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Hawkson's page
110 posts. Alias of Viper22.
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So...what is the joke? Who's cover "was" this or are they not doing that anymore (or did I just not get it)?? :(
Can a Storm Druid that gets the Air & Weather domains multiclass as a Cleric & gain the same two domains or the subdomains? I know that the druid or cleric "side" can not take the weather (domain) & storm (subdomain of weather), but can both classes have weather and/or storm & air and/or cloud? I see nothing against this.
Are there any non-wildshape options around?
Other than SGG Guide to Air Magic (have it & love it but need more non-wildshape)
Thelo wrote: Brawling enhancement to Armor (from UE) and Belt of Anaconda's coils give bonuses to grapple as does the Dan Bong weapon which is a little more useful than the garotte. About the belt, the constrict ability: +1d6 points of damage plus the wearer’s Strength modifier.
Does this add the strength twice. Once of the grapple damage & a second for the constrict damage??
Catskin Leather!! Ultimate Equipment pg 125.
It has no armor check penalty or maximum
Dexterity bonus.
Edit: ninja x 2

TheLoneCleric wrote: Ran into an interesting issue with Dual Pathing in character gen.
There is almost no reason if you are a caster to pick up a non-caster Mythic path and Dual Path into Archmage and Heirophant because you loose your Mythic spell slots.
There is precious little unique to the non-caster Mythic paths for folks to utilize Dual Path at all.
What has been suggested is giving either a partial Mythic spell slot bonus for picking up Dual Path, or giving the Champion/Trickster/etc something unique to them that is lost if you Dual Path into them.
Thoughts?
I think you might want to reread Dual Path.? I do not think you loose you spells.? You do not take the other path, you can just take the other paths ability. If you are a Heirophant 2 & as your 3rd tier feat you take Dual Path (Champ) & you are now Heirophant 3 NOT Heir 2 Champ 1. So +4 HP from Heir NOT +5 from Champ, but you can pick a Champ OR Heir path ability. Mythic tiers can not mulitclass like standard classes.
To the best of my understanding of the play test rules.
Edit: Sorry I think I misread your statement. But why would a caster go non-caster mystic first in the first place?
Indrajit wrote: Though, with the relaxed wording used for retraining bonus feats, could one not argue that this could allow for the retraining of any bonus feat, even those obtained from dips into other classes? I'm not absolutely certain this is particularly abusable or worth doing, but as a thought I can't help but wonder. Of course, I certainly don't see this as being in line with what was intended, and can only hope that this line of inquiry helps to point out the absurdity of following what was written to its logical extremes. On that note. A 1st Level Fighter 3rd Level Whatever could retain his feats. The text does not say 4th level fighter, just 4th level. Not RAI IMO.
Nevan Oaks wrote: PRD and CRB:
Class Features
The following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Where does it say armour is a bonus feat??
In the Armor feats Special line. I do not think this is RAI at all.
minstrel01 wrote: Aah thx for the reply:
Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only)
SO magicbeast aint an animal so a nogo there? thx
Would you know what happens to size stuff?
Buff spells: catsgrace, bearsendurance, bullstrength, strongjaw, atavism, beastshapeIII, barkskin, resinousskin, greatermagicfang
currently looking at:
BASE BUFF
1x bite primary d6 2d6
4x claw primary (GRAB) d4 d8
str 23 31
dex 24 32
con 14 22
int 3 7
wis 13 17
cha 11 15
dmg +6 +11
at (+6bab+6str+1s) +13 +18
CMBi (+6b+6str-1size+4G) 15 21
CMBm (+5) 20 26
CMD (10+6b+7d+6s-1s) 28 36
AC (10+14*+4n+7d+1s) 36 44
*14 = Druid 9 +6nat Roc start +5nat Roc adv 7th +3nat
You are no longer that size so you loose it & you gain the new size bonus & penalty's for the duration of the spell.

minstrel01 wrote: My large Roc doesnt fit well in the occasional dungeon crawl, so i came up with a plan. Im a lvl 9 druid and want to cast BeastShape III as spell on my companion using the "Share spells"(ex) feature.
