| DungeonmasterCal |
I'm running a game this weekend where the players are caught up in a war between time-traveling NPCs and a time-traveling race, the Time Flayers (3PP from the Tome of Horrors Complete, published by Necromancer Games). One of the abilities of the Time Flayers is Temporal Displacement. The first part of the ability is below:
As a melee touch attack, a time flayer can send a creature a few seconds into the future. A DC 19 Fortitude save negates. The save is Constitution-based.
The affected creature returns to the Material Plane 1d4 rounds later. So what advantage to the Time Flayer does this represent? Is the Flayer able to prepare an attack on the person sent out of the Material Plane and jump his butt immediately upon their return?
Thanks in advance.
| Matthew Downie |
It could be useful for escaping from a powerful enemy (or to buy some time to drink a potion).
Or to reduce the number of people who are attacking you. It depends to some extent on the relative numbers in the battle: if the time flayers outnumber the party, they could send all but one of the party into the future, then gang up on the last remaining PC and take him down before the rest of the party return.
Readying an action to attack someone when they reappear should also be possible.