You all know exactly where the Drider is listed on page 221 of the ARG. Your arguments seem to stem from the "Large" creature trait; therefore, you must have +x -y. Except within the book, there are examples in which it doesn't always follow that. You're also under the assumption that it's just some error that hasn't been corrected, despite people having brought it up before, after how many years now? since 2023, according to my search estimates. Is it possible they forgot to fix it, but to have several examples of large creatures who gain the +2 str, and the -2 dex, some that don't? They don't seem like an accident; that seems like a balancing omission. Lets looks at another example of the same thing, which proves my point. Trox, as shown in the Bestiary 4, which came out after the ARG. shows the Trox as a character is +6 Str, -2 int, -2 wis, -2 Cha. Large Monstrous Humanoid. I seem to notice that they don't have the -2 Dex or the +2 Str inherent to the large size. Or it already factors into the finalized version of the race. Looking at the RP of the ARG right now, page 234, it doesn't show the Str or Dex mod for large either, but unlike the Drider, we do have a published final race write-up for the Trox in the bestiary 4, and wow, big surprise they don't get the size bonus to Str or penalty to Dex either. They make mention of the other benefits and drawbacks of large size, though right below the stat block in the bestiary.
Azothath wrote:
I don't think you understand my stance on this, i stand with the GM who already ruled the Driders do not get the +2 str bonus from larger size or the -2 to dex. and that the stat block given is intentional. It was the pc who is using the race that is arguing otherwise and trying to get support for his belief. Also, this is a very high-powered campaign with factors I haven't revealed. People's race choices have already been balanced out by the GM, case in point im a actual monster a dragon who has been put through considerable restraints, size locked to medium, and no racial modifiers to boot, as well as being locked out of the Gestalt rules other pc have access to.Yet I still accepted those rules so of course i'd want others to follow similar restraints and follow the GM's decision, hence the creation of this thread. Not sure why you immediately assumed what you did but yeah here are.
Okay, but here's my argument, and please correct me if im wrong. Pouring over the Errata for the ARG, there is no correction to the Drider as a PC race example when it comes to the listed ability scores, and I don't believe that was accidental. I think that they intentionally omitted the size bonus to str and the penalty to dex, to balance out the concept race. Nextly, I forgot which page, but I remember them talking about how the RP system isn't a complete or flawless science, and that some things are rounded or undercut to balance out race concepts in their final version Lastly, the bestiary version of the monster, if you were to take its modifiers and traits from there directly, is much more powerful than the PC version, and thus, the +4 str is warranted and makes sense in conjunction with everything else. But ultimately at the end of the day, I recognize that it's just an example of a PC version of a monster, and thus, there is no official version of the race, just a conceptual version that could be used in play.
Azothath wrote: if you've gone beyond that you are in home game territory first link didn't go anywhere
My group is now in the middle of a debate over a PC character who picked Drider as their race. Without getting to heavy into the debate one side is claiming the Drider gets another +2 to str for a total of +4 to str, because they are large, stating that large creatures get a +2 to str and -2 dex. while one side is saying what is shown is what the final balanced version is. so im asking those who are better equipped to explain why the final ability modifier total or what players get is what it is.
regardless it basically exist to allow fighters to gain options from advance weapon training more often, 3 from the class feature beginning at 9th level, 13th, and 17th, (the one at 5th level im using to select the weapon group: Natural), so this feat which shares the same name is very helpful in expanding my options and quickening my advancement, since i can spend fighter bonus feats on combat feats and a few other similar options, ill be taking that feat at some later point as my 6th and 8th level bonus feats are reserved for Arcane Armor Training, and Arcane Armor Mastery. and my 5th level normal feat is reserved for improved natural attack bites, 7th improved natural attack claws, 9th improved natural attack tails, 10th level bonus feat i guess will be weapon focus tail, and the 12th level bonus feat will begin the advanced weapon training feat, which would be 3 levels after i used the class feature option to finally get focused weapon bites, 13th level will see me take that again for claws, beyond this point
Azothath wrote:
There are other limitations i did not mention, also zza ni posted a very interesting feat that uses the same name and is a Combat feat, so there is going to be some confusion there.This home brewed campaign, if you pick a monster race you dont get the monster stats or advance as the monster you get a flat 30 point buy, and you have to pick a class to advance in. Also your monster abilities are spread out over 20 levels at least, i think mine are spread out over 21. So im not all powerful and i'll never become bigger thsn medium size. That being said i went with Fighter filling it allowed me to be as class to dragon like wihtout sacrificing my most of the dragons kit, full bab, high fort, potentially decent ref and will with the right advanced weapon training options, high hp, potentially high AC too.
