Astin Dextor's page

8 posts. No reviews. No lists. No wishlists.




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!


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.


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?).