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*Pathfinder & Starfinder
Harpy's Captivating Song
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<blockquote data-quote="Senior Bobo" data-source="post: 1214253" data-attributes="member: 12675"><p>I've come close to having this happen (all pc's failed but one) and I thought of a couple ways you can be merciful that are somewhat along the rules.</p><p></p><p>1) The harpy can really practically only spend so much time singing. While singing I usually only let a harpy take 1 attack a round. With a club at +7 to hit, there's no guarentee the harpy will hit the pc's every time (especially the cleric or warrior who may be in heavy armor) and the pc's get no penalties to their defense according to the rules. Plus considering she only does 1d6 with her club it's very possible it could take her 10, 15, even 20 rounds to kill the pc's all the while exerting herself trying to bash them to death. After every 10 rounds you could have her make some sort of exertion roll (Fort Save DC 10 maybe) and if she fails everyone still alive gets a new save.</p><p></p><p>2) The exact wording of captivating song mentions "If the path (to the harpy) leads into a dangerous area..that creature gets a second saving throw". That implies to me that the PC's are still at least somewhat aware of dangers around them. Personally, I'd rule that walking towards a slavering, club wielding beast who just killed one of your commrades constitues "A dangerous area". So everytime she kills another pc (or knocks them unconciuos) I'd allow everyone else a second save. That's small comfort to the pc who's unconcious or dead but if I were looking for rationale to avoid a tpk I'd go with it.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="Senior Bobo, post: 1214253, member: 12675"] I've come close to having this happen (all pc's failed but one) and I thought of a couple ways you can be merciful that are somewhat along the rules. 1) The harpy can really practically only spend so much time singing. While singing I usually only let a harpy take 1 attack a round. With a club at +7 to hit, there's no guarentee the harpy will hit the pc's every time (especially the cleric or warrior who may be in heavy armor) and the pc's get no penalties to their defense according to the rules. Plus considering she only does 1d6 with her club it's very possible it could take her 10, 15, even 20 rounds to kill the pc's all the while exerting herself trying to bash them to death. After every 10 rounds you could have her make some sort of exertion roll (Fort Save DC 10 maybe) and if she fails everyone still alive gets a new save. 2) The exact wording of captivating song mentions "If the path (to the harpy) leads into a dangerous area..that creature gets a second saving throw". That implies to me that the PC's are still at least somewhat aware of dangers around them. Personally, I'd rule that walking towards a slavering, club wielding beast who just killed one of your commrades constitues "A dangerous area". So everytime she kills another pc (or knocks them unconciuos) I'd allow everyone else a second save. That's small comfort to the pc who's unconcious or dead but if I were looking for rationale to avoid a tpk I'd go with it. Hope that helps. [/QUOTE]
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Harpy's Captivating Song
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