Hey guys, I've been using improved spell sharing (the teamwork feat) for my druid and her animal companion. It's pretty great, splitting barkskin, resinous skin, strong jaw, stuff like that. We are going to hit level 9 soon enough, and I wanted to know how sharing stoneskin works. The feat splits the duration, but stoneskin has both a duration, and a numeric value until discharged for the damage reduction. If I'm level 10, and I split stoneskin with my wolf does it: 1. Apply stoneskin to both for 50 mins, for 50 points of DR 10/adamantine, or 2. Apply stoneskin to both for 50 mins, for 100 points of DR/adamantine each? For other spells it's essentially like casting the spell twice for half duration, so I'd think it's the second option. (kind of like how stoneskin communal has the duration split up between the creatures, but each one gets the full DR hit point value)
That's part of my thinking. Like why use a tail on a standard when you could bite? usually it's more damage. Shieldlawrence mentioned that they expect you to do the math yourself, though that just seems strange for a creature like the marilith. It doesn't have any grapple feats, yet the CMB goes +24 (28 grapple) - when it would make more sense or simplify it to say +24 (+23 grab), or grapple with tail, since any other grapple they attempt would be +24 as they don't have grapple feats. (Though I can't find a ruling saying more arms means better grapple, usually +2 in 3.5?) yet it just says +28 grapple (the +4 from grab). The wording of natural attacks does make sense for it to always apply, I'm just seeing some exceptions that aren't specifically stated (such as, some monsters I've seen specifically say their tail is a primary attack) so it kind of makes it a bit up in the air.
Thanks for your replies! I'm not sure how I feel about it now - I agreed with the judgement. However - I was looking around at different creatures with natural attacks, and I found a couple monsters which could help: the Marilith, Grodair, and the giant whiptail centipede. Now, normally the marilith wields 6 weapons and has grab on their tail slap. Their other option, if the weapons aren't present, is 6 slams (primary) and the tail slap (secondary). It takes the -5 on the tail slap, buuuut... The grapple with the tail doesn't take a penalty. It's listed as +24 (+28 grapple), which makes for: 16 (base) + 1 (size) + 7 (strength), +4 (grab, tail ability). Another monster, a giant whiptail centipede, takes the -5 penalty on the attack roll with their tail (since they have a bite) but don't show any signs of a change of roll on their trip with the tail. Same thing with the grodair and their bite vs tentacle trip. It just seems as though since the trip isn't affected (despite it being a different attempt) they could make an individual trip on a standard attack. Does the secondary penalty not apply to combat maneuver rolls? To be fair this grab is during a full attack, but would the same happen if you attempted to trip a foe with the tail? Does it change if they have the trip ability on the tail where they get the automatic attempt after?
I think it depends on the spell. For flaming sphere, it says it's a move action to move the sphere, but also specifically states that it moves 30 feet -per round-. So I think you can only move it once - though your GM can rule otherwise if they feel it makes sense. Roaming pit on the other hand, only states the move action and nothing else, so I'd say that could be moved twice. Part of it might be the spell level. Roaming pit is minimum 11th level to cast, so two movements wouldn't be game breaking. Rolling a fiery ball around 60 ft. of distance at 3rd level might make it a tad overpowered at that level.
Hey guys, I've done quite a bit of digging on natural attacks and while many questions of mine have been answered, one still lingers. Wondering if there's a legitimate rule on this specific thing before I go to my GM for a house ruling. I'm playing a character With 2 claws and a tail slap. I know that on a full attack, the tail is secondary and takes a -5 penalty, while the claws are full BAB/primary. My question is, if I move and then make a standard attack with the tail rather than claws or weapons, do I still take the -5 penalty if that's the only attack I can make that round? Second, I guess this might be the same situation--but if an enemy provokes an attack of opportunity, and I choose to use the tail for the attack rather than a weapon or claw, do I take the -5 penalty to my attack? Is it treated as primary since it's the only attack I'm taking at that time? Thanks for your help. I've read the rules which kind of dance around my situation a tad, since I couldn't find a monster with multiple attacks that favours a tail slap over a bite when they have the option of one or the other.
More spells per day would be a decent idea if it goes to 6th level spell lists. Same with the weapon training. I might keep the combat feats if I go that route though...may reduce the number. Sure, you can play with it if you'd like. Let me know what adjustments you're interested in, I'd be glad to hear them. It does need more work than the rest. I'm attached to the concept of the jump, personally. Some of the aspects definitely need adjustment though.
