Evard's Black Tentacles NEW QUESTION post #5!

jgsugden said:
Yeah, cloudkill is very nasty. I personally like to cast cloudkill and then follow it up with an otiluke's resilinet sphere. I also made friends with my PCs by having a pair of spellcasting enemies surpise the PCs by casting cloudkill and wall of stone while the PCs were in a dead end ...

Other good combos with cloudkill: Solid Fog, Confusion, Hold X spells, Illusions, Entangle
Excellent!


Mike
 

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Rashak Mani said:
I think Evards Tentacles are way too strong... I'm the groups barbarian and I couldn't get free with a lot of STR !

The grapple check is way to high ! No SR ! At least in the old version you could fight your way out. This 3.5 version requires a Dispel Magic or the group gets killed by whatever cast the spell. Its a TPK 4th lvl spell !

Um.. cast by a mage at the same level as a barbarian, the tentacles only have +3 to +5 over him, assuming the barbarian has str 12-18 and may or may not be raging. It's the same type of grapple check any large creature would have, such as a tendriculus (sp), hill giant, etc. That's hardly 'way too strong.'

If you roll poorly, that's definitely unfortunate, yes.. but that's by no means the spell's fault. You colud roll just as poorly against a purple worm and be swallowed. I think that'd be much worse, really.
 

Jhulae said:
Um.. cast by a mage at the same level as a barbarian, the tentacles only have +3 to +5 over him, assuming the barbarian has str 12-18 and may or may not be raging. It's the same type of grapple check any large creature would have, such as a tendriculus (sp), hill giant, etc. That's hardly 'way too strong.'

If you roll poorly, that's definitely unfortunate, yes.. but that's by no means the spell's fault. You colud roll just as poorly against a purple worm and be swallowed. I think that'd be much worse, really.

I had this same argument with my dm who thought the spell was too strong. But he did point out its an area effect, a purple worm grapples one guy, I can grapple his entire force. And also, failing the grapple checks means I pretty much do nothing for the rest of that round, plus I've lost my dex bonus to AC. Its like a slightly weaker mass hold person.
 

jgsugden said:
Yeah, cloudkill is very nasty. I personally like to cast cloudkill and then follow it up with an otiluke's resilinet sphere. I also made friends with my PCs by having a pair of spellcasting enemies surpise the PCs by casting cloudkill and wall of stone while the PCs were in a dead end ...

Other good combos with cloudkill: Solid Fog, Confusion, Hold X spells, Illusions, Entangle

Still one level to go until my Sorcerer can get it. He already has Web and Evard's Black Tentacles to combine it with. Then the long wait until he can cast 6th lvl spells begins. He has the purify spell feat from the Book of Exalted Deeds, and for +1 lvl he can create a purified cloudkill which only damages evil creatures (half for neutral, none for good and 1d6 points of Con damage vs. evil outsiders).

Then our party can use the cloudkill for cover while attacking the enemies' lair! :cool:

Has anybody ever cast Empowered or Maximized Cloudkills?
 

Rashak Mani said:
I think Evards Tentacles are way too strong... I'm the groups barbarian and I couldn't get free with a lot of STR !

The grapple check is way to high ! No SR ! At least in the old version you could fight your way out. This 3.5 version requires a Dispel Magic or the group gets killed by whatever cast the spell. Its a TPK 4th lvl spell !

Ouch, talk about getting tentacled



Mr. Cloudkill, You do know most evil, outsiders will ignore even a purified cloudkill.purifyspell even gives an example showing immunities evil outsiders have still trump purified spells.
Cloudkill
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.


DEMON
Demons are a race of creatures native to chaotic evil-aligned planes. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons.
Demon Traits: Most demons possess the following traits (unless otherwise noted in a creature’s entry).
—Immunity to electricity and poison

DEVIL
Devils are fiends from lawful evil-aligned planes.
Many devils are surrounded by a fear aura, which they use to break up powerful groups and defeat opponents piecemeal. Devils with spell-like abilities use their illusion abilities to delude and confuse foes as much as possible. A favorite trick is to create illusory reinforcements; enemies can never be entirely sure if a threat is only a figment or real summoned devils joining the fray.
Devil Traits: Most devils possesses the following traits (unless otherwise noted in a creature’s entry).
—Immunity to fire and poison.


half-fiend
..........

Special Qualities: A half-fiend has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to poison.
 
