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D&D 3E
The Telflammar Shadowlord and You 
18th-May-2005 02:38 pm
Little bit of an opinion poll here.

I don't have the book in front of me, but the Telflammar Shadowlord level 5 ability, Shadow Discorporation, has a little ambiguity.

For those of you who don't know, the ability essentially reads (paraphrased):

   Shadow Discorporation (Ex?): Whenever the Telflammar Shadowlord would be reduced to 0 or fewer hit points and is not in an area of daylight or the direct area of a light sources, he or she may attempt a Reflex save (DC = 5 + damage dealt). If the save is successful, the Telflammar Shadowlord breaks apart into a bunch of shadows, reforming at the next sunset at any point of the character's choice within one mile of the spot where he or she discorporated. While discorporated, the Shadowlord cannot do anything or be harmed by his or her enemies. He or she simply ceases to exist.

Pure munchkin, I know. But I love the ability and the class has a big kick of flavour to it. Aaaaaaanyway, my question is thus: When the Telflammar Shadowlord reforms, can he or she just name the spot they want to reappear at? Do they need to be familiar with it? Is it somewhere they need to have personally seen before, or just know where it is?

My gut says they need to know what it looks like, but the ability says otherwise...

... and killing yourself to infiltrate an enemy stronghold is always a fun option for a follower of Loviatar. After all, a little pain never hurt anyone.
18th-May-2005 06:02 pm (UTC)
How is it pure munchkin? Rogues get a special ability that works in kind of the same way, except instead of disappearing for a day they take half damage on a successful save.
18th-May-2005 06:52 pm (UTC)
There's also a psi power that does this (fiery discorporation?). The save can be pretty hard to make (you take 40 from a fireball, lets see you make the save of 45). If it was 5+damage beyond 0, then it would be a much more powerful ability. And leaving your friends high and dry for a day can get them all killed. Coming back from -something isn't that hard with a real cleric in the party.

As for your question, I'm guessing the 1 mile range was set so if you died by falling into a pit (or being eaten by a monster) you don't show up just to die again. I'd generally limit this to coming back to someplace you have a connection to. Your party, your home, etc. Not just a random point within a mile (like inside the vault of the king).
18th-May-2005 06:59 pm (UTC)
Just my opinion of it.

I'd rather disappear for a day and live rather than take half damage and get killed on the followup swing ;)
18th-May-2005 08:33 pm (UTC)
Sounds like the ability is mostly meant as a cheesy escape-tactic for villains, so they can come back and hassle the party again.

I kinda like it.

Oh, uh ... sure, show up anywhere you want within one mile ... but you have to choose at the instant you get discorporated. Since you have no sensory input to cause you to change your mind.
19th-May-2005 02:34 pm (UTC)
It negates the hit that drops you below 0. :)
19th-May-2005 03:21 pm (UTC)
Yeah, I didn't have the book in front of me.

The text reads

"[...] any damage that would reduce him to 0 hit points instead has a chance to discorporate him."

My bad :)
19th-May-2005 04:57 am (UTC)
Character does not exist during the time they are discorporated. So, they have to decide where to re-form when they get discorporated on the information they have at that moment. They don't know if their friends will be waiting for them, or if they will all be dead. They don't know if the enemy will be seeking them, or where the guards will be. And they can't communicate anything about their decision of where to reform to anyone. It's a reform in a deep dark corner and sneak away to lick your wounds sort of thing.
23rd-May-2005 03:26 pm (UTC)
As I recall, the text actually reads that it's a random location. I would say the DM gets to decide what shadow you crawl back out of.

But I'm a mean DM. :)
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