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General Tabletop Discussion
*Pathfinder & Starfinder
how does evard's black tentacles work, and/or why is it good?
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<blockquote data-quote="evilbob" data-source="post: 4032534" data-attributes="member: 9789"><p>Agreed - but the combo effect requires two spells and the other is location-specific. Neither really qualify this spell as a "must-have" on its own, in my opinion.</p><p></p><p>I agree in principle and I think your "word wrangling" is pretty interesting, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> but it still doesn't really change the wording of the spell.</p><p></p><p>And honestly, the "power level" of the spell seems appropriate for a 4th level spell if interpreted like the FAQ: you cause your enemies in an area to make a grapple check or be delayed (and slightly damaged) for several rounds. It's not a save and it doesn't care about SR, so that's pretty strong. On the flip side, anything delayed gets a new check every round to escape. And anything that avoids the initial effect is safe. Seems on-par with most other 4th level spells.</p><p></p><p></p><p>And honestly, a lot of this probably wouldn't come up: most creatures aren't going to stand in a bunch of tentacles and not just leave - especially when they can do so easily, for the low cost of a couple of move actions. The only real question is whether or not it is tactically advantageous for an opponent to remain within the spell's area if the initial check is successful.</p></blockquote><p></p>
[QUOTE="evilbob, post: 4032534, member: 9789"] Agreed - but the combo effect requires two spells and the other is location-specific. Neither really qualify this spell as a "must-have" on its own, in my opinion. I agree in principle and I think your "word wrangling" is pretty interesting, :) but it still doesn't really change the wording of the spell. And honestly, the "power level" of the spell seems appropriate for a 4th level spell if interpreted like the FAQ: you cause your enemies in an area to make a grapple check or be delayed (and slightly damaged) for several rounds. It's not a save and it doesn't care about SR, so that's pretty strong. On the flip side, anything delayed gets a new check every round to escape. And anything that avoids the initial effect is safe. Seems on-par with most other 4th level spells. And honestly, a lot of this probably wouldn't come up: most creatures aren't going to stand in a bunch of tentacles and not just leave - especially when they can do so easily, for the low cost of a couple of move actions. The only real question is whether or not it is tactically advantageous for an opponent to remain within the spell's area if the initial check is successful. [/QUOTE]
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how does evard's black tentacles work, and/or why is it good?
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