Astin Dextor's page

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Bascaria wrote:
Astin Dextor wrote:

So I am playing an Infiltrator Ranger in a 17th level game and was just reading over my abilities for specifics on how they worked and noticed somethign really really really stupid.

Infiltrator trades out Favoured Terrains for Adaptations which is all well and good and fair.

But it keeps Camouflage and Hide in Plain Sight....

But those abiltiies appear to now be reliant on Favoured Terrains...

Which I don't have, but I don't get anything toi replace those other lost abilities. Nor is there any sort of caveat that lets the Infiltrator get any use out of these abilities. THis seems... dumb... at best...

It was errataed:

errata wrote:

In the Infiltrator archetype, in the adaptation class feature, add the following sentence to the end of the second paragraph:

"The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations."

Ah, fair enough. Thanks.


So I am playing an Infiltrator Ranger in a 17th level game and was just reading over my abilities for specifics on how they worked and noticed somethign really really really stupid.

Infiltrator trades out Favoured Terrains for Adaptations which is all well and good and fair.

But it keeps Camouflage and Hide in Plain Sight....

But those abiltiies appear to now be reliant on Favoured Terrains...

Which I don't have, but I don't get anything toi replace those other lost abilities. Nor is there any sort of caveat that lets the Infiltrator get any use out of these abilities. THis seems... dumb... at best...


Alright, so I am switching characters in a 15th level game, and I want to make a Summoner. I am not looking to totally trick out my Eidolon for offense. I want to ride my Eidolon, and I would like to use Mounted Archery...

Thing is, for the needs of the Campaign I have to be a Gnome or a Halfling, so the obvious racial choice of Elf is out... which is leaving me a little stuck for what to do. As far as I can tell, I have two options:
A) go full Summoner and use a feat for proficiency in Longbow. This way I at least have a full power Eidolon, but I lose a feat getting proficiency (I don't really consider Crossbows to be worth considering, since I couldn't be getting rapid/manyshot working).
B) Take 1 Fighter level. THis will give me proficiency AND another feat, as well as a boost to my Fortitude, but it means being a level behind on spells and Eidolon, and Mosnter Summoning.

I dunno which is better to go with, and was hoping for advice. Also, if there are any feat/evolution suggestions those would be appreciated as well. Thanks!


Starglim wrote:
One claw is a single natural weapon.

So you have to take Weapon Focus and Improved Natural Attack seperately for each claw? I guess that's one way to even out the Druid and Summoner a little =S


So, I'm seeing a little ambiguity in the way Magic Fang/Greater Magic Fang works with Claws. Now, it says that it applies to a single Natural Attack, then gives the examples of Bite, Slam, Unarmed. But it doesn't mention Claw.

Now, for everything else, if a creature has multiples claws, an effect is generally applied to all of them (like Weapon Focus: Claw, you get the bonus to all Claws, not just one of them, same with Improved Natural Attack; this is why Claws do less damage).

But I see people's breakdowns of Druids requiring them to cast GMF seperately for EACH Claw, which seems off, and because the description doesn't call it out specifically, I am unsure if this is correct or not.


Rangers are a balanced, fleshed out class. Fighters are still way behind. Better than 3.5, but still seriously lagging. Fighters need to stop being the measuring stick for other classes. It makes everything look overpowered.


Abraham spalding wrote:

Um... no.

rules wrote:


Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.

You don't know if the first creature is affected until it fails both save throws. As such the spell can't bounce since it doesn't know if the first was affected or not until both save throws are passed.

It's:

Save, Save, Bounce, Save, Save

All in the same round.

Thanks very much. For some reason I had it in my head that PErsistent Spell created another copy of the spell.


So, these two metamagic feats have been leading to some serious confusion over how they interact with eachother. Does the spell Bounce if they fail their initial save, or only if they fail both. Say I throw a Persistent, Bouncing Slay living at Dudeface. Will it only Bounce on the 1st save? Only on the 2nd? Or will it Bounce on both? And when it does Bounce, will it still be Persistent (ie., will Dudeface's buddy Someguy have to save twice, or just once?).