Dungeons and Dragons Roper 3.5 PBP RPG

Fri, 14th December, 2018 - 3:36 pm GMT
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Roper

Roper

Large Magical Beast

Hit Dice:

10d10+30 (85 hp)

Initiative:

+5

Speed:

10 ft. (2 squares)

Armor Class:

24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23

Base Attack/Grapple:

+10/+18

Attack:

Strand +11 ranged touch (drag) or bite +13 melee (2d6+6)

Full Attack:

6 strands +11 ranged touch (drag) and bite +13 melee (2d6+6)

Space/Reach:

10 ft./10 ft. (50 ft. with strand)

Special Attacks:

Drag, strands, weakness

Special Qualities:

Darkvision 60 ft., immunity to electricity, low-light vision, cold resistance 10, spell resistance 30, vulnerability to fire

Saves:

Fort +10, Ref +8, Will +8

Abilities:

Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

Skills:

Climb +12, Hide +10*, Listen +13, Spot +13

Feats:

Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)

Environment:

Underground

Organization:

Solitary, pair, or cluster (3-6)

Challenge Rating:

12

Treasure:

No coins; 50% goods (stone only); no items

Alignment:

Usually chaotic evil

Advancement:

11-15 HD (Large); 16-30 HD (Huge)

Level Adjustment:

-

A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper's coloration and temperature change to match the features of the surrounding cave.

Ropers speak Terran and Undercommon.

Combat

A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw.

Drag (Ex): If a roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper's strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.

Strands (Ex): Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.

Weakness (Ex): A roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.

Skills: *Ropers have a +8 racial bonus on Hide checks in stony or icy areas.


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Well if we are talking about people who like to spend a lot more time basking in their imaginations rather than actually getting the quest done, perhaps there needs to be a time limit on making decisions when grouped with others. I completely understand the original posters frustrations even though I am new to this particular website. Because in regular Dungeons & Dragons on table top you get the same people who when it's their turn they want to spend 10 minutes on the move. Honestly I try to take actions with a sense of purpose, if for nothing else but that since I'm basking in my imagination anyways, my imagination says that if I were really in this kind of situation in a dark cave in a party of 5 and there are monsters anywhere around us, there is no way I would be spending 10 minutes per decision. I try to imagine how I would actually feel in that situation, so I take action with a purpose the same way I would if I were really in that situation.

However you gotta keep in mind that for some people these kinds of Role-playing Game's are the only social life they have. For them the idea of wasting time embellishing their part of the story in front of an audience of people is basically their version of being on an expensive stage at a famous New York play. It's exhilarating to show off. I think when you come across those people you really just need to be up front and tell them hey there are other people waiting for you to make a damn move so hurry up!

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