| Post/Author/DateTime | Post |
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| #1Slad_ChaosJun 15, 2009 14:09:11 | Hello, I created the thread to collect the informations to maximize the reach and number of the limbs to control the battlefield. So I search the PrCs, feats, etc to maximized the reach and the limbs. For example, the roper has 6 strands and a 50 feet reach. I will edit the first post with your future answer. Thanks for your future help. Reach : Feats : Extended reach [Monstruous] (SS p.34) (Size P or more, flexible limb) + 5' Inhuman reach [Aberrant] (LoM p.180) (Aberration Blood) + 5 ', + 2 bonus on Climb checks, - 1 penalty on all melee attack rolls Deformity (tall) [Vile] (HoH) : +5' Long Reach (UE) : +5' with short or longspears, on your turn only Mark of Malbolge (FC II ) : +5' for 1 round, see text Bestial Charge (CC) : +5' once per day, see text Lunging Strike (PHB2) : +5', see text PrCs : Warshaper 3 (CW) : + 5 ' Atavist 5 (aggressive spirit) (RoE) : +5' Umbral Disciple 10 (MoI) : +5' per essentia Shadowblade 9 (ToM) : +10', limited use Thrall of Demogorgon 3 (BoVD) : Reaching touch + 5 ' for 1 round, 3/day Illithid body tamer 6 (Underdark) (illithid, illithidkin, half illithid template) : + 5 ' Grafts : Long Arm (FF) : +5' Grabbing tentacles (Underdark) : + 5 ' in place of its own arm or forelimb, gain Improved Grab special attack, - 2 penalty on all skill checks requiring the use of hands Magic items : Tentacle extensions (Underdark) : + 5' Other : Dancing Blade Form, stance (ToB) : +5' only on your turn Grapple : Feats : Aberration Blood [Aberrant] (LoM p.178) : Flexible limbs + 2 bonus on Grapple checks Limbs : feats : Deepspawn [Aberrant] (LoM p.179) (Aberration Blood, one other feat aberrant feat) : gain two tentacle naturals 1d4 damage plus your modifier Strength, + 2 racial bonus on grapple checks. |
| #2ian_frostJun 15, 2009 14:12:48 | I think there was a thread some thing like this awhile ago... one second Edit: here it is: http://forums.gleemax.com/wotc_archive/index.php/t-706353 Edit2: as for reach there is a feat in savage species "Extended reach" (p.34) and another feat in Lord of madness called "inhuman reach" (p.180) hope this helps ![]() |
| #3alkarionJun 15, 2009 17:43:34 | Ways to gain reach: Warshaper 3, ecl 8, Complete Warrior, +5' Atavist 5 (aggressive spirit), ecl 10, Races of Eberron, +5' Umbral Disciple 10, ecl 15, Magic of Incarnum, +5' per essentia Shadowblade 9, ecl 14, Tome of Magic, +10', limited use Deformity (tall), vile feat, Heroes of Horror, +5' Inhuman Reach, aberrant feat, Lords of Madness, +5' Long Reach, feat, FR: Unapproachable East, +5' with short or longspears, on your turn only Long Arm, fiendish graft, Fiend Folio, +5' Mark of Malbolge, feat, Fiendish Codex II, +5' for 1 round, see text Bestial Charge, feat, Complete Champion, +5' once per day, see text Lunging Strike, feat, PHB2, +5', see text Dancing Blade Form, stance, Tome of Battle, +5' only on your turn |
| #4atomickitkatJun 16, 2009 11:26:40 | DMG2 had the "Extra Limbs" one(works as a kind of "Level Adjustment-included Trait"), which can go towards either Legs(good on Centaurs and the like), or Arms(anyone who can use weapons) Fang of Lolth(Song and Silence, 3.0 PrC), grants you bonus claws/hands, and a bite. Arachnid Creature(Underdark, 3.0) is trickier to acquire, but increases the number of hands/claws you have. Insectile Creature(Savage Species, 3.0) gives hands which are worthless for attacks, but if you can find a way to add claws to your hands(Geomancer Drift 3, with the hawk claws, I think, possibly Dragon Disciple), you can bypass this limitation. |