freyar
Extradimensional Explorer
A full-round action doesn't usually last outside your turn, I thought (ie, there's a difference between a full-round action and an action that takes a round). So shouldn't any attacks against the super eel be an AoO?
I think I'd prefer the DC to be replaced by the check, with crew members aiding the captain's check. Having the combination just seems too fiddly. So either this:
Crush Ship (Ex): As a full-round action that provokes attacks of opportunity, a super eel can wrap its serpentine body around a ship up to half the eel's length (i.e. a 30 ft. ship for a 60 ft. eel) and squeeze with devastating pressure. This attack deals 2d6+16 points of damage and breaches the ship's hull if the super eel succeeds at a Strength check, which causes the ship to sink in 1d10 rounds. The break DC varies with the type of vessel crushed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. The vessel's captain can counteract the attack by making a Profession (sailing) check (which can be aided by the crew); if the check is higher than the break DC listed above, it replaces the DC. (See Chapter 5 of the DMG for information about ships).
or
Crush Ship (Ex): Over one full round, a super eel can wrap its serpentine body around a ship up to half the eel's length (i.e. a 30 ft. ship for a 60 ft. eel) and squeeze with devastating pressure. This attack deals 2d6+16 points of damage and breaches the ship's hull if the super eel succeeds at a Strength check, which causes the ship to sink in 1d10 rounds. The break DC varies with the type of vessel crushed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. The vessel's captain can counteract the attack by making a Profession (sailing) check (which can be aided by the crew); if the check is higher than the break DC listed above, it replaces the DC. In addition, any crew that do not make Profession (sailing) checks may attack the super eel during the round that it crushes the ship. (See Chapter 5 of the DMG for information about ships).
I think I'd prefer the DC to be replaced by the check, with crew members aiding the captain's check. Having the combination just seems too fiddly. So either this:
Crush Ship (Ex): As a full-round action that provokes attacks of opportunity, a super eel can wrap its serpentine body around a ship up to half the eel's length (i.e. a 30 ft. ship for a 60 ft. eel) and squeeze with devastating pressure. This attack deals 2d6+16 points of damage and breaches the ship's hull if the super eel succeeds at a Strength check, which causes the ship to sink in 1d10 rounds. The break DC varies with the type of vessel crushed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. The vessel's captain can counteract the attack by making a Profession (sailing) check (which can be aided by the crew); if the check is higher than the break DC listed above, it replaces the DC. (See Chapter 5 of the DMG for information about ships).
or
Crush Ship (Ex): Over one full round, a super eel can wrap its serpentine body around a ship up to half the eel's length (i.e. a 30 ft. ship for a 60 ft. eel) and squeeze with devastating pressure. This attack deals 2d6+16 points of damage and breaches the ship's hull if the super eel succeeds at a Strength check, which causes the ship to sink in 1d10 rounds. The break DC varies with the type of vessel crushed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. The vessel's captain can counteract the attack by making a Profession (sailing) check (which can be aided by the crew); if the check is higher than the break DC listed above, it replaces the DC. In addition, any crew that do not make Profession (sailing) checks may attack the super eel during the round that it crushes the ship. (See Chapter 5 of the DMG for information about ships).