Josh wrote:It's quite decent, but it is accomplished far more effectively by having Charm Monster, Suggestion, and other enchantment spells. Honestly, the warlock is better served by using Deceive Item to accomplish this than he is by losing caster levels and invocations to do so.
What items? Do you really expect someone to make and blow through scrolls, wands, and staves just to keep a few monsters around? The first time you run into a month or two of in-game downtime you've just blown through a staff or a wand to keep those cool monsters from the last adventure. The number of times you have to recast Charm to keep a single monster for any period of time is prohibitively expensive.
That’s a non-starter of an idea if ever I've heard of one.
Josh wrote:You know, I've never, not even once, seen the duration of Charm Monster expire on a target who was still alive. This is probably due to the fact that Charm Monster lasts a minimum of seven days and if you can cast it, you get to do so at least once/day, and likely at least twice that if you really want to.
Sure, knowing the limitations of Charms, people tend to Charm the same kind of monsters: stupid low Will save combat fodder that dies in the next battle (or next few battles).
Permanent Charm allows for a whole new class of monster to be gained. I mean, once you take a monster to "unconscious", it fails its saves. That means that with a permanent Charm, you can get the high Will save, high SR monsters/NPCs that can not only be reused, but can be sent on their own missions for extended periods of time. Want to investigate a cave complex, but need to leave a protector with the refugee caravan? You're set. Need someone to go to the Empress and pick up new instructions? You've got it. Need a semi-permanent guardian or researcher or magic item creator while you go and adventure, or a Raise Dead monkey to back up the party as needed? Need a monster that can wait outside the cave complex and still be there when you return? Need a scout to find the enemy army while you organize the defense of the castle?
The possibilities are endless, and all can only be done with a Permanent Charm.
Josh wrote:On the flip side, I have seen characters attempt to have multiple Charmed minions on the board.
I have also seen characters attempt to charm Huge or larger creatures.
I'm going to need a little clarification here, because I'm missing your point.
Josh wrote:
I said that Eternal Charm is worse than Charm Monster as an ability to add on to your existing character; and I also said that Mindbender levels 2+ are worse as levels to add on to your existing character than more levels in the core class you used to have.
It really depends on when you go Mindbender. If you go straight Mindbender at level 7 and on, you are in fact sacrificing the Greater Invocations, which are way cool, and you are losing the 12th level ability to make any item in the game. That’s pretty big, but the payoff of an uber-powerful monster at level 11 might be worth it (like a level 11 Wizard, or an Adult Dragon, or a 12 HD Elite Succubus or Hezrou). Maybe. It depends a lot on whether your DM is a “one big monster” guy or a “many smaller monsters” guy.
Like Frank's Pokemaster, you have to just feel good that your pet is the star and you are the guy in the background that yells "Surf attack!" Combined with Charm items, you can have the "cool keepers" gained via class abilities, and "combat fodder" gained via items, all mixed into your possie, and you are good to go.
However, if you take Mindbender at 13+ levels, you lose nothing of value. By 20th level, you are down a sum total of two Invocations (one being gained at 20th level, so its really just one) and access to the Dark Invocations. After reviewing the Dark invocations, I have to say that there is nothing that is a "must have" in the whole list. Warlocks get the best and most useful stuff in the Greater Invocation set, and missing out on one or two Dark Invocations is not a sacrifice at all. Path of Shadows is the only good ability in the Dark set, and by the time you get it at 18th level the whole party will have better means of travel.
You are also down a total of 2d6 on your Eldritch blast, which is fine because it stopped being a viable attack around 9th level (to be very generous). The last die would be gained on your 20th level of Warlock, so once again it is basically being down a single d6.
In exchange, you get abilities that actually do something. Three permanent Charms, a weak Detect Thoughts 4/day, Dominate Monster (Large or smaller), and a Suggestion effect 3/day, and a party face skill set with a +4 to four good skills. Any one of these is more useful to a Warlock's role of "ability user" than any of the Dark Invocations.
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I look forward to your counter arguments.