Phaederkiel
2012-12-17, 09:22 AM
Such a sweet little spell.
This post is divided in:
1) a short blurb
2) why the spell is good
2a) when it is better than similar spells
2b) when it is worse
3) how to optimize it
3a)how to optimize its check
3b) how to optimize its results
Please help me. Say things I forgot. Tell me where I am wrong.
Blue is the color code for things I am not sure about myself.
1) the blurb
In my campaign, there is a guy who plays a bard. (a close combat bard, but i think I will discuss the build in a new thread)
This Bard has the venerable Balagarns Iron Horn as one of his 3 spells.
He took it mainly for the flavour (he has perform:insult ...) and because he wanted to be able to do something against hordes.
Now, after two sessions and three castings of that little spell, we found it to be absolutely nutly good. Three castings, three combats won by it.
Which was admittedly because all three combats did not need killing opponents as much as circumventing them.
In the first, there were 4 guys with sword and shield and all the phalanx /shieldmate stuff, he tore down their formation.
In the second he blew a horde of archers from their wall, negating them a second shot.
In the third, he diced mediocre, but I diced terribly. He blew 10 of 12 horses or their respective riders and stopped the prison they had broken out from pursuing them any further.
So, in me the OP began to rise. And I made this post.
2) why the spell is good
It does not go against a save, but against a strength check.
Since it is worded a little weirdly, it seems that it can trip creatures up to any seize. Arguably, it perhaps means that they do their strength check without their size and quadruped boni.
It can affect a LOT of opponents. (Since it gets uncapped more reach per caster lvl)
While its effect is only semi-worthwile on its own, it enables the rest of the party to do things. Sets up AoOs, give the mage some time, disrupt the spellcasting of an enemy (hopefully, I am not sure how high a dc against getting tripped about is), Throws people off horses, throw said horses upon them...
Its check is easily (and probably quite unintendedly) optimized, even without giving it much resources.
2a) when it is better than similar spells
for now, let us only look at its closest competitor, grease.
Both have the ability to drop creature. Grease has the additional ability to make things flatfooted, and it can keep creatures dropped for much longer.
And grease can be used to make something slick.
But grease has some flaws: a) its small casting range and b) its quite small area. In the earliest beginning, grease has more range, but this changes fast.
Grease targetes a save. Saves tend to get really high later in the game. And many monsters have good reflex saves additional to having a high dex.
against a creature with a 10 in every score and 0 in every save (although i am not sure this works as an example) Iron horns trip check to beat will be 15,5 ; the grease user will have to have a 20 in his cast stat to top that. And has a pricey time enhancing that.
Obviously, the big dragon you try to trip from the skys has A MASSIVE STRENGHT SCORE. For example: A very old red dragon has a strength score of 37. which gives him a whopping 13 to his check. His Ref save on the other hand is 17, which means that grease has a harder time affecting him, even if it could be used against skyborn enemies. (which iron horn PERHAPS ccannot do, too. Its worded weird)
2b) when it is worse
Against High-strength monsters, or really high dex monsters (although i gather there are less of the latter). perhaps against quadrupeds.
When you need to keep something down for longer than one round.
3) how to optimize it
Strength check, the spell says. As if your strenght was 20.
Probably, somebody thought with this wording, the check cannot scale.
let us see what can do about the ckeck.
3a)how to optimize its check
First, it seems to me that improved trip probably does not apply, since it is a Strenght check, not a trip check. That would be quite good for us, since it would mean that the size and multiped boni our opponents will have will not apply either.
ways to optimize the check. The cheapest? brute gauntlets. 900 GP, from the mic, can give once per day a plus 4 to the check, or 3 times 2.
Are there other such steals?
Some less inexpensive methods:
competition domain, cleric 1, gives plus 1 to all opposed checks
Factotum 3 gives Int to all strength and dex checks. Factoti can also cast the spell, which makes them probably the best users.
Marshal 1 can give you a minor aura to strength checks (note that trip and strength checks are distict here) and a skill focus diplomacy, should you ever need it.
3b) how to optimize its results
here, I hit a drought. Sand snare is quite okayish, but it has bad requirements. Especially, since imp trip does not seem to help us.
