jaldaen said:My main question is how the Ranger's at-will two-weapon fighting exploit works... and whether or not it is melee only or both melee and ranged (and thereby useful to both two-weapon fighters and archers). Thanks.
RandomCitizenX said:Cleric
-Angelic avenger
-Divine oracle
-Radiant servant
-Warpriest
Fighter
-Iron vanguard
-Kensei
-Pit fighter
-Swordmaster
Paladin
-Astral weapon
-Champion of order
-Hospitaler
-Justiciar
Ranger
-Battlefield archer
-Beast stalker
-Pathfinder
-Stormwarden
Rogue
-Cat burglar
-Daggermaster
-Master infiltrator
-Shadow assassin
Warlock
-Doomsayer
-Feytouched
-Life-stealer
Warlord
-Battle captain
-Combat veteran
-Knight commander
-Sword marshal
Wizard
-Battle mage
-Blood mage
-Spellstorm mage
-Wizard of the Spiral Tower
Irda Ranger said:If you please Sir, ...
Rituals. Are Rituals limited to spell-effects only, or are there Rituals for things like making Sunrods too? Is there a difference between Arcane and Divine Rituals? Are there non-magical Rituals?
DMG. Can you give us the Chapter headings? I'm still trying to figure out what's in this thing.
Epic destinies
Archmage
Deadly Trickster
Demigod
Eternal Seeker
EDIT: Hate you Yo!master
Dwarf info
+2 con, +2 wis
+2 to dungeoneering and endurance
+5 saves against poison
can use 2nd wind as a minor action instead of standard
gain prof with throwing and warhammers
Move at normal speed when otherwise would be encumbered by armor or heavy load
get pushed back by 1 square less then normal, and can make a saving throw to immediately get up if knocked prone.
Could you give a few hints as to how it works? Is there a penalty to each attack? Can it only attack one creature? two adjacent creatures? I'd love to see the full write-up, but I'd settle for the highlights that make it unique (and figure out the rest for myself). Thanks.Son_of_Thunder said:melee only.