Mak'ar & telepathy question (Spire of Long Shadows)


Age of Worms Adventure Path


Since he can't talk do you think he should be able to try to do this each round as a free action? Or is that to powerful?

Thanks,
~MB


Sure, why not? In the end, it just results in him either contacting allies for help--if any remain alive--or communicating with the characters (which would only be for flavor). Given the layout of the lower level in the spire, this shoulc not present him with an overwhelming advantage. While he has a sound CR for the adventure, he has notable weaknesses that can be exploited. If you ask me, he could use all the help he could get, and telepathy seems a perfectly fair means by which to receive the aid of any remaining allies.


His telepathy has additional powers

Shield Mind (Ex)
Well his Telepathy causes for a DC 22 Will save or be confused for 1d6 days. He can supress this power if he wants to when communicating with someone

Thoughts?


Here's how I portayed Ma'kar:
Its mind is so utterly alien that when it communicates telepathically, it simply imposes the *impression* of what it's thinking without words or inflection. So when the PCs asked it why it gave Kyuss the first worm, they just looked into its eyes and suddenly got the *impression* that the whole thing is simply a spell weaver experiment, the outcome of which is still under observation after all these millenia.


office_ninja wrote:

Here's how I portayed Ma'kar:

Its mind is so utterly alien that when it communicates telepathically, it simply imposes the *impression* of what it's thinking without words or inflection. So when the PCs asked it why it gave Kyuss the first worm, they just looked into its eyes and suddenly got the *impression* that the whole thing is simply a spell weaver experiment, the outcome of which is still under observation after all these millenia.

Cool. Helpful tip.

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