| Post/Author/DateTime | Post |
|---|---|
| ekomega02-19-04, 12:55 AM | Can the two feats be combined at the same time, on the same breath weapon (i.e. can a breath weapon Cling and Linger)? It seems like that would be unfair. Since Clinging Breath requires a full-round action to brush off, a character only gets to move 5 feet in that round. But if the Lingering Breath is in the air, they usually (unless the breath weapon was a line) need to move more than 5 feet to escape. This combination guarantees that the PCs take damage in the second round of the breath weapon because they are unable to dodge both the Clinging and Lingering breath. They have to pick one to dodge, and take the damage from the other. Any ideas? Did I read wrong about what kind of action it takes to get rid of both of the breaths? ~Evan~ |
| Derren S.02-19-04, 04:14 AM | There is no restriction that you can't combine multiple Metabreath feats except quicken and maximize. So yes, it is possible. |
| SpellBinder02-19-04, 04:20 AM | Maybe unfair, but in a PC dragon campaign I'd expect players to try and take all the advantages possible so why not let the NPC dragons do the same? The only metabreath feat that has another that can't stack with it are the Quicken Breath & Maximize breath feats (as stated in both their entries). Clinging Breath & Lingering Breath stack like metamagic feats (and any other you might want the dragon to have); use both at the same time when the dragon uses his/her breath weapon, that dragon's waiting 1d4+3 rounds (1d4 as normal, +1 for Clinging Breath, +2 for Lingering Breath). Reduce this by one round if the dragon has Recover Breath. There's two ways you could look at this; easy or hard on the PCs. ----- Harsh: As for saving throws, I think victims who take no damage on a successful Reflex save can claim to be able to move away from the area effect (or anything that can make sense if a PC is really inventive). Now I did notice that a victim of Clinging Breath can roll on the ground as part of getting rid of the clinging breath (they get a +2 bonus to the Reflex save if they do). If you'd like the PCs to have a chance, let them claim that they're rolling out of the Lingering breath area while they're rolling to get rid of the Clinging Breath (maybe require a DC 15 Tumble check to pull this off). Otherwise, it stands to reason that anyone caught in this augmented breath area could get hit hard two rounds in a row. PCs can make a choice, stay in the area and take half damage dice (or a Reflex save for quarter damage dice) of the original attack while removing the clinging material, or get out of the area and take half again the damage they suffered in the round before. ----- Easy: Clinging Breath does state that it only works on instantaneous duration, damaging breath weapons. Lingering Breath does state that the area of the breath weapon lingers in its original shape for one round, making it no longer instantaneous. By this logic, the two metabreath feats cannot be combined (or so a rules lawyer can argue). Of course, Lingering breath specifically mentions that it can be combined with Clinging Breath (but the cling effect only works on the initial round). ----- Note: If you want to be especially mean, you can apply either or both of the two metabreath feats more than once for longer durations (and equally longer recharge time to breath again). I don't think you read wrong. Of course, I'd think that smart players can come up with a move for their Reflex save to both get out of the area and get the clinging material off at the same time. |