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I am playing a Viking fighter, level 6. Mounted combat has been good to me and every combat so far has been in an open field, so I plan to go into cavalier. Sharing teamwork feats with my mount has awesome possibilities, so I've been looking ahead to how I can give my mount flying or get a flying mount. Method 1: Monstrous Mount for a griffon. Out of my 11, 13, and 15th level feats, I would need to take Horse Master, Monstrous Mount, and Monstrous Mount Mastery. But when ridden the griffon would have a fly speed of 40 feet and I don't see many ways to boost that and any increase is cut in half. The griffon has Int 5, so it has a broader pick of feats, but I don't see any combos jumping out at me. Method 2: Magic item on a regular horse. Less feats, more money. Headband of aerial agility +4 or better? I have a crafter in the party to help take the sting out, but that'll be quite a while. I should be able to train the horse to activate the item, especially if the headband gives an Int bonus. Method 3: Personal flying item and forget the teamwork tricks when I need it. I have a fondness for the helm of the Valkyrie.
Let's say a character casts Dream Feast on a horse. Does that provide enough nourishment so that the horse wouldn't have to be fed that day? How many Goodberries would I have to feed a horse to sustain it for a day? Can I feed my character's horse from a Hero's feast?
Our party has a light ballista, so for grins and giggles I'm going to take leadership to get a Siege Mage cohort. I'm looking at ways to reload the ballista. Researching a custom spell may be possible (the DM ruled that Invisible Servant and Reloading Hands would not work for a ballista). One way would be to build a construct or two. A large animated object could have hardness 10 and would be able to reload it in one full-round action. Would be buildable right away. Even with hardness, it could eat an AoE and die. Junk golems also have promise. Couldn't build them until the cohort is 7, but they have magic immunity so random AoEs are not a concern. Building a pair would let them give each other fast healing 2 (even though they would occasionally take 1 swarm damage) to top off after a battle. Two of them could keep the ballista up every round. Would be more vulnerable to weapon damage with DR 5/adamantine.
I have a viking fighter and I am looking at multiclassing. If I multiclass in to base barbarian, do I have two pools of rage or do the levels stack to determine the bonus rounds of rage you get every other level? The Rage class feature doesn't state that it stacks with another class the way Uncanny Dodge or Trap Sense do.
A party I'm in seems to be about to fight shadows for some time. In this campaign, you join at level 1. I've made it to 4 (fighter) and my girlfriend's barbarian is 3. There's also a rogue 7, a Druid 12/sorcerer 1, and a cleric 12/bard 1. I don't get it either. Besides restoration and lesser restoration, are there any other spells to heal ability damage?
My girlfriend is playing a barbarian with the Mounted Fury archetype. In this region, bison are very common and she already has a mundane bison as a mount. When she gets to 5th level, she will more than likely want a bison for her Beastial Mount ability. For effective druid level 1, she would combine the companion stats for aurochs or bison with the 1st level row on the druid animal companion table, right? When do you use the "7th level advancement" block? Do you apply those modifiers at effective druid 7?
If you succeed on a Drag maneuver, does your movement provoke an attack of opportunity from your target? Do you have to be adjacent to the target? If you have 10 feet or more natural reach or a reach weapon that lets you drag with it, how does drag work? Drag text:
If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. If you are not adjacent to the target, you can either both move 5 feet or move your opponent into your old space, but not both.
I am looking at playing a character with the Net Adept and Net Maneuvering feats. The first sentence of Net Maneuvering is "In melee, you can use a net to trip or disarm opponents instead of entangling them." What does that mean? This feat requires Net Adept, which makes the net a melee weapon with 10 ft reach. That means I could already use the trip and disarm combat maneuvers within 10 feet. I'm guessing that this sentence is supposed to have some effect. Does it mean that I follow the normal net attack procedure and substitute prone or disarmed for the entangled condition? |