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City of the Spider Queen (mini-campaign)
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<blockquote data-quote="Vertexx69" data-source="post: 5411997" data-attributes="member: 48854"><p>Leaping pounce is a an ability unique to fleshrakers in MM3. Here's it copied strait from the book-</p><p> </p><p><em><strong>Leaping Pounce (Ex):</strong> 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.</em></p><p><em>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 <span style="color: Yellow"><strong>on the ground beneath the fleshraker*</strong></span>. 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 <span style="color: Yellow"><strong>in the fleshraker’s square*</strong></span>, but it is not grappled or pinned.</em></p><p></p><p><strong><span style="color: Yellow">*</span></strong><em>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.</em></p><p></p><p>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.</p><p></p><p> 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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Vertexx69, post: 5411997, member: 48854"] Leaping pounce is a an ability unique to fleshrakers in MM3. Here's it copied strait from the book- [I][B]Leaping Pounce (Ex):[/B] 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 [COLOR=Yellow][B]on the ground beneath the fleshraker*[/B][/COLOR]. 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 [COLOR=Yellow][B]in the fleshraker’s square*[/B][/COLOR], but it is not grappled or pinned.[/I] [B][COLOR=Yellow]*[/COLOR][/B][I]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.[/I] 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: [/QUOTE]
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