Whizbang Dustyboots
Gnometown Hero
Nice power!
That's a neat power, Mike. But instead of tying it to charm person, I'd simply state that a humanoid that fails its saving throw has a Helpful attitude towards the ogre mage (or its current guise) for 1 month, and that a break enchantment or remove curse spell removes this effect.mearls said:Cool. Thanks for the answer.
Along those lines, what do people think of a power like this added to a monster like the ogre mage to get the manipulator feel:
Mesmeric Whispers (Su): If an ogre mage talks with a creature for at least 5 minutes, the creature must make a Will save (DC 10 + half OM's HD + the OM's Charisma modifier) or be affected as if by charm person for one month. The ogre mage's attempt to control a target requires a DC 35 Spellcraft check to notice. A target that succeeds at its save may make a Spellcraft check. Otherwise, it fails to notice the attempt. An ogre mage may attempt to use this ability against a specific creature once per day, and can target only one creature at a time.
A creature swayed by this ability responds in a friendly manner to whatever form the ogre mage adopted when the target failed its save.
As a rule of thumb, an ogre mage controls inhabitants of any settlement within a day's journey of its lair equal to 1d4 + its Charisma modifier. These folk are typically merchants, guardsmen (particularly officers), and politicians. The ogre mage uses these allies to establish safe houses, buy and sell goods, and so forth.
mearls said:Along those lines, what do people think of a power like this added to a monster like the ogre mage to get the manipulator feel:
Mesmeric Whispers (Su): If an ogre mage talks with a creature for at least 5 minutes, the creature must make a Will save (DC 10 + half OM's HD + the OM's Charisma modifier) or be affected as if by charm person for one month. The ogre mage's attempt to control a target requires a DC 35 Spellcraft check to notice. A target that succeeds at its save may make a Spellcraft check. Otherwise, it fails to notice the attempt. An ogre mage may attempt to use this ability against a specific creature once per day, and can target only one creature at a time.
A creature swayed by this ability responds in a friendly manner to whatever form the ogre mage adopted when the target failed its save.
As a rule of thumb, an ogre mage controls inhabitants of any settlement within a day's journey of its lair equal to 1d4 + its Charisma modifier. These folk are typically merchants, guardsmen (particularly officers), and politicians. The ogre mage uses these allies to establish safe houses, buy and sell goods, and so forth.
The skill used for making friends is normally Diplomacy, I think. Giving the OM a substantial bonus to non-combat diplomacy and bluff checks should be enough to make friendly with most nearby neighbors.
Cheiromancer said:What is "equal to 1d4 + its Charisma modifier"? The number of inhabitants in any settlement?
Endur said:Ogre CR 3 +4 hit dice (giant advancement) CR 4
8 nonassociated Warlock levels CR 8