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Stalker0 said:
I had this same argument with my dm who thought the spell was too strong. But he did point out its an area effect, a purple worm grapples one guy, I can grapple his entire force. And also, failing the grapple checks means I pretty much do nothing for the rest of that round, plus I've lost my dex bonus to AC. Its like a slightly weaker mass hold person.

Actually, there are a lot of other differences between Evards and mass hold person.

First, Evards is only active in a well defined area. So, if you make the grapple check and move out, it still provides an area that is effectively denied to your opponents

Second, Evards creates an area that it is risky to attack into with melee weapons unless you're on the edge. If you're grapple in the middle of Evards, the enemy rogue probably can't get you with melee attacks and technically, his ranged attacks probably have a 50% chance of hitting the tentacles (which are immune to all damage). So it doesn't make characters nearly as vulnerable as hold person.
 

Jhulae said:
Um.. cast by a mage at the same level as a barbarian, the tentacles only have +3 to +5 over him, it's the same type of grapple check any large creature would have, such as a tendriculus (sp), hill giant, etc. That's hardly 'way too strong.'

Tentacle Grapple is: Large + Caster Lvl + 19 Str = LVL + 8
Fighter/Barbarian is: (Med) + BAB + 18 Str = LVL +4
Cleric with Dispel is: (Med) + 3/4 BAB + "14" Str. = LVL
Mage is finished.

Which means 18 Str characters are -4 behind. (16 Str are -5) 14 Str. Clerics would be at least -8. Assuming the Spellcaster is the same level. (which wasn't the case for us). The fact that the rest of the party is trapped and the Barbarian/Fighter doesn't have dispel means TPK. If it were possible to hack away tentacles it would be more reasonable.

Add to that half move from the area. A small PC or a medium or heavily armored human in the middle won't be able to leave in 1 round moving at 10 feet per round. (Grapple is standard action... so you get only 1 move) Two grapple checks at -4/-6 will get any fighter type.

It used to be a delaying spell... something that hurt PCs and took them sometime to kill the tentacles. Now it means either you get a lucky roll or your stuck and getting bashed. If you get lucky 5 rounds afterwards its still 5d6 +20 damage. (Avg 37.5) Ouch.

Fireballs won't help clear them out either. Dispel Required (50% chance of failure too!) It is CERTAINLY unbalanced at 4th lvl.
 
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Rashak Mani said:
Tentacle Grapple is: Large + Caster Lvl + 19 Str = LVL + 8
Fighter/Barbarian is: (Med) + BAB + 18 Str = LVL +4
Cleric with Dispel is: (Med) + 3/4 BAB + "14" Str. = LVL
Mage is finished.

Character with Freedom of Movement is Immune.
Character with blink is (essentially) immune
Character with dimension door escapes on a DC 24 concentration check.

Grappling fighter is: (med) +BAB +18 Str +4 =Lvl +8
Grappling Monk is: (Med) +BAB (3/4) +18 Str +4 (Imp Grapple)=Lvl +6
12th level fighter is (often): (med)+BAB +22 Str= Lvl +6
Enlarged Fighter is: (Large)+BAB+20 Str=Lvl +9
Enlarged Raging Barbarian is: (large)+BAB+ 24 Str=Lvl +10
Rogue with escape artist is: max ranks+18 dex=Lvl +7

Which means 18 Str characters are -4 behind. (16 Str are -5) 14 Str. Clerics would be at least -8. Assuming the Spellcaster is the same level. (which wasn't the case for us). The fact that the rest of the party is trapped and the Barbarian/Fighter doesn't have dispel means TPK. If it were possible to hack away tentacles it would be more reasonable.

Which actually means that some characters are ahead of the game (mostly characters with strength buffs like the 12th level fighter listed above or the enlarged characters), some characters are even, and some characters are significantly behind.

And, of course, if you follow the new D&D FAQ which seems to indicate that grapple checks are effected by situational modifiers (like prone, morale, luck, etc), Bless could add +1 to the PCs, prayer would add another +1, etc.

Assuming that the entire party is caught in the tentacles, odds are good that one will escape on the first round and another will escape the second, etc.

Assuming that the average character is 4 points behind the tentacles, the odds that at least one party member escapse in the round of casting are 81%. There's then a 71% chance that another will free himself in the second round. And a 54% chance that at least one more will escape on the third round.

Add to that half move from the area. A small PC or a medium or heavily armored human in the middle won't be able to leave in 1 round moving at 10 feet per round. (Grapple is standard action... so you get only 1 move) Two grapple checks at -4/-6 will get any fighter type.

