a DM that allowed it. Diplomacy checks are free. Don't spend money, just spend words. |
| #14KerrusMay 29, 2009 15:41:52 | Stack on enough diplomancy, and you can convert them to fanatic. Once you do that, you can basically drop the enchantment altogether, and they'll keep following you. To quote a wayward character in one of our games: "Hey, I cast Disjunction. You're free now. You're not slaves anymore. Hey. Why are you all glaring at me. Why are you-ouch, that was an arrow. What the hell, what the-" *gets mobbed* |
| #15divinechaos78May 29, 2009 22:12:20 | Stack on enough diplomancy, and you can convert them to fanatic. Once you do that, you can basically drop the enchantment altogether, and they'll keep following you. Ok can you please explain step by step as to how can I use Diplomacy to turn my Eternal Charmed slaves, into Fanatics bound to My Will? |
| #16pithicaMay 30, 2009 9:40:52 | http://www.systemreferencedocuments.org/35/sovelior_sage/epicSkills.html Depending on the DM, you'll either start with them being at a state of Friendly (the state Charm sets them at), or where they were without the charm. Make a check, increase your standing. Make another check (as soon as you're allowed I think it's once a day, but it's been a while) increase again. Keep repeating until you get them to fanatic, which will take a final check of 50 or more (which isn't that hard to get, honestly). Every few days (your charisma modifier), they'll drop to helpful (which is better than charmed), so you just repeat the skill check. Fanatic: The attitude of fanatic is added here. In addition to the obvious effects, any NPC whose attitude is fanatic gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC whenever fighting for the character or his or her cause. This attitude will remain for one day plus one day per point of the character’s Charisma bonus, at which point the NPC’s attitude will revert to its original attitude (or indifferent, if no attitude is specified). If they do anything to suppress the effect, they just drop to helpful (the state they were before fanatic), which is still better than charmed (friendly) anyway. Alternatively, you could just stop at helpful. There's no dispelling that. |