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averagejoe
2010-10-15, 12:55 AM
(This is a fairly high procedure thread; please read the entire instructions carefully before posting. Thanks.)

Ever have a simple, straight-forward rules question that you can’t figure out the answer to? Ask it here. No question is too simple. No more worrying about whether your question is “worth” starting a thread. Ask here and receive an answer. You are, of course, welcome to start a thread for your question, and if you think your question is subject to many interpretations or will start a debate, you are encouraged to start a new thread for it.

This thread will serve as a catch-all for simple, discreet questions that can be answered quickly according to the RAW (Rules As Written). This thread is for all simple RAW questions about D&D 3.5.

If your question is about D&D 4e or some other system, ask here (http://www.giantitp.com/forums/showthread.php?p=6837321)
If your question is about real world weapons and armor ask it here (http://www.giantitp.com/forums/showthread.php?t=168432).
If your question is about homebrew rulings start a thread here (http://www.giantitp.com/forums/forumdisplay.php?f=30).
If you are looking for the meaning of an acronym or abbreviation look here (http://www.giantitp.com/forums/showthread.php?t=18512).
If you want to find a certain feat or ability, Lists of Stuff (http://community.wizards.com/go/thread/view/75882/19871954/Lists_of_Stuff) and X stat to Y bonus (http://community.wizards.com/go/thread/view/75882/19871590/X_stat_to_Y_bonus) are both useful threads.

The Procedure:

Do:
Label your questions with bold Q#s.
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If you dispute someone’s answer – meaning that they got it wrong in a critical fashion – post your answer and suggest that the original questioner start a thread to discuss it further if they want it hashed out.
If someone disputes your answer, don’t respond. Just wait to see if the original questioner starts a new thread to discuss it.
If your question leads to a disputed answer, start a new thread if you’d like it discussed further.

Here are some sample questions. “Bad” questions just mean they should be asked in their own thread where you can get many answers and opinions. “Good” questions just mean that these are the types of questions that are amenable to a quick straightforward answer (probably).

Sample “Bad” Questions:
How do I play D&D? (Great question, but not for this thread.)
What is a good 10 level TWF build? (Far too broad and requires much opinion)
What +2 LA race should I take for my sorcerer build? (Again, an opinion question)
Which is better GURPS or D&D?

Sample “Good” Questions:
Q.1. Are there any Large +0 LA races?
Q.2. As a sorcerer/rogue, do I get to add sneak attack damage to my attack spells?
Q.3. What effect would Dispel Magic have on a golem or similar construct?
Q.4. Is there a feat that allows me to get a familiar?

{The first several versions of this thread seemed to run pretty efficiently, but if you have any comments about how this thread could be improved please PM me.}

Please start over with the numbering. Thanks.

Coidzor
2010-10-15, 01:54 AM
Q 632 (or Q 1 for the thread)

What domains grant feats?

Kumori
2010-10-15, 02:11 AM
A 1
There may be others, but here's the list I made looking through http://crystalkeep.com/d20/rules/DnD3.5Index-Spells-ClericalDomains.pdf:

{table=head]Domain|Feat|Sourcebook
Craft|Skill Focus (any craft skill)|Players Guide to Faerun; Forgotten Realms Campaign Setting
Darkness|Blind-fight|Forgotten Realms Campaign Setting
Domination|Spell Focus (Enchantment)|Complete Divine
Dragon Below|Augment Summoning|Ebberon Campaign Setting
Drow|Lightning Reflexes|Players Guide to Faerun
Dwarf|Great Fortitude|Players Guide to Faerun
Elf|Point Blank Shot|Players Guide to Faerun; Forgotten Realms Campaign Setting
Metal|Martial or Exotic Weapon Proficiency; Weapon Focus (a type of hammer only)|Players Guide to Faerun
Planning|Extend Spell|Complete Warrior
Portal|Portal Sensitive|Underdark
Rune|Scribe Scroll|Players Guide to Faerun
Shadow|Blind-fight|Ebberon Campaign Setting
Time|Improved Initiative|Players Guide to Faerun
Undeath|Extra Turning|Forgotten Realms Campaign Setting
War|Martial Weapon Proficiency; Weapon Focus (Deity's Favored Weapon only)|Players Handbook[/table]

I may have missed some, but there you go.

Eloel
2010-10-15, 02:38 AM
Q2
What base classes and PrCs grant domains? (Domain Wizard doesn't count, I'm looking for actual domains complete with domain powers.)

Curmudgeon
2010-10-15, 02:59 AM
A 1 additional info and corrections

Most of those crystalkeep sources are obsolete, and Spell Compendium has updated a great many domains. For instance, the Portal Domain no longer grants a feat.
{table=head]Domain | Feat(s) | Source
Craft | Skill Focus (any 1 Craft skill) | Spell Compendium
Darkness | Blind-Fight | Spell Compendium
Domination | Spell Focus (Enchantment) | Spell Compendium
Dragon Below | Augment Summoning | Eberron Campaign Setting
Drow | Lightning Reflexes | Spell Compendium
Dwarf | Great Fortitude | Spell Compendium
Elf | Point Blank Shot | Spell Compendium
Meditation | Empower Spell (one use/day) | Eberron Campaign Setting
Metal | Martial Weapon Proficiency and Weapon Focus (either light hammer or warhammer) | Spell Compendium
Planning | Extend Spell | Spell Compendium
Revered Ancestor | Martial Weapon Proficiency (Valenar double scimitar) or Weapon Focus (Valenar double scimitar) | Faiths of Eberron
Rune | Scribe Scroll | Spell Compendium
Seafolk | Expert Swimmer or Rapid Swimming | Stormwrack
Shadow | Blind-Fight | Eberron Campaign Setting
Time | Improved Initiative | Spell Compendium
Undeath | Extra Turning | Spell Compendium
War | Martial Weapon Proficiency and Weapon Focus (deity's favored weapon) | Player's Handbook
Wealth | Skill Focus (Appraise) | Spell Compendium[/table]

zagan
2010-10-15, 05:27 AM
Q3

The multiweapon (http://www.d20srd.org/srd/monsterFeats.htm#multiweaponFighting) feat indicated that it replaced the two weapon fighting feat for creature with more than 2 arms. The question is, can I use it to qualify for feat from the two weapon -fighting line, such as two weapon defense or oversized two weapon fighting ?

Duke of URL
2010-10-15, 05:45 AM
A 3

Unfortunately, the feat does not say it can be used as a substitute requirement for Two-Weapon Fighting, so the RAW answer is no.

It's a reasonable RAI ruling to allow it, of course.

Duke of URL
2010-10-15, 05:57 AM
A 2

While this is likely a partial list, here's what I've been able to find:

Base Classes:

Cleric (PH) [any two of your deity's domains]
Cloistered Cleric (UA) [any two of your deity's domains, plus Knowledge domain]

Prestige Classes:

Church Inquisitor (CDiv) [Inquisition domain]
Contemplative (CDiv) [any one of your deity's domains, plus one more at 6th level]
Divine Oracle (CDiv) [Oracle domain]
Maiden of Pain (PGF) [Pain domain]
Ordained Champion (CChamp) [War domain - Clerics only]
Rainbow Servant (CDiv) [Good (1st), Air (4th), and Law (7th) domains]
Seeker of the Misty Isle (CDiv) [Travel (1st) and Magic (7th) domains]
Temple Raider of Olidammera (CDiv) [Luck (10th) domain]
Warpriest (CDiv) [Glory or Dominion domain]

ranagrande
2010-10-15, 06:06 AM
A2

The Cleric grants two of course, and the Cloistered Cleric variant adds the Knowledge Domain for free.

There's a huge number of PrCs that grant domains, including:

Ordained Champion from Complete Champion

Church Inquisitor, Contemplative, Divine Crusader, Divine Oracle, Radiant Servant of Pelor, Rainbow Servant, Sacred Exorcist, Seeker of the Misty Isle, Temple Raider of Olidammera, and Warpriest from Complete Divine

Dracolyte from Draconomicon

Swift Wing from Dragon Magic

Arachnomancer from Drow of the Underdark

Sovereign Speaker from Faiths of Eberron

Divine Disciple and Eye of Horus-Re from The Player's Guide to Faerun

Singer of Concordance from Races of the Dragon

Yuan-Ti Cultist from Savage Species

Wavekeeper from Stormwrack

I'm sure there are more out there too.

Curmudgeon
2010-10-15, 06:19 AM
A 2 additional info

The Lists of Stuff (http://community.wizards.com/go/thread/view/75882/19871954/Lists_of_Stuff) provide answers to this and many other questions.

Additionally, the combination of Domain Granted Power ACF (Complete Champion, page 52) and Arcane Disciple feat (Complete Divine, page 79) can let a Wizard gain all aspects of a doman (granted power + spells).

Ianuagonde
2010-10-15, 10:08 AM
Q3

Can the empathic link from a familiar be used by the master to target creatures with spells?

I'm thinking about spells such as Magic Missile. I think not, but I'd like to know for sure. Thanking you in advance for your wisdom.

Duke of URL
2010-10-15, 10:13 AM
A 4 (numbering corrected)

No. The empathic link does not provide enough data to target a spell:


The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Dire Moose
2010-10-15, 10:48 AM
Q5

A 10th-level Wizard wants to have Permanancy applied to Mage Armor so he can have a permanent +4 bonus to AC. Is this possible and if so, how much XP/spell slots/gp/cows/goats/chickens/whatever would it cost?

OMG PONIES
2010-10-15, 10:51 AM
A5 Extrapolating from the table provided, it would cost 500 XP and 20 gp (the cost of researching Mage Armor). However, there's technically no RAW answer.

Greenish
2010-10-15, 10:53 AM
Q5

A 10th-level Wizard wants to have Permanancy applied to Mage Armor so he can have a permanent +4 bonus to AC. Is this possible and if so, how much XP/spell slots/gp/cows/goats/chickens/whatever would it cost?A5: By RAW, only spells called out as being Permanenciable (either in the spell's description, or in Permanency's spell description) can be made permanent.

Anything other is purely in DM's purview.

Defiant
2010-10-15, 10:53 AM
A5

Mage armor is not on the list of spells that can be made permanent by Permanency (http://www.d20srd.org/srd/spells/permanency.htm).

Therefore, it is not possible (by RAW, ask your DM otherwise).


EDIT: Just a few seconds! Bah!

Goudaa
2010-10-15, 11:44 AM
Q6

When a player encounters a pit trap and fails their reflex save, would you consider the game to now be on "rounds"?

And if so - is it "surprise round"

My question regards the use of immediate actions not being able to be used on surprise round when you are surprised due to being flat-footed.

Defiant
2010-10-15, 11:46 AM
A6

At the very least, the player would be flat-footed due to not having had their turn yet. So no, they would not be able to make use of immediate actions.

Goudaa
2010-10-15, 11:48 AM
Q6&A6 - further clarification...

So by RAW or RAI you'd say a wizard in said situation could or could not use a featherfall spell to not take dmg from falling into said...75-100ft pit trap?

Douglas
2010-10-15, 11:53 AM
Q6&A6 - further clarification...

So by RAW or RAI you'd say a wizard in said situation could or could not use a featherfall spell to not take dmg from falling into said...75-100ft pit trap?
Feather Fall's spell description states that "You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall." This overrides the normal limitation on immediate actions while flat-footed. The wizard would be able to prevent the damage with this spell.

Xiander
2010-10-15, 12:33 PM
Q7
What happens if a caracter casts magic fang on himself and then change shape (using wild shape, or what have you)? Does the bonus still apply? If yes how do you determine wich natural weapon recieves the enhancement?

Duke of URL
2010-10-15, 12:47 PM
A 7

Nothing in the spell's description would indicate that it transfers to a new form. Even if the new form has identical types of natural weapons, they are not the same natural weapon -- you choose a specific natural weapon to enhance at the time of casting the spell. Therefore, the spell is still in effect, but is suppressed while in that alternate form, at least until its duration expires.

Goudaa
2010-10-15, 01:40 PM
Q8

If a medium creature is wielding a larger than mansized 2handed sword (with monkey grip) in two hands do they gain an additional 5ft reach?

Greenish
2010-10-15, 01:43 PM
Q8

If a medium creature is wielding a larger than mansized 2handed sword (with monkey grip) in two hands do they gain an additional 5ft reach?A8: No, using larger weapons (even larger reach weapons) doesn't grant any more reach than a properly sized one would. A reach weapon too small doesn't grant reach.

