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Evard's Black Tentacles NEW QUESTION post #5!
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1423757" data-attributes="member: 3146"><p>Character with Freedom of Movement is Immune.</p><p>Character with blink is (essentially) immune</p><p>Character with dimension door escapes on a DC 24 concentration check.</p><p></p><p>Grappling fighter is: (med) +BAB +18 Str +4 =Lvl +8</p><p>Grappling Monk is: (Med) +BAB (3/4) +18 Str +4 (Imp Grapple)=Lvl +6</p><p>12th level fighter is (often): (med)+BAB +22 Str= Lvl +6</p><p>Enlarged Fighter is: (Large)+BAB+20 Str=Lvl +9</p><p>Enlarged Raging Barbarian is: (large)+BAB+ 24 Str=Lvl +10</p><p>Rogue with escape artist is: max ranks+18 dex=Lvl +7</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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).</p><p></p><p>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)</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1423757, member: 3146"] 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 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. 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 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) 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. [/QUOTE]
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Evard's Black Tentacles NEW QUESTION post #5!
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