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Community
General Tabletop Discussion
*Pathfinder & Starfinder
More control in controller encounter powers
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<blockquote data-quote="Garthanos" data-source="post: 4938377" data-attributes="member: 82504"><p>I think there is room for creativity in this but avoid going too far... ( Arguably having effects totally by pass your enemies luck and skill and energy... like they were already defeated is ummm... not very fair. ;-) )</p><p></p><p>That said how about this Feat Idea... </p><p><strong>Spell Bind </strong>reduce the damage of a power by d4, spend a minor action and force the enemy to make a save or have a spell that normally ends at the beginning of next round to last another round.</p><p></p><p>Take a few hints from the bloodmage paragon path... and make a Life Force Weaver. You can take hit point loss (spending your life force) as a cost to ummm bind the magic over who can spend hit points to bind the spell into a save ends effect?</p><p></p><p>Add in features from the Invoker where their effects have a negative implication... for instance you are dazed until the end of your next turn... you can taint your magic to have an after effect of the enemy being dazed till the following turn (is that too powerful).</p><p></p><p><strong>Note </strong>there is something that increases controlleriness of a mages spells by reducing there damage. The expand spell from arcane power ... reduce damage 2 and increase blast/burst size 1 (it is well worth the cost of the feat). That value is worth noting.</p><p></p><p> ie if you had another feat as an enabler ... it might help keep this improved controller ability under ummm control ;-)</p><p></p><p>Shrug... multi round effects compound with one another ... could somebody explain the dangers of orb mages for me?</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4938377, member: 82504"] I think there is room for creativity in this but avoid going too far... ( Arguably having effects totally by pass your enemies luck and skill and energy... like they were already defeated is ummm... not very fair. ;-) ) That said how about this Feat Idea... [B]Spell Bind [/B]reduce the damage of a power by d4, spend a minor action and force the enemy to make a save or have a spell that normally ends at the beginning of next round to last another round. Take a few hints from the bloodmage paragon path... and make a Life Force Weaver. You can take hit point loss (spending your life force) as a cost to ummm bind the magic over who can spend hit points to bind the spell into a save ends effect? Add in features from the Invoker where their effects have a negative implication... for instance you are dazed until the end of your next turn... you can taint your magic to have an after effect of the enemy being dazed till the following turn (is that too powerful). [B]Note [/B]there is something that increases controlleriness of a mages spells by reducing there damage. The expand spell from arcane power ... reduce damage 2 and increase blast/burst size 1 (it is well worth the cost of the feat). That value is worth noting. ie if you had another feat as an enabler ... it might help keep this improved controller ability under ummm control ;-) Shrug... multi round effects compound with one another ... could somebody explain the dangers of orb mages for me? [/QUOTE]
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More control in controller encounter powers
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