Cloning Potion includes the line "You and your clone share Hit Points, and the clone uses your statistics.Spells and effects target you and your clone as if you are separate creatures." Not sure I understand that. Does it mean you both share the same single pool of Hit Points OR does it mean it has the same number of Hit Points as you do? Because if it is the latter that is strangely worded. But shared HP pool, I'm not sure that is such a great potion strategically.
So the Inventor who goes with armor and has a Subterfuge Suit can take this breakthrough modification:
My problem is the "stay still" part. For how long? an entire round? Part of a round? My assumption is if you don't break the Hidden condition rules, you'll be able to apply Camouflage Pigmentation. But, it isn't clear if this is the entire turn or just after you take a hide action. I assume I could attack, attack with MAP, hide (we do all the checks for each enemy) and for those that fail I'm hidden. If that is the case, I'm blinking in and out each round. This seems extremely overpowered (yes I know it isn't automatic) but still, that's a huge defensive advantage when we consider +1 or +2 a big deal tactically. I'm getting DC 11 flat checks, when I succeed at hiding. Is this the right way to look at this one?
The Drake Rifle seems way overpowered unless I'm misunderstanding the wording. My question is about the additional effects damage. Based on the type different effects happen. That's fine. But it doesn't say that the target gets a save. It pretty clearly reads the effect just happens. So Drake Rifle Electricity for example. On a hit "Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and flat-footed for 1d4 rounds." Is it true, that on just a normal hit, the target is dazzled automatically? That seems extremely overpowered for a level 4 item. 25% chance their attacks fail. They are -2AC. All because of one hit? Shouldn't it include "the target becomes dazzled if they fail a DC check"? |