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  1. - Top - End - #31
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    RedWizardGuy

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q 18: Apologies if this has been answered already, but is there a way to emulate the Astral Construct power using Spheres? I know there is a way to basically get an Eidolon with the Conjuration spheres, but I can't seem to find a way to make short lived, highly customizable minions.

  2. - Top - End - #32
    Titan in the Playground
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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by Kael_Thor View Post
    Q 18: Apologies if this has been answered already, but is there a way to emulate the Astral Construct power using Spheres? I know there is a way to basically get an Eidolon with the Conjuration spheres, but I can't seem to find a way to make short lived, highly customizable minions.
    A18: not currently. I had looked at a new sphere but there is nothing out or currently being worked on.

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    DrMartin's Avatar

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q18

    Is there any way for character picking up firearm proficiency with their martial tradition to gain a firearm with their starting equipment, either a battered firearm like a gunslinger's or otherwise? I can't find one except picking up a trait for extra money, and to me it seems an exception to sphere's general theme of getting character concepts up and running from level 1(-ish).
    Hector Morris Ashburnum-Whit - Curse of the Crimson Throne - IC / OoC
    Bosek of Kuru - A Falling Star - IC / OoC
    Gifu Lavoi - Heritage of Kings - IC / OoC

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    DrMartin's Avatar

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by Kael_Thor View Post
    Q 18: Apologies if this has been answered already, but is there a way to emulate the Astral Construct power using Spheres? I know there is a way to basically get an Eidolon with the Conjuration spheres, but I can't seem to find a way to make short lived, highly customizable minions.
    obviously not an official answer but spellcrafting create from creation sphere with animate objects from enhancement could emulate an astral construct, in a work together with your DM to make this work sort of way.
    Hector Morris Ashburnum-Whit - Curse of the Crimson Throne - IC / OoC
    Bosek of Kuru - A Falling Star - IC / OoC
    Gifu Lavoi - Heritage of Kings - IC / OoC

  5. - Top - End - #35
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    MindFlayer

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by ChrisAsmadi View Post
    Q17

    Sphere Oracles get a clause so that curses that add spells known actually work with the class, whereas the Hedgewitch Black Magic tradition just includes advice to avoid taking those curses - how come it didn't just get the same clause as Sphere Oracles?
    A17: You can apply the advice from Oracle curses to hedgewitch curses. Basically, each thing you gain at 1st, 5th, 10th, 15th, and 20th level should be worth approximately a feat. Of course, not every curse follows this exactly, but that's the general guideline. The player and GM should put in a bit of work to do the conversion; though simply granting talents is probably balanced, it's kinda boring to play a class feature that just gives you more feats.

    For example, for the blackened curse:

    Blackened

    Effect: You take a –4 penalty on weapon attack rolls, except for attacks that use fire.

    At 1st level, the oracle gains the Destruction sphere with the Energy Focus (fire) drawback. They do not gain this drawback if possess the Destruction sphere from another source. They also gain the Fire Blast talent.

    At 5th level, the oracle gains Searing Blast from the Destruction sphere, or another talent from that sphere if they possess that talent already.

    At 10th level, the oracle gains Exploding Orb from the Destruction sphere, or another talent from that sphere if they possess that talent already, and his penalty on weapon attack rolls is reduced to –2.

    At 15th level, the oracle gains Energy Wall from the Destruction sphere, or another talent from that sphere if they possess that talent already.

  6. - Top - End - #36
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    MindFlayer

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by Mithril Leaf View Post
    Q12:
    How much money do I have to slide across the table to have that book enter playtest? It feels like it's been most of the way done for a year now.
    A12: If I knew, I would have paid it already :)

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    ElfMonkGuy

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    Quote Originally Posted by DrMartin View Post
    Q18

    Is there any way for character picking up firearm proficiency with their martial tradition to gain a firearm with their starting equipment, either a battered firearm like a gunslinger's or otherwise? I can't find one except picking up a trait for extra money, and to me it seems an exception to sphere's general theme of getting character concepts up and running from level 1(-ish).
    A 18: I'm not a dev, but in the last thread, this came up and one of the devs said that they would rule it that you start with a battered firearm ala a Gunslinger if it was part of your tradition.

