Blue Dragon

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Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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1. Master of Many Styles (Monk)
2. Evangelist (Cleric)
3. Divine Marksman (Ranger, the lack of spells part)
4. Arcane Duelist (Bard)
5. Titan Mauler (Barbarian)


Thanks for answer and sorry for typos.


It is tated thta Adaptive Fighting requires 3 combat feats. At lvl 3 all curent classes get at least to weapon specs as per fetas. Do those specializations count as combat feats and allow you to take Adaptive Training at lvl 3 as operative, for example, coz you get three of those specializations?


Do they stack with each other? Tecknically they are different types of bonuses. But it is kinda implied they come from same(divine?) source and should not stack. Am i right?


Thanks for formula from 2017. Incorporated it into my charsheet :)

/soz for necroing.


So no exiting grapple by Shift, running away and pwning them with all my wizardly might... /sadpanda


Summing it up:
Shift is affected by Dimensional Anchor.*
Shift(and Dimensional Steps) dont work as prerequisites Dimensional Agility.
Shift(and Dimensional Steps) are not affected by Dimensional Agility even if its aquired by having DDoor.

Dimensional Anchor prohibits use of both Shift and Dimensional Steps.

*The only questionleft standing is the nature of Shift(Dimensional Steps are Spellike) - it is supernatural and thus it is not clear if it is affected by Dimensional Anchor or not, correct?


Does Shift(Su) counts as prerequisite for Dimensional Agility? As i see it it utilizes Dimensional door-like mechanic, so maybe it qualifies as one?

If it does not qualify - does it get the benefits of Dimensional Agility when i'll get the feat& Or maybe it just does not impose same penalties (does not end the round for you, for example?).

Last question - is it affected by Dimensional Anchor? It states that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities.. It IS extradimensinal travel, but its not spellike or spell, its supernatural. That part bugs me.

We ruled in our campaign that it both qualifies for D Agility and is affected by anchor, but we are pretty unexperienced(both us and the GM) i would be glad to get more in-depth view on the topic.

Thanks in advance.


Anything that buffs dex/str, weapon mods, bonuses to BAB, anything that increases the size of the companion (unless you are in a dungeon with low ceiling), You can also make rangers job easier by using entangle on foes.


Thanks for ideas. I thought about using one of the Aspect spells which grants climb speed to deal with such stuff. Escape Artist is noted.

Regarding overrun - to use it in need to get Trample and Mounted combat. And Improved Overrun for mount. Also the BAB progression of mount is so-so and even high str wont be able to bring its CMB to really high levels. I believe it will be better to go for aasimar wings, which is 2 feats and will allow me to dismount midair and let my mount charge, for example. Solves the Snap Shot dilemma also.


Well yes. In RotR one of the recommended fav terrains is underground. I'm prepared to use Reduce Animal on my companion to make him medium sized, but his mobility is so-so at best (20 move speed) and his threat range will suffer. He has narrow frame, but it does not eliminate all of the problems.

Also i believe that having my companion deal damage is much more effecient (in last campaign i gave my big cat AoMF +0 flaming and permanented Magic Fang: he was MVP in several battles due to sheer number of attacks) so i'm letting him go from time to time to help with flanking etc.

On a side note - if my companion grabs a target at 10 ft distance and pulls it to close range as by grapple rules - do i get attack of opportunity if i have Snap Shot?


I use something like this. Check the plan tab. Very handy for classes with multiple mechanics. You can easily see main breakpoints.


I gimped myself a little by picking a small race. So i wont be able to mount up as a swift action :) I think about picking Additional traits and adding Escape Artist and Acrobatics to the list of class skills. In the last module i played our GM almost onlierated our party using grapple monsters. Twice. And all monsters with int >= 10 always go for the guy doing damage (aka me) so i always end up in threatened squares....


Hello everyone.

I'm creating a small archery ranger, who will utilize a flying mount to achieve tactical superiority and ensure his survival. At the moment i'm planning my character ahead and i'm not sure there is a point in some of the feats that multiple guides see as "a must" feats. To clarify things i'll be a small character riding a large mount with Narrow Frame feat and boosted by Boon Companion. The campaign is Rise of the Runelords.

Feats i beleve are rather useless:
Point Blank Master - my animal companion has a 10 ft reach. And fly speed. I can move and still do Full Round actions. Is it useful? Its a requirement if i'll ask my mount to grapple, but other than than that?

Snap Shot/Improved Snap Shot - while they have their merits, i'll try to be further away from combat and avoid melee at all costs. I'm not sure that using 2 feats like that is smart. Their removal allows me to remove Combat Reflexes also. So 3 feats.

Also i thought about non-class skills i want traits for to make them class skills. So far i aim for either Acrobatics or Escape Artist or both. Acrobatics to evade threatened squares. Escape artist to avoid grapples. Are they any good if maximized if compared to monsters CMD and without any additional items?