Ability Focus: Eye Rays??? [Archive] - Wizards Community

Post/Author/DateTimePost
VolkorTheRed

06-29-03, 05:33 AM
Is it possible to take the feat "Ability Focus" from Savage Species on page 30, as a Beholder and let it affect its eye rays?

I'm advancing some Beholders (and because my players all have very high saves, i sure can use some though DC's :D )

But if you take ability focus: eye rays, will it then affect all the eye rays of the beholder or only one of them (like say Disintegrate ;) )?

Anyone who knows how this would work? :confused:

Thx for reply's :)
Hammerclaw

06-29-03, 08:30 AM
While the MM does describe Eye Rays as the power, it just seems a bit too powerful if Ability Focus applied to all ten powers. Barring an official response to the contrary, I would say it applies to only one eye stalk power.

As an alternative, you might want to check out the Tomb and Blood suppliment. They suggest that weapon like spells (rays, energy missile, and touch) can benefit from combat-enhancing feats.

Thus your beholder could take Weapon Focus (Rays) and get a +1 to hit with all his ray attacks. That is just one example from the book. There are several other options that can benefit as well.
VolkorTheRed

06-29-03, 08:38 AM
Yeah, it seems a bit powerful but i think my players can take it :devil:

Could there exist an "official response" to this "problem"?

Btw, reading the entry of the beholder in the MM, i was also wondering how the DC's of its eye rays are calculated?

10 + 1/2HD + lowest spell level (charm person) + charisma modifier? (charisma modifier because the rays are effects as cast by an 13th-level sorcerer)

I remember reading something about this somewhere, but i don't remember exactly where that was :(
VolkorTheRed

06-29-03, 08:51 AM
This is the worked out advanced beholder:
he has double HD then the standard, so +2 CR, and his abilities are adapted to his new size and so on...
I used the "Ability Focus: Eye rays" on all its rays :D

What you guys think of this critter?

Advanced Beholder
Huge Aberration
HD 22d8+66
HP 242 (maxed)
Init +3 (-1 dex, improved initiative)
Spd 5 ft., fly 20 ft. (good)
AC 21 (-2 size, -1 dex, +14 natural)
Att Eye Rays +14 ranged touch, bite +18 melee
Damage Bite 2d6+4
Face/Reach 10ft. by 10ft./10 ft.
SA Eye Rays (Su): Each of the ten small eyes can produce a magical ray once each round, even when the beholder is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can only aim three rays at targets in anyone arc, other then up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring to bear in an arc. Each eye’s effect resembles a spell cast by an 13th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 27. The rays are the following: charm person, Charm Monster, Sleep, Flesh To Stone, Disintegrate, Fear, Slow, Inflict Moderate Wounds (2d8+10 dmg), Finger Of Death (3d6+13 dmg when saved), Telekinesis (up to 325 pounds).
SQ All-Around vision (Ex): Beholders many eyes give them a +4 racial bonus to Spot and Search checks, and they can’t be flanked.
Antimagic Cone (Su): A beholder’s central eye continually produces a 150-foot antimagic cone extending straight ahead from the creature’s front. This functions just like antimagic field cast by a 13th-level sorcerer. Once each round, during its turn, the beholder decides which way it will face, and whether the antimagic cone is active or not. Note that a Beholder can bite only creatures to its front.
Flight (Ex): A beholder’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
Saves Fort +12, Ref +6, Will +17
Ability Scores Str 18, Dex 8, Con 16, Int 17, Wis 15, Cha 18
Skills Hide +14, Knowledge(arcana) +20, Listen +30, Search +36, Spot +40
Feats Alertness, Ability Focus (eye rays), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Shot on the Run
Epic Feats none
Languages Abyssal, Celestial, Common, Infernal, own language
Equipment none
CR 15
VolkorTheRed

06-29-03, 08:56 AM
And this is the "granddaddy" :D
An 33 HD Beholder.....

Huge Aberration
HD 33d8+99
HP 363
Init +3 (-1 dex, improved initiative)
Spd 5 ft., fly 20 ft. (good)
AC 21 (-2 size, -1 dex, +14 natural)
Att Eye Rays +22 ranged touch, bite +26 melee
Damage Bite 2d6+4
Face/Reach 10ft. by 10ft./10 ft.
SA Eye Rays (Su): Each of the ten small eyes can produce a magical ray once each round, even when the beholder is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can only aim three rays at targets in anyone arc, other then up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring to bear in an arc. Each eye’s effect resembles a spell cast by an 13th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 32. The rays are the following: charm person, Charm Monster, Sleep, Flesh To Stone, Disintegrate, Fear, Slow, Inflict Moderate Wounds (2d8+10 dmg), Finger Of Death (3d6+13 dmg when saved), Telekinesis (up to 325 pounds).
SQ All-Around vision (Ex): Beholders many eyes give them a +4 racial bonus to Spot and Search checks, and they can’t be flanked.
Antimagic Cone (Su): A beholder’s central eye continually produces a 150-foot antimagic cone extending straight ahead from the creature’s front. This functions just like antimagic field cast by a 13th-level sorcerer. Once each round, during its turn, the beholder decides which way it will face, and whether the antimagic cone is active or not. Note that a Beholder can bite only creatures to its front.
Flight (Ex): A beholder’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
Saves Fort +16, Ref +12, Will +22
Ability Scores Str 18, Dex 8, Con 16, Int 17, Wis 15, Cha 18
Skills Hide +21, Knowledge(arcana) +30, Listen +45, Search +54, Spot +60
Feats Alertness, Ability Focus (eye rays), Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Multiattack, Shot on the Run
Epic Feats none
Languages Abyssal, Celestial, Common, Infernal, own language
Equipment none
CR 17
Hammerclaw

06-29-03, 09:28 AM
Originally posted by VolkorTheRed
Btw, reading the entry of the beholder in the MM, i was also wondering how the DC's of its eye rays are calculated?

10 + 1/2HD + lowest spell level (charm person) + charisma modifier? (charisma modifier because the rays are effects as cast by an 13th-level sorcerer)

I remember reading something about this somewhere, but i don't remember exactly where that was :(

From what I can find in the monster manual, spell like abilities have a save DC of 10 + the level of the spell the ability duplicates + charisma modifier.

But a beholder's Eye Rays are supernatural. While there is no definitive formula, where it does indicate a save DC for various supernatural abilities it is 10 + 1/2HD + relevent ability modifier. For the save DC listed for beholders of 18, it looks like they used that formula. 10 + 5 (half HD rounded down) + 3 (charisma modifier).

With Savage Species still being relatively new, I doubt Wizard's has posted any errata for it yet. You might search this board or the Savage Species board for any FAQs. They compiliers of such FAQs have been pretty good at incorporating official rulings when They have been made.