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I may not be getting any closer to my answer, however I am certainly liking the back and forth conversation. Like I said, I am thinking No but I could also see myself reading it as a yes too. This is why I am reading your responses more than adding to it. I am trying to get feedback from all of you and see how you "sway" my stance. Thank you and please continue.


He hasn't yet, but if he is supposed to and isn't I don't see it right. He is currently conceptualizing the build right now. Like I said, I don't want to say "No" and be wrong, but I also don't want to short change him if it isn't adjusted at build time. I have always looked at Sorcerers as CHA-based PERIOD. If you want to go arcane caster INT-based, build a Wizard.


That is why I am asking. I know there is also another one for WIS instead of CHA(but can't find it) and want to know which way to go with BOTH Bloodlines. I would rather say "No to UMD becoming INT based because of..." Rather than just say "No Sage and X Bloodlines" I want to be open, but I also want to be right with the rules, even if I am wrong initially in my thoughts.


I am not asking about the POINTS as much as I am the list of skills.


PC is looking at Sage Bloodline for Sorcerer. INT instead of CHA for class features and effects relating to your class. I think they are not but I am just not 100%.


3 people marked this as FAQ candidate.

Are the skills that a class gains considered a class feature or not? I am thinking NO and really only wanting confirmation of being correct.


I am currently playing a Wizard and he has a 29 INT. It breaks down like this....

18 starting score
2 Racial
4 headband
2 Tome
3 4th, 8th, 12th Level

I understand that I easily have a +2 for levels and another +2 for the headband. There is also a +3 from another Tome. I could eventually age him for an additional +3(while adjusting the other stats accordingly as well). That could give him an INT of 39. My question to this and honestly for ANY caster: How would you get the ability score up to 45 like the Bonus spells for high ability scores table shows???


Good thing I planned on using the Eye for Talent Human trait. :)


Interesting.... I never really looked at it in relation to HD, more level based. This is good and bad. Good: +4 to Strength is generally better than +5 since odd bonuses do nothing. Bad: its one less +1 I can put on a stat sheet for a vital part of my character(animal companion.)


I would say "Yes" since using a spell that doesn't make it past Spell Resistance still counts against your daily allotment of castings.


If you look at the Animal Companion Advancement chart it has the AC gaining an Ability Score Increase at 4th, 9th, 14th, and 20th Level. I was of the understanding that you would get a +1 Stat Increase every 4 levels. Can someone please explain this for me????

Thank you


I have already looked for the swift action ruling and I found a post from JJ saying it should be an immediate action.


I understand that under general rules for reach a tiny creature has to effectively enter the same square as its target, however when it comes to the Dweomer Leap ability it states "teleport to adjacent square". Does this mean for the use of this ability it has a reach of 5ft or does it still "leap" into the same square????


I understand that an Armored Kilt wouldn't do anything as far as proficiency to Full plate.

My thought was to add it to full plate for the +1 to AC and then enchant it with a bunch of abilities like energy resistances and things like that in turn giving myself MORE enhancement capabilities.


Deflective Shield states "He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying."

It may seem like a no-brainer question but would the Shield Focus +1 count towards the max of +6???

+1 from a shield and +1 from Shield Focus= +2, which in turn =+2 to touch AC??? Am I correct on this?


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They both say the same thing, however yes I am.


So on to part 2???? Thoughts are it "becomes one item to enchant" or does it stay two separate items?


I didn't read the entire thread however, you could always talk with your GM about spending the 2gp on a club made of metal and then for flavor have it be a crowbar.


By no means am I saying I am right with either thought, but sometimes the wording for things aren't taken the correct way... possibly the words "adding an armored kilt to heavy armor has no effect."


Then why is it listed as its own armor and not an extra like armor spikes or making your shield throwing??


I know this has been discussed many many times already but the confusion I have is where everyone says adding it to heavy armor does nothing. I may be wrong with my two thoughts but here they are:

1. Adding an armored kilt to light makes it act like medium, adding it to medium makes it act like heavy, adding it to heavy has no effect. HOWEVER if you look at it the same way as Mithral(not making it mithral), You can still have mithral light armor and it is still light armor. Therefore, why can't you add it to Heavy armor and still have Heavy armor gaining the +1 AC from it???

2. Regardless the outcome from the first thought, would you be able to wear an armored kilt with ANY armor, enchant them both and have +5 armor enchantment with a +5 armor ability enchantment and then a +1 armored kilt enchantment with a +9 armored kilt ability enchantment????

I understand if this were to work I would be paying for a useless +1 magical enchantment but if you tell any fighter type to burn a small amount of money for that much of a possible advantage, I know they would. I hope this all makes sense to everyone on what I am asking.


Thank you everyone for taking time to respond to my question and for the input.