Rules Compendium, page 151.

Duke of URL
2010-10-15, 01:43 PM
A 8

No. Reach is a function of character size and weapon type. Increasing the size of a weapon does not affect its reach.

@^ D**n ninjas!

Eloel
2010-10-15, 01:58 PM
A 8

No. Reach is a function of character size and weapon type. Increasing the size of a weapon does not affect its reach.

@^ D**n ninjas!

Addition to A8
Pixies wielding Gargantuan Warhammers still need to get in enemy square to attack the enemy. Even though the warhammer is bigger than the square.

Goudaa
2010-10-15, 01:59 PM
Thank, then I was understanding it properly.

Q9

Is a larger than mansized longsword a medium size greatsword?

I ask being the damage is the same. (larger than mansize longsword = 2d6 - greatsword = 2d6)

And to follow up the question - with monkey grip, could a medium creature wield a huge longsword in two hands being a huge longsword is a larger than mansize gsword?

weapon chart for reference: http://www.d20srd.org/srd/equipment/weapons.htm

zagan
2010-10-15, 02:01 PM
Q10

This one might be a bit tricky.

Someone cast a three thunders (Car p76) heartfire (SPC p112) spell on a creature dealing 2 point of damage half elctrik and half sonic . If the creature succed on a fort save she only take half damage to a minimum of 1. The thing is that the creature as electrik resistance 5 if she make the fort save who chose the damage type of the 1 point of damage ?
The creature, following the rule of applying the bonus and penality in the most beneficial order or the caster following the same rule ?

Its important because three tunders secondary effect are only triggered when the spell deal damage.

Greenish
2010-10-15, 02:11 PM
Q9

Is a larger than mansized longsword a medium size greatsword?A9 A): No, a Large longsword is a Large longsword. A medium creature can wield it two-handed, but suffers -2 penalty to attacks.


And to follow up the question - with monkey grip, could a medium creature wield a huge longsword in two hands being a huge longsword is a larger than mansize gsword?A9 B): No, Monkey Grip only allows using weapons one category larger.

[Edit]:
Q10

This one might be a bit tricky.

Someone cast a three thunders (Car p76) heartfire (SPC p112) spell on a creature dealing 2 point of damage half elctrik and half sonic . If the creature succed on a fort save she only take half damage to a minimum of 1. The thing is that the creature as electrik resistance 5 if she make the fort save who chose the damage type of the 1 point of damage ?
The creature, following the rule of applying the bonus and penality in the most beneficial order or the caster following the same rule?A10: The Sage's ruling (not RAW) is that the effects are applied in the order most beneficial to the "owner" of the effect, in this case, the caster.

Duke of URL
2010-10-15, 02:14 PM
A 9

No. In 3.0 it was, in 3.5 it is not. A Large longsword is not the same as a Medium greatsword.

A 10

Irrelevant. The target takes 1 electric and 1 fire damage on a failed save; 1/2 electric and 1/2 fire damage, each rounded down to 0, and a successful save. There is no choosing which type involved.

Eloel
2010-10-15, 02:22 PM
A 10

Irrelevant. The target takes 1 electric and 1 fire sonic damage on a failed save; 1/2 electric and 1/2 fire sonic damage, each rounded down up to 0 1, and a successful save. There is no choosing which type involved.
Fixed for you. Minimum damage is 1.

zagan
2010-10-15, 02:45 PM
That's not what I want to hear but thanks for the clarification.

ffone
2010-10-16, 12:14 AM
Q11

Can a character use a delay action for 'part' of their turn? For example, could they use a move action, then delay, and use their standard action later in the initiative order?

Q12

When a character is under the effect of Haste and gets an extra attack during a full attack, is there a certain 'order' that new attack has to be in (such as before all the others or after), or can it be anytime during the sequence?

Xiander
2010-10-16, 03:29 AM
A11
No, delaying is waiting with doing anything untill a later point in the initiative order.
You could however take a move action and then use a standard action to prepare an other standard action. The caveat is that you must prepare a specifik action.
For eksample, you could move into a square where you threaten an enemy then prepare to strike when he is flanked. If at any point one of your allies flank him, you can interrupt the current action to take your attack, but if the enemy never becomes flanked, you will never get your action.

Coidzor
2010-10-16, 03:40 AM
A 12

You start with the attacks granted at your highest bonus and progress in that manner to the next highest bonus attack until all attacks have been made. The first attack cannot be from the haste spell because after the first attack of a full attack, the creature has the option of deciding to not full attack after all and instead take a move action.

http://www.d20srd.org/srd/combat/actionsincombat.htm

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.


When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

Embermage
2010-10-16, 12:25 PM
Q13

Beyond those listed in the spell description (disintegrate, disjunction, rod of cancellation, sphere of annihilation) and the Argent Savant's Unbind Force ability, what other means exist to destroy/dispel a Wall of Force and/or Forcecage?

WarKitty
2010-10-16, 01:52 PM
Q14
Is a casting time of "1 action" the same as "1 standard action"?

Claudius Maximus
2010-10-16, 01:55 PM
A 13 Partial

The Legendary Dreadnaught (http://www.d20srd.org/srd/epic/prestigeClasses/legendaryDreadnought.htm) can bust Walls of Force.

Divine Blast (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#divineBlast) destroys Walls of Force and penetrates them.

Curmudgeon
2010-10-16, 01:59 PM
A 13 additional answers

For non-Epic spells, a Ruby Ray of Reversal (Spell Compendium) will punch a 5' hole in Wall of Force or Forcecage, so enough castings can completely remove the effect. Sphere of Ultimate Destruction (Spell Compendium) operates as Disintegrate, so it will also work. Unbinding (Spell Compendium) removes magical barriers such as these spells. And of course Miracle and Wish can do the job.

A 14 Yes.

cd4
2010-10-16, 02:28 PM
Q15

Does the swordsage's 1st level abiity: Discipline Focus: Weapon Focus(School weapon) give the actual feat Weapon Focus or just the +1 bonus?

Greenish
2010-10-16, 02:33 PM
Q15

Does the swordsage's 1st level abiity: Discipline Focus: Weapon Focus(School weapon) give the actual feat Weapon Focus or just the +1 bonus?A15: Just the +1 bonus:

"You gain the benefit of the Weapon Focus feat for weapons associated with the chosen school."

The benefit of Weapon Focus is +1 to attacks made using the specific weapon.

Adrayll
2010-10-16, 02:44 PM
Q16
Is there any way to get the Improved (and Greater) Power Attack abilities granted by the Frenzied Berserker class through any other means?

Edhelras
2010-10-16, 04:38 PM
Q17

The PHB says (p.179) that to copy a spell from a scroll to your spellbook, the wizard must study the spell for a day, then make a Spellcraft check to understand the spell at the end of the day.
Then it says that the process of recording the spell into the spellbook, once the wizard understands the spell, takes 24 hrs regardless of spell lvl.

Does this mean that it actually takes two full days to copy a spell from a scroll to your spellbook?

Curmudgeon
2010-10-16, 04:53 PM
A 17 Yes.

You've correctly interpreted the time required.

Urpriest
2010-10-16, 05:20 PM
Q18

Suppose a character with the feat Obtain Familiar gains a level in a class that advances both arcane spellcasting and familiar progression. Would such a character's familiar advance twice as fast as the typical familiar?

Curmudgeon
2010-10-16, 06:14 PM
A 18 No.

Familiar advancement is based on Master Class Level, not spellcasting level. Most prestige classes that advance spellcasting do not improve the familiar's abilities in any way.

Urpriest
2010-10-16, 06:16 PM
A 18 No.

Familiar advancement is based on Master Class Level, not spellcasting level. Most prestige classes that advance spellcasting do not improve the familiar's abilities in any way.


Q18

Suppose a character with the feat Obtain Familiar gains a level in a class that advances both arcane spellcasting and familiar progression. Would such a character's familiar advance twice as fast as the typical familiar?

I think you missed this bit. Examples include Fleshwarper and Alienist.

Curmudgeon
2010-10-16, 06:22 PM
I think you missed this bit. Examples include Fleshwarper and Alienist.
No, I didn't miss that. The question was if spellcasting advancement would double the familiar's improvement, and it will not. (It is in fact only such prestige classes that advance familiars at all.) If I didn't catch the bit you highlighted then doubling would make no sense, as twice zero is always zero.

Urpriest
2010-10-16, 06:38 PM
Q19

To understand the point further, suppose there were a Prestige class that had both its own innate spellcasting (like the Suel Arcanamach) and progressed a previously acquired familiar. (Yes I am aware that there are no prestige classes that do this). Would a character with Obtain Familiar count levels in this prestige class as double for familiar advancement?

Curmudgeon
2010-10-16, 07:08 PM
A 19

Answering that would depend on the specific language used, so there's no RAW answer to such a theoretical question.

cd4
2010-10-17, 08:35 AM
Q20

Is there any way of casting more than 1 spell in a single round? I want to cast about 10 spells in the first round of combat (or just before would be preferable) my first thought would be 10 contingency spells but I can only have one of those.

Q21

If I was a Kensai 5/Wizard 1, and had a staff as my signiture weapon would the fact that the kensai's signiture weapon has a CL at Character Class Level +10 mean that any spell I cast has a CL of 16? or is it only spells from the staff that have this CL the rest are only CL 1?

Q22

Could a staff have both arcane and divine spells stored in it?

Defiant
2010-10-17, 08:45 AM
A20

- Contingency spells: you've already covered that
- Quickened spells: use a swift action to cast another spell, at a metamagic cost of 4 spell levels higher
- Spell Matrix: A spell that allows you to store and later cast 2 spells simultaneously
- Time Stop: A spell that gives you extra rounds to cast spells that do not target or affect anyone other than yourself or the environment
- Celerity: A spell that allows you to act out of turn, at the cost of being dazed until the end of your next turn
- Epic Stuff: I know there's an epic feat that allows you more than one swift action per turn (i.e. quickened spell)

And so on... There may be other spells, but this should at least get you started. Getting 10 spells off in 1 round is a bit difficult, to be honest. Without contingency spells, I'm not really seeing how it would be possible.

Curmudgeon
2010-10-17, 09:35 AM
A 21

Only the staff's caster level is affected by the Kensai Signature Weapon class ability.
A kensai’s signature weapon has a caster level equal to the
character’s class level + 10.

Curmudgeon
2010-10-17, 09:36 AM
A 22 No.

Wands and staffs can hold neither arcane nor divine spells; all their spells are without such type.

cd4
2010-10-17, 11:26 AM
Q23

Could I set all my buff spells in items to activate on the same command word? If so how long will it take to cast all these spells?

Killer Angel
2010-10-17, 11:36 AM
Q24

Temporary hp. Do they stack (in a sort of way)?
I know they didn't stack, even if they come from different spells, but...
The spell "protection from energy" overlaps "resist energy": when "Protection..." is exausted, then "resist..." kicks in.
So, if you're gaining temporary hp from, say, Heroes' feast and then from False Life, does False Life overlaps Heroes' feast?

Kaww
2010-10-17, 12:04 PM
A24 partial:

They stack for vampires, sword of life stealing and other things that give THP after a certain action. As for spells I'm not sure what RAW says about it, since each spell has a cap for THP.

Curmudgeon
2010-10-17, 12:15 PM
A 23

Activating each command word item takes a standard action by default regardless of what that command word is. You can activate multiple properties of a single item (such as a flaming, shocking weapon) with one action, however.

ffone
2010-10-17, 01:03 PM
Q25

Do Constructs radiate auras under Detect Magic? (If do, does the aura type correspond to what you'd expect based on their crafting prerequisites, like a magic item?)

Q26

I'm trying to interpret the SRD section on 'size and magic items'. Does it say that magic weapons and armor are specific to a certain creature size (i.e. don't resize) but that other magic items (rings, wondrous items, etc.) do resize?

cd4
2010-10-17, 03:03 PM
Q27

What would be the cost of creating a staff that can cast several spell a limited times per day, using either my CL or its CL whichever is higher?

Q21 and 22 Clarification

If I was a Kensai 5/Wizard 1/Cleric 1 what would be my CL for casting spells from a staff signiture weapon?

Curmudgeon
2010-10-17, 04:18 PM
A 26

Only magic garments resize to fit the wearer. Other items allow flexibility, such as wearing a ring on a thumb or pinky finger depending on size; having an amulet on a chain hang near your throat or navel; or wrapping a Monk's Belt once or multiple times around your waist. Other types of items (armor, weapons, wands, staffs, & c.) never change size.