Q1 That all ok?
My current choice is: small magical beast named Aurumvorax.
Q2 What would happen to the size bonus/corrections for this polymorph taking place? ie bonus alrdy earned from growing, and other things to consider like the standard at/ac/CMB/CMD numers?
Q3 My Roc has GRAB +4. Aurumvorax has GRAB +8. what would my roc use?
Q4 Would the spell Atavism still work? if it ever has on a companion?
Q5 How would all these natural armor bonus work out? do they all stack? cause looks like with barskin and atavism the roc nears +22 natural armor.. leading him to an ac of 40.
thx in advance
2 problems
1 Level sorcerer/wizard 3
It is not a Druid "Spell" unless you have the animal domain.
2 Even with the animal domain you are limited the ANIMALS & can not do Magical Beasts. so no Aurumvorax.
Also crane wing is not a "Style" class feat, for that none of the 2nd & 3rd feats in any style chain are "Style" feats. The feats are fighting styles but do not have the "Style" classification. So the only feats the Unarmed Fighter gives you are the first feats in the style chains.
See this The Breatmaster & Pack lord have the same ability (more than one animal companion). Why would it be useless after 12th level if it add to the animal, the levels could be added to other animals. But Jason was said after 12th it is useless. Like Tanis Said "Be aware that Chronicles is 3.5 material." The special line needs taken out for pathfinder. Your total druid levels divided about your animals CANNOT go over you character level.

RumpinRufus wrote: blackbloodtroll wrote: Please, 4E rules don't work, because Pathfinder is not 4E.
Pathfinder Core Rulebook wrote: Swift Actions
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turnwithout affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items. Even if you put forth a houserule, it would be a bad houserule, as the restriction is a core to balance. Emphasis added. It does explicitly say "only one swift action per turn", but given the bolded text house-ruling it to say you can use a swift action instead of a standard action seems entirely reasonable. 2nd Emphasis added. Read it again.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum effective druid level of equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit.
It adds to your class level, NOT the "Animals half of those levels" .
Quote: cartmanbeck
2) You are considered to have a single effective druid level, and you are only splitting the BENEFIT of that effective druid level between multiple companions. This means that a 4th level Pack Lord has an effective druid level of 4 no matter how many companions she has, and in that case Boon Companion would be completely useless to her.
NOTE: This is most likely how it was MEANT to work, but as written I don't think that it works this way.
+1 to this
Quote: Booksy
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
3.5 Feat. In 3.5 their was 1 (the Beastmaster) Prestige class that could have more companions. The "Special" was for Druid / Wizards, or the like, to add to both animal & familar
He IS a ranged weapon!! ;)
Quick question about Attach:
"You can make a grapple
CMB check against creatures at least 1 size larger
than you, and you gain a +4 bonus to your CMB
check."
Does this add to ALL grapple CMBs or just the ones vs larger creatures.
Great for multiclass druid, non 12th beastmaster rangers & any other -4 "Druid Level" combos though. ;)
2 feats for an 18-20 vs torso, 19-20 all other. Is that worth it. But then again I don't care for guns.
Malachi Silverclaw wrote: I'm pretty sure that, if you can cast a spell or use a spell-like/supernatural ability as a swift action, you can use your standard action to do so if you've used your swift action already. By RAW I do not believe so. A Swift Action is a Swift Action not a real quick Standard Action. This may be only for spells but you cannot Quicken a spell & then cast a swift action spell. But you can Quicken a spell & cast a standard action spell.
Dragon Style
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Dragon Ferocity
Benefit: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
If you have both does the 1st attack add 2x str & all other attacks add 1.5 str, or do all attacks deal 1.5 str.

Brox Varr'Uk wrote: Boon Companion
Your bond with your animal companion or familiar is unusually close.
