LazarX wrote: If a creature is immune to stat damage, that includes drain as well. I can't find anything to corroborate that anywhere. Can you provide a link to rules or FAQ stating such? In fact, many monsters specify immunity to both Ability Damage and Ability Drain (see the Shinigami), which makes me think there is a need to specify both.
For what it's worth, I agree with Inconvenience on this. The general Conjuration rule applies only to bringing objects/creatures to you -- whether it be via summoning, calling, or teleportation (although I don't think there are any teleportation spells that bring things TO you; those should be under Conjuration/Calling). By Xaratherus' argument, one could never teleport to the Plane of Air... There are no inherent solid surfaces upon which to support the Teleporter. (Not the only plane like that either, pretty sure the Astral follows the same general "lack of structure / ground", etc etc).
I'm leaning between 1 and 2 on the scale of what I think. I definitely think it works. I honestly DON'T think it's "Overpowered", but maybe bordering on it. Honestly, the druid animal companion is considerably nerfed since 3.5 anywho, and doesn't fall into the "OP" category it used to. Strong, but not OP. And all a druid would really have to do to catch up to the Nature Oracle would be a casting of Animal Growth... Which the Oracle doesn't have access to, btw. Druid also has a way larger number of animals to choose from. Off topic: Where is Lunar oracle from? Not seeing it in the SRD. I thought Nature was the only one that got the companion (which is, btw, sub-par.... which is why I took a level of mammoth rider in my build).
DM_Blake wrote:
Well, I'd say that entirely depends on the feat you're comparing it to. Maybe Dodge just isn't that good of a feat (which I've always felt). Also keep in mind that it's not apples-to-apples, because DotS requires you wear medium or heavy armor. Which a LOT of characters will not be doing.
Gotta agree with Seraphimpunk... Even if you have a high enough modifier to ensure that you don't create a cursed item, the "danger or threat" is that you lose your $$ invested in making the item if you roll poorly. Unless you auto-make the check. In which case, take 10 all you want, but you might as well just take 1, hehe. Trust me, I'm in his home game, this would be AWESOME for me if taking 10 would work. But I don't think so. :-\
Yeah, this was actually a separate feat in 3.5e (in Complete Adventurer iirc), that was called Mobile Spellcasting. You had to make a concentration check to move & cast a spell & move. Without something similar house-ruled, you can't cast a spell on a spring attack. Def agree with Zurai & Mr. Fishy.
Snuggles the Eidolon
Str: 42, Dex: 22, Con: 25, Int: 11, Wis: 14, Cha: 15 Evolutions:
Feats: Power Attack, Dodge, Mobility, Iron Will, Snatch,
Standard Attack: Bite +38 (2d6+29)
Can full attack on a charge. Gear (Pretty minimal for 20th level):
Spell Effects
Am I the only one who really, really, really wants to build a super-pouncing Eidolon with as many secondary attacks as humanly possible, then throw on an Amulet of Mighty fists? So far I'm thinking (at 5th level)... Quadraped
Full Attack (Charge): Bite +11 (1d6+6), 4x Claw (+9) (1d4+2), Tentacle (+9) (1d4+2). Throw on flaming (or even Holy) Amulet of Mighty Fists and a Belt of Strength +2 for even more fun... At sixth level, maybe drop the Str & Natural Armor for the (Large) size boost... +8 Str, +4 Con. I'm loving this class so much. -- W |