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  #16  
Old Dec 4th, 2022, 10:53 PM
HashtagBryn HashtagBryn is offline
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Ysolde:

I wanted to have a quick discussion about how the "animal form" magical accident effect. I like the idea and it fits really well with the backstory I've presented. But I'm a little worried about the actual play experience of having a 10% chance to be removed from combat entirely for 3 minutes -- which is several times the length of any reasonable 5E combat. I don't think either of us wants that to be a 10% chance of arbitrary character death, so I've been thinking about how this could work, mechanically.

To start with, Ouraeia's magical accident form would obviously be a snake of some sort. Both her backstory and tradition from the 3.5 days says that the poisonous snake (Tiny animal, CR 1/8) is the appropriate one. My first thought is that the transformation effect could work like polymorph. That's... well, that's bad for me, because it sticks her in a form with poor defenses, minimal combat options, and 2 hp. On the other hand, if it really does play like polymorph, then pretty much any instance of damage will be enough to "kill" the snake, reverting Ouraeia to her natural form and carrying over the excess damage (which will probably be significant because 2 hp is 2 hp). Of course, if nothing tags the snake with damage, the 3 minute duration applies. As a player, that gives me a couple of options; try to hide and wait out the effect (at the risk of abandoning my allies to their fates), or try to remain in combat (in the hopes that I can survive being knocked out of snake-form).

If that's how you think the effect should be played, I'd suggest that the polymorph effect doesn't take place until after the resolution of the targeted spell that caused it. Otherwise, pretty much any damage-dealing spell that triggered the 10% effect would snake her, then immediately un-snake her via damage, and that looks and feels silly.

Thoughts?
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  #17  
Old Dec 6th, 2022, 10:38 AM
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I'll say it works like the Druid wild shape ability instead of the normal polymorph spell. That way you just get pulled out of shape if you take too much damage and won't just die. Also, another spell affect hitting you when transformed doesn't do anything.

Last edited by Ysolde; Dec 6th, 2022 at 10:39 AM.
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  #18  
Old Dec 6th, 2022, 10:56 AM
HashtagBryn HashtagBryn is offline
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Quote:
Originally Posted by Ysolde View Post
I'll say it works like the Druid wild shape ability instead of the normal polymorph spell. That way you just get pulled out of shape if you take too much damage and won't just die. Also, another spell affect hitting you when transformed doesn't do anything.
Perfect. Thanks for the clarification!
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  #19  
Old Dec 7th, 2022, 12:41 AM
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Dice Melee Magthere Injury Check:
1d100 80


Lose your tongue - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
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Last edited by Starflier; Dec 7th, 2022 at 12:42 AM.
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  #20  
Old Dec 7th, 2022, 06:47 PM
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Dice Injury Check:
d100 78


Lose your tongue - The character loses the ability to speak. This is actually the one that I wanted, perfect!

Dice Trinket:
d100 47
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Last edited by Alemar; Dec 11th, 2022 at 08:10 PM. Reason: Adding Trinket from Background
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  #21  
Old Dec 10th, 2022, 01:46 PM
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Dice Injury check:
1d100 88
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  #22  
Old Dec 14th, 2022, 01:46 AM
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Dice Magical Accident:
d100 82

Aphasia - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
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Last edited by FatherDondo; Dec 14th, 2022 at 01:48 AM.
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  #23  
Old Dec 14th, 2022, 07:55 AM
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Sleight of Hand/Pick Pocket Check on the Little Hellspawn

Dice Sleight of Hand:
1D20+11 (12)+11 Total = 23


Perception checks vs DC23 to anyone who wants to notice. Sable and Narcelia, if you notice I'll tell you what he did, otherwise have to wait amd see in post :P

Last edited by Dylan Scott; Dec 14th, 2022 at 08:01 AM.
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  #24  
Old Dec 14th, 2022, 12:27 PM
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History Check vs DC 10

Dice History:
1D20+3smh9 (18 ✔)+3 (1/1) Total = 21
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  #25  
Old Dec 14th, 2022, 02:26 PM
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Dice Victor's History vs DC 10:
d20-1 (11)-1 Total = 10
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  #26  
Old Dec 14th, 2022, 02:35 PM
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Quote:
Originally Posted by Dylan Scott View Post
Sleight of Hand/Pick Pocket Check on the Little Hellspawn

Dice * Sleight of Hand:
1D20+11 (12)+11 Total = 23


Perception checks vs DC23 to anyone who wants to notice. Sable and Narcelia, if you notice I'll tell you what he did, otherwise have to wait amd see in post :P
Dice Perception DC23:
1d20+4 (20)+4 Total = 24

NAT 20!? For the only possible success with a 24, Sable not only notices, she can feel every shift in weight, and every minute movement of the fabric against her skin. Even then Alnors movements were still just barely noticable to her.

Last edited by Dukklord; Dec 14th, 2022 at 02:38 PM.
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  #27  
Old Dec 14th, 2022, 02:41 PM
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History check for knowledge of Chalchiuitl
Dice History DC10:
1d20-1 (9)-1 Total = 8
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  #28  
Old Dec 14th, 2022, 03:00 PM
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Dice Knowledge(History DC10):
D20-1 (2)-1 Total = 1

If Narcelia can use Religion instead for the previous High Priestess, the modifier is +3.

Edit: Heh, perhaps she is known by another name?
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Last edited by Gaijin; Dec 14th, 2022 at 03:05 PM.
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  #29  
Old Dec 14th, 2022, 07:37 PM
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Dice Victor's Perception:
d20+3 (6)+3 Total = 9
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  #30  
Old Dec 14th, 2022, 07:48 PM
Dukklord Dukklord is offline
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A retaliatory Sleight of Hand/Pickpocket check.
Dice Sleight of Hand:
1d20+12 (16)+12 Total = 28

With her Lesser Piwafi hood currently pulled up, it's a DC28 with disadvantage to spot her.

Last edited by Dukklord; Dec 14th, 2022 at 07:53 PM.
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