anyway it seems that you both can and can't do what I was trying to do, I can take a feat, apparently named Advance Weapon Training, then an option that matches my weapon group at 5th lv which will be the first of 3 focused weapon feats, so i guess ill grab one at 5th level, then at 9th level take it again for another natural weapon, then at 10th level i can take the feat version of advanced weapon training again for my 3rd natural weapons? The feat says you can only take it every 5 fighter levels, am i correct that the 9th level class feature isn't counted toward this?
i have to beg to disagree with you on that one. The feat specifically says as if the creature has increased in size, focused weapon, and more importantly, sacred weapon from warpriest has a separate chart for creatures of different sizes, and the DM has already allowed them to work together to get me the desired effect. "The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category"
Let me lay down all my cards. I'm a level 2 fighter right now, my race is Elder Wyrm, I plan on taking Natural Weapons weapon group (family) at 5th level, I already have Weapon Focus Bite(s), and Claws, multiple attack, (DM has spread out my draconic ablilities over the next 20 levels), i have sorcery equal to my character level cap 20 at 20th level. I was asking because I want to take Focused Weapon Ex at 9th when advanced weapon training options become available. Then use a combat feat or regular feat to take the same feat two more times for my claws and tails rather than wait until 13th and 17th level respectful to take the same feat two more times at those respective levels mentioned earlier. Of course, I want to take improved natural attack for each weapon Bites, Claws, and Tails. I'm never going to grow in size from medium, so this was the best option i could think of to do damage somewhat comparable to a larger version of my species who normally get to colossal size.
So yes as the title states, i read in their entry in the bestiary that they can prepare certain sorcerer and wizard spells as Arcane spells, I'm curious to know which ones. i have a chance to play one with some exceptions like I'm going to be forced to be medium sized the entire time, no racial stat bonuses apparently and I gradually gain all my abilities, plus I have to pick a class as a gestalt to go with it. I'm leaning toward kinetcist with the wisdom based archetype psychokineticist. suggestions are welcomed.
Does remember a book that was all about this, it had races that were of mixed ancestry including the first iteration of the mongrelfolk, (people who had more than 2 ancestries), it had various half races and mixed races, and a ton of feats built around these ideas, it was super powerful but I cant remember the name, it may have been a 3rd party book. nevermind I found it, it was a Dreamscarred Press book called "Blood Forged"
If a Succubus use a Supernatural or Spell-like ability that emulates "Daze", does it exceed the limitations of the spell? ie can it effect more than 4 HD creatures? I was of the opinion that that they still function like the spell and thus in the example above, the succubus would fail if she used it on any creature with 5 or more HD.
willuwontu wrote:
Um, for clarification, you do have to pick a patron, but you don't get the bonus spells correct? I was reading you guys conversation and i got a little confused. Also since the archetype says you gain the kineticist "Elemental Focus" that means the Havocker gains the basic wild talent associated with her chosen element, as well as the bonus class skills correct?
Syries wrote:
This is pretty much why I liked the idea. It also fits my ideal mage, a being who has the ability for destruction indefinitely, while still having access to traditional spellcasting when the situation requires more variety. Like a Dragon Age type of mage (hence my preference for spontaneous spellcasting.)
Since im having trouble finding a on-going gaming group, and not really sure if DMing is my thing. I've decided to look into Solo adventures and playing by myself. To be honest it seems really awed, but maybe its something I could get into, but how does it work? I assume you have to be honest with yourself, but is there some outlining bigger difference that im not seeing when playing solo game? is there a resource for people who want to play solo adventures?