Thurbane
2010-10-17, 04:21 PM
Couple of question that came up on our session Saturday:

Q 028

Can you Tumble from prone? I would imagine not, but we couldn’t find any specific mention in the rules. The situation was that I was prone in a square threatened by 3 enemies, and wanted to tumble into the next non-threatened square before standing.

Q 029

If I have Combat Reflexes, and a mount and rider both leave a threatened square, do I get an AoO against the rider and the mount?

Curmudgeon
2010-10-17, 04:28 PM
A 21 and 22 Clarification
A kensai’s signature weapon has a caster level equal to the character’s class level + 10.
"Class level" in class descriptions refers to the levels in that particular class unless noted otherwise.
class level

A character's level in a single class. Class features generally depend on class level rather than character level. The caster level of any Kensai 5's signature weapon would be 15.

Do note that such a character is not legal without at least 5 racial hit dice, so it would be ECL 12 or greater.

Curmudgeon
2010-10-17, 04:36 PM
A 28 Yes.

The rules don't prohibit using Tumble while prone. To do so you must obey the intersection of movement rules that this scenario imposes:

You can crawl 5 feet as a move action.
By accepting a -10 penalty on your Tumble checks, you can move at your full speed instead of one-half your speed.
So you'll need to make your Tumble check with a -10 penalty in order to move the full 5' as a move action. (Half speed only lets you move ½ a square, which rounds down to 0.)

A 29 Yes.

Each creature moving out of a square you threaten provokes an attack of opportunity. How it moves doesn't change this.

Koury
2010-10-17, 04:39 PM
Q30

Baised on Q28...

Can you jump while prone? If so, can you jump more then 5'? :smallconfused:

Curmudgeon
2010-10-17, 04:43 PM
A 25 No.

A magical aura is not a property of the construct type. While magic (spells or supernatural abilities) is used to create the construct, there is no magic inherent in the resultant creature.

Curmudgeon
2010-10-17, 04:56 PM
A 30 Yes.

Again, you must follow all movement rules related to this combination.

You can crawl 5 feet as a move action.
Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl.
Without a running start, double the DC for your Jump.
So you could high jump up 5' as a move action if you could make the DC 40 check required. You remain prone, and provoke attacks of opportunity from this movement. With a double move and a DC 80 Jump check you could Jump up 10'; again you remain prone and provoke AoOs. With a double move and a DC 20 Jump check you could make a prone long jump of 10', provoking AoOs for this movement.

draconicgodking
2010-10-17, 05:52 PM
Q31: is duskblade a prestige class requiring a special mission to unlock and where can i find a guide for building one?

Thurbane
2010-10-17, 05:56 PM
A 031

Duskblade is a base class (not a PrC) detailed in PHB 2.

Here are a couple of handbooks:

http://brilliantgameologists.com/boards/index.php?topic=525.0

http://community.wizards.com/go/thread/view/75882/19866690/The_Duskblades_Handbook_--_2007

ffone
2010-10-17, 06:29 PM
A 26

Only magic garments resize to fit the wearer. Other items allow flexibility, such as wearing a ring on a thumb or pinky finger depending on size; having an amulet on a chain hang near your throat or navel; or wrapping a Monk's Belt once or multiple times around your waist. Other types of items (armor, weapons, wands, staffs, & c.) never change size.

Are there any RAW size restrictions on using, say, wands? If a pixie crafted a wand for Small creatures, could a Colossal creature use it?

ffone
2010-10-17, 06:31 PM
Q32

The Scent special ability description (http://www.d20srd.org/srd/specialAbilities.htm#scent) mentions tracking by scent as being a Wisdom check (that requires the Track feat) rather than a Survival check. Does this mean that ranks or other bonuses in Survival don't help when tracking by scent? Or is it just highlighting the fact that Survival is an untrained, Wis-modified skill?

Later in that text block it also says "and the base Survival DC to track becomes 20 rather than 10.". Inconsistency?

Paladineyddi
2010-10-17, 07:07 PM
Q:33

Does a character who has a base speed of 30 wearing a Mithral Battle plate have a speed of 15 or 20?

likewise does a character with a base speed of 30 wearing a Mithral breastplate have a speed of 20 or 30?

Greenish
2010-10-17, 07:10 PM
Q:33

Does a character who has a base speed of 30 wearing a Mithral Battle plate have a speed of 15 or 20?

likewise does a character with a base speed of 30 wearing a Mithral breastplate have a speed of 20 or 30?A33: Mithral heavy armour, such as full plate, counts as medium armour, and thus reduces the user's speed. Mithral medium armour, such as a breastplate, counts as light armour, and thus doesn't reduce the user's speed.

[Edit]: Battle Plate (RoS) is heavy armour, just like full plate.

ffone
2010-10-18, 02:09 AM
Q34

In the following text of Swift Tracker:

"Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking."

What's 'normal speed'? A single move action per round (3 mph for a 30' character), or a double move per round?

Curmudgeon
2010-10-18, 04:57 AM
Are there any RAW size restrictions on using, say, wands? If a pixie crafted a wand for Small creatures, could a Colossal creature use it?
There are no restrictions on wands by size, and wands in fact are typically in a specified size range regardless of who creates them.
Physical Description

A typical wand is 6 inches to 12 inches long and about ¼ inch thick, and often weighs no more than 1 ounce. A Fine creature will find wands to be of the same order as their height, and a Colossal creature will find them be be smaller than the digits with which they hold the wands. Irrespective of that, both creature sizes can use wands with the same effect.

Curmudgeon
2010-10-18, 05:05 AM
A 34

Normal speed depends on your movement (http://www.d20srd.org/srd/movement.htm) scale. Tracking typically uses the overland movement rules, because the minimum requirement to follow tracks is one Survival check each mile.

Mordrigar
2010-10-18, 08:47 AM
Q: 35

Which Deities grants "Magic" domain to clerics? (except Mystra)

Claudius Maximus
2010-10-18, 09:38 AM
A 35

Core Deities: Boccob, Vecna, Wee Jas.
Eberron Deities: Aureon, the Shadow.
Forgotten Realms Deities: Azuth, Hanali Celanil, Isis, Laduguer, Mystra, Savras, Set, Thoth, Velsharoon.
Other Deities: Annam, Delleb, Diirinka, Hruggek, Ilsensine, Lirr, Rillifane Rallathil, Shekinester.

Pretty sure I stole this list from Curmudgeon at some point, so I suppose he deserves some credit.

OMG PONIES
2010-10-18, 04:55 PM
Q36: Besides the bard and Loremaster, what arcane casting classes (or prestige classes) grant Bardic Knowledge?

mykelyk
2010-10-18, 06:52 PM
Q:37 Can a bard with scribe scroll make CL 5 scroll of glibness, if not which is the minimum caster level possible? Can you point me at the actual rule?

dragonsamurai77
2010-10-18, 07:56 PM
Q 38

How do you recover maneuvers gained through Martial Study?

Douglas
2010-10-18, 10:05 PM
A37

No. The minimum caster level for a spell is the caster level of the class the spell is coming from at the lowest class level at which the spell is normally accessible. The lowest possible level, taking only class into account, for a Bard to cast Glibness is 7. Bards get 3rd level spells at level 7, and at that level they have caster level 7. Thus, the minimum caster level for a scroll of Glibness made by a Bard is 7.

A38

If you have at least one level in a base martial adept class when taking the feat, the new maneuver is added to your maneuvers known for that class (your choice of which class if you have levels in more than one of them), uses that class's maneuvers readied (the number of which is not increased by the feat), and uses that class's recovery mechanism.

If you do not have any base class martial adept levels when you take Martial Study, the maneuver cannot normally be recovered in combat. Once out of combat, recovering all maneuvers takes 1 minute. In case you need a more technical definition, such as in the case of a stealthy hit-and-run enemy harassing the party while you try to ignore him to get your maneuver(s) back, you can recover all maneuvers at the end of a full uninterrupted minute (10 consecutive rounds) where you A) do not attack, B) do not use any maneuver, and C) are not attacked by an enemy.

Curmudgeon
2010-10-18, 10:15 PM
A 36

For this and other similar questions, the Lists of Stuff (http://community.wizards.com/go/thread/view/75882/19871954/Lists_of_Stuff) is a great resource.Bardic Knowledge
Bard 1
Troubadour of Stars 1, ECL 9, Book of Exalted Deeds
Loredelver 1, ecl 8, Races of Destiny
Rogue 3, Rilkan racial substitution level, Magic of Incarnum
Harper Mage ?, Magic of Faerun
Harper Priest ?, Magic of Faerun

stacks with bard levels
Moonstar Agent, ecl 6, City of Splendors: Waterdeep (FR) - stacks with anything that functions like bardic knowledge
Sublime Chord, ecl 11, Complete Arcane
Fochlucan Lyrist, ecl 11, Complete Adventurer
Ollam, ecl 8, Complete Adventurer
Troubadour of Stars 1, ECL 9, Book of Exalted Deeds
Loredelver 1, ecl 8, Races of Destiny
Ardent Dilettante 1, ecl 6, Planar Handbook
Merchant Prince 1, ecl 6, Power of Faerun

functionally the same as "bardic knowledge", but called something else
Loremaster 2, ecl 9
Ollam 1, ecl 8, Complete Adventurer
Cloistered Cleric, variant class, Unearthed Arcana
Ardent Dilettante 1, ecl 6, Planar Handbook
Tainted Scholar 3, ecl 8, Heroes of Horror
Dragon Descendant 2, ecl 7, Dragon Magic, "Ancentral Lore", see text
Primal Scholar 1, ecl 8, Eberron: Secrets of Xen'drik, "Xed'Drik Lore"
Psion 1 (Seer), Mind's Eye expanded class (link), "psionic knowledge"
Merchant Prince 1, ecl 6, Power of Faerun, "mercantile knowledge"
Court Herald 1, ecl 8, Power of Faerun, "Lore"
Paragnostic Apostle, ecl 3?, Complete Champion, "Lore"
Celestial Mystic 5, ecl?, Book of Exalted Deeds, see text
Prophet of Erathaol 1, ecl 8, Book of Exalted Deeds, see text
Beast Heart Adept 2, ecl 7, Dungeonscape, "Monster Lore", see text

ffone
2010-10-18, 10:21 PM
Q39

If a character is two-weapon fighting, and under the effect of Haste, does haste give an extra attack with each weapon, or just with one weapon? If the latter, can the attacker choose which weapon, and whether the 'extra' attack is before or after the regular ones?

If Haste only gives an extra attack with one of the two weapons, could the character wield a Speed weapon to get an extra attack with the other?

Curmudgeon
2010-10-18, 10:32 PM
A 39
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding.
If you are using two weapons, you can strike with either weapon first. It's any weapon, not all weapons.
(This benefit is not cumulative with similar effects, such as a haste spell.) Either weapon can be used for the extra attack, which is only one extra.

GoodbyeSoberDay
2010-10-19, 04:31 AM
Q 40
I think I best described my question in a quote from another thread:

...
Knock-down: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.
Improved Trip: If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
The way I read it, assuming lucky dice rolling, the chain of events happens like this (for Bob the Knock-down Tripper):

1. Bob makes regular attack against Foe and hits for 10+ damage.
2. Bob gets to make a trip attack against Foe as a free action and succeeds, tripping Foe.
3. Because Bob tripped an opponent in melee combat, Bob immediately gets another melee attack against that opponent (and hits for whatever damage).

To clarify, even though the trip is a free action, it's still a trip attack, which is a type of attack, meaning the extra attack from Improved Trip still qualifies...Is this interpretation correct, or do you not get that last follow up attack?

Duke of URL
2010-10-19, 06:13 AM
A 40

That does indeed seem to be exactly what RAW says.

powerdemon
2010-10-19, 06:47 AM
A 39 It's any weapon, not all weapons. Either weapon can be used for the extra attack, which is only one extra.

Q 41
On that note, If a four armed creature wielded 4 weapons with the speed enchantment, could he get the extra attack with each weapon?

Duke of URL
2010-10-19, 07:33 AM
A 41

Yes. The Speed property applies to each weapon individually, at the +3 enhancement cost, of course, so resources are the limiting factor.

