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<blockquote data-quote="Dr. Zoom" data-source="post: 178781" data-attributes="member: 409"><p>Weakness is not a standard action for the roper.</p><p></p><p>Weakness occurs on the initial round of attach only, not 2d8 temporary strength per round. The description would have said that if it meant that.</p><p></p><p></p><p>This is close, except for all the extra fort saves and weakness damage. This only happens once when the roper hits with a strand. Multiple strands, of course, can cause multiple weaknesses. Also, the player must wait until his turn to make a strength check, not during the roper's turn. IOW, the player cannot thwart the roper's hit by making the strength check. The way you wrote round one looks like the player can thwart the roper's strand with a strength check.</p><p></p><p>Here is my example (the roper has won initiative).</p><p></p><p><strong>Round 1</strong></p><p>Roper: Shoots strand and attaches to the PC. PC fails Fort save and takes 2d8 temporary strength damage.</p><p>PC: Makes a strength or escape artist check, fails.</p><p><strong>Round 2</strong></p><p>Roper: Pulls PC 10 feet closer.</p><p>PC: Makes a strength or escape artist check, fails.</p><p><strong>Round 3</strong></p><p>Roper: Pulls PC 10 feet closer.</p><p>PC: Tries to cut strand. Attacks it with his +2 flaming longsword vs. AC 20. Hits doing 11 points of damage, thereby severing the strand. Moves away, preferably behind cover.</p></blockquote><p></p>
[QUOTE="Dr. Zoom, post: 178781, member: 409"] Weakness is not a standard action for the roper. Weakness occurs on the initial round of attach only, not 2d8 temporary strength per round. The description would have said that if it meant that. This is close, except for all the extra fort saves and weakness damage. This only happens once when the roper hits with a strand. Multiple strands, of course, can cause multiple weaknesses. Also, the player must wait until his turn to make a strength check, not during the roper's turn. IOW, the player cannot thwart the roper's hit by making the strength check. The way you wrote round one looks like the player can thwart the roper's strand with a strength check. Here is my example (the roper has won initiative). [b]Round 1[/b] Roper: Shoots strand and attaches to the PC. PC fails Fort save and takes 2d8 temporary strength damage. PC: Makes a strength or escape artist check, fails. [b]Round 2[/b] Roper: Pulls PC 10 feet closer. PC: Makes a strength or escape artist check, fails. [b]Round 3[/b] Roper: Pulls PC 10 feet closer. PC: Tries to cut strand. Attacks it with his +2 flaming longsword vs. AC 20. Hits doing 11 points of damage, thereby severing the strand. Moves away, preferably behind cover. [/QUOTE]
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