If this location is filled with a solid object, the subject appears in the nearest open space. On escaping or leaving the web, the subject reappears where it had been when this ability was used. ![]() If the subject doesn’t escape, the web disappears after 10 minutes, forcing the subject to leave. Each round, the character may attempt to find a “plot hole” in the story that will allow it to return by making a DC 20 Intelligence or Perfrom (Storytelling) check as a full round action. If the creature fails a DC 20 Will save, it is trapped within a realm of stories, very similarly to a maze. As a standard action, it may attempt to trap any one creature within 30 ft of it. Once per day, a Mythweaver can attempt to trap an enemy in a web of stories. The check DCs are Constitution-based.Īt will– arcane mark, erase, secret page, tongues 3/day– explosive runes (DC 16), sepia snake sigil (DC 16) 1/day– legend lore. ![]() An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Huge size. Mythweavers can throw a web eight times per day. A single strand is strong enough to support the Mythweaver and one other large creature (or two medium, or four small creatures, etc.). Mythweavers can dangle from silken strands. Mythweavers speak Common and Undercommon, but can use their tongues spell-like ability to speak any language. They can trap foes in webs of both silk and stories, and can imbue pages with explosive or entrapping runes. However, when angered, Mythweavers can be fierce foes. If an adventurer tells a Mythweaver a good story (DC 20), the Mythweaver is automatically friendly towards him. Though monstrous in form, they are very civil unless threatened, and would much rather swap stories with an adventurer than fight him. They appear as large, spider-like creatures with a parchment-like carapace covered in what would seem to be scrawls of ink. Mythweavers are magical arachnids who have a strong passion–some would say, an obsession–for stories. Organization: Solitary, Fable (2-3) or Mythos (6-8)Īdvancement: 11-18 HD (Large), 19-24 HD (Huge) Skills: Bluff +7, Climb +19, Diplomacy +16, Perform (Storytelling) +24, Tumble +18įeats: Weapon Finesse, Dodge, Mobility, Ability Focus (Web of Mythos) Special Qualities: Damage reduction 10/magic, darkvision 60 ft., fabled lore, immunity to poison, low-light vision, weave page, spell resistance 20Ībilities: Str 18, Dex 20, Con 16, Int 16, Wis 14, Cha 16 Special Attacks: Web, spell-like abilities, tangled mythos It is our intent to work within this license in good faith.Armor Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flatfooted 15 If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. To distinguish it, these items will have this notice. It is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License. This is part of the Revised (v.3.5) System Reference Document. ![]() ![]() (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.īack to Main Page → System Reference Document → Spells Open Game Content Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. Otherwise, the chance of erasing nonmagical writing is 90%. Nonmagical writing is automatically erased if you touch it and no one else is holding it. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory scriptor a symbolspell. Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.
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