Prerequisites: Animal companion or familiar class ability.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
A friend and I were having a discussion about how this feat works. One of us made the claim that a Pack Lord could use this feat to full effect, which the other one of us argued that as a full classed Druid, the feat would have no effect.
The idea was that taking Boon Companion several times for different animals, would increase their abilities by 4 levels, since none of them are twenty hit dice yet.
But, it was pointed out that Boon companion changes "your class level" not your animal companion ...
Basically, the Pack Lord wants to have 3 animal companions, one at 16 HD, one at 3 HD and the last one at 1HD. Then, he wants to take Boon Companion 3 times, suggesting that since none of teh companions have reaches his character level yet in HD, they would still gain the benefit, bumping each one by 4 levels, giving him 3 animal companions at 20HD, 7HD and 5HD.
Can Boon Companion work this way?
Thanks
So...your Druids Level is 32?=(20+7+5), or 20?=(16+3+1). Boon adds to your total druid level NOT the animal level that is how I read this (hopefully I did the link right). Your Total Animal Druid Level can not be over you level. If your are 6 level you can not have over 6 levels in animals (1 6th level, 2 3rd Levels, 6 1st levels). I think this feat needs redone for Pathfinder it is a paizo 3.5 feat.
I have a PC w/ the Fey Creature temp. She gains SR = 11 + CR. What is her SR? Does the CR Adj add to this? I cannot find anything in any book or online. My Perception (Search) Check Failed. :)
wraithstrike wrote: Hawkson wrote: No one ever brings up the next ability:
Backswing (Ex): At 7th level, when a two-handed
f ighter makes a full attack with a two-handed weapon,
he adds double his Strength bonus on damage rolls for
all attacks after the first. This ability replaces armor
training 2.
It uses the same wording as Overhand chop. So you are fine giving this guy 3.5 str on 3 attacks (w/ BAB +16). My vote is 2x NOT added to the 1.5x. But I FAQed as well. I brought it up earlier. :) missed that :), but after another threat (MaNYsHot & fuLL AtTack) I just cannot seem to read all them. :)
No one ever brings up the next ability:
Backswing (Ex): At 7th level, when a two-handed
f ighter makes a full attack with a two-handed weapon,
he adds double his Strength bonus on damage rolls for
all attacks after the first. This ability replaces armor
training 2.
It uses the same wording as Overhand chop. So you are fine giving this guy 3.5 str on 3 attacks (w/ BAB +16). My vote is 2x NOT added to the 1.5x. But I FAQed as well.

Adamantine Dragon wrote: wraithstrike wrote: Adamantine Dragon wrote: Wraith, so you believe that choosing manyshot as a feat makes it physically impossible for a character to draw a single arrow from their quiver as the first attack of a full round attack.
Or, to put it another way, you believe that RAW directly impedes a player's ability to role play their character's actions?
No. That is not what I am saying. This topic came up earlier. I know Manyshot does not have the words "may" or "can" like other feats, but I don't think the intent is to force you to use a feat if that feat requires an action or assigns a penalty and so one. Another poster said it much better than I am saying it now, but I don't feel like looking the post up.
What I am saying is that if you say "I am using Manyshot", that you are using a full attack action simply because the feat calls for a full attack action. In short if a feat(or any other special ability) calls for action X then you must use action X.
That is why I said at best someone can say manyshot does not work at all within the rules, but there is no way I think you can ignore action X when it is a requirement. Wraith. It's a rules question, not a developer intent question. What does the rule say? You're the one saying that you interpret the rules on these boards, you don't make game play rulings.
Does manyshot, as written, make it impossible for a character to choose to use one arrow on his first attack of a full attack?
Please just answer that question. By the rules. As you read them. Are you saying you HAVE to use this feat if you have?? I do not believe you are required to use every feat every time.
redcelt32 wrote: Unless of course they felt that Manyshot and Shot on the Run combined were too powerful. Based on stuff I have seen released in UM and UC, perhaps they need a review of all the feats so far to see where they might need rebalancing. Can you do this????