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    Imp

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q19

    The following setup can give a 4th level conscript up to 3 attack action equivalents - is this correct?

    Off Hand Attack - Feint (Expert Feint)
    Main Hand Attack - Bleeding And Precision Damage (Apply Slickened Grip)
    Free Action - Trip (Ankle Strike from dealing precision damage)
    Attack of Opportunity (Triggered from "And Stay Down!") - Bleeding and Precision Damage
    Off Hand Attack (Permitted from "Dual Opportunity) - Disarm
    Attack of Opportunity (Triggered from "Swift Slice") - Bleeding and Precision Damage

    Theoretical build details provided by the player:
    Class Levels : Conscript 4

    Pick 2 Sphere Specialisations, Duelist and Dual Wielding in that order. Pick Finesse Training.
    For the Martial Tradition pick Tempest Dancer. You can mostly ignore Double Weapon Training.

    Race: Anything with racial weapon proficiency in at least a type of light weapon, preferably something that has access to a one handed and light weapon. Elves and Tengu spring to mind. Dexterity is also a great choice as this will deal dexterity to damage on said weapons.


    Talents - MT = Martial Tradition, CS = Class Skill, CL = Class Level, CF = Class Feature, BT = Bonus Talent:
    (MT) DOUBLE WEAPON TRAINING
    (MT) DUAL WIELDING SPHERE
    (MT) FINESSE FIGHTING
    (MT) DUAL OPPORTUNITY
    (CS) DUELIST SPHERE
    (CS) DUAL WIELDING (CUNNING COMBO)
    (CL) SLICKENED GRIP
    (CL) AND STAY DOWN
    (CL) FENCING SPHERE!
    (CL) ANKLE STRIKE
    (CF) EXPERT FEINT (AS A TRADE IN FOR PICKING "FINESSE TRAINING" FROM CONSCRIPT)
    (BT) SWIFT SLICE

    Feats:
    (1) Combat Reflexes
    (3) Any? Maybe something to shore up defences like an extra combat talent to pick up Unarmoured Training or even another talent to add more debuffs to the subsequent bleeds/precision damages. Oh, maybe get Berserker Sphere so you can apply Battered for more penalties to enemy CMD. Also sets up nicely for later debuffs on the below cycle when you progress further in level as you can apply Exertion's to the initial attack (Leg-Smasher springs to mind for more penalties to AC and CMD).

    Action Cycle:
    Off Hand Attack (Comes before the Main Hand Attack because of "Cunning Combo") - Feint (Expert Feint)
    Main Hand Attack - Bleeding And Precision Damage (Apply Slickened Grip)
    Free Action - Trip (Ankle Strike from dealing precision damage)
    Attack of Opportunity (Triggered from "And Stay Down!") - Bleeding and Precision Damage
    Off Hand Attack (Permitted from "Dual Opportunity) - Disarm
    Attack of Opportunity (Triggered from "Swift Slice") - Bleeding and Precision Damage

    Move with your move action if you like and do swift things with your swift action. You're essentially dealing 3 fortitude saves vs exhaustion in this cycle alongside being an absolute **** to them with the various debilitating effects. The second Dual Wielding specialisation from Conscript lets you forgo "Balanced Blows" to reduce your Dual Wielding penalty.
    Last edited by kkplx; 2018-06-23 at 12:15 PM.

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    RedWizardGuy

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q20:

    I imagine this must have been answered, but came across an interesting interaction and I'm just not sure how SoP intended for it to interact. Sorry if it has been answered.

    Energy Blade allows you to make an attack with the blast attached. Wording suggests the blade is the 'parent' effect for the action by allowing the attack to be made as part of the sphere being used.

    I didn't think anything of it initially, until I found the Melee Blaster feat.