Chen
2010-10-19, 08:34 AM
Q42
Healing Belt in the MIC says its base cost is 750gp but the cost to craft is 500 gp and 40 exp (which is more in line with a 1000gp item). Which is correct or is there a reason for the discrepency?

Q43
Is there any way for a Warblade to get more readied maneuvers without going into a PrC?

bokodasu
2010-10-19, 09:18 AM
Q44

Is there a way to prevent yourself (or others) from being raised as undead? (Not including "don't die".)

Douglas
2010-10-19, 09:34 AM
Q42
Healing Belt in the MIC says its base cost is 750gp but the cost to craft is 500 gp and 40 exp (which is more in line with a 1000gp item). Which is correct or is there a reason for the discrepency?
By strict RAW, specific trumps general and there is no errata for this, so the Healing Belt costs 500 gp and 40 xp to craft and costs 750 gp to buy despite this violating the normal rule for how market price and crafting costs relate to each other.

By RAI, one of the prices is clearly wrong but there is no strong indication of which one. Most people go with market price being correct as the more prominent and more commonly used number, but it's ultimately up to each individual DM.


Q43
Is there any way for a Warblade to get more readied maneuvers without going into a PrC?
No.


Q44

Is there a way to prevent yourself (or others) from being raised as undead? (Not including "don't die".)
Being buried in Hallowed (http://www.d20srd.org/srd/spells/hallow.htm) ground would do it. Total destruction of the body should also prevent undeadification in the vast majority of circumstances, and there might be some other ways to do it.

OMG PONIES
2010-10-19, 09:47 AM
A44 (additional): Spawn Screen or Necrotic Termination are spells from Libris Mortis that should prevent you from being raised. Spawn Screen only protects from the attacks of undead that raise you as their spawn, while Necrotic Termination is a bit more all-encompassing.

Kaww
2010-10-19, 09:56 AM
A44 appendix

Heroes of Battle offers consecrate battlefield...

Duke of URL
2010-10-19, 10:10 AM
A 44, additional

You could also find a way to gain a type that is ineligible for becoming Undead, such as Construct, (Or, ironically, being Undead, as a destroyed Undead creature can't be raised as a new Undead creature. Of course, there's always revive undead...)

Tharck
2010-10-19, 10:29 AM
Q 45

What space(s) does horse occupy? This concerns adult horses, not ponies.

Kaww
2010-10-19, 10:38 AM
A45

Monster manual, pg 273. space 10ft.

Tharck
2010-10-19, 10:38 AM
A45

Monster manual, pg 273. space 10ft.

So thats 4 squares total, not 1 square and 2 long?

Greenish
2010-10-19, 10:46 AM
So thats 4 squares total, not 1 square and 2 long?Yes. All creatures small and great occupy a square (or rather, cube) area.

Curmudgeon
2010-10-19, 10:58 AM
A 41
Speed

When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.) Your individual DM's interpretation of the highlighted part will determine the answer. Is speed in one weapon similar to speed in another weapon?

cd4
2010-10-19, 11:02 AM
Q46

If I have a quarterstaff with speed on one side, and use the other sided 2handed do I get the extra attack from speed?

Duke of URL
2010-10-19, 11:08 AM
A 46

No. Enhancements on a double weapon are specific to each "side" of the weapon.

Awetugiw
2010-10-19, 02:00 PM
Q47 Do Point Blank Shot and the Inspire Courage effect apply to only one attack in a volley or to all of them?

Since I might have to convince the other group members a reference to a rule would be great.

Duke of URL
2010-10-19, 02:05 PM
A 47

Yes, and yes.


You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.

Neither description limits the effect to particular attacks.

Killer Angel
2010-10-19, 02:26 PM
Sorry... Let's try again with the Q24


Q24

Temporary hp. Do they stack (in a sort of way)?
I don't think they stack (same kind of bonus, right?), even if they come from different spells, but...
The spell "protection from energy" overlaps "resist energy": when "Protection..." is exausted, then "resist..." kicks in.
So, if you're gaining temporary hp from, say, Heroes' feast and then from False Life, does False Life overlaps Heroes' feast?


A24 partial:

They stack for vampires, sword of life stealing and other things that give THP after a certain action. As for spells I'm not sure what RAW says about it, since each spell has a cap for THP.

Douglas
2010-10-19, 02:37 PM
A24

From the FAQ:

Do temporary hit points from two applications of the
same effect stack? What about from different effects? If I
have temporary hit points from multiple sources, how
should I apply damage?

Temporary hit points from two applications of the same
effect don’t stack; instead, the highest number of temporary hit
points applies in place of all others. Temporary hit points from
different sources stack, but you must keep track of them
separately.

For example, imagine a character who gained 15 temporary
hit points from an aid spell. After taking 8 points of damage,
she has 7 temporary hit points left from the spell. If another aid
spell were cast on the same character granting 12 temporary hit
points, this total would replace the other spell’s total, meaning
the character would now have 12 temporary hit points (rather
than 19). If the character then cast false life on herself, she
would add the full benefit of that spell to the temporary hit
points from the aid spell.

This also applies to temporary hit points gained from
energy drain and similar special abilities. Each successful
attack counts as one application of the effect (meaning that an
attack that bestows 2 or more negative levels still counts as
only one application of the effect). For example, a wight gains
5 temporary hit points each time it bestows a negative level
with its slam attack. If it bestows another negative level while it
has 2 temporary hit points remaining from the first attack, the
new temporary hit points would replace the old ones.

Temporary hit points are “first-in, first-out.” Damage
should be taken off the oldest temporary-hit-point-granting
effect first; when that effect is exhausted, apply damage to the
next oldest effect. For this reason, you must track each supply
of temporary hit points separately.

ranagrande
2010-10-19, 03:40 PM
Q 48

In D&D, is a week 7 days or 10 days? I seem to recall having seen both used before.

Duke of URL
2010-10-19, 03:45 PM
A 48

7 days. Refer to the Craft skill and the difference between daily progress and weekly progress. Daily progress being 1/10 the weekly check is specifically noted as being less efficient because a week is only 7 days.

KillianHawkeye
2010-10-19, 05:29 PM
A 48 additional

I believe the calendar used in the Forgotten Realms setting has a 10 day week....

ffone
2010-10-19, 08:27 PM
A 39 It's any weapon, not all weapons. Either weapon can be used for the extra attack, which is only one extra.

re Q39


(Since I'm not sure this part of the question was answered - I shouldn't've asked a multipart question)

If a Hasted character is wielding two-weapons, and one is a Speed weapon, can they apply the extra attack from haste to the non-Speed weapon to get one 'extra' attack with each weapon (say, 2 attacks with each weapon, if they have a BAB of less than +6). I see the text of the speed property that says it doesn't stack with haste - sp presumably they couldn't get 2 attacks with one weapon - but does applying the extra attakcs to different weapons count as 'stacking'?

Similarly - could a character wield two Speed weapons and get the benefits of both?

DeltaEmil
2010-10-20, 12:29 AM
Q 49

Are there abilities or spells that can fool the true-form-of-a-polymorphed-changed-or-transmuted-things-recognizing and illusion-piercing quality of "True Seeing", and if yes, where are they listed?

Claudius Maximus
2010-10-20, 01:05 AM
A 49 Partial

The feat Insidious Magic from Player's Guide to Faerun can fool True Seeing if the detecting caster fails a CL check and does not have the feat Shadow Weave Magic.

Eloel
2010-10-20, 01:11 AM
Q 49

Are there abilities or spells that can fool the true-form-of-a-polymorphed-changed-or-transmuted-things-recognizing and illusion-piercing quality of "True Seeing", and if yes, where are they listed?

A49 additional
Casting Invisible Spell'd Polymorph, and disguising(Alter Self'ing) as the creature should work.

Kaww
2010-10-20, 04:17 AM
A49 additional
Casting Invisible Spell'd Polymorph, and disguising(Alter Self'ing) as the creature should work.


The subject
sees through normal and magical darkness,
notices secret doors hidden by magic, sees
the exact locations of creatures or objects
under blur or displacement effects, sees invisible
creatures or objects normally, sees
through illusions, and sees the true form of
polymorphed, changed, or transmuted
things.

Stacking factors doesn't help.

Did you mean that all three should be done at once? If so alter self's bonus to disguise isn't worth anything, since you see through the polymorph effect, which gives you the bonus.

A49 appendix

However you may use things that will give you bonus to your disguise check roll and effectively disguise yourself. This fools TS. Also good hide modifier, or a led screen and a good lawyer may help. :smallwink:

Curmudgeon
2010-10-20, 05:09 AM
Re: Q 39
If a Hasted character is wielding two-weapons, and one is a Speed weapon, can they apply the extra attack from haste to the non-Speed weapon to get one 'extra' attack with each weapon No. Haste affects your full attack, not just a particular weapon. You cannot combine any Speed effect with Haste.

Similarly - could a character wield two Speed weapons and get the benefits of both? See my A 41 for this one.

Eloel
2010-10-20, 05:31 AM
Stacking factors doesn't help.

Did you mean that all three should be done at once? If so alter self's bonus to disguise isn't worth anything, since you see through the polymorph effect, which gives you the bonus.


The key ingredient there is Invisible Spell. True Seeing sees through Invisible Spell. Not through Polymorph.

theterran
2010-10-20, 07:15 AM
Q50

Concerning the Feat "Fiendish Summoning Specialist" in the Planar Handbook. Does this feat allow me to select summonable creatures that I would typically have to be an Evil Caster for, even if I'm Neutral? (An example would be Pain Devil FCII pg. 132-134 which says a LE character can add it in place of Chain Devil.)

Thanks

Curmudgeon
2010-10-20, 08:03 AM
A 50 Yes.

Fiendish Summoning Specialist extends your Summon Monster creature list by one evil creature each spell, and any nongood spellcaster can avail themself of this feat. Do note that consistent [Evil] summoning can alter your character's alignment from neutral to evil.

theterran
2010-10-20, 08:32 AM
A 50 Yes.

Fiendish Summoning Specialist extends your Summon Monster creature list by one evil creature each spell, and any nongood spellcaster can avail themself of this feat. Do note that consistent [Evil] summoning can alter your character's alignment from neutral to evil.

Awesome! Thanks! :smallsmile:

Reverent-One
2010-10-20, 11:08 AM
Q51

Bit of a silly question here, but does Knowledge (Local) only apply when you are somewhere you've grown up/lived in/visited often? I've got a DM that says it does, which makes little sense to me, but I don't see the rules explictly counter that idea anywhere.

Koury
2010-10-20, 11:21 AM
A51

No. Any questions about legends, personalities, inhabitants, laws, customs, traditions or humanoids in general are answerable by Knowledge: Local, regardless of which areas legends, personalities, inhabitants, laws, customs or traditions you are asked about.

Reverent-One
2010-10-20, 11:27 AM
Glad to see I didn't fail my own Knowledge (3.5) check there. Is there anywhere in the rules that is actually stated, rather than something that should just be understood?

DeltaEmil
2010-10-20, 11:39 AM
The Forgotten Realms campaign has the Knowledge (Local) skill being divided by region (like for example Knowledge Amn or Knowledge Thay) as part of the specific rules-change that deviates from standard D&D gameplay, which is where your gm probably got this idea.

Zherog
2010-10-20, 12:23 PM
A 51 Add'l

Eberron does the same thing.

TheAmishPirate
2010-10-20, 12:31 PM
Q52 This one has been bugging me for a while, but are there any other weapons that grant the same attack range options as a spiked chain? I don't care about the tripping, but just a reach weapon that can attack in melee.

Greenish
2010-10-20, 12:49 PM
Q52 This one has been bugging me for a while, but are there any other weapons that grant the same attack range options as a spiked chain? I don't care about the tripping, but just a reach weapon that can attack in melee.A52:

Kusari-Gama, DMG
Whirling Sword, Secrets of Sarlona
Rope Dart, Dragon Mag #319 (I believe)
Drow Scorpion Chain, Races of Eberron

Dusk Eclipse
2010-10-20, 08:06 PM
Q53
How does the feat Masterspellthief (CSco) interacts with caster level advancing prg classes? Example I have a Spellthief/Wizard/Eldritch Knight with master spellthief keyed to Wizard, do I count eldritch knight levels for the purpose of the feat?

ffone
2010-10-21, 01:50 AM
Q54

The Rhino's Rush spell (Spell Compendium, probably reprising some other source) doubles charge damage, but with 'singular' grammar ('attack'). If a character has a full attack charge ability (i.e. Pounce), would the spell double damage on every attack of that full attack?

