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Creature subtypes...humanoid v. monstrous humanoid
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<blockquote data-quote="frankthedm" data-source="post: 1466664" data-attributes="member: 1164"><p>Bane weapon property has a pretty good list.</p><p>01–05 Aberrations</p><p>06–09 Animals</p><p>10–16 Constructs</p><p>17–22 Dragons</p><p>23–27 Elementals</p><p>28–32 Fey</p><p>33–39 Giants</p><p>40 Humanoids, aquatic</p><p>41–42 Humanoids, dwarf</p><p>43–44 Humanoids, elf</p><p>45 Humanoids, gnoll</p><p>46 Humanoids, gnome</p><p>47–49 Humanoids, goblinoid</p><p>50 Humanoids, halfling</p><p>51–54 Humanoids, human</p><p>55–57 Humanoids, reptilian</p><p>58–60 Humanoids, orc</p><p>61–65 Magical beasts</p><p>66–70 Monstrous humanoids</p><p>71–72 Oozes</p><p>73 Outsiders, air</p><p>74–76 Outsiders, chaotic</p><p>77 Outsiders, earth</p><p>78–80 Outsiders, evil</p><p>81 Outsiders, fire</p><p>82–84 Outsiders, good</p><p>85–87 Outsiders, lawful</p><p>88 Outsiders, water</p><p>89–90 Plants</p><p>91–98 Undead</p><p>99–100 Vermin</p><p></p><p></p><p>BTW Just wanted to mention that a Sorc with 5th level spells at his disposal should likely annihilate any first level party. Its an annoyance of the system where high levels are needed for certain magical effects very common in the vein of fantasy fiction. Also Note that dominate is not very effective for ruling behind the scenes since the non combat effectiveness if the one you dominate falls through the floor. Given the morals of goblins, a leader exhibiting sign s of being dominated would be quickly slain. Its not that the tribe would reconized the signs thierleader was dominated, its just he would be poorly prepared for a coup de tat from a rival [meaning if the sorc was using a charged item, charges would get used up swiftly as new chieftains need to be dominated.]</p><p></p><p>A long duration charm person variant [higher level] or high diplomacy skill may go further for the Sorc.</p><p></p><p></p><p></p><p></p><p>Dominate Person</p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p>Level: Brd 4, Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 round</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One humanoid</p><p>Duration: One day/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.</p><p>If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.</p><p>Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).</p><p>Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.</p><p>By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.</p><p>Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.</p><p>If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.</p><p>Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 1466664, member: 1164"] Bane weapon property has a pretty good list. 01–05 Aberrations 06–09 Animals 10–16 Constructs 17–22 Dragons 23–27 Elementals 28–32 Fey 33–39 Giants 40 Humanoids, aquatic 41–42 Humanoids, dwarf 43–44 Humanoids, elf 45 Humanoids, gnoll 46 Humanoids, gnome 47–49 Humanoids, goblinoid 50 Humanoids, halfling 51–54 Humanoids, human 55–57 Humanoids, reptilian 58–60 Humanoids, orc 61–65 Magical beasts 66–70 Monstrous humanoids 71–72 Oozes 73 Outsiders, air 74–76 Outsiders, chaotic 77 Outsiders, earth 78–80 Outsiders, evil 81 Outsiders, fire 82–84 Outsiders, good 85–87 Outsiders, lawful 88 Outsiders, water 89–90 Plants 91–98 Undead 99–100 Vermin BTW Just wanted to mention that a Sorc with 5th level spells at his disposal should likely annihilate any first level party. Its an annoyance of the system where high levels are needed for certain magical effects very common in the vein of fantasy fiction. Also Note that dominate is not very effective for ruling behind the scenes since the non combat effectiveness if the one you dominate falls through the floor. Given the morals of goblins, a leader exhibiting sign s of being dominated would be quickly slain. Its not that the tribe would reconized the signs thierleader was dominated, its just he would be poorly prepared for a coup de tat from a rival [meaning if the sorc was using a charged item, charges would get used up swiftly as new chieftains need to be dominated.] A long duration charm person variant [higher level] or high diplomacy skill may go further for the Sorc. Dominate Person Enchantment (Compulsion) [Mind-Affecting] Level: Brd 4, Sor/Wiz 5 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid Duration: One day/level Saving Throw: Will negates Spell Resistance: Yes You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it. [/QUOTE]
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