City of the Spider Queen (mini-campaign)

The MIC is completely usable in pathfinder with just a couple cleric items that don't transfer well. I was thinking of sending you my hard copy since all my books are PDF'd now, but if you're not going to be playing 3.5 anymore then I won't have to bother. ;)
 

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Ok I have searched but I can't find a refrence to the ability leaping pounce. So if you would be so kind Vertexx69 to list it for me.

If you need to charge to attack the bebiliths that would be impossible and if you get to "jump" over them than that also would be rather tough as the ceiling is around 12-15 feet from the floor.

Some areas (coming up) will not be so cramped but right now you are in tight quarters to go leaping about.

HM
 


Leaping pounce is a an ability unique to fleshrakers in MM3. Here's it copied strait from the book-

Leaping Pounce (Ex): When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker’s incredible jumping ability makes its leaping pounce particularly deadly.
When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker*. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent. If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker’s square*, but it is not grappled or pinned.


*these phrases give me the impression that the standard charge rules of: (stopping in the closest square from which you can attack) don't apply to this extraordinary ability, since they jump on top of their targets.

It was more for flavor anything else as both Slash and Platinus have a 10ft reach and can move at least 2 squares to get their charges in and attack over the top of the worgs. They still hit with all 14 attacks even if I don't get the flanking bonus.

I was picturing it as a large natural cavern that the carved tunnel was attached to with high stallactite riddled ceilings, to accommodate 2 huge sized creatures. In the future if you wouldn't mind letting us know the height of the rooms where we have encounters, it would be much appreciated. :cool:
 

Hey Malachei the combat block has all the combatants posted in INIT order. It is the worgs turn I believe and I will go for them next as they need 20's and a confirmed crit to do any damage to the bebiliths.

at Vertexx69 - do you wish to change your actions since you will not be able to use leaping pounce in this part of the dungeon?

HM
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I cannot update the tactical grid until we resolve the fleshraker's actions. BTW, are you using your free time during this slowdown of the holidays to learn how to take over the mapping stuff, HM? ;)

However, with Vertexx69's explanation OOC, I fail to see the point of updating and posting combat actions if he is doing 300 points of damage even on a regular charge attacking past the worgs with his 10 feet reach. Are the bad guys going to survive or what?

BTW, I want to amend the marching order and SOP. Morrolan can take up the rear and the fleshrakers can lead the way. They appear to be much more capable of filling my role in the party anyway.
 

However, with Vertexx69's explanation OOC, I fail to see the point of updating and posting combat actions if he is doing 300 points of damage even on a regular charge

BTW, I want to amend the marching order and SOP. Morrolan can take up the rear and the fleshrakers can lead the way. They appear to be much more capable of filling my role in the party anyway.

I totally agree it does not make sense to even make maps, if the enemy is down after one round of combat. And of course, if it is, then some players may feel their characters are pretty useless. Of course, a DM can always turn up the volume, but that's not what I mean. Especially in a Play-by-post, people try advanced optimization levels, and in-party power levels are often unbalanced as a result. That's why some games call for a specific tier-level or a "low" or "moderate" level of optimization -- but, of course, this is then subject to interpretation, as well.
 

I am looking at weem made maps at the moment. But if you still want the actual map of the actual area than no I am not ready for that.

If they step up and fight over the worgs they only get one attack each so I doubt the bebiliths will be dead. And I think Vertexx69 wanted them to be in the back so they could do their charge.

Which will be negated once we reach the underdark. There is no charging allowed in the underdark.

So we will still be in combat perhaps until the fleshrakers get to take a full round action.

HM
 

HM said:
There is no charging allowed in the underdark.

Why would charging not be allowed in the underdark. Is there a huge sign "No charging!" :p

Well, if the terrain is rough, they could still jump if the ceiling allows -- or enhance their move (by whatever means) to cover the terrain.
 

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