(I can quote the spell text if helpful - are there guidelines on how much quoting of manuals is OK?)

Thurbane
2010-10-21, 01:57 AM
A 054


This spell allows you to propel yourself in a single deadly charge. The first charge attack you make before the end of the round deals double damage on a successful hit.

The double damage would apply on to the first attack, in the case of someone with Pounce or a similar ability.

Xiander
2010-10-21, 04:27 AM
Q55
Is there a way to become imune to fear without using magic or magic items?

Duke of URL
2010-10-21, 05:21 AM
A 55

Paladins become immune to fear as a 3rd-level class feature. There may be other similar classes.

Q 56

The Loremaster secret "Applicable knowledge" says that she gains "Any one feat". Aside from the question of whether or not that means that she can ignore prerequisites, can this be used to take an epic feat if her character level is 21 or higher?

Runestar
2010-10-21, 05:24 AM
Q55
Is there a way to become imune to fear without using magic or magic items?

There is a regional feat in player's guide to faerun which grants fear immunity.

zagan
2010-10-21, 06:27 AM
Q 57a

The spell Heartfire (Spc p112) said that the flamm can be extinguish by normal mean, I assume that they can make a reflex save (DC 15) as a full-round action as describe under alchemist fire. (http://dungeons.wikia.com/wiki/SRD:Alchemist%27s_Fire)

Q 57b

If the above is yes, does it work even the you use the three tundered metamagic feat on the spell changing the damage to electricity and sonic ? I mean it's not fire anymore but it doesn't change the spell description so it should still work.

theterran
2010-10-21, 07:03 AM
Q58

Does Improved Buckler Defense work when attacking with a 2-handed weapon as well?

Duke of URL
2010-10-21, 07:48 AM
Q 59

What ACFs exist for Wizards to trade in their Scribe Scroll bonus feat?

powerdemon
2010-10-21, 09:05 AM
Q 59

What ACFs exist for Wizards to trade in their Scribe Scroll bonus feat?

A 59

Check this list:

http://community.wizards.com/go/thread/view/75882/19872054/Alternative_Class_Features_III

Tharck
2010-10-21, 09:40 AM
Q 60

If a troll suffers damage equal and past his current HPs in non-lethal damage, and suffers 1 point of lethal damage (fire) does he die or do all of his HPs have to be consumed up to -10 in lethal damage?

OMG PONIES
2010-10-21, 09:47 AM
Q61:

Are there any ACFs that allow a paladin to trade away her ability to detect evil? A quick web search turned up a page on wizards.com, which is unfortunately blocked at my place of employment.

Q62:

How can one become immune to nonlethal damage?

Dimers
2010-10-21, 09:50 AM
A 55 additional


Q55
Is there a way to become imune to fear without using magic or magic items?

A cleric with the Dream domain is immune to fear, as is any other class or prestige class that can acquire that domain. Dream is detailed in Complete Divine.

Greenish
2010-10-21, 10:34 AM
Q 60

If a troll suffers damage equal and past his current HPs in non-lethal damage, and suffers 1 point of lethal damage (fire) does he die or do all of his HPs have to be consumed up to -10 in lethal damage?A60: Lethal damage has to push the troll's hp below -9 for the troll to die. Non-lethal damage can only make the troll unconscious, but has no effect on it's actual hp.

Totally Guy
2010-10-21, 10:50 AM
Q63
Paladins cannot multiclass away from paladin and back in again later.

But can a character with existing class levels but no paladin levels take paladin levels?

Duke of URL
2010-10-21, 10:51 AM
A 63

Yes. The restriction is only on leaving the Paladin class, not entering it.

Curmudgeon
2010-10-21, 12:09 PM
A 55 additional info

From the Lists of Stuff (http://community.wizards.com/go/thread/view/75882/19871954/Lists_of_Stuff): Immunity to fear
Paladin 3
Dragon Shaman 4, PHB2 - only against frightul presence of dragons
Lloth-touched, template, Monster Manual 4
Knight of the Chalice 2, ecl 10, Complete Warrior, fear effects from evil outsiders, enchantments at 5th level, 20' aura at level 8
Tattoed Monk 1, ecl 6, Complete Warrior, falcon tattoo
Black Flame Zealot 1, ecl 6, Complete Divine
Nightmare Spinner 1, ecl 6, Complete Mage
Enlightened Spirit 1, ecl 6, Complete Mage
Loredelver 5, ecl 12, Races of Destiny
Dragonslayer 1, ecl 6, Draconomicon - any
Dragonrider 1, ecl 6, Draconomicon - only against frightful presence of dragons
Platinum Knight 1, ecl 6, Draconomicon - only against frightful presence of dragons
Elder Spirit, soulmeld, Dragon Magic - only againt frightful presence of dragons
Druid 1 or Ranger 4, Phynxkin Companion variant, Dragon Magic, only when near companion, see text
Dragon Descendant 1 (rampaging ancestor), ecl 6, Dragon Magic
Barbarian, class variant, Dragon Magic, vs dragon frightful presense only
Leviathan Hunter 5, ecl 10, Stormwrack
Dragon Samurai 3, ecl 8, Miniatures Handbook - only against dragon frightful presence
Binder 6, Tome of Magic
Agares, vestige, ecl 7, Tome of Magic
Soulborn 2 (lawful good), Magic of Incarnum - can share with an ally at level 9
Death Delver 2, ecl 7, Heroes of Horror
Dream domain, Heroes of Horror
Legendary Leader 1, ecl 7, Heroes of Battle, at 5th level also affects your cohort and followers
Citadel Elite 5, ecl 12, Eberron: Sharn
Nentyar Hunter 5, ecl 10, FR: Unapproachable East
Thief of Life 5, ecl ?, Faiths of Eberron
Fearless, regional feat, Player's Guide to Faerun
Initiate of Cyric, feat, Player's Guide to Faerun
Defender of the Homeland, feat, Champions of Valor - only while in home region
Triadic Knight 6, ecl 11, Champions of Valor
Abyss-Bound Soul (Graz'zt), vile feat, Fiendish Codex I
Dungeon Lord 5, ecl ?, Dungeonsape, only while in home dungeon
Hellreaver 1, ecl 6, Fiendish Codex II, see text
Lion of Talisad 1, ecl 6, Book of Exalted Deeds, and +4 vs mind effects
Battlerager 2, ecl 7, Races of Faerun

Special Mention
Banner of the Storm's Eye, item, Eberron: Explorer's Handbook, suppresses (not removes) fear within 20' Additionally, the Uncanny Bravery ACF (Dragon Magic, page 14) allows a Barbarian or Rogue to be immune to dragon frightful presence, and grants a +4 morale bonus vs. other types of fear.

Edit: The most recent version of the Dream domain is in Spell Compendium on page 273.

Curmudgeon
2010-10-21, 12:18 PM
A 61

From the Alternative Class Features (http://community.wizards.com/go/thread/view/75882/19872054/Alternative_Class_Features_III) list at Wizards.com:

Detect Undead (Expedition to Castle Ravenloft, p 208): Replace detect evil with detect undead.

Dragonborn Paladin Substitution Level (Races of the Dragon, p 108): gain knowledge: arcana
1st level: Detect Dragonblood, replaces detect evil

Golden Lion Substitution Levels (Champions of Valor, p 43): aid good temple of another faith 1/month
1st level: Detect Magic, replaces detect evil

Harmonious Knight Substitution Levels (Champions of Valor web enhancement (http://www.wizards.com/dnd/files/champions_of_valor.zip)): add perform to list of class skills
1st level: Inspire Courage: replaces detect evil

Vigilant Eye of Helm Substitution Levels (Champions of Valor, p 51):
1st level: Expanded Spell List (see invisibility), Know Greatest enemy, replaces detect evil

Kaww
2010-10-21, 12:33 PM
Q62:

How can one become immune to nonlethal damage?

A62 partial

Any template that will make you undead or a construct. If you are looking for a way to avoid NLD from exhaustion, cold, heat etc. there are other answers as well...

Armethious
2010-10-21, 01:09 PM
Q64

In regards to the spell Genesis, (Psionic version if it matters), it states that after the initial growth to a radius of 180 feet, it will continue to group one foot per week. If after the 180 feet growth you case Genesis again, does it now grow one foot per day PLUS the one foot per week from the latent effect of the initial Genesis, or does the new Genesis "override" that growth. Additionally if you do get growth from both, after the second Genesis ends, would you now get two feet per week instead of one?

Q65

Genesis states " you can’t create a demiplane out of esoteric material, such as silver or uranium." Does that also mean those elements can not even be present? If you made your demiplane large enough out of common dirt and stone, in a normal geological environment they would be present in some quantity, albeit small. Is that allowable in the RAW?

Q66

Last Genesis question I promise! (At least for now) Does the shape of demiplane have to be flat, or can it be a sphere? I ask because a sphere with the same radius gets you four times the surface area than a circle.

Thanks for your help!

Mordrigar
2010-10-21, 01:37 PM
Q: 67
Is there any LA +0 race with more than +2 int bonus?

Kaww
2010-10-21, 01:56 PM
A 67

Not in the following books:

Player’s Handbook v.3.5
Player’s Handbook 2
Dungeon Master’s Guide v.3.5
Dungeon Master’s Guide 2
Monster Manual v.3.5
Monster Manual II
Monster Manual III
Monster Manual IV
Monster Manual V
Complete Warrior
Complete Divine
Complete Arcane
Complete Adventurer
Complete Scoundrel
Races of Stone
Races of Destiny
Races of the Wild
Races of Eberron
Races of the Dragon
Draconomicon
Libris Mortis
Lords of Madness
Fiendish Codex 1: Hoards of the Abyss
Fiendish Codex 2: Tyrants of the 9 Hells
Drow of the Underdark
Book of Exalted Deeds
Fiend Folio
Unearthed Arcana
Frostburn
Stormwrack
Sandstorm
Forgotten Realms Campaign Setting
Magic of Faerûn
Lords of Darkness
Races of Faerûn
Silver Marches
Underdark
Player’s Guide to Faerûn
Eberron Campaign Setting
Player’s Guide to Eberron
Faiths of Eberron
Races of Eberron
Secrets of Xen’drik
Five Nations

Dusk Eclipse
2010-10-21, 02:11 PM
Q53
How does the feat Masterspellthief (CSco) interacts with caster level advancing prg classes? Example I have a Spellthief/Wizard/Eldritch Knight with master spellthief keyed to Wizard, do I count eldritch knight levels for the purpose of the feat?

Err, hate to re-post it, but I really need the question answered..

Curmudgeon
2010-10-21, 02:41 PM
A 64

Two castings of the same spell, or manifestings of the same power, generally have the same effect as one. You get the best bonus to your demiplane growth from all instances of Genesis, not their combined effect.

A 65

The phrase "you can’t create a demiplane out of esoteric material, such as silver or uranium" means exactly that: no trace of these materials may be present through the Genesis power itself. There is no "normal geological environment" involved. If you want these materials you would need to introduce them through some other means, just as living things or structures would need to be added separately.

A 66

A demiplane is a sphere if its dimensions are expressed as a radius. A D&D plane of existence (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_planeofexistence&alpha=P) isn't two-dimensional.

Tavar
2010-10-21, 04:10 PM
Q68
Rhinoceros (http://www.d20srd.org/srd/monsters/rhinoceros.htm)'s have the ability powerful Charge, giving them extra damage on a charge(4d6+24). This is instead of their Normal Gore Damage, Correct?

Q69
If casting animal growth on a Rhino, what, if any is the effect on powerful charge? It seems to just be twice it's normal Natural Attack, but it's also a separate ability, and the text for powerful charge on the SRD implies that it's a set value.

Douglas
2010-10-21, 04:40 PM
A68

Correct.

A69

By strict RAW, Animal Growth would not affect the damage of a Rhino's charge. Attack bonus and reach would change, but damage would not.

By RAI, it seems pretty clear to me that charge damage is supposed to be double normal, so damage would scale up accordingly.

zagan
2010-10-21, 04:44 PM
Sorry for the repost but I really need a response to that for my game, or it is outside the preview of the thread ?


