Cao Phen wrote:
I'm not sure that would work, reading the text for the ring of spell knowledge it seems like even for out of class list spells its still restricted to arcane spells, and mighty strength appears on no arcane spell lists.
blackbloodtroll wrote:
I honestly wouldn't make that assumption by default, common sense clause, while the warpriest doesn't share a parent class with the monk, its still the same named ability, the same stat to the same score, and is more closely now a hybridization of cleric/monk, and should follow the hybrid class rule of clone features not stacking unless specified, the warpriests AC Bonus feature doesn't specify it stacking with the monk's so it shouldn't, at most it could maybe continue to progress it, but not double dip the wisdom, no way.
Me and my GM have gone with the 1 size fits all bit, since it would be kinda wonky with the splash weapons that don't do damage, just weighing less for no drawback. I do plan on eventually getting a handy haversack as I tend to be a pack-rat, only thing is I like most of my splash weapons to be ready on my body for quick drawing (going the TWF bomber route), but I suppose having 5 or so of each on hand, and the rest in the sack for after battle reloads would work fine. Thanks for all the quick feedback, its been helpful! This was my first time starting a rules thread to ask a question, u guys made a great first impression! :)
Can alchemical weapons be crafted to be smaller for small sized wielders?
I'm asking because I'm making a goblin alchemist for a upcoming game and I wanna figure out how many alchemical weapons I can reasonably pack on my person while keeping a light load, and reducing the weight of my stock of alchemical weapons by half could very well be worth the 1 step reduction in damage dice to me.
Pupsocket wrote:
Huh, I didn't think about that, your right, damn. Another 'possible' pro is being able to benefit from the SNA feats like moonlight summons...but that's still doesn't match up to standard action 1min/lvl summons. Boo. :(
First worlders are the other master summoner, their SNA ability is not limited by amount of summons in play or even having the eidolon out, and unlike the master summoners eidolon, it doesn't lose hit dice and therefor still gets full evolution points, their summons are also not as susceptible to protection from <alignment> spells. |