    When using a destructive blast as (or as part of) a melee attack or melee touch attack, your destructive blast does not provoke attacks of opportunity.
    Now, I played 3.5 for ages before going to pathfinder and I don't know where to find it if it is in pathfinder, but touch and attack spells typically didn't provoke in 3.5. Nothing in energy blade's description SAYS it provokes. However, it IS a sphere ability and therefore, after reading the feat, seems like it must provoke without use of the feat.

    So ultimately, the question is: Do you need this feat to energy blade without provoking?

    Q21:

    Improved energy blade is a swift action which, iirc, is non-provoking, like a quickened spell. However, I likewise can't find where this would be confirmed in either Spheres content or Pathfinder (I know my 3.5 stuff so much better, we switched to pathfinder specifically to use the Sphere system).

    So for the question: Is it in fact a non-provoking use of the sphere ability? Are quickened sphere effects likewise non-provoking? If it is non-provoking, is it because its a swift action or because it doesn't say it threatens in the feat? (since there seems to be no explicit swift action protection in pathfinder).

    Thanks in advanced!

  10. - Top - End - #40
    Dwarf in the Playground
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    Default Re: Drop Dead Studios Ask Me Anything #3

    A20: Correct, all casting provokes by default, and SoP didn't change that. This even means if you're doing a ranged touch attack, you will provoke for casting, and provoke for making a ranged attack. Note that casting defensively is still an option open to you as well instead.

    A21: Correct again, Improved Energy Blade does not provoke, and it is specifically because it is a swift action as all spells do not provoke if cast as a swift action regardless of how.

  11. - Top - End - #41
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    RedWizardGuy

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by AlienFromBeyond View Post
    A20: Correct, all casting provokes by default, and SoP didn't change that. This even means if you're doing a ranged touch attack, you will provoke for casting, and provoke for making a ranged attack. Note that casting defensively is still an option open to you as well instead.

    A21: Correct again, Improved Energy Blade does not provoke, and it is specifically because it is a swift action as all spells do not provoke if cast as a swift action regardless of how.
    Thanks for the info!

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    Sho's Avatar

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q22. When performing these talents from the Dual Wielding Sphere, Brutal Combo, High-Low Combination, Repositioning Routine, and Tricky Combo, in coordination with the Dual Attack base sphere ability, do the combat maneuvers performed suffer the Dual Attack penalty to their checks?
    Last edited by Sho; 2018-06-24 at 10:38 AM.

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    Pixie in the Playground
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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q23
    How does movement work for the Animate enhancement?

  14. - Top - End - #44
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    Quote Originally Posted by CreepyShutIn View Post
    Q11: The text for a Technician's Grand Gadget Invention has two unique improvements: Chemical Thrower and Permanent Gadget. Both of these list a limited number of uses, but neither says if they recharge, or are reloaded, or how or when. RAW, it seems like they just have three/four uses, period, which seems odd for a class feature. It's also a bit strange that the Permanent Gadget improvement exists on a Grand Gadget invention that, in theory, should be doing the job of a gadget permanently anyway. Could we get some clarification?
    Hate to harp on about the subject, but I really do need this explained. I feel like I must be missing something, but I can't seem to find it.

  15. - Top - End - #45
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    snailgosh's Avatar

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q24: If I possess the Telekinesis Sphere and the Flair magic talent, can I use the Vital Strike feat in conjunction with a bludgeon attack?

    Q25: Does Flair only allow the application of feats, or class features as well?
    Would a character with the Flair, Dancing Weapon and Mobile Bludgeon talents and the Flurry of Blows class feature gain an additional attack when full attacking while telekinetically wielding a monk weapon?
    Could a character with the Flair talent deal sneak-attack damage when successfully bludgeoning a flat-footed target?
    Edit: typo

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    Imp

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Greater Dustbringer Aura (from the Dustbringer Archetype for the Mageknight) allows you to subject any missile to your Alter (Destroy) ability. However, I'm not entirely sure what the HPs of most ammunition are. Can somebody help me with this?

