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Emissary archtypes give the ability Share Will (Su) Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This ability replaces share spells. now a player of mine has a Ioun Wyrd familiar with this archtype. he is claiming that because this ability allows his familiar to attempt the save and is immune to mind affecting effects. does it do that or does it just give him a extra saving throw without the immunity
So I'm playing a game as a rogue/fighter/assassin. I took over an NPC and had to keep it close to the base character. Because of the multiclassing my will save took a hit. I'm currently level 9 and have a will save of 5 on a good day and that is with a cloak. Are there any other magic items or techniques anyone knows that will help me against enchantment effects? Specifically charm and dominate effects.
So noticula seems like a cool character. It mentions that the players have a chance to redeem her but why would she want to do that? Intent is a big part of redemption and as a being of pure evil I imagine she doesn't really hold empathy for anything and only seeks to gain power. Under what circumstances would she ever consider becoming good?
so in this rule
So I'm a gm and running a pirate themed game. Recently the players were off to a spot on a treasure map that lead into a storm. During the storm a whale attacked the ship and used it's capsize ability to flip the ship. The players managed to kill the whale but their ship flipped over and their crew is in the water about 40 miles from shore in a raging hail storm. Is there anything my players can do at this point to flip their ship, should I have an act of God come save them in one form or another, or should they be lost at sea forever and roll new characters?
so this monster called a Devastator from Bestiary 5 has an ability called Absorb Good Magic. here is the description: "Whenever a spell with the good descriptor includes a devastator as a target or in its area or effect, the caster must succeed at a DC 38 caster level check or the devastator negates the entire spell and gains 5 temporary hit points per spell level of the spell absorbed that last 1 hour."
So I'm tuning a published adventure and in it the players found an amulet of pure good with one charge remaining. Essentially it is used to take out one bad guy that the players may not be ready for; however, one of my players decided to take the amulet and use it as a touch attack. He did this because a neutral or evil character who touches the amulet take a shit ton of damage. So now as a touch attack he does something like 8d8 damage. This is both genius and pisses me off to no end.
Since this Is a mythic game and there are demons there are a lot of challenges that mixed with bad choices cause player death. The problem is how do you story explain a new mythic hero coming out of no where to join the party? So far I've handled it well but if more people die then there will be problems |