Haha, I actually edited the avatar's spellcasting down to 6th level as you posted that. I felt the transform abilities were powerful enough that 9th level spells would just be way too OP. I moreso made them the avatar, so that's the official name. However, I suppose a new class could be made for blue mage with the store ability concept. It's pretty cool, but difficult to utilize when you might be in a campaign where it's rare abilities are used, let alone on the specific character. It's a cool concept but I'm not sure how easy it would be to play. Gambler is definitely NOT a class for the faint of heart or the new player. They could really complicate combat if they want to. I might try and lean more on singular buffs, and remove the 'mass' versions of the abilities. I thought about using cards and dice as weapons...but I don't know how viable they would actually be. I mean, throwing dice may be fine in an FF fashion, but dice can't do damage in a RP scenario. I don't think? bladed playing cards could be a thing...but still. I might go simple with some martial. Yeah, I figured people would be iffy on the ravager, since fury is very very comparable to rage, with a dash of sneak attackish stuff.
For red mage I'd say 6th levels are too low. Other classes that are at the 6th level spells have significant non-spell based concepts, such as bard's preformances, or a summoner's eidolon. Would it be a better Idea to indeed go 9th or customize it to 7th or 8th, and but make doublecast only for spells 3 or 4 level slots above? Red mages may get feats and be combat-able ish, they do not have enough power to make them viable with only 6th level spells, I think.
Yes, I have been considering making the damage taken static for shadow knight. That way it makes abilities like shadowguard shine. Frankly, at level 20 etc that ability is almost useless. As for the d12, It was indeed to offset the damage. And while you'd think the healing for the SK is decent, even at level 20 you can only use it 5 times in a day. I have been considering moving from weapon damage-based or health% based to static 1d6 and such. It's a tough thing to balance in actual combat that I'm going to work on soon. I'm unsure if I want to remove the jump just yet. It was something I really wanted to include. I have to work on it, though. I also have to balance the aspects, such as crystal, as kestral stated. Switching aspects might be interesting. Making the effect minor rather than significant, and allowing switches...could be good. Red mage is indeed OP. I'm looking at ways to change the class. 4th level spells is too low imo. 6th would be good. choosing per day would be good. I'll have to alter the other abilities, possibly.
(I'm currently editing a little bit, actually.)
Prooooobably should have editing things more. As for shadow knight, I did add the shadow point cost a little later, originally I had planned for them to have a number of uses per day separate from the shadow points.
For blood knight, I had called a couple things by two names. Vampiric bite just means healing for double the )weapon) damage you do/melee touch attack.
Red mage I was attempting to balance via reduced DCs, but obvs becoming OP as hell at 20. I was considering reducing the spell level limit instead. I'll have to work on how clearly the abilities are written. As for doublecast, I can adjust it. Gotta figure out how to put it in without making it too overpowered.
Dragoon was a tough one for me. I wanted to incorporate both without overdoing either.
For gladiator, I was considering removing whirlwind all together. It's kind of a random ability that shows up and doesn't belong. For ravager, I added the analyze ability later on. I'd either have to 1: make it more useful, or 2: remove it. considering the second. For avatar, yes that was the most troubled class I made. :P I had begun calling it blue mage and, well, didn't change the names back. (oops)
Haha yeah for gambler, cash in does have to go. People get offended when DMs don't allow things.
Thanks for your comments! I'll implement them as soon as I can. I knew I had things to fix, it's sometimes hard to edit your own work. :P
I made it a google doc for people to view. Let me know what you think! They need to be adjusted, some might be OP. Such as the avatar's level 20 ability. :P Enjoy! https://docs.google.com/document/d/1kHHWyGDLjECuSMWDrJX68QFeFoGRZlqUPm3-WCt 9RWM/edit?usp=sharing Summary:
Blood knight (Focuses on healing oneself and allies and debilitating enemies) Dragoon (jumps, dragon abilities and breath weapons based on chosen dragon aspect) Red Mage (Reduced spell power, wiz/cleric spells, doublecast) Avatar (kinda like blue mage) Transforms into humanoid versions various subtypes (aberration, undead, demon, etc etc) Gladiator (fighting styles rather than weapon training, performance abilities such as shouts) Ravager (agile, deals bleed when flanking, fury, which is comparable to rage but different powers and stat types) Gambler (focus on crits, gambler talents dealing with d%s) |