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Hellfire Shield & Arcane Spellfailure

Posted: Wed Aug 12, 2009 1:33 pm
by Tricky
Is the auto-casting effect caused by the Hellfire Shield (from the new Hellfire Warlock prestige class) subject to heavy armor induced arcane spellfailure?

Posted: Thu Aug 13, 2009 4:51 am
by baron667
it should be, what does the official documentation say about it?

Posted: Thu Aug 13, 2009 5:33 am
by Tricky
Wait.. I think I've been reading the wrong resources.

NWN2Wikia & Wizards.com:
Hellfire Shield (Sp): Starting at 3rd level, you can call up hellfire to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of hellfire at that creature. This blast deals damage equal to your eldritch blast (including bonus damage from the hellfire blast ability). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1/2 your character level + your Cha modifier).
The SoZ Manual:
Hellfire Shield: At 3rd level the hellfire warlock gainst Hellfire Shield. While Hellfire Shield is active, any enemy standing in close range is burned for 6d6 points of magical damage per round. For each target affected by the Hellfire Shield, the warlock temporarily loses on point of constitution.
Vastly different. Any my fault for assuming NWN2Wikia didn't directly copy this from the official pnp sites, I ran into that mistake before. Kinda weird though, in NWN2 enemies don't even need to actually hit you for the hellfire to strike. It doesn't even look like the normal eldritch blast effect is added to the calculation.

Never mind Arcane Spellfailure, another build bites the dust. :)

Posted: Thu Aug 13, 2009 2:24 pm
by Scottg
Tricky wrote:
Never mind Arcane Spellfailure, another build bites the dust. :)
Why would you kill the build?

No Arcane Spell Failure. (..for it or *any* of your other spells.)

Eldritch Blast *does* add to the damage. (..that's a minimum 9d6 per round.. push it to 10 levels (Hellfire 3/Warlock 7) and it's 10d6.

It's magical (type) damage - meaning you aren't going to have it reduced or resisted.

You can have it off or on at will, while shape-shifted or not - even with Tenser's.

Successful Reflex saves by opponents get half-damage (or no damage with Improved Evasion). It can also be *evaded* by as much as 50% of the time (if the opponent has this effect). Don't know if Epic Dodge will negate it or not (but I doubt it because it doesn't factor into "number of attacks per round" like melee or ranged attacks).

Constitution damage can be negated with the spells Death Ward or Shadow Shield, OR the Deatheless Frenzy feature at FB level 4 when Frenzied.

It's also a medium BAB multi-class structure - so attacks don't suck. In fact in my lvl 30 Damned Soul build attacks were only -3 in attack numbers from a lvl 30 fighter.

http://www.gamebanshee.com/forums/never ... 09714.html

Note that it does require an *attempted* melee attack (and presumably a melee touch attack). So it is not a proximity effect like "Body of the Sun". It's rather more like NWN1's Melstif's Acid Shield or NWN2's Elemental Shield (without their elemental damage limitations, but with only one "attack" per round).

Frankly it's fantastic. Especially if you can use healing kits with good skill.