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daremetoidareyo
2017-01-25, 10:47 PM
I'm pdfing the bits of the publicly available wizards archive into nice little chunks, and I stumbled across this:

Odds and ends for the silver marches (http://archive.wizards.com/dnd/article.asp?x=fr/fx20030129rt)


Treants and Water:
If you are thinking of dealing harshly with treants for whatever reason, watch out! The treants of the High Forest have learned an unusual trick: waterlogging themselves to reduce their vulnerability to fire or carrying water for firefighting in the forest. A treant must stand in a pool of water at least 2 feet deep to do this, and it requires a full-round action to absorb 100 gallons of water. Water carried in this way counts against the treant's carrying capacity.

A typical treant can carry 1,864 pounds (roughly 200 gallons) of water or less as a light load, 3,732 pounds (400 gallons) as a medium load, and up to 5,600 pounds (700 gallons) as a heavy load. To lose its fire vulnerability, the treant must carry a heavy load of water, suffering the normal penalties for doing so (refer to Chapter 9 of the Player's Handbook).

A treant can release 100 gallons of water through its leaves, bark, or roots as a standard action.

What can we do with that?

Bad Wolf
2017-01-25, 10:53 PM
Instant scrying pool?

GilesTheCleric
2017-01-25, 10:55 PM
Fill your Forcecage with water.

Ruethgar
2017-01-25, 11:02 PM
700 gallons isn't even a full 5ft cube of water(4.44), so I'm thinking not much.

dhasenan
2017-01-26, 12:13 AM
The obvious idea is to use holy water. Sneak into the middle of a mob of undead, release water. Requires a cooperative DM who's willing to simulate reasonable fluid dynamics...and 40 000 gp and 1600 spells to spend on one attack.

This is appropriate for a specialized NPC in an area with a ton of low-level undead, especially for scenes that are cinematic instead of mechanically simulated. Imagine: the evil players are moving their hordes of skeleton thralls to siege the city. Just as the hordes are assembled, fifty treants jump down from the top of the walls and charge, gushing holy water. Your archers try to take them out, but only two of them fall before they reach your army. The rest of them release their deadly burdens while charging in, not even bothering to attack.

Before you can properly react to the charge, they've killed half your vanguard's cannon fodder and are retreating back to the city. But the burning arrows are finally flying their way, and despite the number of friendly fire incidents, only one in three of the treants make it back to the city walls.

daremetoidareyo
2017-01-26, 12:18 AM
700 gallons isn't even a full 5ft cube of water(4.44), so I'm thinking not much.

I mean...that's what a typical treant can carry, but what about un-typical treants...

Inevitability
2017-01-26, 01:32 AM
Well, treants qualify for War Hulk rather easily. The extra strength would greatly help them carry water, I imagine.

daremetoidareyo
2017-01-26, 02:15 AM
An evil treant cleric 1 with Blackwater invocation can grant itself concealment

A good Treant cleric 1 with sanctify water can turn his 14 fish tanks worth of water into holy water.

I imagine that planar touchstone catalogues of enlightenment can provide energy channeling through some domain.

Just found this:
Casting a fire spell or using a spell-like ability targeted on water successfully normally requires a Spellcraft check (DC 20 + spell level).

A druid treant with aquatic escape can turn into a diminutive fish (with 700 gallons of water inside it, what are the rules about this). Surely there is something we can do with that?

If you're encumbered:
Get used as a 5600 pound sling bullet?

If you're not encumbered, where does the water go? Does is dump out of you all at once, or does it magically become part of your form?

If unencumbered: and you've already leaked 100 gallons of water on the previous round, you can...
...use swimby attack optimization (http://www.giantitp.com/forums/showthread.php?474225-Optimize-this-feat-3-Swim-by-attack-from-Stormwrack)...making jump attacks as a diminutive fish...What's neat about that is you can swift action fish yourself into your puddle, make a combination of swim and jump checks with skill tricks pushing you up to an extra 20' and hopefully you can jump say 10'-20' above your opponent as a tiny fish from a puddle, use your swimby attack standard action to dismiss your fish spell (It's got a D on the duration line!) and fall as treant with two tons of water onto your opponent. May want to get leap attack or something...

Druid5/verdant lord 6
1: swimby attack, agile athlete (dex to climb and jump)
3: Leap of the heavens, quick swimmer skill trick
5: Extreme leap skill trick
6: flying fish leap,
9: Battle Jump, twisted charge skill trick
12:

1st: aquatic escape, jump,
2:primal hunter (dragon magic), bite of the wererat
3:walk the mountains path (RoS) primal form


With aquatic escape being a swift action and animate water being a standard...you could take ranks in ride and mounted combat feats to ride your small animated puddle of water. Not sure where to go with that...

Tormenting thirst spell has some fun implications...if you're full of dirty water...

Inevitability
2017-01-26, 03:43 AM
How is that druid casting Control Plants at level 5?

daremetoidareyo
2017-01-26, 07:48 AM
How is that druid casting Control Plants at level 5?

didn't control plants switch level with some other plant spell in the 3.0 to 3.5 transition? But you're right, it's druid 4 in 3.0, looks like it doesn't come online until level 13.

Inevitability
2017-01-26, 08:22 AM
didn't control plants switch level with some other plant spell in the 3.0 to 3.5 transition? But you're right, it's druid 4 in 3.0, looks like it doesn't come online until level 13.

It's level 8 in 3.5, making Verdant Lord nearly unplayable in that edition.

Then again, if you can somehow make a Faustian Pact while staying nonevil (not too hard), the extra spell slot from it should be able to net you Control Plants. It's cheesy, but it works.

daremetoidareyo
2017-01-26, 09:38 AM
It's level 8 in 3.5, making Verdant Lord nearly unplayable in that edition.

Then again, if you can somehow make a Faustian Pact while staying nonevil (not too hard), the extra spell slot from it should be able to net you Control Plants. It's cheesy, but it works.

No need to be cheesey : command plants and control plants literally traded names as per the update booklet. So control plants, the spell intended for the prestige class, changed names.

Inevitability
2017-01-26, 10:22 AM
No need to be cheesey : command plants and control plants literally traded names as per the update booklet. So control plants, the spell intended for the prestige class, changed names.

I suppose it could be interpreted that way.