I've never seen the rules cover this but it seems super plausible considering its a real world feat. I can't help but think of the implications. Being a Bard or a Monk, or anyone with perform (sing), and just going harassing people with keen senses, or shattering wine glasses without using any actual magic or class features.
I've never seen the rules cover this but it seems super plausible considering its a real world feat. I can't help but think of the implications. Being a Bard or a Monk, or anyone with perform (sing), and just going harassing people with keen senses, or shattering wine glasses without using any actual magic or class features.
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/aoandon just wanted to point out something i just saw thanks to a reddit post, that creature has weapon focus (touch), not saying its thus a valid option but that apparently the writers of the bestiarys don't follow the rules as the players seem to be beholden to.
I guess the best way of doing it would be weapon focus (unarmed strike), dazzling display. You are proficient with unarmed strikes, though unless you have improved unarmed strike you'll provoke an attack of opportunity, however you can deliver touch attack spells via unarmed strikes or natural weapons, and when armed with such spells and making a unarmed strike you don't provoke correct?
Yeah gonna have to disagree with you on that then, because "Rays" are the weapon, not just the type of attack, they are considered the weapon and if in a spell did/does exist that gives you the option to use multiple "Rays" with a duration longer than instantaneous then all criteria to use it with any feat that utilizes a weapon to perform a action are then met so long as you can take such a action at that given time. If there is a ray spell that you can keep doing after the intial casting of it for a time, then you definitely should be able to do Dazzling Display with that spell, not because spells are a weapon, but because the spell created a effect that resulted in weapon. Weapon Focus Ray is a valid option, this isn't about whether or not spells are considered weapons the rules state that spells aren't weapons So stop using that as a argument, no one is arguing that. However the effect a spell creates if its weapon like is valid because now its no longer the matter of the spell but the effect it created being again weapon like. A spell like Force long sword, creates a long sword of force for you or someone else to wield, its a spell though and thus by what some of you are saying is thus not eligable for all the feats that are normally applicable to long swords and their use, that is wrong, its a weapon like spell and the rules specifically cover that weapon like spells can be used with feats that require you to use a weapon. https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9nef
Also again back to the melee touch it does in fact work so long as the spell in question is a weapon-like spell, example Flame Blade, you could take weapon focus Scimitar, or weapon focus (flame blade) because the effect creates a scimitar like weapon effect and the bonus will apply, therefore there is no reason why you wouldn't be able to do a dazzling display with a flame blade the bonus and benefits of weapon focus scimitar apply to the spell as well as it does the weapon, a flame blade resolves as melee touch attacks. However normal the spell doesn't grant proficiency with scimitars thankfully druids are automatically proficient with scimitars, however Shamans are not, so you would have to take weapon focus flame blade anyway if you were a shaman, (flame blade create scimitar like weapons). Spiritual Weapon works similarly in that it creates a weapon like effect but you don't even have to be proficient with the weapon it creates and likely wont be (Clerics of Gorum aren't likely proficient with greatswords), but the weapon doesn't necessarily get wielded by the cleric or divine caster anyway, however since its a weapon like spell any feat that would apply to greatswords that the cleric has would apply to this spell assuming the spell creates a greatsword, now i can't think of why cleric would have any such feats unless the option to qualify for the feat was proficiency with "Spiritual Weapon"... (spiritual weapon isn't a touch but i thought i should show at least two examples of two types of attacks with spells that still qualify for weapon feats.) So no you can't take weapon focus Melee Touch Attack but so long as a spell creates a weapon like effect whether it resolves as a touch attack or weapon attack the spell as the focus of the feat should be allowed. So basically unless I can find or create a spell that resolves its attacks as a melee touch attack, has duration greater than instanteous, and creates a weapon-like effect then the answer is yes, it can be used with Dazzling Display, assuming I have weapon focus with either the weapon it resembles, or until that spell specifically.
