Author
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Comment
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Kenmis
Here for a while
(3/6/03 11:43 am)
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Tentacle Rod ?
Ok, i don't quite understand the Tentacle rod, and what makes it so great. Could someone explain how it works?
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Infiniti2000
Here quite a while
(3/6/03 12:55 pm)
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ezSupporter
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Re: Tentacle Rod ?
The wielder of the Tentacle Rod (e.g. Tessimon) can use a standard action, i.e. move up to someone and attack with the rod. For the lesser rod, Tessimon gets 3 touch attacks at +9 each (likely going to hit most people, especially that big fighter in full plate). For each successful hit, roll a grapple check (still +9 for the rod). For each success, the target takes 6 points of real damage. Once all three tentacles are grappling, the targets gets a save versus slow. Each round the grapple is maintained, the target takes 6 points of damage per tentacle.
Meanwhile, Tessimon is not consider grappled so she does not lose her Dex bonus to AC and is otherwise unaffected. Although it's not clear, I don't believe she can make any other attacks while someone is being grappled by the rod. The target, however, is grappled and therefore loses their Dex to AC and does not threaten any area and therefore cannot attack Tessimon. They must try to break free from the rod, which will probably be very hard to do.
The Greater Tentacle Rod is even worse, getting 6 attacks at +12 each and having other affects. Very nasty. In a one-on-one combat, the person with the Tentacle Rod will likely win. Just so you realize it, the best defense against a Tentacle Rod is a successful dispel magic.
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Kenmis
Here for a while
(3/6/03 2:46 pm)
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thanks!
That's exactly what i needed to know!
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Grumgarr
Here for a while
(3/7/03 6:16 am)
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Re: thanks!
erm...touch attacks?
Although the Tentacle Rods are mighty regardless, my understanding was that the attacks made by the tentacles were standard melee attacks (at the rod's +9 bonus). Anyone got the book handy?
And IIRC the Greater Tentacle Rod has 6 attacks at +15 (ow!).
Other than that, yep, they rock!
Grumgarr
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Infiniti2000
Here quite a while
(3/7/03 6:23 am)
Reply
ezSupporter
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Re: thanks!
Sorry, you are correct: the greater rod attacks are +15 and do 9 points of damage. It says "The tentacle attacks follow all the normal rules for grapple attacks..." which I infer as being melee touch attacks to start the grapple. They also "...don't incur AoO and the wielder need not move into the target's space to maintain the grapple."
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Ordos1
Looking around
(3/7/03 2:24 pm)
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tentacle rod
Does anyone think that players should not be able to use the tentacle rod? I just like the concept of evil and good items and this smacks me as a fine evil one
Any thoughts?
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Cordo Crowfoot
Here for a while
(3/7/03 9:40 pm)
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Re: tentacle rod
I'm thinking the same thing but rather than saying "sorry you can't use it" I will probably have the tentacles attack a non-evil or non-EEE/T worshipper.
However, remember that if the good DM taketh away the good DM must giveth and replace it with something of similar monetary value that the players can use or sell.
"They were immediately and absolutely recognizable as adventurers. They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came... They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits" China Mieville, Perdido Street Station |
Grumgarr
Here for a while
(3/10/03 4:24 am)
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Re: Tentacle Rod ?
There was another brief discussion of the Tentacle Rods here recently pub58.ezboard.com/fokayyo...2605.topic
My take on the rods was to have them cause a negative level to a good wielder (while in hand, like some 'eveeel' weapons in the DMG), and to have them 'feed', with a creepy symbiotic link to the wielder - basically the wielder really gets off on killing with the rod - it gets addictive and is, well...creepy.
This has made for some great RP - although the wielder IMC campaign is LN, it's the Cleric...pretty major guilt vs. addiction going on.
I like the Rods for the 'euoo' factor and the touch of corruption they bring to the group. But I don't think they're really 'too' good.
Later in the campaign (we're up to the Recovered Temple), the Tentacle Rods are far less impressive (at +9 to hit, even three times, they're not amazing when the tanks start off at +20 or more - and +9 grapple's pretty naff compared to most of the later opponents).
Grumgarr - who prefers the term 'Staff of Worms'
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Ztyx
Looking around
(3/10/03 12:18 pm)
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Old rods
In 2ed the demands for use was evil, priest and wearing control ring.
I don't know what limitations are mentioned or inferred in the adventure, since I won't get it until next week
But so far we have seen options of
a) Do nothing
b) RP drawbacks only
c) Negative level(s)
d) Insanity points
All good and worthy options, but following the old school I'd go with negative level (1 for neutral, two for good), control ring and some sort of prerequisite (divine spellability likely, else spellcraft skill or class req.)
Just thought I'd stop lurking and start posting, even if I can only write .
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