"Alternatively, bracers of armor can be enchanted with
armor special abilities. See Table 3–3: Armor Special Abilities
for a list of abilities. Special abilities usually count as
additional bonuses for determining the market value of an
item, but do not improve AC. Bracers of armor cannot have a
modified bonus (armor bonus plus armor special ability bonus
equivalents) higher than +8. Bracers of armor must have at
least a +1 armor bonus to grant an armor special ability.
Bracers of armor cannot have any armor special abilities
that add a flat gp amount to their cost."
"The wearer of brawling armor gains a +2 bonus on unarmed
attack and damage rolls, including combat maneuver checks
made to grapple. Her unarmed strikes count as magic
weapons for the purpose of bypassing damage reduction.
These bonuses do not apply to natural weapons. This special
ability does not prevent the wearer’s unarmed strikes from
provoking attacks of opportunity or make the wearer’s
unarmed strikes count as armed attacks. The brawling ability
can be applied only to light armor.
Can you put this on a set of bracers? Do that count as light armor?
Try the Noble Wild by Skirmisher Games.
lets beat a dead horse
Masterwork = +1 enhancement to attack
Magic Weapon = +1 (at least) enhancement to attack& damage = Enhancement Bonus of weapon
A masterwork weapon in NOT a magic weapon. The rules say the weapon must have an "Enhancement Bonus", this is NOTthe same as a masterwork weapon, to be made with any ability. I don't see how this confusing.
Bandavaar the Brave wrote: I don't understand what you mean, because it's 2k for a +1 weapon, so two of them would be a 4k bonus for each to have the agile property, as Agile is only a +1 property. any magic weapon needs a +1 Attack / Damage before it can have any specials.
you'll see a lot of Dex Magus builds with Agile scimitars. I do not believe this legal? Agile must be placed on a "melee weapon that is usable w/ the Weapon Finesse Feat." The Scimitar is not. And Dervish Dance does NOT make the "weapon" usable w/ the feat.
Bakunin wrote: ToxicNecrochris wrote: Also an often overlooked fact is that in Pathfinder, ranger animal companions gain Favored Enemy and Favored Terrain bonuses. Good point. I need to talk with the DM and see what favored enemies will be coming up a lot so I can plan out my progression for that better. Normal Ranger yes but not the Breastmaster
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Favored Enemy does not equal Bane. The spell "Makes you think" that the creature is an evil outsider (in the above case) it is an Enchantment spell. This should not have any thing to do with bane. If the spell was a transmutation spell then bane would work. Short answer no, the arrows are evil outsider bane. If you are using instant enemy you are not fighting evil outsiders.
Ranger Talents: As a spell-less ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. Starting at 4th level, you gain one ranger talent. You gain
additional ranger talents as you increase in level. Except where specified, you cannot select an individual talent more than once.
Ranger Feat: Instead of a talent, you may choose a feat for which you qualify from your chosen combat style or from the following list:
Ranger Feat is listed under the Ranger Talents list, but the first line, Instead of a talent, sounds like it is NOT a talent. And it does not say that it can be taken more than once. If it is a talent can it be taken more times?
sorry for the confusion.
Cool, great & Thanks
forgot a ? Sorry ;)
The Ranger Feat "Talent"
"Instead of a talent...."
Does this count as a talent for the "Except where specified, you cannot select an individual talent more than once." line? Can it be taken more times? Kind of a big list are only once.
Thanks
And now the Spell-Less Ranger is my favorite class :)

GREAT BOOK!!!! love it, ranger is my favorite class. But I saw not questions board about this one yet so...
Ranger Talents:
Additional Animal Companion (Ex): With this ability you may select an additional animal companion.
What Level is the druid level of this companion??
Feats:
Additional Favored Enemy You have additional favored enemies.
Prerequisite: Favored enemy class feature.
Benefit: You may choose one additional favored enemy.
All bonuses are at the normal base amounts but may be
increased following the favored enemy ability rules.
Additional Favored Terrain
You have additional favored terrains.
Prerequisite: Favored terrain class feature.