Q 57a

The spell Heartfire (Spc p112) said that the flamm can be extinguish by normal mean, I assume that they can make a reflex save (DC 15) as a full-round action as describe under alchemist fire. (http://dungeons.wikia.com/wiki/SRD:Alchemist%27s_Fire)

Q 57b

If the above is yes, does it work even the you use the three tundered metamagic feat on the spell changing the damage to electricity and sonic ? I mean it's not fire anymore but it doesn't change the spell description so it should still work.

Thurbane
2010-10-21, 05:51 PM
Q 070

If a Human with levels if the Human Paragon class acquires the Dragonborn template, does he lose the special features from Human Paragon?

Q 071

Do Deathstrike Bracers overcome critical immunity from the Fortification special ability (either from an item, or as a class feature)?

Q 071b

If the answer is no, is there any way to score a critical against a creature with, say, Heavy Fortification?

Koury
2010-10-21, 06:55 PM
Q72

Do Devoted Spirit healing maneuvers (Crusader's Strike, Revitalizing Strike, Martial Spirit, etc), when used on a Warforged, only heal half the normal amount?

KillianHawkeye
2010-10-21, 07:29 PM
A 72

No, they heal the full amount. This is because they are not spells from the healing subschool, which is the only healing restricted by being a warforged.

Curmudgeon
2010-10-21, 08:25 PM
A 70 No.

While Human Paragon requires being a Human, its benefits are from class levels rather than racial traits.

Curmudgeon
2010-10-21, 08:40 PM
A 71 No.

Deathstrike Bracers specify their effect against "constructs, elementals, oozes, plants, and undead"; fortification is not on this list.

A 71b partial

The Lightbringer Penetrating Strike ACF (Expectiion to Castle Ravenloft, page 208) allows the Rogue to deal ½ normal sneak attack dice, plus full Craven bonus, against 100% fortification. (With Penetrating Stike + Craven full fortification will only decrease their sneak attack damage about 30%.) This doesn't deal with critical hits; just sneak attack.

If your target with 100% fortification happens to be a Warforged with Improved Fortification, the Humanoid Essence or Humanoid Essence, Greater spells (Races of Eberron) will make them vulnerable to critical hits.

Dispel Magic, targeted against whichever item is providing fortification, will allow a brief period (1d4 rounds) in which you can make a critical hit.

Koury
2010-10-21, 09:08 PM
Q73

Regarding critical hits and which damage is multiplied:

A level 5 Swordsage scores a critical hit while using a short sword with Burning Blade.

Does he do 2d6+1d6+5 or 2d6+1d6+10?

Greenish
2010-10-21, 09:12 PM
Q73

Regarding critical hits and which damage is multiplied:

A level 5 Swordsage scores a critical hit while using a short sword with Burning Brand.

Does he do 2d6+1d6+5 or 2d6+1d6+10?A73: Damage dice are not multiplied, everything else is. So 2d6+1d6+10.

Il_Vec
2010-10-21, 09:25 PM
Q74

The book of vile darkness PrC Soul Eater states on its first level ability, Energy Drain, that :
"A soul eater gains the ability to drain energy, bestowing negative levels upon its victims. Beginning at 1st level, the touch of a soul eater bestows one negative level on its target."

Do multiple touches accumulate? Also, can you deliver benefic touch spells without draining levels from your allies?

Si-on
2010-10-22, 01:25 AM
Q75 Can anyone point me in the direction of a wizard spell that grants immunity to negative energy and/or death effects like deathward. Preferably a transmutation spell but not evocation or enchantment? 8th level or lower if possible.

tyckspoon
2010-10-22, 02:09 AM
A 72, useful additional note:
While most Crusader maneuvers are not affected by the Warforged's reduced healing- because, as noted, they are not spells of the (Healing) subschool- Strike of Righteous Vitality explicitly casts Heal on the beneficiary, and will only have half effect if used on a Warforged.

A 75
Veil of Undeath, Spell Compendium, 8th level Necromancy. Grants the significant Undead type traits, including immunity to death effects, energy drain, and being healed by Inflict spells. There is probably a lower level spell that will also achieve it, but I don't know where it would be in the huge pile of books.. Libris Mortis, perhaps.

And there's always spell-list expansion, if it comes to it; you could also take Arcane Disciple for one of the domains that features Death Ward and cast/gain the use of scrolls of it that way.

Curmudgeon
2010-10-22, 04:10 AM
A 74

The Soul Eater's Energy Drain is a Supernatural ability.
Using a supernatural ability is a standard action unless noted otherwise. Since the Energy Drain description doesn't note otherwise, using this ability requires a specific, voluntary standard action: a successful attack that touches the target. Since this is a specific defined attack form, any touch that isn't this specific attack will not trigger Energy Drain.

From Energy Drain And Negative Levels (http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels) :
Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). Successful repeated uses of the ability will inflict more negative levels.

Curmudgeon
2010-10-22, 04:13 AM
A73: Damage dice are not multiplied, everything else is. So 2d6+1d6+10.
Small correction: Other than normal weapon damage dice, damage dice are not multiplied on a critical hit.

Niezck
2010-10-22, 10:10 AM
Q76

Is there a way for a 1st level Rogue (ECL 24 and with a few SA-advancing PrC levels, but only 1 level of Rogue) to bypass Uncanny Dodge? (Anything will do, arcane spell, divine spell, feat, skill trick, etc.)

Curmudgeon
2010-10-22, 10:47 AM
A 76

Uncanny dodge lets a character retain their Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker. So to sneak attack a target with uncanny dodge you instead take advantage of any of the following:

Flank the target. (This works against uncanny dodge but not improved uncanny dodge.) Summoning spells (to pop a creature into a flanking position) and others like Knight's Move (Spell Compendium) can help you here, as can the Distracting Attack alternative class feature if you have a Ranger in your party.
Feint.
A character with uncanny dodge still loses its Dexterity bonus to AC if immobilized. Spells like Bands of Steel, Freeze (both SC), and Sepia Snake Sigil can accomplish this.
The Telling Blow feat (Players Handbook II) triggers sneak attack damage on any critical hit.

Kobold-Bard
2010-10-22, 12:28 PM
Q77

Is the a way to enchant Eldritch Blast like a weapon?

Q78

Do the item combination rules in the MIC allow for the combination of rings?

cd4
2010-10-22, 02:06 PM
Q79

Is there an item that gives the mettle ability?

Q80

Apart from dispelling buffer is there anything else that will help stop a targeted dispel magic/psionics from removing your spells?

Q81

Can you cast time stop while under the influence of another time stop?

Greenish
2010-10-22, 02:55 PM
Q82: The rules for torture in BoVD state that the torturer gets to make a coup de grâce against a target who tries to escape from being pinned by a third creature.

Normally, pinned character is immobile but not helpless, and thus not a valid target for CdG.

Does this mean that you can only CdG a pinned target if it tries to escape? :smallconfused:

SurlySeraph
2010-10-22, 04:07 PM
Q83

The SRD says that a gaze attack is an attack action. Could a creature with a gaze attack therefore make as many active gaze attacks per round as it has iterative attacks?

Kobold-Bard
2010-10-22, 04:12 PM
A81

It's a Personal range spell so I believe so, but (assuming you cast it in your final frozen round) the first round of the new one will overlap with the last round of the old one, so by doing so you will waste a round of apparent time.

Eloel
2010-10-22, 04:26 PM
Q77

Is the a way to enchant Eldritch Blast like a weapon?

You can use the invocation that adds EB damage to your weapon, which can be enhanced normally. Otherwise, no.

Q78

Do the item combination rules in the MIC allow for the combination of rings?
If you're talking about the 1.5x for 2nd item rule, yes.


Q79

Is there an item that gives the mettle ability?
In either Complete Champion or Complete Divine, there's a Relic item (that is unlocked with a feat) that gives Mettle. Don't quote me on the source though, I vaguely remember it.
But the real answer to the question is "yes".


Q80

Apart from dispelling buffer is there anything else that will help stop a targeted dispel magic/psionics from removing your spells?
There are a couple items that make you immune to a specific spell by different means. One of them is Ring of Spell Turning. There's a ring somewhere that auto-counters spells, and there's a weapon enhancement somewhere that drains a specific spell cast on you.
Chances are, the latter 2 items are in MIC.


Q81

Can you cast time stop while under the influence of another time stop?

I don't see a reason you shouldn't. If you can, they'll overlap and not add to duration.


Q83

The SRD says that a gaze attack is an attack action. Could a creature with a gaze attack therefore make as many active gaze attacks per round as it has iterative attacks?
As far as I know, yes. Unless the ability specifically says it is a Standard action.

Curmudgeon
2010-10-22, 05:12 PM
A 80 additional

A targeted Dispel requires that you be targeted. Being visually undetectable prevents that, so total concealment or a superior Hide check will accomplish your goal.

Kobold-Bard
2010-10-22, 05:14 PM
Q84

Is there a way to recharge a staff?

Niezck
2010-10-22, 05:36 PM
A84

Not recharging as such, but considering what you said in the other thread I know this will work just as well - there's the Master Staff (http://www.d20srd.org/srd/epic/feats.htm#masterStaff) feat that allows you to expend spell slots instead.

Armethious
2010-10-22, 06:12 PM
Q84C

The Phrenic template includes some Psi-Like Abilities which include body adjustment. The spell is in two lists, Psion/Wilder 5 and Psychic Warrior 3. Can I use the Psychic Warrior version? If so, I think that means I can heal 2d12 at level five, is that right?

Claudius Maximus
2010-10-22, 07:31 PM
Q84

Is there a way to recharge a staff?

A 84

The Glowstone from Magic of Faerun can recharge staffs.

Kallisti
2010-10-22, 09:28 PM
Q85

I know I've heard the term 'partial charge' on several occasions, but I can't find the relevant rules. How do partial charges work, and where do I find the rules for them?

Tavar
2010-10-22, 09:40 PM
A85
The Charge rules in the SRD, specifically this bolded section:

Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)

If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.

You can’t take a 5-foot step in the same round as a charge.

If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.

ffone
2010-10-23, 01:13 AM
Q86

A character is holding two weapons, or one weapon and is wearing armor spikes or a spiked gauntlet. When making a full attack with iterative attacks, say, +11/+6/+1, can she 'mix' the weapons used for the attack sequence (for example, the +11 and +1 with one weapon and the +6 with the other) without incurring TWF penalties (assuming she doesn't use an 'extra' attack for TWF)?

Eloel
2010-10-23, 01:46 AM
Q86

A character is holding two weapons, or one weapon and is wearing armor spikes or a spiked gauntlet. When making a full attack with iterative attacks, say, +11/+6/+1, can she 'mix' the weapons used for the attack sequence (for example, the +11 and +1 with one weapon and the +6 with the other) without incurring TWF penalties (assuming she doesn't use an 'extra' attack for TWF)?

Yep, he can

ffone
2010-10-23, 02:49 AM
L87

Could a character, when two weapon fighting, make all her 'main hand' attacks with a two-handed weapon (whether melee or ranged), drop it (or take one hand off it?) as a free action, and then make off hand attacks with another weapon (assuming she can draw it as a free action, or is using unarmed strikes or armor spikes, etc.)?

Draxar
2010-10-23, 05:40 AM
Q88

I want Survival and Search as class skills. I am a Kellus-fix truenamer. Is there any way to do this? Or possibly just have them as having max level = my level +3 like class skills, but still have to pay double on them.

Is this possible, if so how? Context is that I'm making a level 3 character, thus not epic feats prefered.

Curmudgeon
2010-10-23, 07:29 AM
A 87 No.
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. While you get to choose which weapon to use at each attack bonus, you must use all your higher AB attacks before you can execute any lower AB attacks. If you wanted to use a two-handed weapon for your main attacks you would only be able to switch to a one-handed weapon for a single attack at your lowest AB; you would have to forego all higher AB offhand attacks.

Curmudgeon
2010-10-23, 07:33 AM
Q88

I am a Kellus-fix truenamer.
I'm afraid homebrew rules questions aren't permitted here, so you'll have to pose this elsewhere.

Armethious
2010-10-23, 07:50 AM
Q89

*Reposted from previous page*

The Phrenic template includes some Psi-Like Abilities which include body adjustment. The spell is in two lists, Psion/Wilder 5 and Psychic Warrior 3. Can I use the Psychic Warrior version? If so, I think that means I can heal 2d12 at level five, is that right?

cd4
2010-10-23, 08:20 AM
Q90

a) If I am a Kensai 5 could I imbue my weapon with abilities not costing +1 etc bonuses?
b) If so how much can I spend on bonuses for my weapon? I think that I can spend 50000gp worth of experience to imbue my weapon, am I right?
c) If I start with a +1 weapon and was a Kensai 5 could I make it a +5 defending weapon?

sreservoir
2010-10-23, 08:32 AM
Q 91 can RHD be PsyRef'd out?

zagan
2010-10-23, 08:56 AM
Q 88 Addition

Here's a list (http://brilliantgameologists.com/boards/index.php?topic=6832.0) of way to gain new class skill.

