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<blockquote data-quote="The Sigil" data-source="post: 2591672" data-attributes="member: 2013"><p>Found the relevant class abilities of the Feral Ravager...</p><p></p><p>Lord of the Domain: Kings of the battlefield, by taking advantage of their natural reach, second level Feral Ravagers can prevent opponents from closing inside their reach, thus keeping smaller opponents out of range to attack the Feral Ravager. <strong>Whenever the Feral Ravager makes a successful attack of opportunity against an opponent moving inside his threatened area, he and the opponent must make an opposed strength check (with a +4 bonus for each size category larger he is than the opponent, or a -4 penalty for each size category smaller he is than the opponent). If the check succeeds, the opponent is forced back five feet into the square he just left, and his movement is ended.</strong></p><p></p><p>Impassable Domain: The most irritating thing a small one can do is bypass the Feral Ravager's natural reach by Tumbling. With practice, the level six Feral Ravager learns the extraordinary ability of intercepting tumbling foes. <strong>If the Feral Ravager can beat the tumbler's Tumble check with a d20 + Feral Ravager level + Tumble skill (or Dex bonus if the Ravager has no Tumble skill or his armour check penalty brings it below zero), then he may make an Attack of Opportunity as normal against the tumbling foe (and may use the Lord of the Domain ability also).</strong></p><p></p><p>Note that while the "flavor" portion text notes that the ability is learned so as to keep opponents from closing on him, the "mechanics" part makes no such distinction - any movement within the threatened area (that triggers an AoO) is sufficient. This keeps the PCs from closing, but they could still flee a fellow with 10' reach. A giant with a 15' reach (perhaps due to a reach weapon) should just let the PCs close to within 10' then keep them there, not letting them get closer nor move away. Not only that, he gets to whack them with his AoO to boot. Fun!</p><p></p><p>Wicked stuff, and PCs hate it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>And if you're not up to using the Feral Ravager, a healthy supply of tanglefoot bags can provide similar (though not nearly as nasty) results. But you said your PCs were 11th-14th level, so I'd hit 'em with a Ravager. Then again, I'm a rat bastard DM.</p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 2591672, member: 2013"] Found the relevant class abilities of the Feral Ravager... Lord of the Domain: Kings of the battlefield, by taking advantage of their natural reach, second level Feral Ravagers can prevent opponents from closing inside their reach, thus keeping smaller opponents out of range to attack the Feral Ravager. [b]Whenever the Feral Ravager makes a successful attack of opportunity against an opponent moving inside his threatened area, he and the opponent must make an opposed strength check (with a +4 bonus for each size category larger he is than the opponent, or a -4 penalty for each size category smaller he is than the opponent). If the check succeeds, the opponent is forced back five feet into the square he just left, and his movement is ended.[/b] Impassable Domain: The most irritating thing a small one can do is bypass the Feral Ravager's natural reach by Tumbling. With practice, the level six Feral Ravager learns the extraordinary ability of intercepting tumbling foes. [b]If the Feral Ravager can beat the tumbler's Tumble check with a d20 + Feral Ravager level + Tumble skill (or Dex bonus if the Ravager has no Tumble skill or his armour check penalty brings it below zero), then he may make an Attack of Opportunity as normal against the tumbling foe (and may use the Lord of the Domain ability also).[/b] Note that while the "flavor" portion text notes that the ability is learned so as to keep opponents from closing on him, the "mechanics" part makes no such distinction - any movement within the threatened area (that triggers an AoO) is sufficient. This keeps the PCs from closing, but they could still flee a fellow with 10' reach. A giant with a 15' reach (perhaps due to a reach weapon) should just let the PCs close to within 10' then keep them there, not letting them get closer nor move away. Not only that, he gets to whack them with his AoO to boot. Fun! Wicked stuff, and PCs hate it. :D And if you're not up to using the Feral Ravager, a healthy supply of tanglefoot bags can provide similar (though not nearly as nasty) results. But you said your PCs were 11th-14th level, so I'd hit 'em with a Ravager. Then again, I'm a rat bastard DM. --The Sigil [/QUOTE]
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