  17. - Top - End - #47
    Pixie in the Playground
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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by CreepyShutIn View Post
    Hate to harp on about the subject, but I really do need this explained. I feel like I must be missing something, but I can't seem to find it.
    A11: For the Chemical Thrower we have
    Quote Originally Posted by Chemical Thrower
    Choose fire, cold, electricity, or acid. 3 times per day as a standard action...
    For Permanent Gadget, I would assume it was supposed to be 3 times per day, same as all the other Grand Gadget improvements.

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    Ssalarn's Avatar

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by Azernak0 View Post
    Q14
    Leg Cutter (Duelist Bleed ability) states "If the creature takes bleed damage from the attack, they must succeed at a Fortitude saving throw or fall prone." When does the saving throw trigger: when Inigo Montoya first hits or when the 6 Fingered Man starts his turn and takes Bleed damage?
    A14 When the attack first hits.

    Q15
    The Conscripts Duelist Specialization 3rd level ability Death By A Thousand Cuts reads "Whenever the conscript deals bleed damage to a creature, it must make a Fortitude save (DC 10 + the conscript’s base attack bonus + current bleed damage)." When does the save trigger? Does 1 Bleed damage force a save every turn until the bleed is stopped or does a Save take place solely when the Bleed is applied?
    A15 Only when the bleed is applied by an attack. Generally, effects like this trigger on the conscript's turn after they successfully make an attack that deals some amount of bleed damage
    Last edited by Ssalarn; 2018-06-25 at 09:14 PM.

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    ElfRangerGuy

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by Hurricane Kick
    As a full-round action, you may move up to 10 ft. in any direction
    Q26: Does it allow a creature without flight speed to move through the air?

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    Goblin

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by kkplx View Post
    Q19

    The following setup can give a 4th level conscript up to 3 attack action equivalents - is this correct?

    Off Hand Attack - Feint (Expert Feint)
    Main Hand Attack - Bleeding And Precision Damage (Apply Slickened Grip)
    Free Action - Trip (Ankle Strike from dealing precision damage)
    Attack of Opportunity (Triggered from "And Stay Down!") - Bleeding and Precision Damage
    Off Hand Attack (Permitted from "Dual Opportunity) - Disarm
    Attack of Opportunity (Triggered from "Swift Slice") - Bleeding and Precision Damage

    Theoretical build details provided by the player:
    Q19A: This build is trading 7 combat feats for a specialization, then 5 combat talents for a second specialization, then the remaining 4 combat feats for another feature. Is the intent of the second specialization that it only trades away combat talents and not the remaining combat feats? I had thought it was all remaining combat feats, plus the 5 combat talents.

    The build otherwise seems to work as intended, though really only against humanoids with weapons.

  21. - Top - End - #51
    Pixie in the Playground
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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by Sam C. View Post
    A11:For Permanent Gadget, I would assume it was supposed to be 3 times per day, same as all the other Grand Gadget improvements.
    Ah, thanks! It does make sense that way. I do have one other semi-related question for SoM, regarding the Martial Study Scholar's Knack. Q28:

    Quote Originally Posted by Scholar's Knack
    The scholar chooses a single combat sphere she possesses; she may use her class level in place of her base attack bonus when determining her bonus to hit, combat maneuver bonus, combat maneuver defense, ability DCs, and all other functions of the sphere normally determined by her base attack bonus when using talents or abilities granted by that sphere. The scholar may take this knack multiple times, choosing a different combat sphere each time. The scholar may not select the Equipment sphere with this knack.
    Normally, when something like a feat or trait lets you act as if your BAB was higher for the purposes of a sphere, it's just for effects that track that, but this one specifically calls out bonus to hit, CMB and CMD, among other things. The question then is: How does that work? If I choose the Sniper sphere and have a crossbow, do I get the boost to hit only when I use a Deadly Shot? Or when I shoot into melee, since it affects that action? Or with, for example, the attacks of opportunity from the Covering Fire talent?

    It seems at a glance like the intent is for it to work only when actively using an ability granted by the sphere or a talent from the sphere, like Deadly Shot, but it feels odd to have someone who's not very good with the crossbow right until he makes an especially difficult shot.
    Last edited by CreepyShutIn; 2018-06-27 at 05:22 PM.