Benefi t: You may choose one additional favored terrain.
All bonuses are at the normal base amounts but
may be increased following the favored terrain ability
rules.
Do you gain these at +2 & gain no other +2 to add to another, but can go to +4 +6 etc. at the Ranger Level you gain normally one??
Coordinated Companion, Greater Animal Companion, Improved Animal Companion, Invulnerable Animal Companion, & Increased Devotion
For Beastmasters (APG) & Packlords (UM?) do these feats apply to ALL of their animals or do you need to take them for each companion?
Can we have a Spell-Less Beastmaster (APG) Ranger?? If so what druid level are the animal companion??
Thanks
Lex Starwalker wrote: I'm thinking specifically the +1 morale bonus to hit from the cleric spell Bless and the +1 morale bonus to hit and damage from the Bard ability Inspire Courage. Do they stack?
Thanks!
Named bonus do not stack with each other. So bless & inspire courage grant you a +1 morale bonus to hit & damage. If bless has a longer time then the spell would add after the bard ability ended.

Owen K. C. Stephens wrote: Hawkson wrote: About the second benefit if the Beast King Companion?
"Additionally, for every 2 ranger levels you possess, you may choose one trick (as defined in the handle Animal skill) which you may instruct your animal companion to perform as a swift action, as long as it can see and hear you."
What is the Benefit??? Rangers & Druids can use Handle Animal as a free action. What am I missing?
Looking at the Handle Animal skill we find under Teach an Animal a trick: "You can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following."
While under Special "(A druid or ranger can handle an animal companion as a free action or push it as a move action.)"
and
"A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving an animal companion.
In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach."
So neither druids nor rangers can automatically use Handle Animal as a free action to teach their animal a trick, and there's a maximum of how many tricks you can teach an animal using the skill.
The knack lets you pick tricks you can have your animal companion perform without having taught the companion those tricks. This skips the need for training, and bypasses the trick cap limit, but since the animal doesn't actually know the trick, it has to be able to see and hear you to perform it.
Does that answer your question? Yes it does. Thanks!
I was under the understanding that it was an already taught trick. This makes a lot more sense.
About the second benefit if the Beast King Companion?
"Additionally, for every 2 ranger levels you possess, you may choose one trick (as defined in the handle Animal skill) which you may instruct your animal companion to perform as a swift action, as long as it can see and hear you."
What is the Benefit??? Rangers & Druids can use Handle Animal as a free action. What am I missing?
Great "book"!!! More class are in need of this kind of thing, good to hear you plan on more. But I have ? about the second benefit if the Beast King Companion:
"Additionally, for every 2 ranger levels you possess, you may choose one trick (as defined in the handle Animal skill) which you may instruct your animal companion to perform as a swift action, as long as it can see and hear you."
What is the Benefit??? Rangers & Druids can use Handle Animal as a free action. Does this ability let them do 2 "Tricks" a round or am I miss reading something?
Duna the Explorer of Indol wrote: Well too late, he already took levels in ranger... Ever heard of multi-classing??
Does / Should the "Terrain Bond" of the Guide work with the "Favored Community" of the Urban Ranger? The two have no cross feature problems, the "Name" of one changed but still works the same (Some skill changes)?
Don't see why not.

CBDunkerson wrote: It IS amazing how often the certainty of contributors to these forums stands in inverse proportion to the strength of the argument they present.
Mage Armor (and the Robes of the Archmagi, which use Mage Armor as a base) states that it provides an "armor bonus" to AC. Magic Vestment states that it provides an "enhancement bonus" to AC. The description of 'Armor Class' in chapter 8 of the Core rulebook lists "armor bonus" and "enhancement bonus" amongst the different types of bonuses which stack for purposes of determining AC.