Search is pretty hard to gain, draconic heritage(Rust dragon) + dragontouched to qualify for it.
Or Planar Touchstone(Catalogue of enlignement) to gain the granted power of the Kobold domain. But that's minimum level 5 (8 ranks in knowledge the plane)

Survival can be gain with Nature: Apprentice (woodsman), another draconic heritage (bronze) but you can't have it twice or planar touchstone again this with the travel domain.

Armethious
2010-10-23, 09:15 AM
Q92

Okie, here is a new one! (and I still need an answer for Q89). Lets assume while I am leveling from 1-20 I lose four permanent levels over the course of that time due to energy drain or some such, none due to death. I now ding level 21 and can research epic spells. Assuming I research an epic spell based on the Heal seed and augment it enough to account for my earliest level drain, would I immediately gain four levels?

Draxar
2010-10-23, 09:57 AM
I'm afraid homebrew rules questions aren't permitted here, so you'll have to pose this elsewhere.

The mention of that is purely as a side-comment so that people don't say that "You've already got this skill" or similar.

Kuzimu
2010-10-23, 11:48 AM
Q93

What page of what book is the Touch of Healing reserve feat located?

Draxar
2010-10-23, 11:53 AM
A93 Consolidated Lists Archive (http://www.wizards.com/default.asp?x=dnd/lists/feats) says Complete Champion, page 62

Kaww
2010-10-23, 02:17 PM
Q94 Does Iron heart surge break a grapple?

Mordrigar
2010-10-23, 02:55 PM
Q95

Are there any feat that helps you to shapechange as a free action?

Tavar
2010-10-23, 04:58 PM
Q 96
Does Freedom of movement defend against being entombed by a spell? For instance, someone casts Rock to Mud, and next turn either dispels it or casts Mud to Rock. Would having freedom of movement up effect this? Case in point is Storm Giants, if it matters.

Curmudgeon
2010-10-23, 05:17 PM
A 94 No.

The Iron Heart Surge maneuver will immediately end "one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds." While grappling (http://www.d20srd.org/srd/conditionSummary.htm#grappling) is on the list of D&D conditions (http://www.d20srd.org/indexes/conditions.htm), it does not have any specified duration in rounds and thus Iron Heart Surge does not apply.

Curmudgeon
2010-10-23, 05:32 PM
A 96 Yes.
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement
A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC.
Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. Both Transmute Rock to Mud and Transmute Mud to Rock are magical effects that usually impede movement, so with FoM they do not hinder moving or attacking in any way. The target of a Freedom of Movement spell is not slowed by the mud and can automatically free itself, and automatically succeeds on the save to escape the mud before it hardens to stone.

Urpriest
2010-10-23, 10:21 PM
Q97 Can the Awaken Construct Spell as printed in the Spell Compendium be used on Warforged?

Curmudgeon
2010-10-23, 10:52 PM
A 97 Yes.

Warforged are valid targets for the spell. Your DM may refuse to allow the spell to work if this would diminish the Warforged's Intelligence, Wisdom, or Charisma scores in order to honor the (harmless) tag.

Xiander
2010-10-24, 05:33 AM
Q98
A: What are the mechanics for a mage learning a spell from a scroll?
B: From an other mages spellbok?
C: How do i figure the cost of learning spells these ways?

KillianHawkeye
2010-10-24, 05:52 AM
A 98 A, B, and C


Spells Copied from Another’s Spellbook or a Scroll

A wizard can also add a spell to her book whenever she encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings, above). Next, she must spend a day studying the spell. At the end of the day, she must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from her specialty school. She cannot, however, learn any spells from her prohibited schools. If the check succeeds, the wizard understands the spell and can copy it into her spellbook (see Writing a New Spell into a Spellbook, below). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn or copy that spell again until she gains another rank in Spellcraft. A spell that was being copied from a scroll does not vanish from the scroll.

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level × 50 gp.

Independent Research

A wizard also can research a spell independently, duplicating an existing spell or creating an entirely new one.

Writing a New Spell into a Spellbook

Once a wizard understands a new spell, she can record it into her spellbook.

Time

The process takes 24 hours, regardless of the spell’s level.
Space in the Spellbook

A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has one hundred pages.

Materials and Costs

Materials for writing the spell cost 100 gp per page.

Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level.

Runestar
2010-10-24, 06:18 AM
A 97 Yes.

Warforged are valid targets for the spell. Your DM may refuse to allow the spell to work if this would diminish the Warforged's Intelligence, Wisdom, or Charisma scores in order to honor the (harmless) tag.

Interesting, I never realised that awaken construct could be cast on constructs with existing mental scores...:smalltongue:

Mordrigar
2010-10-24, 06:33 AM
Q: 99 Do you know any feat that can be used by druids to use his/her magical items? For example magical ring that gives enchantment bonus to constituon...

Xiander
2010-10-24, 08:15 AM
Q: 99 Do you know any feat that can be used by druids to use his/her magical items? For example magical ring that gives enchantment bonus to constituon...

I think you neglected some part of that question, since druids can use magic items like everyone else. Are you asking about a way to use magic items while wild shaped?

Mordrigar
2010-10-24, 08:40 AM
I think you neglected some part of that question, since druids can use magic items like everyone else. Are you asking about a way to use magic items while wild shaped?

yes :smallcool:

Killer Angel
2010-10-24, 08:45 AM
Q 100

Spell Turning: turn back spells and spell-like effects targeted on you

This mean that in the descriptor of the spell (reflectable), must be specified "Target: one creature"? (example: Baleful polymorf).
With some spells (Magic missile) you designate the target when you cast it, but others don't.
A spell as "Disintegrate", without a specification of a target, that is aimed at you and requires a To Hit, can be turned?

Douglas
2010-10-24, 10:45 AM
A100

Yes, the spell must include a "Target:" line. It does not necessarily have to target just one creature, so spells like Slow with multiple targets can also be turned.

Disintegrate says "Effect: Ray" instead of "Target: one creature or object". Because of this, Disintegrate is considered an effect spell, not a targeted spell, and Spell Turning specifically states that effect spells are not turned. Spell Turning will not protect against Disintegrate or any other ray spell.

Tavar
2010-10-24, 10:48 AM
A 99
Wild Claspings (Magic Item Compenduim) worked while wildshaped. Additionally, if you say in one shape you could have the items made for that shape, and then put them on after you change shape.

Also, there are several armor enchantments (wild in core, one in one of the completes) that function while wildshaped, and it might be possible to add other, wonderous item effects to these armors. Would be expensive, though.

Curmudgeon
2010-10-24, 10:57 AM
A 99
Wild Claspings (Magic Item Compenduim) worked while wildshaped.
The question asked for a feat to accomplish this, not items. :smallannoyed:

Noodles2375
2010-10-24, 08:14 PM
Q101

One of my players is asking about the rope trick spell, is there anything preventing a player from casting a rope trick spell at the boundary between two squares and then dropping into either square from inside the rope trick?
In context, the player would like to cast a rope trick on one side of a locked door, perhaps pressed all the way up against it, and then pop out of the rope trick on the other side. I was only confused when I tried to unravel the spell description:
http://www.d20srd.org/srd/spells/ropetrick.htm

Boren
2010-10-24, 09:53 PM
Q 102
OK playground if a creature has Adroit Flyby attack and gets an additional move action in a turn, such as an advanced Ekolid (FCI) would that give it the ability to make a full attack (all natural attacks) as a flyby attack?

Mushroom Ninja
2010-10-25, 12:47 AM
Q 103 Shapechange (http://www.d20srd.org/srd/spells/shapechange.htm) says that you take on the type of your new form. Does this mean that your Hit Dice size changes to the HD size of your new form? For example, if I were to shapechange into a skeleton, would my HD become d12?

Kaww
2010-10-25, 02:26 AM
Q 103 Shapechange (http://www.d20srd.org/srd/spells/shapechange.htm) says that you take on the type of your new form. Does this mean that your Hit Dice size changes to the HD size of your new form? For example, if I were to shapechange into a skeleton, would my HD become d12?

A103

No, your HD and HP remains unchanged.

Curmudgeon
2010-10-25, 03:51 AM
A 101

Rope Trick won't allow passing a barrier that has a ceiling. You cast Rope Trick on a piece of rope which you are touching. The rope rises vertically from where you touch it. While the invisible window may allow looking into a space that spans a barrier, the rope is always centered in that window. That means that the rope (which remains vertical) always leads to the same space from which it started, and entering or exiting the extradimensional space may only be achieved by climbing the rope. Once you're out of the Rope Trick space and on the rope you could jump off in any direction, so the spell would allow you to climb up the rope on one side of a ceilingless wall and then jump down on the opposite side.

Curmudgeon
2010-10-25, 04:06 AM
A 102 Not exactly.

You would get an Adroit Flyby Attack, which could include any type of attack action in the middle of your split move action; this could be a full attack action. However, this would not be a Flyby Attack, which only allows a standard action (and thus precludes a full attack action). Thus any feats, items, or class abilities which pertain specifically to Flyby Attack would not benefit you.

Il_Vec
2010-10-25, 06:43 AM
Q 104

Ok, I was looking at the XP reward chapter and... I do not get how that aplies when you make an encounter against NPCs created with the same stats as the PCs.
For example, if I allow my players any tier 2-4 classes with 32 PB level 1 characters and then make a level 1 Orc Warblade is he CR 1 or CR 1/2? Is he suitable challenge(by the book guidelines) for a party of 4 adventurers or 1? If I stat a band of evil adventurers, all level 1 created equal to the PCs, are they a CR 1 encounter?
Also, is this question too complex for the Simple Q&A thread?

Kaww
2010-10-25, 06:49 AM
A104
If you roll his stats + give him class lvls his CR is his ecl (class level+LA+HD)

Duke of URL
2010-10-25, 07:03 AM
A 104, additional detail

The SRD says this about advancing monsters by class levels:


Adding Class Levels

If you are advancing a monster by adding player character class levels, decide if the class levels directly improve the monster’s existing capabilities.

When adding class levels to a creature, you should give it typical ability scores appropriate for that class. Most creatures are built using the standard array of ability scores: 11, 11, 11, 10, 10, 10, adjusted by racial modifiers. If you give a creature a PC class use the elite array of ability scores before racial adjustments: 15, 14, 13, 12, 10, 8. Creatures with NPC classes use the nonelite array of: 13, 12, 11, 10, 9, 8.

Associated Class Levels

Class levels that increase a monster’s existing strengths are known as associated class levels. Each associated class level a monster has increases its CR by 1.

Barbarian, fighter, paladin, and ranger are associated classes for a creature that relies on its fighting ability.

Rogue and ranger are associated classes for a creature that relies on stealth to surprise its foes, or on skill use to give itself an advantage.

A spellcasting class is an associated class for a creature that already has the ability to cast spells as a character of the class in question, since the monster’s levels in the spellcasting class stack with its innate spellcasting ability.

Nonassociated Class Levels

If you add a class level that doesn’t directly play to a creature’s strength the class level is considered nonassociated, and things get a little more complicated. Adding a nonassociated class level to a monster increases its CR by ½ per level until one of its nonassociated class levels equals its original Hit Dice. At that point, each additional level of the same class or a similar one is considered associated and increases the monster’s CR by 1.

Levels in NPC classes are always treated as nonassociated.

Note that this specifically refers to adding class levels. Replacing the creature's lone hit die with a PC class level, as you are wanting to do in this case, isn't specifically addressed, but the logical extension is that it's CR would equal its character level, assuming PC classes.

As far using a non-standard ability score generation method, the best guidance is that:


{table]Monster’s ability scores based on elite array1|+1 to CR[/table]
1Do not apply this increase if you advance a monster by class levels. (Monsters advanced by class levels are assumed to use the elite array.)

If the ability scores work out to being approximately the same as the elite array (15, 14, 13, 12, 10, 8), then no further adjustment is needed; a significantly better array might justify making the creature CR 2.