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    Imp

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q27

    Grenades are pretty much useless with their random fuse timer - are there ways to force a detonation, like shooting them?

  23. - Top - End - #53
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    Goblin

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q29:
    Wild Magic question:
    Does the Epicenter Destruction Talent grant immunity to the altered blast areas or any other additional effects of Destruction Sphere Wild Magic Events?

    Epicenter:
    "You are immune to any damage and other effects of your own destructive blasts. This includes ignoring difficult terrain from your Crystal Blast and immunity to your own Energy Wall, Energy Cloud, and any other blast shape with a non-instantaneous duration."

    Wild Magic Events:
    "...Nor are casters ever immune to the results of their own wild magic events, the chaotic nature of wild magic overcoming even creature type-based immunities."
    Last edited by neversterling; 2018-06-27 at 05:54 PM.

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    Barbarian in the Playground
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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q30
    Can the Advanced Talent Everglow be applied to the talent Dancing Lights or items created using the Duel-Sphere Feat Hard Light?

    Q31
    If the answer is no to the above question, then is there any benefit to taking Everglow other than to make fuelless lanterns?
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree

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    Titan in the Playground
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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by neversterling View Post
    Q29:
    Wild Magic question:
    Does the Epicenter Destruction Talent grant immunity to the altered blast areas or any other additional effects of Destruction Sphere Wild Magic Events?

    Epicenter:
    "You are immune to any damage and other effects of your own destructive blasts. This includes ignoring difficult terrain from your Crystal Blast and immunity to your own Energy Wall, Energy Cloud, and any other blast shape with a non-instantaneous duration."

    Wild Magic Events:
    "...Nor are casters ever immune to the results of their own wild magic events, the chaotic nature of wild magic overcoming even creature type-based immunities."
    A29:Wild magic's "never" has precedence. Nothing lets you cheat it (unless there was a hypothetical future effect that specifically said it trumped wild magic, which I would oppose printing generally).

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    Q32: In the dark sphere, if I had taken the shadow lurk ability twice would the shadow lurks have any access to Spheres of Might abilities I possess? Would the particular ability having an Associated Feat change this (such as Dual Attack and its Associated Feat: Two-Weapon Fighting)?

    For example, could I make a shadow lurk and have it use the Scout Ability as if it were me and then have it despawn giving me knowledge of the targets weaknesses and the benefits that provides.

    Would a Shadow Lurk gain my passive sphere abilties such as Armored Defense or Critical Genius from the Equipment sphere? Would these count as Attributes of my character or Feats for the purposes of Shadow Lurk?


    As long as these do not bypass the rule of "A shadowstuff-imbued lurk may not attempt combat maneuvers, cast spells, or use its source’s class features." would the above work at all? Or are Shadow Lurks and Martial Characters not intended to mix at all?
    Last edited by ImmortalTimothy; 2018-06-27 at 07:36 PM.

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by ImmortalTimothy View Post
    Q32: In the dark sphere, if I had taken the shadow lurk ability twice would the shadow lurks have any access to Spheres of Might abilities I possess? Would the particular ability having an Associated Feat change this (such as Dual Attack and its Associated Feat: Two-Weapon Fighting)?

    For example, could I make a shadow lurk and have it use the Scout Ability as if it were me and then have it despawn giving me knowledge of the targets weaknesses and the benefits that provides.

    Would a Shadow Lurk gain my passive sphere abilties such as Armored Defense or Critical Genius from the Equipment sphere? Would these count as Attributes of my character or Feats for the purposes of Shadow Lurk?

    As long as these do not bypass the rule of "A shadowstuff-imbued lurk may not attempt combat maneuvers, cast spells, or use its source’s class features." would the above work at all? Or are Shadow Lurks and Martial Characters not intended to mix at all?
    I don't know about RAI, but since a Shadow Lurk has your feats, and since you can gain Combat spheres and talents with feats (even if you don't have a Practitioner Progression), I have allowed the Shadow Lurk to use things like the Scout ability.

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Q33
    Can you see in your own darkness from the Dark sphere, or do you still have to have darkvision already?