Back in the v3 DMG they had handy table 8-1 for showing various examples of different bonus types. For the "armor" bonus type they cite 'Mage Armor' and 'Bracers of Armor' (which, like Robes of the Archmagi, list Mage Armor in the creation spells). For the "enhancement" bonus to AC they cite 'Magic Vestment' or +1 armor. Odd that they would write up a multi-page section on how only different bonus types stack and then cite these spells as applying different bonus types... when it is ever so obvious that they cannot possibly stack. :]
Different bonus types stack. This is very clear in the rules. Mage Armor (including the same effect in Bracers of Armor and Robes of the Archmagi) provides an "armor" bonus. Magic Vestment provides an "enhancement" bonus. These two bonus types are even specifically listed as stacking together in the Armor Class description. So where does this absolute certainty that they cannot possibly stack come from?
+1 to the Stack logic
but..
Magic Vestment Targets "Armor or Shield Touched" not "Armor or Shield Bonus Touched". Does granting an armor or shield BONUS make it armor (Not the AC Bonus type, the big suit of metal, leather or other NON-Magical armors)? Mage Armor, Bracers, Robe of the Magi all grant an armor bonus but are they normal real world armor? (no) To me the spells target spells this out. And to me "Armor Bonus" is not Armor. So, to me no stack.
#1 Yes
#2 all spells have a x2, unless other wise.
#3 Focus yes, Specialization ? I think I remember reading that feats like that only applied to the 1st attack, don't remember what book, sorry :(
#4 better answer is that it is a touch spell, all of them can use Finesse.
#5 useless feat in this case.
#6 B is my way.
#7 What about Twin Spell (3.5 spell goes off twice, +4 Levels) 2 blades or 2d8 + Full Level ?

Owen K. C. Stephens wrote: Hawkson wrote: Question about Storm Mastery. This ability is 14 different Spell-Like Ability's that can be used up to 9/day in any combo (at 20th level). The spells follow the weather / cloud domain. Would I need to take Ability Focus (Storm Mastery) gaining a +2 DC all spells or Ability Focus (one of the spells), for a +2 DC on that spell alone?
I would think focus in Storm Mastery because that is the "ability", but a little overpowered?. Honestly my off-the-cuff answer is that since Storm Mastery not not define itself as a special attack, it does not meet the prerequisites for Ability Focus. In my own games I'd probably tell you that since "In all other ways, a spell-like ability functions just like a spell," you'd need to take Spell Focus for the appropriate schools of magic. Problem with that is that JJ, I think, has said that SLA are not "spells".. so no spell focus. And I have seen other places that use the "Special Attack" as any thing that has a DC. A Dragon for example can take Ability Focus (Breath Weapon) or (Fear Aura), Breath Weapon "attack", yes, Fear Aura "attack", not to me. The "Special Attack" prequ is not well defined.
Question about Storm Mastery. This ability is 14 different Spell-Like Ability's that can be used up to 9/day in any combo (at 20th level). The spells follow the weather / cloud domain. Would I need to take Ability Focus (Storm Mastery) gaining a +2 DC all spells or Ability Focus (one of the spells), for a +2 DC on that spell alone?
I would think focus in Storm Mastery because that is the "ability", but a little overpowered?.
Cheapy wrote: Flagged to move to Compatible Products.
And curses, I got that PDF straight from Owen, not on this site, so I can't double check it.
Oh look!
I do not think you can even do that as you don't have it as a "special attack". But I would ask in the product discussion thread for that product.
I do wish there were more non-WS druids though. That ability is so powerful that you get a *ton* of lee-way with what you can give in return.
Other boards seem the think that a Spell-Like ability is a "Special Attack" so...that is what I am going on.
The "Special Attack" perque. is so unclear anyhow but..
Super Genius games Guide to Air Magic has a Non-wild shape Druid that gets an ability called Storm Mastery. This ability is 14 different Spell-Like Ability's that can be used up to 9/day in any combo (at 20th level). The spells follow the weather / cloud domain. Would I need to take Ability Focus (Storm Mastery) gaining a +2 DC all spells or Ability Focus (one of the spells), for a +2 DC on that spell alone?
I would think focus in Storm Mastery because that is the "ability", but a little overpowered?.
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