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<blockquote data-quote="Cleon" data-source="post: 5507604" data-attributes="member: 57383"><p>Hmm, methinks we should review the original text:<p style="margin-left: 20px">The PCs can now react, but actions other than disbelief will do them little good. Any attacks by their “vision” will seem real.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In the though projection attack that follows, each character must react individually to his fear. Remember that the PCs have not moved, although they may seem to be removed from the rest of the group, so watch for area-effect spells or any combat.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The only way to fight the Darksider is to demonstrate an act of disbelief or become unconscious. Otherwise run combat normally.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Darksider (1): Int Genius; AL NE; AC n/a; MV instantaneous; HD n/a; hp: n/a; #AT 1; THAC0 hits automatically; Dmg as victim x 2 (apparent damage); SA ESP, thought projection (<strong><span style="color: Red">no save</span></strong>); SD immune to most attacks.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The Darksider</p> <p style="margin-left: 20px">The Darksider is an energy being from the Negative Material plane, that feeds on anxiety and fear. The Darksider appears as a ghost-like form of each of its “victims.” Using ESP, the Darksider determines the single greatest fear of each subject. It then uses thought projection to create the deepest, darkest fears of its subject. If “killed” by this fear, the victim does not die but merely falls unconscious. Afterwards, the victim is forever immune to that Darksider’s attack.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Most deaths that are attributed to Darksider appearances have been caused by adventurers attempting to slay it, and actually slaying other party members. Deaths have also occured through attempts to flee the illusion. Otherwise, a Darksider is incapable of giving or receiving physical damage.</p> <p style="margin-left: 20px"></p><p>Okay, that's pretty confusing, not to mention just messy, but it makes me wonder whether we're taking the wrong tack. Note that (a) there's no save and (b) those "killed" become immune to that Darksider.</p><p></p><p>Does this "thought projection" attack trap victims in a dream world like to the psionic power <em>microcosm</em>? The victims can move about and attack but it sounds like they're unaware of their surroundings. Coincidentally <em>microcosm</em> has no saving throw.</p><p></p><p>A literal interpretation (with the addition of a Wisdom drain) would be something like:</p><p><strong></strong></p><p><strong>Nightmare Projection (Su):</strong> A darksider can trap opponents in a waking nightmare, affecting <span style="color: Red"><strong>X</strong></span> intelligent creatures within <span style="color: Red"><strong>Y</strong></span>. There is no saving throw, but spell resistance applies and nightmare projection does not affect creatures with immunity to fear or mind-affecting powers. Creatures trapped within the nightmare projection can act normally, but perceive their surrounding as whatever the darksider desires them to - an ally may appear a terrible monster, a charnel chasm may become a perfumed garden.</p><p></p><p>A darksider can create phantasmal monsters or spells to attack its nightmare victims. These do between 1 and <strong><span style="color: Red">4d6</span></strong> points of illusory damage (half with a DC <span style="color: Red"><strong>Z</strong></span> Will save). This illusory damage appears real to the victim, but has no reality. The darksider can nightmare attack its victims in any combination it desires. Note that a nightmare projection can also disguise the source of real damage - for example, two victims may unknowingly attack each other because the nightmare projection made them see each other as monsters.</p><p></p><p>If the damage from a nightmare attack would reduce a victim to 0 or fewer hit points, the victim can escape the nightmare if they succeed at a DC <strong><span style="color: Red">X</span></strong> Will save. If this save succeeds, the victim becomes immune to the nightmare projection of that darksider for 24 hours. Should the victim fail the Will save, they take <strong><span style="color: Red">1d3?</span></strong> Wisdom drain and believe they have been killed, falling unconscious for <span style="color: Red"><strong>1d8?</strong></span> rounds and then waking without any illusory damage (the victim believes the darksider has resurrected them in order to continue tormenting them). The darksider gains 5 temporary hit points every time it drains a victim's Wisdom, if it drains a victim's Wisdom to 0 the victim will die for real.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5507604, member: 57383"] Hmm, methinks we should review the original text:[INDENT]The PCs can now react, but actions other than disbelief will do them little good. Any attacks by their “vision” will seem real. In the though projection attack that follows, each character must react individually to his fear. Remember that the PCs have not moved, although they may seem to be removed from the rest of the group, so watch for area-effect spells or any combat. The only way to fight the Darksider is to demonstrate an act of disbelief or become unconscious. Otherwise run combat normally. Darksider (1): Int Genius; AL NE; AC n/a; MV instantaneous; HD n/a; hp: n/a; #AT 1; THAC0 hits automatically; Dmg as victim x 2 (apparent damage); SA ESP, thought projection ([B][COLOR=Red]no save[/COLOR][/B]); SD immune to most attacks. The Darksider The Darksider is an energy being from the Negative Material plane, that feeds on anxiety and fear. The Darksider appears as a ghost-like form of each of its “victims.” Using ESP, the Darksider determines the single greatest fear of each subject. It then uses thought projection to create the deepest, darkest fears of its subject. If “killed” by this fear, the victim does not die but merely falls unconscious. Afterwards, the victim is forever immune to that Darksider’s attack. Most deaths that are attributed to Darksider appearances have been caused by adventurers attempting to slay it, and actually slaying other party members. Deaths have also occured through attempts to flee the illusion. Otherwise, a Darksider is incapable of giving or receiving physical damage. [/INDENT]Okay, that's pretty confusing, not to mention just messy, but it makes me wonder whether we're taking the wrong tack. Note that (a) there's no save and (b) those "killed" become immune to that Darksider. Does this "thought projection" attack trap victims in a dream world like to the psionic power [I]microcosm[/I]? The victims can move about and attack but it sounds like they're unaware of their surroundings. Coincidentally [I]microcosm[/I] has no saving throw. A literal interpretation (with the addition of a Wisdom drain) would be something like: [B] Nightmare Projection (Su):[/B] A darksider can trap opponents in a waking nightmare, affecting [COLOR=Red][B]X[/B][/COLOR] intelligent creatures within [COLOR=Red][B]Y[/B][/COLOR]. There is no saving throw, but spell resistance applies and nightmare projection does not affect creatures with immunity to fear or mind-affecting powers. Creatures trapped within the nightmare projection can act normally, but perceive their surrounding as whatever the darksider desires them to - an ally may appear a terrible monster, a charnel chasm may become a perfumed garden. A darksider can create phantasmal monsters or spells to attack its nightmare victims. These do between 1 and [B][COLOR=Red]4d6[/COLOR][/B] points of illusory damage (half with a DC [COLOR=Red][B]Z[/B][/COLOR] Will save). This illusory damage appears real to the victim, but has no reality. The darksider can nightmare attack its victims in any combination it desires. Note that a nightmare projection can also disguise the source of real damage - for example, two victims may unknowingly attack each other because the nightmare projection made them see each other as monsters. If the damage from a nightmare attack would reduce a victim to 0 or fewer hit points, the victim can escape the nightmare if they succeed at a DC [B][COLOR=Red]X[/COLOR][/B] Will save. If this save succeeds, the victim becomes immune to the nightmare projection of that darksider for 24 hours. Should the victim fail the Will save, they take [B][COLOR=Red]1d3?[/COLOR][/B] Wisdom drain and believe they have been killed, falling unconscious for [COLOR=Red][B]1d8?[/B][/COLOR] rounds and then waking without any illusory damage (the victim believes the darksider has resurrected them in order to continue tormenting them). The darksider gains 5 temporary hit points every time it drains a victim's Wisdom, if it drains a victim's Wisdom to 0 the victim will die for real. [/QUOTE]
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