[Savage Species] Combos

LokiDR

First Post
Ok, this is not a smackdown thread (not really) but what sort of strange combinations have you found in Savage Species? Here are a few things that struck me as odd.

Girallon's Blessing + Fuse Arms = unnamed strength bonus? At caster level 20, this is +20 strength. Both of these spells can be made permanent.

Persistant blindsight: never worry about rogues again (sort of)

Barbed Chain: a one handed weapon that deals 2d6 damage.

Hords of low level fighters with howler javelins. IIRC, circumstance stack.

Any problems with these? Any others out of this book?
 

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Hordes of low level fighters with howler javelins. IIRC, circumstance stack.

I don't have Savage Species, so I don't know what a Howler Javelin does...

... but don't circumstance modifiers stack "except when they arise from essentially the same circumstance"?

I think the example given, from memory, is a Ring of Blending and a Cloak of Elvenkind not stacking.

-Hyp.
 

Re: Re: [Savage Species] Combos

Hypersmurf said:


I don't have Savage Species, so I don't know what a Howler Javelin does...

... but don't circumstance modifiers stack "except when they arise from essentially the same circumstance"?

I think the example given, from memory, is a Ring of Blending and a Cloak of Elvenkind not stacking.

-Hyp.

Howler Javelin: works like a javelin with one exception: when you hit a person with it, they must make a Ref save, DC 16, or take a -1 circumstance penalty on attacks, saves and perhaps other (I don't recall).
 

What's the reasoning behind it? If it's because the javelin is sticking out of you and hampering movement, they should stack. If it's some sort of morale effect, then it shouldn't.
 

I initially assumed it meant the javelins made an eerie noise as they flew, and it was a fear effect.

But reading his description makes me assume it's based on :

Quills (Ex): The howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by the howler’s quill attack must make a Reflex save (DC 16) or have the quill break off in his or her flesh. A lodged quill imposes a -1 circumstance penalty to attacks, saves, and checks. Removing the quill deals 1d6 additional points of damage.

-Hyp.
 

LokiDR said:
Ok, this is not a smackdown thread (not really) but what sort of strange combinations have you found in Savage Species? Here are a few things that struck me as odd.

Girallon's Blessing + Fuse Arms = unnamed strength bonus? At caster level 20, this is +20 strength. Both of these spells can be made permanent.

The Fuse Arms spell only works on limbs that can be used to attack and manipulate objects. Since Girallon's Blessing creates arms that specifically do not allow additional attacks, I think one would be justified in not allowing this combo. Not that I think one should be allowing this combo anyway ;)

Persistant blindsight: never worry about rogues again (sort of)

Except for rogues with a ring of blinking.

Barbed Chain: a one handed weapon that deals 2d6 damage.

At least it's exotic. Even so, I don't care for it.

Hords of low level fighters with howler javelins. IIRC, circumstance stack.

I'm not completely sure if these would stack, but I think they do. You still have to hit and have the target fail the Ref save, so it's not that bad. Plus they're exotic weapons.
 

Re: Re: [Savage Species] Combos

shilsen said:
The Fuse Arms spell only works on limbs that can be used to attack and manipulate objects. Since Girallon's Blessing creates arms that specifically do not allow additional attacks, I think one would be justified in not allowing this combo. Not that I think one should be allowing this combo anyway ;)

Hold on: fuse arms states:
Only limbs that the creature can use as arms or grasping are affected by the spell
Because you could use your "natual" arms to hold a shield and the added arms to wield a sword.
 

Re: Re: Re: [Savage Species] Combos

LokiDR said:


Hold on: fuse arms states:
Because you could use your "natual" arms to hold a shield and the added arms to wield a sword.

Drat! Then I'll just have to settle for not using it :) Actually the spells section is the part of SS (a book I really like) that I'll use the least.
 

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