Danse Macabre

Warklaw's page

37 posts. No reviews. No lists. No wishlists.




So I know there is already a ton of discussion around Wind Walk but I have a new wrinkle with regard to this most discussed spell. This particular line of questioning came from our group recently fighting the

Spoiler:
Wendigo in the Anniversary Edition Rise of the Rune Lords. In that fight it mentions that the Wendigo grapples targets, then casts wind walk, pulls them high into the air (600 feet) then drops them.

This however was challenged by the group as to how a Wendigo manages this as the spell states it takes 5 rounds to change from physical to gaseous form (and vice versa). It seems an unreasonable tactic as lets be honest a LOT can happen in 5 rounds and it would seem rather unlikely that a Wendigo would stand there getting hammered on for 5 rounds.

RAW seems to support that while the spell may be instant the change to gaseous form or out of it always requires 5 rounds. However the logistics of the Wendigo combat led us to believe that perhaps you are instantly gaseous on casting the spell (or instantly physical on dismissal) and that only changing into and out of the gas form after the initial cast (while the spell is still active) takes the five rounds.

The other issue I have with the Wendigo's combat actions is that the spell says specifically that each person affected by the spell becomes and individual cloud. This would seem to imply that even if the Wendigo grappled you and then turned to gaseous form, as the target transforms it would become and individual cloud, and easily be able to drift apart.

Any thoughts?


Here was how I imagined the goblin song:

Goblin Battle Song.

My players loved it, but please let me know your thoughts.


I can only guess that this has been discussed before:

The scenaro:
A player builds a character (using a point buy system) nuking INT, WIS, or Both to buff his more number affecting or physical skills, then proceeds to play the characters at his own intellegence rather than the intellegence of the character?

Obviously there are some stat penalties associated with low INT and WIS scores, but they do not seem as penalizing in the majority of games. This is partley because most games use combat as a primary ecounter type, but also as I see it, encounters that are intellectual are generally done outside of PC stats and dice rolls, meaning it is more often the player and not the PCs intellegence which is tested.

One option of course is to not allow scores below 10, but I am curious if others have encountered this, find it is a problem, or use other methods to add in flavor that can come with a really dumb characters into the game?

((It has been my experiance that majority of players do not play down to their characters intellegence/wisdom, though the few I have seen make for some great RPG scenes))


So I will have a summoner in my group for the first time very shortly, and I am currently thinking through how I will run/handle the summoner's eidolon.

From my perspective I think the Eidolon brings with it a great opportunity for some interestings scenes involving the Eidolon/Summoner, Eidolon/Group, and the Eidolon/Environment dynamic. With it being such a major potion of the Summoner's abilities, I certainly don't want it to become another case of the amazing appearing disappearing familiar/animal companion, ever present when needed but never present when not.

I am leaning towards me being the life behind the eidolon, allowing the player to issue commands to it as wanted (an all dice rolls for the creature), but I would be the one interpretting the commands and being the personality behind the creature (understanding the concept that the eidolon is an extension of the summoner). Please note, I am a fair GM and I am not looking to 'hurt' my player in anyway buy this, aka the 'wish' spell debate, but I have only known a few players who can run two different personalities, and beleive that running it this way may add to the game more.

How do you run eidolons in your games?


Does this path come in the PRPG core ruleset, or only 3.5?


If a Wizard/Rogue is stealthed and wants to use a ray (with a V component) to sneak attack will it work without being silenced (silent spell feat)?

In other words:
Would the fact that they have to talk ("in a strong voice") negate their stealth and make there target aware of them (ie giving the target back his DEX)?

OR

Would it simply give the target a new perception check againts the wizard/Rogue? This leads to additional questions like, shouldn't the target get a big bonus to his perception? (I mention this as nothing in the rules actually supports this)

I am really looking for rule supported answers.