Treant

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What seems neat to me is using it for attacking targets separated by extended distance.

Charge in a straight line up to twice your mount's move, mount attacks, you move literally however you want for your mounts movement, then you the rider attack an enemy at the end of that.

Screw cavalier, give this to a Summoner. Flying pouncing Huge-size monster with a x1.5 Str bite that poisons, trips, and after all that fun you still go on to geek the mage he was protecting afterward, and promptly grab and swallow the next turn. Good luck casting in there robe boy!
Heck, they even have better Charisma for the performance check, and their eidolon already has feats so it doesn't need the int boost.


Da Goblin wrote:

Take the money you get for selling it... And cast Coin Shot!

Then you can throw your money around!

That's actually a really great spell for rogues to minor magic. You never have to worry about sneaking your wallet past guards, but they act identical to firearm bullets, giving you both damage type coverage, something that hits on a ranged touch attack, and that overcomes DR/Silver.


I'm not sure I understand how this feat is supposed to work at all.

You charge and hit, this lets you trigger a combat performance check as a swift.

Combat performance kicks in. It says, if you pass the check, you get the effects of one feat.

Mocking Dance says, when you spend a swift to make the check, before you make said check, you move.

So... the dance feat lets you move before the check, but performance combatant says you don't get any of the effects of the feat until you pass the check. So which is it? Do you have to pass the check first, or does it happen beforehand?


Veilgn wrote:

I loot morningstar masterwork. But I am a wizard and my party didnt want to take it. Rather go waste I keep it.

But. Can I thro2 th8s morningstar to deliver damage?

-4 for nonproficiency

-4 for using a non-throwing weapon as a thrown weapon.

Better cast true strike before doing it, because otherwise you've got at minimum a -8 to hit.

Personally, I'd try to sell it. Get maybe 150 or so gold out of it. Use that to buy a scroll for a 2nd level spell you don't know, and write it into your spellbook.


Not only would I say yes, but it makes for a really interesting happening in the fiction. Monk runs jumps into the air, does a backflip over an enemy then comes down with an axe kick into a guy behind him.


Just jump, then activate it during your short airtime. That way you're falling, and the item can activate.


I would say no, because there are poisons whose effect is making you unconscious (drow poison). If you woke up every time you made a fort save, it would defeat the purpose of those poisons.


The heck is an initiator modifier? Do they mean initiative?

I swear, 3rd party stuff is always so jank.


Mancatcher wrote:

Weapon Features: Reach, Grapple

A mancatcher is built to capture a creature of a particular size category (such as Small or Medium) and doesn’t work on creatures of the wrong size. Make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the –4 penalty for not having two hands free); success means you and the target are grappled, but you do not move into the same space. Once the target is grappled, you can perform a move or damage grapple action against him.

First clarification: Is it immediately after successful grapple that the move or damage grapple action takes place, or is it implying on the next turn? If it is on the same turn, is it safe to assume it as part of the same attack action? Otherwise it would require the standard action you have already used to hit or would require greater grapple to function.

Grappling wrote:

Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple):

Move:You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you.
Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Second clarification: If I choose to damage grapple action my opponent, I do damage equal to my unarmed, a natural attack I have, armor spikes, or a light or one-handed weapon. My target is stationary 10 feet away because he doesn't move closer when I grapple. The mancatcher is a two-handed polearm, thus it does not qualify. Additionally, it being two-handed means I cannot have a second weapon available, to be the light or one-handed weapon. And armor spikes do not have reach, nor do but a very few unarmed or natural attacks. Is it then indeed equal and not actually caused by that weapon, or do I need to grow 10ft arms to use this option?

Third clarification: If I choose to move grapple action my opponent, normally your target starts in a spot adjacent, and ends in an adjacent spot of your choosing. This makes sense, as they must remain within your reach. However, with a Mancatcher, they start the move 10ft away. Do they remain at the end of the pole, thus end up in some spot 10ft away of your choice, as would make sense but is not stated, or must they absolutely land adjacent, thus automatically ending the grapple because the mancatcher is a reach weapon and can't target adjacent enemies?

Ride-By Attack wrote:
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Fourth Clarification: If the mancatcher's hit+grapple+move/unarmed damage is indeed all one weapon attack, could I do it on a charge? More specifically, could I do it as a Ride-by attack charge i.e. charge, hit-grapple-move him up to half my speed as per the weapon ability, then continue moving in a straight line as per the feat? If so, does the half-speed movement as part of the weapon attack still have to be in the straight line of my charge? Additionally, does it still count as part of my ride-by's total movement for the round?

Abberant Bloodline wrote:
Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Fifth clarification: This bloodline ability would apply even to the mancatcher's melee touch attack correct? So you could grapple them from 15ft(10+5) to eventually 25ft away, 30 with lunge?


Chess Pwn wrote:


Metamagic: Can I use a metamagic feat to alter a spell-like ability?
No. Metamagic feats specifically only affect spells, not spell-like abilities. Also, spell-like abilities do not have spell slots, so you can't adjust the effective spell slot of a spell-like ability.

Showing that things that things that work off spell slots don't apply.

Of note, though, there are separate metamagic feats especially for spell-likes, though the list is a little short right now


Bob Bob Bob wrote:
So, it is a spell-like ability. That's what (Sp) means. (Ex) is extraordinary, (Su) is supernatural.

Okay, but a Wizard's Arcane Bond is (Su), but it's not a spell-like. Since it never says this is a spell-like, but rather says that he is casting the spell, does this not mean that he is indeed casting not using a spell-like?

Edit: Oh. Wait. Sp not Su. Oh. Okay, nevermind. The question of which ability score it uses is still left unanswered, but I suppose that's such a niche situation (unwilling target of "you") that it's not worth dealing with.


Herald Squire Cavalier Archetype wrote:
Transcend Language (Sp): At 3rd level, three times per day, a herald squire can cast tongues on herself, using her herald squire level as her caster level. The effects of this ability last for a number of rounds equal to her herald squire level.

Oddly enough, it does not state that this is a spell-like ability. I can only assume then that the Herald Squire is indeed casting this spell.

Question 1: Because it is a spell targeting "You" this works with Share Spells correct?

Question 2: Does it count as Arcane or Divine? If arcane, does he then qualify for Arcane Strike? Does he have to contend with spell failure chance?

Question 3: What ability score would be used for the DC check, in the case of things like a Superstition Barbarian who can't be a willing target for the harmless spell?

Question 4: How would it interact with Metamagic? Could one Extend Spell it? If so, because the ability is not running on spell slots, what happens?

Question 5: Though there is no current feat which says "ability to cast 3rd level spells" as a requirement, only 1st and 5th, should such a feat appear in the future, could they take it?

Question 6: Since it says "using her herald squire level as her caster level" but does not specify "for this effect/ability" as spell-likes do, this is indeed conferring a general application caster level to the Herald, correct? So he could take item creation feats or the like?