wolflord |
4 people marked this as FAQ candidate. |
"Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity."
Does this use the sylph's normal CMB for this or is it calculated using other stats (wis, int, char, other)? Str of the sylph doesn't seem to make much sense here because it is the winds doing the attack and it is up to 30 feet away.
Anyone know?
Fredrik |
If it's like hydraulic push, then whichever mental ability modifier is highest. That's probably the best way to play it until it's clarified.
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
BadBird |
BadBird wrote:A supernatural ability with no defined action is a standard action by default.I acknowledged that in my question, and then specified why it is still not clear in this case.
It doesn't matter what kind of action a bullrush or trip normally is; in this particular case, the bullrush or trip is generated by activating a supernatural ability.