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General Tabletop Discussion
*Pathfinder & Starfinder
Waking Nightmare - sort of a Nightmare on Elm Street thing
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3917010" data-attributes="member: 20805"><p>Interesting idea... </p><p></p><p>My first thought was a spell that did two things:</p><p>- Create an Avatar of the caster at a chosen point in the Shadow plane, much like an Astral project where the Avatar's Str = casters Int, Dex = Chr and Con = Chr. All spell effects used through the Avatar are [Shadow] effect and do not affect the material plane.</p><p></p><p>- An area around the Avatar forces living beings into a dual existance on both the material and the shadow plane. A will save places the character half-way {resulting in only half-damage from [Shadow] effects} and allows the character to choose to 'wake up' and pull completely out of the Shadow plane.. or push all the way into the Shadow plane since your damage will only be half-way effective on the Avatar</p><p></p><p>The fun part is, you have to be on the Shadow plane to fight the Avatar. Your actions happen in both planes, so walking over a real-world cliff would be a bad thing. </p><p> This allows all the PC's to participate, as well as generate an interesting combat scene where some PCs can't affect {or even see} the Avatar..possibly getting in the way of other PCs.</p><p></p><p>this version keeps the entire part in play, has most of the same RP aspects, and does not allow for nasty unintended consequences like forcing a coma could.</p><p></p><p>The environment of the shadow realm could look like the casters location, allowing characters to possibly search out the physical location of the bad guy... or like something completely different, allowing the bad guy to trick characters to accidently walk of a real cliff due to it looking like the edge is a bit farther away than it really is. {works only for those fully involved in the spell.</p><p></p><p>Also this means you can use already existing rules instead of having to write them into the spell description.</p><p></p><p>Also, I would go with a straight half-damage instead of using 60%.. easier to calculate <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Lastly, yes.. Keith Baker did write that Occult Lore chapter and it goes nicely with Eberron's Dal Quor.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3917010, member: 20805"] Interesting idea... My first thought was a spell that did two things: - Create an Avatar of the caster at a chosen point in the Shadow plane, much like an Astral project where the Avatar's Str = casters Int, Dex = Chr and Con = Chr. All spell effects used through the Avatar are [Shadow] effect and do not affect the material plane. - An area around the Avatar forces living beings into a dual existance on both the material and the shadow plane. A will save places the character half-way {resulting in only half-damage from [Shadow] effects} and allows the character to choose to 'wake up' and pull completely out of the Shadow plane.. or push all the way into the Shadow plane since your damage will only be half-way effective on the Avatar The fun part is, you have to be on the Shadow plane to fight the Avatar. Your actions happen in both planes, so walking over a real-world cliff would be a bad thing. This allows all the PC's to participate, as well as generate an interesting combat scene where some PCs can't affect {or even see} the Avatar..possibly getting in the way of other PCs. this version keeps the entire part in play, has most of the same RP aspects, and does not allow for nasty unintended consequences like forcing a coma could. The environment of the shadow realm could look like the casters location, allowing characters to possibly search out the physical location of the bad guy... or like something completely different, allowing the bad guy to trick characters to accidently walk of a real cliff due to it looking like the edge is a bit farther away than it really is. {works only for those fully involved in the spell. Also this means you can use already existing rules instead of having to write them into the spell description. Also, I would go with a straight half-damage instead of using 60%.. easier to calculate :) Lastly, yes.. Keith Baker did write that Occult Lore chapter and it goes nicely with Eberron's Dal Quor. [/QUOTE]
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