Complete Adventurer (merged)


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Only one CAdv prestige class has Uncanny Dodge!

I'm trying to figure out how to update my character with Complete Adventurer changes, and I notice my prestige class doesn't have Uncanny Dodge. Thinking about it, I didn't notice any which did.

I just skimmed through the prestige classes again. Streetfighter appears to be the only prestige class that gets Uncanny Dodge.

Nightsong Infiltrator and Dungeon Delver are the only prestige classes that get Trap Sense.

Surely Uncanny Dodge and Trap Sense are standard Rogue abilities that should appear more often in the roguish prestige classes? I don't care much about Trap Sense, as it is a weak ability, but Uncanny Dodge is quite useful, and not having stacking for Uncanny Dodge is quite painful (i.e. a high level (14th) Sneak Attack person can get you, even if you have Improved Uncanny Dodge, because your level in it will only be say around 10th level when your character level is say 20th after your prestige class).

Something else I noticed. Spymaster gives a class level Spot bonus to Spot scrying sensors, but where are the rules for spotting scrying sensors in Complete Adventurer? In Song & Silence, they explicitly said that a Spymaster could make a Spot check vs. DC 20.
 

Another feat that is important is the Oversized Two-Weapon Fighting. It allows you to fight with two medium weapons as if you were fighting with one medium and one light weapon, in effect giving you a +2 on all those attacks.

Revenge of the Angst Ridden Drow.

I have a player that fights with two light weapons. I will allow him to switch them to medium if he wants, and thus be able to use his Power Attack feat.

Nice.
 

Remathilis said:
First things First: They have the name wrong in the LJ doc. Its called the MASTER OF MANY FORMS, and specifically states its the retooled shifter in the flavor text...

Req: alterness & endurance feats, wild-shape

BAB Average, Good Fort and Ref Saves

1st: speak normal in any form, communicate with animals of type formed. Imp Wild Shape (humanoids)
2nd: IWS: giant/large
3rd: Fast (move action) WS, IWS: Monster Humanoid
4th: IWS: fey/tiny
5th: IWS: Vermin
6th: IWS: Aberration/Huge
7th: IWS: Plant, Extraordinary WS (take on EX traits in WS)
8th: IWS: Ooze/Dimulative
9th: IWS: Elemental
10th: IWS: Dragon/Gargantuan, Evershift form (gains shapechanger subtype and immune to shapechange magic unless she wishes to be affected)
Can someone tell me how different is now Improved Wild Shape to normal Wild Shape, if Ex abilities are granted at level 7?
Is there any other difference between the old Shifter and the new Master of Many Forms?
Thanks a lot
 
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Veldrane said:
Can someone tell me how different is now Improved Wild Shape to normal Wild Shape, if Ex abilities are granted at level 7? Is there any other difference between the old Shifter and the new Master of Many Forms?

As covered by Remathilis, they gain extraordinary special qualities at 7th level. Improved Wild Shape just gives extra forms that you can use for Wild Shape - i.e. Humanoid at 1st level, Giant and Large at 2nd, etc.

The levels at which the various forms are granted has changed. They don't get to wild shape to Undead, Outsider, or Magical Beast.
 

Does the pic of the sample Shadowmind remind anyone else of Julia Duffy (who will always be the airheaded girl in Newhart to me, though she also has some cheesy SF/F shows to her credit.)
 

Trainz said:
Another feat that is important is the Oversized Two-Weapon Fighting. It allows you to fight with two medium weapons as if you were fighting with one medium and one light weapon
Oooh, nifty. Let's see what I can do with that.

Race: Goliath (for Powerful Build)
Feats: Two-Weapon Fighting, Exotic Weapon Proficiency (bastard sword), Oversize Two-Weapon Fighting, Monkey Grip

I.e., you dual-wield two Huge bastard swords (dmg 3d8) as if you were using a medium and a light weapon. (At a further -2 to hit due to Monkey Grip.)

If you're a Psychic Warrior, you can use expansion to increase your size to Large and your swords' size to Gargantuan (dmg 4d8).

Nice. :D
 

Darkness said:
Oooh, nifty. Let's see what I can do with that.

Race: Goliath (for Powerful Build)
Feats: Two-Weapon Fighting, Exotic Weapon Proficiency (bastard sword), Oversize Two-Weapon Fighting, Monkey Grip

I.e., you dual-wield two Huge bastard swords (dmg 3d8) as if you were using a medium and a light weapon. (At a further -2 to hit due to Monkey Grip.)

If you're a Psychic Warrior, you can use expansion to increase your size to Large and your swords' size to Gargantuan (dmg 4d8).

Nice. :D
Monkey Grip doesn't work for off-hand weapons.
 

Trainz said:
Another feat that is important is the Oversized Two-Weapon Fighting. It allows you to fight with two medium weapons as if you were fighting with one medium and one light weapon, in effect giving you a +2 on all those attacks.

Another johnny-come-lately for WotC. Masters of Arm had this feat (or rather, one identical in all but name) as the feature/class feat for it's dual sword master PrC.
 
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The Fochluchan Lyrist seems to be mainly a new take on the 1E Bard.

From the 1st edition Players Handbook:
"Bards begin play as fighters, and they must remain exclusively fighters until they have achieved at least the 5th level of experience. Anytime thereafter, and in any event prior to attaining the 8th level, they must change their class to that of thieves. Again, sometime between 5th and 9th level of ability, bards must leave off thieving and begin clerical stuides as druids, but at this time they are actually bards and under druidical tutelage."

That's where the druid and thief requirements come from - bards used to be able to cast Druidic spells.

Cheers!
 

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