Blue Dragon

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




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?


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.


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?

Current Campaigns


Beyond Heaven (Dungeon Planet) (inactive)


War on the Skaven in Dungeon World (inactive)