Having to go through the feat tree always made sense, I was more concerned about the scaling for the higher abilities. If I have to use 3 feats to get full use of certain abilities, it makes it less enjoyable to want to take the Improved or Greater. As a Fighter doing it, I know I can find the room to get those feats and not fall too far behind everywhere else.


My question seems simple but I can not find the definitive answer. If I take Eldritch Heritage and Improved Eldritch Heritage, does the ability I choose with the Improved feat advance as I gain effective Sorcerer levels or would I have to take it a second time to get "Step 2" of the ability?


After looking a little closer, I understand more the "must meet prerequisites" for wizard bonus feats, but I still think for the discoveries it could still be changed to "must meet prerequisites or be able to take as X level bonus feat." Maybe?? Just a thought.


You can't take 10 on Craft checks, otherwise when it comes to crafting Arms and Armor, EVERY Fighter would take it and then build all of the equipment they need without fear of ruining the materials needed.


You are correct with that point made, however you still need a Caster level for creating them. I am looking more about the Arcane Discoveries in Ultimate Magic. All it says is that a Wizard can take them as a regular feat or a bonus feat. It doesn't say that as a bonus feat they can forgo prerequisites for them.


I understand that the list of bonus feats for the Wizard is rather limited, but the one downside I noticed most of all that is a downer was they still MUST meet the prerequisites. I understand why to a point but at the same time Rangers don't need to for their Combat Style Feats and Monks for their Bonus feats. Why is this not the case for Wizards?? None of them seem overpowering to the point where they should have to wait until 15th level to take Craft Staff as a BONUS feat, or any others a few levels later, because they see others that may be more important to take with the prerequisites that they meet at 11th and 13th. Can someone please explain this to me...


Grick,

I was just explaining the options. I understand that you must decide BEFORE doing any attacks. Thanks though.


Right off the SRD:

Buckler
This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it.

Benefit: You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's Armor Class bonus until your next turn. You can't make a shield bash with a buckler.

I would say YES you can wear it during your dance, you just get and ATT and AC penalty to it.


The Urgrosh is a double weapon. This is what happens when weilding a double weapon:

Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

The point I was making about TWF OR the description for double weapons not saying which end is your "main hand", is simply for damage purposes. If for whatever reason he wants to add his FULL STRENGTH MODIFIER to the damage on the lower dice damage end he may be able to overcome DR on all 3 hits instead of just the 2 from the higher dice end.

Basically, IF he hits on all 3 attacks he could roll damage as:
1d8+STR/1d8+STR/1d6+1/2STR
1d6+STR/1d6+STR/1d8+1/2STR


Ugrosh is a double weapon and you have a BAB of +6/+1. TWF doesnt specify which end is primary and which is secondary. You should be able to attack at (BAB) +6/+6/+1 regardless which end you use twice. Consult with the GM on whether or not they want you to decide which way you will fight with it or not.


You can CdG with a bow or crossbow from next to the enemy, even if you are tiny. Whether the damage you deal being TINY will be enough to kill the creature should be your bigger question.


As far as skill points being retroactively gained based on INT MOD increases yes unless you get them from a "Headband of Vast Intelligence." Those skill points are gained in a specific skill that is linked to the item. Languages are based on begining character INT, however I think if it should allow you to gain Languages as well.


I ran a character similar to this... here is your answer:

You can run 4 1st level animal companions if you wish and have 4 boon companion feats giving you 4 5th level animal companions. Or any BASE Animal Companion Level equal to 4 plus however many Boon Companion feats as you with to take, If you run with 1 companion it will only be EQUAL to your Character level. Keep in mind that at level 12 the -3 penalty to EDL is removed. I had fun with that character I hope you do too.


So I read this thread over and I have a few questions to ask ALL of you.

1) Where does it say anywhere that you can wield an exotic 1H weapon as a martial 2H weapon?

2) Why would you have to take feats twice if you are going TWF? If you hold one in your main hand and one in your off hand you are still equally proficient, right?


I have been playing a beast master ranger with a bear and I will admit, it is frustrating having to wait until 4th level to get your AC, but the Boon Companion Feat seems rather pointless unless your group runs retraining feats like in 3.5. If you look through the Beast master build you will find Strong Bond.

Strong Bond (Ex): At 12th level, the ranger strengthens his bond with his animal companions. The ranger’s effective druid level for his animal companions is now equal to his ranger level; he may immediately allocate
these additional levels to his companions as he sees fit. This ability replaces camouflage.

Granted waiting until 12th level to equal out is hard too, which personally is getting harder every day since I am level 11. But having a completely useless feat is rough for any character.

I am waiting for 12th level to see just how much the bear adjusts and "catches up" to the group, but I think ANY AC could be hard to go with knowing it will be levels behind for a time.

Good luck with your character whatever you decide.