So after looking over classes for a game I'm joining and realizing no other player has any healing ability what so ever, I've decided to play an Oracle, now while looking at oracle ideas and the fact I've always kind of wanted to make an Arcane archer (never did because in 3.5 it made no sense) I'm looking it over and I notice that's it's spell casting boosts "existing class" not "existing arcane class" so I figure why not enter it as an oracle, (I'm thinking elvan lorekeeper as my archtype) I get the pre-reques for the class after 7 levels (that's how long an oracle takes to get the right BAB) I just need a way to pick up the arcane caster level (assuming the DM doesn't let me use my divine casting in place of the arcane for the prereq) any suggestions? tips? advice? or am I just crazy?
So I'm building an undine water singer because it sounds fun, I'm thinking of working with the Hydraulic push spell-like ability, and the feat Hydraulic manuver. I'm looking for suggestions to improve it, or ways to get more first level spells per day, or any other ideas people might have.
That seems odd... because it seems like the same reason for vital shot to not be doable for a charge or spring attack would apply for a shot on the run.
"Vital Strike can only be used as part of an attack action, which is a specific kind of standard action.Spring Attack is a special kind of full-round action that includes the ability to make one melee attack, not one attack action. Charging uses similar language and can also not be used in combination with Vital Strike."
so I don't see why that would apply to spring attack and not shot on the run, I'm not complaining if so just seems... odd
So I play a stealthy character who at times slips away from the party to do something the party "Lawman" would not approve of, or to sort of watch goings on without him being there or whatnot, as well as stalk enemies, sneak in for information etc. but I was recently noticed (and almost caught) by someone with scent, now I'm trying to find ways to mask my scent any suggestions? (the creature at the time was a werewolf)
So a player in the group I'm in wants an item such as bracers or something of enlarge person that is use activated (preferablly without charges) now I'm wondering the cost of such an item, I know on one hand it's just caster level times spell level, times other things but I feel because of the size alteration and the str bonus to compensate that it falls under the stat alteration section. Any suggestions or ideas? (He can't use wands so the want of enlarge person is out)
From the typical ethical background animate dead is considered evil because you are disrespecting the dead and desecrating the corpse, it's an old view that's been held for centuries. The necromancer using them for good is a very logical thinker "The person is dead, they don't need/use the body, it's going to rot anyway might as well let it rot while helping people out." it's a sound logical thought process but logic and ethics aren't the same thing and nine times out of ten the good/evil aspect of the alignment spectrum is about ethics and the law/chaos is more about the logic. So the use of animate dead is evil, it uses evil magic (likely tainting the caster in the same way good magic may redeem the caster) using evil spells for good purposes screams neutral to me. As for the "Beyond Morality" thing I have to disagree wtih your DM here, in fact the actions they show when they are beyond judgement are significantly more true to who they are so if they are beyond morality in this way and they still behave good then they are good, the same way if a good character behaves evil while they are no longer bound by the rules of morality they are evil. But I'm guessing by the definition of Beyond Morality their alignment isn't affected one way or the other if it returns, which makes sense for the point of it, so they return to what they were before but are judged for their continued actions (and likely closer to an alignment shift)
Also typically evil people don't realize they are evil and are convincing themselves they are good, so while the character may believe they are good and doing what's right they can still be evil since a character doesn't know their alignment and can be just as delusional as anyone else.
So I'm making a quarterstaff master, and thinking of going for the tripping staff feat and twirling trip, cause it feels like it would be fun to whirl around my staff tripping up a group of people, but at the same time it seems late that I'd get access to them so what are peoples thoughts?
As a player of different races, I like delving into the race, pulling background and history from the race I find sometimes the race can become a character for me especially when I'm playing a character that is made to just fill a role for the party but haven't yet designed the character as who they are the race can help as a diving board, for various reasons but then I play races because I like them typically not because their stats work best with a character.
Making a Dragon Diciple for a 15 point buy game, and I'm a sylph (+2dex/int -2 con) I know not the best race but not the point I'm not going for optomisation, the character is more important but it would be nice for some suffestions on stat arrays for point buy
So I am playing a wind listener wizard and our party does not have a trap finder person, or a disabler, I was thinking I'd take a trait for disable device and I recall at least in 3.5 that there was a spell for finding traps, I can only find the divine spell "find trap" is there a wizard equivalent? or a way to get it on my spell list?
Can animal companions go through feat retraining? I gave my animal companion weapon finnese but by the time he hits his 7th level advancement the feat is redundant (cause then his str is slightly higher then his dex at that point) so my question is: Can my animal companion retain that using the rules from ultimate campaign or is there some other option that can be done to alter the feat?
no your CL do not stack from separate spell lists, this is the same problem wiz/clerics have, you have two different spell casting sources, and two different lists. Multiclassing makes you lose out on some things for another, if you want to keep one spell list stay with a single class or take a prestige that still adds to your spell casting.
well as I don't have the books that would give bite naturally (I only own core and APG) I would have to take animal ferocity to get a bite attack which I'm okay with. Thanks guys I do appreciate the help, and looking at it, I'm okay with not getting the extra attacks with high BAB going this way,
So I have a couple questions about Natural Attacks, (specifically the ones granted by the lesser beast totem rage power but the question applies to more things I guess)
So first, I assume when you have 2 primary attacks you can only use both with a full attack (similar to TWF), now if I read it correctly there isn't a penalty for attacking with both primary attacks like there is with 2 weapons (correct me if I'm wrong please).
So my next questions: do both primary attacks add full str to damage, or is it str to one half str to the other (like with duel weapons)
Also if the character base attack bonus reaches say 6/1 do you get 2 attacks with each natural weapon or is there a feat for that?
For the feat "improved natural attack" if I pick claw, is it just for the one claw attack or for both (I think it's both but I want to be 100% sure cause sometimes I can make mistakes)
also any advice for barbarians? and natural weapon ussage? this is my first time with both :P (and yes I am set in using the natural weapons cause I find the idea quite enjoyable)