Myren Neeblefeet's page

No posts. Organized Play character for Leper.




Couple of questions about using familiars to deliver touch spells:

First, the easy one: when a touch spell is cast on the familiar, does the familiar hold the charge until the touch spell is deliver

Second, based on my understanding of the rules, when delivering a touch spell, since familiars seem to have a reach of 0', the familiar actually has to occupy the same space as a "small" or larger (small+) target to deliver a touch spell. This, in order to avoid an attack of opportunity, actually forces the familiar to stop in the neighboring square to small+ targets, and then, on the next round, the familiar uses a 5-foot step to touch the target. And THEN, the familiar has to spend another two rounds to withdraw from the target (ASSUMING the familiar actually delivered the touch), or I guess it could keep attacking, trying to hit for 1 measly point of damage while exposing it to imminent death. Am I understanding the rules correctly?

Commentary: Assuming I'm correct in my understanding of the rules (not a confident assumption FTR), isn't this unduly burdensome for a familiar (considering the vulnerability of familiars and the additional time it takes to deliver a touch spell, during which the master can't cast another spell)? Beyond that, it doesn't seem to make such sense for flying familiars - I mean, you would have to have supernatural reflexes to hit a bat, hawk, or owl that flew in just to touch you? As a GM, I think I would have to make some house rules in this regard, which I generally like to avoid...


I'm having trouble dealing with ghost sound being used against my PC's...

Okay, example situation: NPC creature engaged in combat with the PC's casts ghost sound to create the sound of reinforcements coming from the door behind the PC's.

Here's the problem:

I notify PC's the creature casted a spell, and then a bunch of sound comes from the door behind the PC's. Won't your players have to be idiots to not know what's up?

Even ignoring that, the spell says "Anyone who hears a ghost sound receives a Will save to disbelieve." So I roll saves for each PC privately. Out of 4 PC's, it's extremely likely at least one will make his or her save. So I tell saving PCs that they recognize the sound is illusory, but that pretty much tells everyone that the sound is illusory...

Doesn't playing this spell as written make it pretty much useless or is it just me?

The way I think I'll play it is to only allow the Will save if someone declares they are attempting to disbelieve the spell. In addition, I'll probably let some time pass between the casting of the spell and telling the PC's about the sounds they hear, but I'm guessing that still won't be enough to throw them off...

How does everyone else play this spell?