    Q34
    The Hypnotic Darkness feat is stated as followed:

    "Prerequisites: Dark sphere, Mind sphere, Looming Darkness. Benefit: Those within your darkness are particularly vulnerable to your charms and suggestions. Your areas of darkness and blot are always treated as if imbued with Looming Darkness when you use the Confusion, Fascinate, Fear, or Sleep Mind talents."

    I don't understand this at all, I'm afraid. Does this mean that your darkness becomes looming when you use one of these Mind talents, and your darkness has to have already been sustained? Or do you create both effects at the same time?

    Q35
    This might be partially answered by Q34, but the phrase for the SoP classes, "may combine spheres and talents to create magical effects", does this just mean you can take the different spheres and their talents, or does this mean you can cast a talent from one sphere combined with a talent from another?

    Thank you!

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by ImmortalTimothy View Post
    Q32: In the dark sphere, if I had taken the shadow lurk ability twice would the shadow lurks have any access to Spheres of Might abilities I possess? Would the particular ability having an Associated Feat change this (such as Dual Attack and its Associated Feat: Two-Weapon Fighting)?

    For example, could I make a shadow lurk and have it use the Scout Ability as if it were me and then have it despawn giving me knowledge of the targets weaknesses and the benefits that provides.

    Would a Shadow Lurk gain my passive sphere abilties such as Armored Defense or Critical Genius from the Equipment sphere? Would these count as Attributes of my character or Feats for the purposes of Shadow Lurk?


    As long as these do not bypass the rule of "A shadowstuff-imbued lurk may not attempt combat maneuvers, cast spells, or use its source’s class features." would the above work at all? Or are Shadow Lurks and Martial Characters not intended to mix at all?
    I would have to argue that as long as your class has "casting" and/or "combat training" as a class feature, then any ability gained from a feat would still not be usable as it would bypass that rule...
    Last edited by netmancer; 2018-06-27 at 09:21 PM.

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    Default Re: Drop Dead Studios Ask Me Anything #3

    Quote Originally Posted by netmancer View Post
    I would have to argue that as long as your class has "casting" and/or "combat training" as a class feature, then any ability gained from a feat would still not be usable as it would bypass that rule...
    (Note: If I come across as rude, stubborn, or excessively argumentative in this message or other messages in the future of this discussion it is not my intention and I am simply trying to further the discussion to a resolution as well as make a case for the answer I desire with the reasoning behind it. I am open to have my mind changed and will, of course, be accepting of any official answers. I just tend to type a lot in my discussions.)

    However, this interpretation would also exclude the access to any feats gained by class features such as, lets say for example, the monk gaining Improved Unarmed Strike, Stunning Fist (just in terms of the base Feat, not the monk bonuses they get with using it), and ANY bonus Combat Feat a monk would gain. I would definitely argue that those would be intended to be able to be used with the Shadow Lurk (at the very least the any Combat Feat one) because they are more Feats given by Class Features but the Feats themselves are not Class Features (as they are not exclusive to the class and not something that makes the class unique by themselves). However, that is how I see them and I agree with how Mehangel would rule the Talents (however I am biased towards the answer being in favor of this point of view).

    Especially since it seems very odd that I could gain Unarmed Training from a Class Feature and not be able to use it with my Lurks. However, if I did not choose to gain Unarmed Training through a Class Feature, I could then gain it as a Feat through normal feat progression to have it work with my Lurks. Or it would make the trading in Feats for a Progression System a lot better system as they are now usable with the Lurks.

    It would also make the Shadow Boxer (which in this case a Monk who specializes in the Dark Sphere as a Low Caster) much weaker because they would have really no reason to take the Shadow Lurk ability (even though it would be weaker anyway due to being a low caster) and would have the ability to combine the Shadow Boxer's Martial Abilities with his Lurks. Which the Shadow Lurk Talents meshes well with the classes overarching concept of using shadows to attack enemies (Also, note that I am only using the Shadow Boxer and Monk as easy examples and actually have no interest playing this particular class, so augments about Monk particular things is not the main focus of this discussion).

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