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Help me stop my Player!
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<blockquote data-quote="Evilboy" data-source="post: 2418089" data-attributes="member: 186"><p>This is the way I read the rule. Essentially, the entire Create Spawn ability is one package all thrown together in a convenient special ability. Once the shapechange ends, the character no longer has access to the special ability "Create Spawn." Since the control ability is part of Create Spawn, losing that ability prevents further control.</p><p></p><p>I'd also say that previous commands issued to the squad stay, as those commands are similar to a permanent effect created by any other spell ability. However, an undead creature with an INT of 6 isn't going to be very good at particular commands, and wouldn't pass commands down to it's own spawnlings unless specifically commanded to do so (and even then, after a generation or two, the spawnlings would be essentially directionless).</p><p></p><p>Personally, I'd have the character make a very easy knowledge check (religion or arcane or something) to give in-character reasoning for the spawn shadow ability (they are evil, it shouldn't be that hard to find), and then secretly make a more difficult roll to see if the character understands the "little catches" that his plan might entail.</p></blockquote><p></p>
[QUOTE="Evilboy, post: 2418089, member: 186"] This is the way I read the rule. Essentially, the entire Create Spawn ability is one package all thrown together in a convenient special ability. Once the shapechange ends, the character no longer has access to the special ability "Create Spawn." Since the control ability is part of Create Spawn, losing that ability prevents further control. I'd also say that previous commands issued to the squad stay, as those commands are similar to a permanent effect created by any other spell ability. However, an undead creature with an INT of 6 isn't going to be very good at particular commands, and wouldn't pass commands down to it's own spawnlings unless specifically commanded to do so (and even then, after a generation or two, the spawnlings would be essentially directionless). Personally, I'd have the character make a very easy knowledge check (religion or arcane or something) to give in-character reasoning for the spawn shadow ability (they are evil, it shouldn't be that hard to find), and then secretly make a more difficult roll to see if the character understands the "little catches" that his plan might entail. [/QUOTE]
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