Douglas
2010-10-25, 07:10 AM
A104 additional

Note that CR 1 does not mean "even match for a level 1 party". CR 1 means "level 1 party can face 4 of these separately in one day and expect to win with a bit of extra margin". If you want "even match for a level 1 party", the official CR system says CR 5 should get you that, and pitting a level 1 party against a CR 5 should have about a 50-50 chance of TPK.

Regarding a band of PC clones, the rules technically state that the term CR only applies to single individual monsters. When talking about the band as a whole, the appropriate term is Encounter Level, or EL. For single creatures, EL = CR. Assuming a 4-member level 1 party, each member of the clone party would be CR 1 and the party as a whole would be EL 5. By the book, combining two encounters of the same level increases EL by 2.

Kobold-Bard
2010-10-25, 07:31 AM
Q105

Is there a way to use your own Caster Level when using a Magic Item, rather than the CL of the creator?

specific eg. I want to use some magic spectacles that can cast Scrying 2/day, but the target has an uber Will Save. The mirror has the assumed minimum CL of 7 and is failing miserably. Any way I can use my CL of 12 when activating them instead?

Armethious
2010-10-25, 08:20 AM
Q106

*Reposted from previous page*

The Phrenic template includes some Psi-Like Abilities which include body adjustment. The spell is in two lists, Psion/Wilder 5 and Psychic Warrior 3. Can I use the Psychic Warrior version? If so, I think that means I can heal 2d12 at level five, is that right?

Q107

*Reposted from previous page*

Lets assume while I am leveling from 1-20 I lose four permanent levels over the course of that time due to energy drain or some such, none due to death. I now ding level 21 and can research epic spells. Assuming I research an epic spell based on the Heal seed and augment it enough to account for my earliest level drain, would I immediately gain four levels?

Zom B
2010-10-25, 09:46 AM
Q108: Is there a way for a character to have a "photographic memory", so that they can remember a scene later in detail? The "Listen to This" skill trick is the closest I'm coming, and that's for sounds and speech only. I mean, I guess I could create one that's identical in function (except for visual memory) to LtT, but requiring Spot 5.

Curmudgeon
2010-10-25, 10:10 AM
A 105 No.

The caster level of a magic item is set at item creation. However, since you're asking about Scrying and its associated Will save, you should note that this isn't dependent on caster level. Saving throw DCs for spells are always

10 + spell level + ability bonus.

The ability bonus is usually the minimum required to cast a spell of that level, but there are a couple of possible exceptions:

Staffs use the wielder’s ability score and relevant feats to set the DC for saves against their spells.
With Use Magic Device, the rules let you Emulate an Ability Score with scrolls.
Your effective ability score (appropriate to the class you’re emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. (Note that an emulated ability below the minimum requirement is a failure and will waste the spell.)
There's no help in this regard for magic spectacles, I'm afraid.

Xiander
2010-10-25, 12:04 PM
Q109
A large character wields a reach weapon, how long is his reach? Why?

Duke of URL
2010-10-25, 12:06 PM
A 109

Your reference is http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat.

If the creature is Large only because it is "long", its natural reach is 5', which means it has a 10' reach with a reach weapon (threatens exactly 10').

If it is Large because it is tall, its natural reach is 10', which means it has a 20' reach with a reach weapon (threatens 15'-20').

akma
2010-10-26, 11:01 AM
Q 110
From which book does the factotom come from?

Claudius Maximus
2010-10-26, 11:35 AM
A 110

Dungeonscape.

Kaww
2010-10-26, 12:16 PM
Q 111

I think that multiclassing into a fighter doesn't give you weapon proficiency with all martial weapons, but with a few (3, I think). Is this a real rule (which book), or is my brain a bit rusty?

Zherog
2010-10-26, 12:32 PM
A 111

I can't say if your brain is rusty, but you're certainly misremembering the rule. When you multiclass, you gain all the benefits of the new class -- including weapon and armor proficiencies.

edit to add some SRD quotes:


MULTICLASS CHARACTERS

A character may add new classes as he or she progresses in level, thus becoming a multiclass character. The class abilities from a character’s different classes combine to determine a multiclass character’s overall abilities. Multiclassing improves a character’s versatility at the expense of focus.


Class Features: A multiclass character gets all the class features of all his or her classes but must also suffer the consequences of the special restrictions of all his or her classes. (Exception: A character who acquires the barbarian class does not become illiterate.)

Koury
2010-10-26, 12:55 PM
Q112

Does a Dragon Spirit Cincture give +1dX damage, or increase damage die size?


While you wear a dragon spirit cincture, your
breath weapon damage is increased by one
die (or by 1 point if your breath weapon
doesn't deal damage expressed in dice).
If you are also holding a magic weapon
that deals the same type of damage as your
breath weapon, your breath weapon save
DC increases by 1.

Zherog
2010-10-26, 12:58 PM
A 112

As the text in the first sentence says, it increases the size by one step (or adds one point if it's not expressed in dice).

ffone
2010-10-26, 01:04 PM
Q113

The Spellcraft skill allows checks (no action) to identify the school of magic of auras when using Detect Magic. AFAICT there is no restriction on retries. Is the character limited to one check per aura per round?

What about when using Arcane Sight (similar to Detect Magic but doesn't require standard actions to concentrate on for most uses). Since the aura detection is a no-action skill check and Arcane Sight requires no actions to use, can the character effectively take 20 on these auras (by taking 20 such no-action checks in a round)? Or is there some limitation or throlling on retries?

Douglas
2010-10-26, 01:06 PM
A112 dispute

As quoted, the item increases damage by "one die", not "one die size". This means that, for example, 5d6 becomes 6d6, not 5d8. The item gives one additional die of damage and does not mention die size at all.

Koury
2010-10-26, 01:07 PM
A 112

As the text in the first sentence says, it increases the size by one step (or adds one point if it's not expressed in dice).

I... It says increases by one die. If I do 2d6 now, wouldn't increasing it to 3d6 be increasing it by one die? It doesn't say anything about the die size, which is why I asked in the first place.

Zherog
2010-10-26, 01:11 PM
A112 dispute

As quoted, the item increases damage by "one die", not "one die size". This means that, for example, 5d6 becomes 6d6, not 5d8. The item gives one additional die of damage and does not mention die size at all.

Reading is tech. So is reading comprehension... Can I blame old age? I recently turned 40...

Duke of URL
2010-10-26, 01:13 PM
A 113

The limiting text is in detect magic, not the Spellcraft skill description:


3rd Round

The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Similarly, for arcane sight:


If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

Trenelus
2010-10-26, 01:45 PM
Q 114 a
If within radius of the Darkness spell, would a vampire be safe from sunlight?
For example Lucius von Vampyre casts Darkness on his hat and steps outside his haven to broad daylight, what would happen, supposing that nobody interferes with him?

If he is "safe" in a, then:
Q 114 b
What if he would alter the said Darkness spell with Invisible Spell metamagic to hide the darkness? Turns to ashes or continuos unliving?

If he isn't safe in b, then:
Q 114 c
Continuing using Invisible Darkness, if said vampire could see throught both magical darkness and invisibility, and thus be in shadows, would he be safe from the sunlight?

Thanks in advance!

Kaww
2010-10-26, 01:48 PM
Q115
Which feats give AoO when attacked? (Any type of attack)
I already know of Close quarters fighting. But I forgot the name and the source of the one that gives AoO when attacked with any attack...

/EDIT: Swordsages...

ffone
2010-10-26, 01:49 PM
A 113

The limiting text is in detect magic, not the Spellcraft skill description:



Similarly, for arcane sight:

But, one check per what unit of time? Round (i.e. concentrations standard action)? Casting of Detect Magic? Ever (can never retry on an item)?

Kaww
2010-10-26, 01:50 PM
Q 114 a
If within radius of the Darkness spell, would a vampire be safe from sunlight?
For example Lucius von Vampyre casts Darkness on his hat and steps outside his haven to broad daylight, what would happen, supposing that nobody interferes with him?

If he is "safe" in a, then:
Q 114 b
What if he would alter the said Darkness spell with Invisible Spell metamagic to hide the darkness? Turns to ashes or continuos unliving?

If he isn't safe in b, then:
Q 114 c
Continuing using Invisible Darkness, if said vampire could see throught both magical darkness and invisibility, and thus be in shadows, would he be safe from the sunlight?

Thanks in advance!

A114a
He isn't exposed to sunlight. So he is safe.

b and c would be speculations on my part...

cd4
2010-10-26, 01:54 PM
Q116

Reposted from page 7

a) If I am a Kensai 5 could I imbue my weapon with abilities not costing +1 etc bonuses?
b) If so how much can I spend on bonuses for my weapon? I think that I can spend 50000gp worth of experience to imbue my weapon, am I right?
c) If I start with a +1 weapon and was a Kensai 5 could I make it a +5 defending weapon?

Q117

a) If I am a monk and use a feat like Ascetic Mage, Carmendine Monk, Ascetic Psion to move my wis to AC to Cha/Int to AC can I then take a level as ninja and get Wis to AC?
b) Can a ninja use a monk's belt and get wis to AC twice?

WinWin
2010-10-26, 02:05 PM
A115

Karmic Strike (CW). After the melee attack I believe.
Robilars Gambit (PHB2). By a melee attack.
Supernatural Opportunist FC & ToM. 2 different feats, supernatural abilities trigger.

In all cases these feats require melee reach to the target. I am not sure if these are what you are looking for, but it may be a good place to start.

Douglas
2010-10-26, 02:16 PM
Q116

Reposted from page 7

a) If I am a Kensai 5 could I imbue my weapon with abilities not costing +1 etc bonuses?
RAW does not account for this possibility; attempting to do this would cost an undefined amount of XP and is therefore not possible.

It would be a reasonable house rule to allow it, however, following the clear trend from the table of costing half the XP that would normally be required to craft the ability.


b) If so how much can I spend on bonuses for my weapon? I think that I can spend 50000gp worth of experience to imbue my weapon, am I right?
By RAW this is a moot point. You can imbue your weapon up to +5, but can't add abilities with costs not expressed in bonus equivalents.

By obvious house rule extensions, the cap on market price of your weapon's magic - including enhancement bonus and normal special abilities - would be 50000 gp, matching the price of a +5 weapon.


c) If I start with a +1 weapon and was a Kensai 5 could I make it a +5 defending weapon?
No. A +5 defending weapon would be +6 equivalent, which would require Kensai level 6. The end result is what matters, not the difference between start and end points.


Q117

a) If I am a monk and use a feat like Ascetic Mage, Carmendine Monk, Ascetic Psion to move my wis to AC to Cha/Int to AC can I then take a level as ninja and get Wis to AC?
No. The Ninja bonus states it does not stack with the Monk bonus, and that remains true regardless of which ability score you have modified the Monk ability to use.


b) Can a ninja use a monk's belt and get wis to AC twice?
No. The Monk's Belt grants the Monk AC bonus class feature, complete with all of its restrictions including that it doesn't stack with the Ninja AC bonus.

ffone
2010-10-26, 03:33 PM
Q118

The stone golem's Slow special attack links and references the spell. The Slow spell has up to 1 target per level, but the golem's ability is a (Su) with no "caster level" equivalent given. How many targets can it affect?

Douglas
2010-10-26, 03:53 PM
A118

Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. (http://www.d20srd.org/srd/specialAbilities.htm#supernaturalAbilities)

A standard Stone Golem's Slow can, therefore, affect up to 14 creatures - if there are actually that many creatures within 10' of the golem.

Claudius Maximus
2010-10-26, 04:01 PM
Q 119

Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.


Try Again

Yes, except for rearing an animal.

Does this mean a druid can retry a handle animal check to handle his or her animal companion infinitely until success is achieved?

Curmudgeon
2010-10-26, 04:05 PM
Re: A 113

But, one check per what unit of time? Round (i.e. concentrations standard action)? Casting of Detect Magic? Ever (can never retry on an item)?
There's no unit of time given, nor any text specifying you can't try to detect an aura you previously failed on, so the limitation is one check per casting of Detect Magic for each aura.

Douglas
2010-10-26, 04:05 PM
Q 119

Does this mean a druid can retry a handle animal check to handle his or her animal companion infinitely until success is achieved?
RAW vaguely implies that there might be a limit on how many free actions you can take in one round, but you can indeed spend however many of them your DM allows you to have on retrying handling your animal companion. If your DM allows at least 20 free actions per round, you can take 20 on handling your AC without using any non-free actions.