The Monolith Champion has an interesting trait called Blatant Dismissal: While in a fey court or castle, a monolith champion that scores a
successful hit with its greatsword can try to force the substitution of
the target with a shadow double. The target must succeed at a DC 14
Charisma saving throw or become invisible, silent, and paralyzed, while
an illusory version of itself remains visible and audible—and under the
monolith champion’s control, shouting for a retreat or the like. Outside
fey locales, this ability does not function. This is pretty cool, but hard to play easily. I made a script to help with this: on('ready',function(){
const clearURL = '<a href="https://s3.amazonaws.com/files.d20.io/images/4277467/iQYjFOsYC5JsuOPUCI9RGA/thumb.png?1401938659" rel="nofollow">https://s3.amazonaws.com/files.d20.io/images/4277467/iQYjFOsYC5JsuOPUCI9RGA/thumb.png?1401938659</a>';
const mirroredProps = [
'left', 'top', 'width', 'height', 'rotation',
'flipv', 'fliph', 'bar1_value', 'bar1_max',
'bar2_value', 'bar2_max', 'bar3_value', 'bar3_max',
'tint_color', 'lastmove',
'represents','bar1_link','bar2_link','bar3_link',
'light_radius', 'light_dimradius', 'light_otherplayers',
'light_hassight', 'light_angle', 'light_losangle'
];
const doDismissal = (token) => {
let baseObj = {
imgsrc: clearURL,
layer: token.get('layer'),
pageid: token.get('pageid'),
name: `${token.get('name')} (REAL)`,
aura1_color: '#ff00ff',
aura1_square: false,
aura1_radius: 0.000001,
showname: true,
showplayers_name: false,
showplayers_bar1: false,
showplayers_bar2: false,
showplayers_bar3: false,
showplayers_aura1: false,
showplayers_aura2: false,
playersedit_name: true,
playersedit_bar1: true,
playersedit_bar2: true,
playersedit_bar3: true,
playersedit_aura1: true,
playersedit_aura2: true
};
_.each(mirroredProps,function(p){
baseObj[p]=token.get(p);
});
let copy = createObj('graphic',baseObj);
_.defer(()=>{
toBack(copy);
});
let character = getObj('character', token.get('represents'));
if( character ) {
sendChat('',`/w "${character.get('name')}" <div style="border: 5px solid red;border-radius: .5em; padding:.5em; background-color: #ffeeee;"><div>You have become <code>silent</code>, <code>invisible</code>, and <code>paralyzed</code>. An illusory version of you that is visible and audible has taken your place.</div><hr><div><b><i>Please continue to play your Illusory self with the goal of retreating or finding another way out of this place.</i></b></div></div>`);
}
};
on('chat:message',function(msg){
var cmd,ids;
if('api' !== msg.type || !playerIsGM(msg.playerid) ){
return;
}
ids = msg.content.split(/\s+/);
cmd = ids.shift();
ids = _.union(ids, ((msg.selected && _.pluck(msg.selected,'_id')) || []) );
switch(cmd){
case '!blatant-dismissal':
_.chain(ids)
.uniq()
.map( (id) => getObj('graphic',id) )
.reject(_.isUndefined)
.each( doDismissal );
break;
}
});
});
Simply select the token for the character that fails their Charisma save and run: !blatant-dismissal This will do 2 things. First, it will whisper to the character a message telling them what happened: It will also create a marker for the Invisible, Silent, Paralyzed token which only the GM and the Player can see. It will continue to cast whatever light and have whatever vision the original has. This means characters with a light source still show up, which can be an interesting visual hint to the remaining players. Anyway, it played out awesomely in today's game and I figured I'd share it in case someone else has a use for it (or wants to mod it for something).