And PCs with movement buffs (longstrider, boots of SS), barbarian levels, or who simply weren't all in an four adjoining squares when the spell goes off will usually be able to get out in one round.

It used to be a delaying spell... something that hurt PCs and took them sometime to kill the tentacles. Now it means either you get a lucky roll or your stuck and getting bashed. If you get lucky 5 rounds afterwards its still 5d6 +20 damage. (Avg 37.5) Ouch.

It still is a delaying spell. And, while that can be remarkably effective, it's not nearly as deadly as you suggest (and it's not as if fourth level spells shouldn't be particularly effective--after all, fireball is third level and it is rather effective if everyone is lined up in formation too).

BTW, that fighter who is four points behind the tentacles' grapple check has about a 1.035123414011251216% chance of failing the ten consecutive grapple checks that would be necessary in order to take the 5d6+20 points of damage. (Actually, the chance should probably be lower since he has iterative grapple checks that he could potentially use to free himself and could potentially free himself by moving five feet on his iterative grapple checks several times)

Fireballs won't help clear them out either. Dispel Required (50% chance of failure too!) It is CERTAINLY unbalanced at 4th lvl.

Considering Cloudkill, Wall of Force, Wall of Stone, and other 5th level delaying /battlefield control spells, I'm not convinced it's unbalanced at 4th.
 

In my experience as DM and occasional player, Black Tentacles is nigh-deadly against any non-teleporting corporeal opponent of less than the caster's level, and against primary spellcasters of most levels if they can't Teleport (or Dispel Magic stilled or spell-like). This does assume that the party gets in a round or two of ranged attacks and spells after the oppenent is grappled.

My party wizard has been having entirely too much fun with Black Tentacles, so last game (an assault on a Drow stronghold) I gave the spell to several of the Drow. :] They only encountered one of them, but he was the #2 Big Bad, with a Caster Level 1-3 more than the party's levels. And he showed up while part of the party was still in a Webbed area from a previous fight (or an earlier phase of the same fight, really; the party went over 30 rounds without dropping out of combat, much to the annoyance of the barbarian, who raged early on and ended up fatigued for most of the fight).
Anyway, I'm here to warn you: Web + Black Tentacles = Very Bad (and I don't even want to *think* about Web + Tentacles + Silence). Even if you save vs the Web, which the party did. To quote from Web:
Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
So, if you're Tentacle-Grappled and Webbed, the sequence is:
On your turn:
1: Roll grapple check(s) to escape from grapple. Usually fail.
2: If you succeed, you've used at least one attack, so you *can't* try to move through the Web (it requires a full round to make the Strength check), and you can't do anything else except a move-equivalent action.
On Big Bad's turn:
1: Tentacles grapple you, usually win. If you were already grappled, take 7-10 damage. If not, you're grappled now.
2: Big Bad hits you with damaging spell.
On your turn: Lather, rinse, repeat.

If you can't Teleport (without the use of scrolls), your only hope is to beat the Tentacles' grapple check twice in a row (once on your turn to escape, once on caster's turn to stay free), and then hope you can make the Web strength check well enough to move out of the area of effect... and you'll probably need to do this 2-3 times, since your movement (probably only 5-15 feet anyway, due to the Web) is cut in half by the Tentacles (I'd give you a minimum of 5' movement, assuming you made the STR check in the first place).

They eventually dispelled the Web, but the Tentacles stayed for their full duration (13 rounds). Ultimately, they trapped the Big Bad in their *own* Black Tentacles spell, and he couldn't escape (most of his spells were used up, he only could have used no-somatic-component ones anyway, and while I was going to have him use the Scroll of Dimension Door he already had in-hand, a sharp-eyed player pointed out that the Grapple rules forbid use of spell-completion items while grappled. :(

Other issues I have with Black Tentacles:
No save + no spell resistance + area of effect;
Immune to all damage, apparently including Disintegrate, which just seems wrong. :\
A field full of 10'-long black tentacles, each square of which is roughly equivalent to a Large creature, but it gives no concealment or cover to those within or on the other side fo it.

On the other hand, we did decide that, since it grapples and deals "bludgeoning" damage, DR (something besides "magic") applies against it, which means that some creatures (and Stoneskinned characters) won't take the damage. They're still stuck, though, and likely to be spelled and arrowed to death in short order.
 
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