![]() ![]() ![]() Alchemist Ring - When the wearer of this ring imbibes a healing potion, they receive an additional 1d6 HP.Give them a few goals that don't involve wetwork, or where killing would be contraindicated, and you won't have to worry about this particular trick for a while. In the same vein of sight-based problems, there are more than a few baddies who don't need to worry about light at all, and can happily exist in utter darkness.Īs I said though, the PCs (unless they really are assassins) shouldn't be succeeding through wholesale slaughter anyway. If all you can do is scry via sight, you won't notice those until you jump in with teleport. Have an undead baddie for instance who lives in an area of poisonous vapour, or vacuum. Hostile environment that is not readily detected via scrying. Though, it could be that you guys are in for the beer-and-pretzels kill them and take their stuff angle, which hey, there's good suggestions already in this thread about that. If most of their tasks can be resolved by simply assassinating someone, your campaign is in danger of being one-dimensional already. I'm not being snarky or snippy here when I say change the conditions of success. WHereas you, the evil villain, could teleport away any time you want and return with reinforcements. That means that even if they managed to pull off the Scry/Teleport combo, they wouldn't be able to leave once they got there. ![]() This can be defeated by giving your lair a strong or overwhelming Aura of non-illusory magic, such as from the spell Unhallow cast by a 12th lvl caster with the Dimensional Anchor power. They could cast Detect Magic through the Sensor if they bothered to think of that that would give them a will save. An illusion counts as misleading information for the purposes of Teleport, and because the PCs aren't interacting with the illusion through the sensor, they don't automatically get Will saves. ![]() A Darkness or a simple Silent Image spell will keep the PCs from divining your location by scrying, since the sensor only sees a 10ft radius.Īctually, a simple yet permanent Illusion spell cast upon a villain's lair would be a cheap and easy way to fool the Scry/Teleport combo, and has the benefit of making your dank dungeon hideaway look like a sunny beach resort. A DC 40 spot check will notice the presence of invisible inanimate objects, like the sensor, so you will at least not be surprised. The destination you choose must be a location with which you are very familiar or that you have studied carefully.Ī DC 20 Intelligence check will spot the magical sensor. You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.įor the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. You can divert the destination of both incoming and outgoing teleportations, psionic and magical. You can manifest this power even if it is not your turn. This is an immediate action, like manifesting a quickened power, and counts toward the limit of one quickened power per round. Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. Saving Throw: Will negates (foils diversion) + 10 ft./levelĮffect: Diverts the teleportation of any object or creature whose weight does not exceed your maximum load Manifesting Time: 1 immediate action see textĪrea: A circle, centered on you, with a radius of 50 ft. ![]()
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