Complete Adventurer (merged)


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Prism said:
Cheers for that Altamont

You couldn't just fill me in on what wild aspect is. I've got a current bear lord character who has been happily tramping around as a brown bear for the last few levels. I've got a feeling I'm about to find out that this new version might not be so easy to transpose
What I meant by "small transformation" isn't that the power is nearly the same. I meant that instead of Wild Shaping, you get a small animal caracteristic. In your Bearlord case, you'd gain 2 primary claw attacks, and the ability to start a grapple as a free action if a claw hits (1d4 dam, 1d6 @ 7th)
 


Hey, I just spotted a mistake in the book!

In the Sample Highland Stalker description, the NPC in question is a Ranger 5/highland stalker 3, but to enter the Highland Stalker PrC, you need the Skirmish or Sneak attack ability, something the ranger doesn't have!

AR
 

Altamont Ravenard said:
ARGH!

You need to move at least 10 feet, contrary to what I had posted earlier, which was "you need to move more than 10 feet".

:p

Gotcha. That's what I'd thought. The "move at least 10 feet, but not more than 10 feet" was just a little confusing... Seemed like a lot of words to say "move 10 feet". ;)
 

Woah... there's some sweet feats in there...

FORCE OF PERSONALITY: Add your Cha mod instead of your Wis mod to will saves against mind-affecting spells and abilities. In effect, a Paladin with 22 Cha would have a +12 on will saves.

INSIGHTFUL REFLEXES: Add your Int mod instead of your Dex mod to reflex saves. Great for Wizards.

STAGGERING STRIKE: When successfully dealing a sneak attack, the target must make a Fort save DC damage dealt from SA (!!!), or be staggered for one round (or until cured). When staggered, you can only make one standar action (great versus critters with a lot of attacks, or metamagicking sorcerors).
 

A quick look at new spells (incomplete list):

Arrow Mind (rng1/sor-wiz1): lets you theaten within 5 feet (and not cause AoO's) with your bow for 1 minute/level.

Arrow Storm (rng4): lets you "whirlwind attack" (within the weapon's range increment) with your bow... (I hope you brought arrows! oh, wait, 1 target/level max)

Blade storm (rng3): same as above, but with melee weapon(s).

Bladeweave (brd2/wiz2): Free additional dazing touch attack after successful hit.

Critical strike (asn1/wiz1): (casting time 1 swift action, duration 1 round) +1d6 sneak attack damage, critical threat doubled, +4 to confirm critical hit if foe is flanked / denied dex bonus)

Distract assailant (asn1/wiz1): a creature affected by this spell is flat-footed until the beginning of his next turn.

Expeditious retreat, swift (brd1/wiz1): lasts one round

Fly, swift (brd2/drd3/wiz2): lasts one round

Golem Strike (wiz1): lets you sneak attack constructs for 1 round

Grave strike (clr1/pal1): as above, vs undead

Guided shot (rng1/wiz1): no range penalties, no cover bonus to AC for 1 round.

Hindsight (brd6/wiz9): recall past events (days/weeks/months/years/centuries)

Master's touch (brd1/wiz1): become proficient with held item for 1 minute/level

Sniper's shot (asn1/rng1/wiz1): no distance limit for sneak attacks for 1 round

AR

Edit: I gotta go wash the dishes... Someone else will certainly fill in for me from now on :)
 
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Woah...

Perusing the Magic Items section, and I fall on this little gem:

Choker of Eloquence (Greater): +10 on Diplomacy, Bluff, and Perform (sing) checks. So basically +10 on 3 skills.

Here's the fun part: CL 6th, Craft Wondrous Items (NO OTHER PREREQUISITES !), 24,000 g.p..

I see this item, and I automatically think about the Invisible Blade from CW. Ouch.
 

I've got a question: Can someone give the details on the Blindsight and Blindsense feats? What are the differences, prereqs, etc.
 

aHA! I'm back! Dishes are done, just waiting for a call to go see Sideways.

Something I don't like: the new weapons. Basically, they're exotic versions of martial or simple weapons, and they are treated like their non-exotic counterparts, and they give you bonuses if you meet certain prerequisites.

An example: The longstaff. If you are proficient with a longstaff and fight defensively, you cannot be flanked during that round. You can also obtain the same result if you use Combat expertise for at least 2 points of AC. Also (this applies all the time), every weapon feat you have that concerns the quarterstaff (weapon focus, improved critical, etc.) also applies to the longstaff.

Notes on the Expanded Skill list:

Appraise: You can identify faster (but with less chance of success) when you do not have much time.

Balance: You may make a balance check (at -10) instead of a STR or DEX check to avoid being tripped.

Climb: move at full speed by taking a -20 to your check

Craft: Quick Creation (as in the Epic handbook), Poisonmaking DC's.

Diplomacy: Haggle, Mediate

Forgery: make false documents to help with Bluff, Diplomacy or Intimidate checks.

Handle animal: new tricks

Heal: Determine cause of death DC's (watch out for CSI: Undermountain)

Hide: Blend into a crowd, Move between cover, Tail someone

Sense Motive: Assess opponent

Survival: Trailblazing (move faster in environments that reduce your overland speed, up to your normal speed)

Tumble: Free Stand (DC 35, causes AoO), Ignore falling damage, Sprinting tumble.

AR
 

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