New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 8 of 8
  1. - Top - End - #1
    Halfling in the Playground
     
    GrinningDemon's Avatar

    Join Date
    Aug 2010
    Location
    Springfield, MO
    Gender
    Male

    Default Necromancer Control issue

    I have been thinking alot on my Dread Necromancer and a question comes to mind. How the heck do I control an Allip? The thing is all about fighting those that try to control it so I'm having a hard time thinking on how it works as a good summon without the dang thing trying to kill me too.
    I will kill you, then raise you, then have you kill your friend...muhahahahaha!!!

  2. - Top - End - #2
    Barbarian in the Playground
     
    DruidGuy

    Join Date
    Oct 2007

    Default Re: Necromancer Control issue

    Check whatever spell or ability you're using to create or summon it, and it will tell you what you can do. If you control it, you control it. It doesn't matter if it wants to kill you, it can do only what you tell it to do, until you release it from your control. I can't find anything about an allip that would make it any harder to control than any other 4HD undead.
    Last edited by Moriato; 2010-09-13 at 12:58 PM.
    Quote Originally Posted by Saph View Post
    What does "too evil" mean, anyway? Too evil compared to what? Is there a Recommended Daily Allowance of evil?

  3. - Top - End - #3
    Halfling in the Playground
     
    GrinningDemon's Avatar

    Join Date
    Aug 2010
    Location
    Springfield, MO
    Gender
    Male

    Default Re: Necromancer Control issue

    Well the problem with it is the Allip has two things that give me issues controlling it, Madness and then the dang babble ability.
    Madness:
    o Anyone targeting an Allip with thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage

    Babble
    o An Allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the Allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect
    I will kill you, then raise you, then have you kill your friend...muhahahahaha!!!

  4. - Top - End - #4
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default Re: Necromancer Control issue

    Quote Originally Posted by GrinningDemon View Post
    Well the problem with it is the Allip has two things that give me issues controlling it, Madness and then the dang babble ability.
    Madness:
    o Anyone targeting an Allip with thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage
    That doesn't matter. Rebuke/Command Undead is none of the above.

    Babble
    o An Allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the Allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect
    Be a necropolitan. That makes you Undead, and Undead are immune to mind-affecting effects.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  5. - Top - End - #5
    Barbarian in the Playground
     
    DruidGuy

    Join Date
    Oct 2007

    Default Re: Necromancer Control issue

    You shouldn't have to worry about the madness thing. You aren't targeting an allip with anything when you give it orders, just speaking to it, so unless whatever ability you're using to control it is specifically a mind control effect, you're fine.

    The babbling is an issue. It's probably easiest just to order it to stay 60 feet away from you at all times.
    Quote Originally Posted by Saph View Post
    What does "too evil" mean, anyway? Too evil compared to what? Is there a Recommended Daily Allowance of evil?

  6. - Top - End - #6
    Bugbear in the Playground
     
    Ormagoden's Avatar

    Join Date
    Oct 2009
    Location
    In Constant Disapproval
    Gender
    Male

    Default Re: Necromancer Control issue

    Babble (Su)

    An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.

    Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based.
    There is no "insane" status. Make your necromancer "insane". Problem solved through fluff.



    Also order it not to babble.
    Which might be considered "something it doesn't want to do" If that's the case you only have to win an opposed charisma check to force it to do what you want.
    Allips have an 18 cha.
    Last edited by Ormagoden; 2010-09-13 at 03:08 PM.

  7. - Top - End - #7
    Ogre in the Playground
     
    Lamech's Avatar

    Join Date
    May 2007

    Default Re: Necromancer Control issue

    To deal with the babble: Save. Thats really it. You'll be a little vunerable once per day, but its not a big deal.
    My deaths to wolves (or other evil night killers)
    Spoiler
    Show

    Spytrap III, Ultimate Kaos II, Monty Python, Twin Village, Invasion of the Zombies: Outbreak, Vampires III

    Quote Originally Posted by Shadow
    I think Lamech will make a great Sephiroth.
    A new New York IC OOC

  8. - Top - End - #8
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default Re: Necromancer Control issue

    Quote Originally Posted by Ormagoden View Post
    There is no "insane" status. Make your necromancer "insane". Problem solved through fluff.
    Well, the closest we can get to that is one of two things. 1. Part of the fluff text of Wisdom at 0 implies that you're catatonic due to the breakdown of the ability to tell things apart, ie. insanity. The other option is to get hit with the insanity spell. Neither is technically "you are now insane by D&D's understanding" but they're about as close as you can get.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •