Some noob questions from a noob (noobie).

Thanks!

I arrived at the same conclusion, but couldn't find a definitive answer. Since I'm still new to the game I think it's important I try to understand exactly how everything works.

As worded, I think it's perfectly acceptable to combine both variants into one class. I don't believe there's any bending of the rules required. I will submit the idea to my DM and if he doesn't object I think I have my character concept.

Going once, going twice... sold?
 

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Thanks!

I arrived at the same conclusion, but couldn't find a definitive answer. Since I'm still new to the game I think it's important I try to understand exactly how everything works.

As worded, I think it's perfectly acceptable to combine both variants into one class. I don't believe there's any bending of the rules required. I will submit the idea to my DM and if he doesn't object I think I have my character concept.

Going once, going twice... sold?

I'd also allow you to trade out a couple of standard fighter skills for Hide and Move Silently, to complete the concept of a stealthy-type fighter. You may want to ask him about this.

I believe the DMG gives rules on creating new classes and such.
 

Will do.

Just wondering: is there a way to increase your daily spell allotment using feats, racial abilities, traits, etc? I've found extra spell, but it doesn't allow any additional spells to be cast per day -- only added as 'known'.
 

Will do.

Just wondering: is there a way to increase your daily spell allotment using feats, racial abilities, traits, etc? I've found extra spell, but it doesn't allow any additional spells to be cast per day -- only added as 'known'.

Extra Slot, which is found right above Extra Spell in the Complete Arcane.
 


Also, not worth it.

I suppose that is up to the individual player, isn't it? I mean, it seems like a waste to take it at low level, and at high level you generally have a dearth of spells available. But if a player really, really wanted it, there are probably worse choices out there.
 



While the worth of feats is certainly a matter of opinion, not to mention setting, DM style and play style, many feats are simply suboptimal and pointing that out can only be helpful in the long run.

To demonstrate, my DM is a fan of Quick Draw. He tried to tell us all about its worth before the campaign started but the only player he convinced to take it was his GF the druid (??).

Since then, he has pointed out every time Quick Draw would have been helpful.

At 1-3 levels, not having Quick Draw cost our Ranger 2-3 attacks (in total over 3 levels. Having it saved the Druid from losing an attack twice. No one else was impacted (we have 2 other melee characters). Since then, and we are now 8th, we haven't noticed it at all. Despite the DM trying to bring in situations where it would be useful.

So please, don't waste a slot on Quick Draw unless it is a pre-req or you have something up your sleeve. And keep in mind that some feats just suck.
 

Touchet...

Indeed. :)

Kitcik - Quick Draw is much more useful if your DM is kind enough to rule that it also allows sheathing your weapon as a free action. In my campaigns, I always allow this in an effort to bump the usefulness of the feat.

I'm playing a 10th level character right now in one game (a twin weapon fighting dervish), and there have actually been several times I wished my PC had quick draw. :D
 

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