This post is divided in:
1) a short blurb
2) why the spell is good
2a) when it is better than similar spells
2b) when it is worse
3) how to optimize it
3a)how to optimize its check
3b) how to optimize its results
Please help me. Say things I forgot. Tell me where I am wrong.
Blue is the color code for things I am not sure about myself.
1) the blurb
In my campaign, there is a guy who plays a bard. (a close combat bard, but i think I will discuss the build in a new thread)
This Bard has the venerable Balagarns Iron Horn as one of his 3 spells.
He took it mainly for the flavour (he has perform:insult ...) and because he wanted to be able to do something against hordes.
Now, after two sessions and three castings of that little spell, we found it to be absolutely nutly good. Three castings, three combats won by it.
Which was admittedly because all three combats did not need killing opponents as much as circumventing them.
In the first, there were 4 guys with sword and shield and all the phalanx /shieldmate stuff, he tore down their formation.
In the second he blew a horde of archers from their wall, negating them a second shot.
In the third, he diced mediocre, but I diced terribly. He blew 10 of 12 horses or their respective riders and stopped the prison they had broken out from pursuing them any further.
So, in me the OP began to rise. And I made this post.
2) why the spell is good
It does not go against a save, but against a strength check.
Since it is worded a little weirdly, it seems that it can trip creatures up to any seize. Arguably, it perhaps means that they do their strength check without their size and quadruped boni.
It can affect a LOT of opponents. (Since it gets uncapped more reach per caster lvl)
While its effect is only semi-worthwile on its own, it enables the rest of the party to do things. Sets up AoOs, give the mage some time, disrupt the spellcasting of an enemy (hopefully, I am not sure how high a dc against getting tripped about is), Throws people off horses, throw said horses upon them...
Its check is easily (and probably quite unintendedly) optimized, even without giving it much resources.
2a) when it is better than similar spells
for now, let us only look at its closest competitor, grease.
Both have the ability to drop creature. Grease has the additional ability to make things flatfooted, and it can keep creatures dropped for much longer.
And grease can be used to make something slick.
But grease has some flaws: a) its small casting range and b) its quite small area. In the earliest beginning, grease has more range, but this changes fast.
Grease targetes a save. Saves tend to get really high later in the game. And many monsters have good reflex saves additional to having a high dex.
against a creature with a 10 in every score and 0 in every save (although i am not sure this works as an example) Iron horns trip check to beat will be 15,5 ; the grease user will have to have a 20 in his cast stat to top that. And has a pricey time enhancing that.
Obviously, the big dragon you try to trip from the skys has A MASSIVE STRENGHT SCORE. For example: A very old red dragon has a strength score of 37. which gives him a whopping 13 to his check. His Ref save on the other hand is 17, which means that grease has a harder time affecting him, even if it could be used against skyborn enemies. (which iron horn PERHAPS ccannot do, too. Its worded weird)
2b) when it is worse
Against High-strength monsters, or really high dex monsters (although i gather there are less of the latter). perhaps against quadrupeds.
When you need to keep something down for longer than one round.
3) how to optimize it
Strength check, the spell says. As if your strenght was 20.
Probably, somebody thought with this wording, the check cannot scale.
let us see what can do about the ckeck.
3a)how to optimize its check
First, it seems to me that improved trip probably does not apply, since it is a Strenght check, not a trip check. That would be quite good for us, since it would mean that the size and multiped boni our opponents will have will not apply either.
ways to optimize the check. The cheapest? brute gauntlets. 900 GP, from the mic, can give once per day a plus 4 to the check, or 3 times 2.
Are there other such steals?
Some less inexpensive methods:
competition domain, cleric 1, gives plus 1 to all opposed checks
Factotum 3 gives Int to all strength and dex checks. Factoti can also cast the spell, which makes them probably the best users.
Marshal 1 can give you a minor aura to strength checks (note that trip and strength checks are distict here) and a skill focus diplomacy, should you ever need it.
3b) how to optimize its results
here, I hit a drought. Sand snare is quite okayish, but it has bad requirements. Especially, since imp trip does not seem to help us.