So I have a new observation after looking at some of the post. If there were a spell that gave you multiple rays that could be used over the course of a duration longer than instantaneous, then could you on a proceeding round use dazzling display with a "Ray"? Also in the vein of "melee touch" I assume the problem is that it's "melee touch attack" that weapon focus and thus dazzling display cannot be used with, but if you were to get Weapon Focus "Specific Melee Touch Spell" like "Elemental Touch" then you can do that so long as you have the spell cast, and thus charges left in it before the spell expires to use dazzling display with the spell?
So does this work? Could I take Magical Lineage which reduces the effective spell level a chosen favorite spell when a metamagic feat has been applied to it by 1 to a minimum of +0? Then make a Wand out of said metamagicked spell? Example: I pick Favorite Spell Inflinct Moderate Wounds as my Magical Lineage feat, (dad was lich or something), then I take the feat Reach Spell, reach spell increase a spells level by +1 if improving the spells range by 1 step, or 2 if two steps ect ect, then I apply it to my Inflinct Moderatw Wounds spells then craft a Wand, is the cost of creating this wand that of a 2nd level spell or 3rd, I presume the spells range is close for example sakes, and thus 25ft + 5ft per two levels of the wands crafter level at the time of creation?
Resurrection
I have a problem with this because i remember years ago, this specific issue was addressed by a designer in a FAQ/Errata, and it said the exact opposite as the witch was a special exception to the rule, because the familiar stores all her spells/teaches her magic, so going up in a prc that grants increases to your spellcasting class has to improve the familiar as well because of the reasons aforementioned. Its not the same thing as a Wizard Spellbook because a Wizard doesn't get bonus spells from a outside source like a witch, when he gains a spell caster increase he just gains however many spells he is normally allowed to add to his spellbook for going up a level. The Wizard's Spell Book=/=Witches Familiar.. One's a book that only harbors the wizards collective knowledge up until a present point, he still knows all his spells regardless or not of him having access to his spellbook he just can't prepare his spells after losing the book but he still knows all the spells he's ever learned, he just needs a new book to scribe them all into again, as well as any spells he may have added to the previous book overtime. A witch is the exact opposite, she doesnt have a book to keep her formulas and such in, her familiar a totally different medium, helps her focus and prepare the spells she wants to know that day in her mind by teaching her new spells or reminding her of previously used spells, so if the witches familiar isn't improving with caster level via prestige class there is no way the witch should be gaining access to higher level base witch spells, since again its the familiar that teaches her that, she can't teach the familiar so that it can later teach her, the student does not become the master. Someone please tell me im not the only one who remembers this faq/errata. I get that people might not like that witches back then kept their bonus patron spells because of how it was tied to the familiar and that the familiar had to go up with prc because otherwise it'd make no sense in how they got new spells, but there is no such thing as total class balance, witches can't just add new spells to their familiar like a wizard can to their spellbook even though they are a prepared spellcaster like a wizard, them getting potentially 9 bonus spells even if they prestige class out of witch is nothing compared to the wizards ability to add potentially any number of spells to his spellbook(s).
blahpers wrote: Reminds me of The Death Gate Cycle's answer to why everybody of moderate means doesn't just use resurrection or reincarnation magic all over the place. I dont suppose you'd be willing to share what it says, you can send it as a private message if you don't want to spoil it for anyone else.
Quote:
the feat allows you to imbue touch spells into your firearm and deliver them via ranged attack, it covers what happens with rays that fire multiple rays, but it doesn't cover what happens with touch spells that grant multiple charges like chill touch, or frostbite or elemental touch. Does each subsequent attack with the firearm grant a delivery of the spell in question or is it just one casting one charge when delivered via gun? So I guess my 2nd question is, does the standard action permit you to fire the weapon after the casting/imbuing occurs? Like when you cast a touch spell you are usually allowed a free touch attack on the same turn, or if you cast a ranged touch spell you usually fire the spell at the sametime, do either of those matter here with this particular situation? or is it cast then wait until next round to fire the gun/spell?
|