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Cog
2011-05-04, 01:31 PM
A 98:
That's spell level, not caster level, Szar_Lakol. The answer is on the Spells Per Day table given with the appropriate spellcasting class, and is sometimes modified by feats such as Precocious Apprentice.

dextercorvia
2011-05-04, 01:46 PM
A 98, clarification That specifies spells by class level, which is often, but not always equal to caster level. Can you find somewhere that they are tied directly together? Otherwise, there are plenty of abilities, such as Wild Magic, Spellgifted, and Mage Slayer, which would reduce the "normal" caster level of a spell otherwise available to a character of that class level.

Cog
2011-05-04, 02:01 PM
A 98 continued:
The line right above the one I quoted earlier reinforces the connection between class level and caster level. I am aware of no other source for that information; if you choose to disregard it, then the entire quote becomes meaningless. Yes, there are abilities which can potentially leave you unable to cast certain levels of spells in return for other benefits.

Forged Fury
2011-05-04, 02:01 PM
A 98, Clarification

I don't think you'll find a line specifying it, as I think the authors probably believed there was sufficient clarity in what they wrote as to what the minimum required Caster Level is to cast a spell.

There is evidence of intent for a minimum caster level required to cast a spell. From the Magic Items section of the SRD:

For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell and not higher than her own caster level.
If a spell could be cast at Caster Level -54, this text would presumably be pointless. No?

If true, you could actually create infinite sums of gold for yourself since the process of creating a Potion of Endure Elements with a CL of -100 would cost you -2,500gp. The potion would pay you to create it.

OMG PONIES
2011-05-04, 02:05 PM
A96, continued: In case I'm missing any factors, let me phrase this more directly--can a 6th-level character with Mage Slayer & Pierce Magical Protection (Complete Arcane) activate the Animal Devotion feat (Complete Champion)?

His CL is -2, so I'm not too optimistic.

Cog
2011-05-04, 02:08 PM
A 96 continued:
Yes. Animal Devotion has nothing whatsoever to do with caster level.

Forged Fury
2011-05-04, 02:19 PM
A96, continued:
That's tough. Devotion feats specify that they are SLAs with a CL equal to character level unless otherwise specified. Animal Devotion (unlike say, Knowledge Devotion) doesn't specify otherwise. With that said, it also doesn't mimic any particular spell, so there's no way of knowing what the normal caster level would be. With that said, I think it comes down to DM adjudication. If I was the DM, I would probably rule that an SLA that doesn't duplicate a spell effect would require at least a Caster Level of 1.

OMG PONIES
2011-05-04, 02:25 PM
A96 discussion: What about the hawk's flight option, which specifically replicates overland flight? Is there a different minimum CL for that?

Cog
2011-05-04, 02:38 PM
A 96 etc:

It seems that it does, however.
Apologies for the ninja-edit. I did cross it out before you posted, though. :smalltongue:


So this sets the character's CL to -2. Does this mean he cannot activate the feat?
SLAs follow the rules for spells except for specific conditions, so the chosen caster level rule is in. The question becomes, what's the minimum CL? There's an order for which spell list you look at to determine how to treat an SLA, but obviously Animal Devotion is on none of those lists. In the case of unique SLAs like that, rules are given in the ability; Animal Devotion does not give a minimum CL, and so you should be free to use it at a CL of -2.

Hawk's Flight isn't an Overland Flight SLA; it merely references the rules for Overland Flight as part of the description of the ability, and then proceeds to modify those rules.

This is dragging on, though. I'll get a thread started, gimme a sec.

Edit: And here we go (http://www.giantitp.com/forums/showthread.php?p=10922793).

PlzBreakMyCmpAn
2011-05-04, 06:50 PM
Q99: Is it possible to craft a higher CL version of a wonderous item without custom crafting rules guidelines?

Curmudgeon
2011-05-04, 07:54 PM
A 99 No.

Wondrous items don't follow simple formulas allowing easy modification. Each such item has its own custom requirements. Changing the nature of a wondrous item is the same as creating a new custom item, and each such creation is at the discretion of your individual DM.

dragonsamurai77
2011-05-04, 08:11 PM
Q100

Can Girallon Windmill Flesh Rip and similar maneuvers be used with multiple natural weapons?

Cog
2011-05-04, 08:19 PM
A 100:
Yes. "Wielded" has no particular definition in 3.5, so the basic "ready for use" definition applies.

Divide by Zero
2011-05-05, 12:26 AM
Q101
Are there any rules for magical contracts in 3.5? I'm thinking of something along the lines of geas/quest, but binding on and voluntarily entered by both parties. Or will I just have to homebrew it?

HappyBlanket
2011-05-05, 01:55 AM
Q102
Do friendly characters inhibit regular movement? Can I walk through their squares? Can I end movement in it?

Q103
If I'm hanging from a ledge and wish to fall off, can I fall into a square that isn't adjacent? As in, fall into a diagonal square (like, say, to avoid the merfolk in front of me and the PC behind me)?

Curmudgeon
2011-05-05, 02:22 AM
A 102

The squeezing rules are here (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#squeezing). Movement costs double (regardless of whether it's a friend or foe you're squeezing past) and you cannot end your turn in the same space.

A 103

While falling you have no control over your movement (unless you have wings or some other special ability); gravity and wind decide where you go. However, you can push off before you fall with a successful Jump check.

Crossfiyah
2011-05-05, 04:27 AM
Q104

If my Con score increases from 11 to 12, my hit points retroactively increase by 1 for each hit die I possess correct?

ILM
2011-05-05, 04:30 AM
A104: Yup:

If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.

Increases in Constitution Score and Current Hit Points

An increase in a character’s Constitution score, even a temporary one, can give her more hit points (an effective hit point increase), but these are not temporary hit points. They can be restored and they are not lost first as temporary hit points are.
(the underlined part answers the part of your question you deleted)

ILM
2011-05-05, 01:36 PM
Q105: WotC published a web enhancement to Dragons of Faerûn, called Wyrmshadow (kudos to Hirax for the find). It contains an assassin's guild; the special ability, enabled by taking the Favored in Guild feat from DMG2, adds +4 to an assassin's death attack DC.
RAW, is there a reason one couldn't take the Favored in Guild feat at level 1, or any other level before gaining the death attack ability? The Favored in Guild feat's only prerequisite is "membership in the guild", which can be arranged.

Curmudgeon
2011-05-05, 02:00 PM
A 105

As long as you satisfy both the prerequisite and the ongoing requisite (pay your monthly dues) you will receive all Favored in Guild benefits you're entitled to. That includes a competence bonus on the associated guild's skill, and other benefits if they apply to you.

Tvtyrant
2011-05-05, 02:33 PM
Q 106

Does an ongoing area dispel interfere with instantaneous spell effects?

Curmudgeon
2011-05-05, 02:40 PM
Re: A 106

I'm not sure what you mean by "an ongoing area dispel". Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) and other dispel effects I know about are instantaneous rather than ongoing, and thus wouldn't interact with other instantaneous spell effects. I'd need more specifics about that ongoing effect to answer your question accurately.

Tvtyrant
2011-05-05, 02:58 PM
RE:RE: 106

The spell Hallow allows you to fix a permanent Dispel Magic to it for 1 year. It functions throughout the whole sight and as long as the Hallow spell is in place, so I am wondering what the effect of casting inside of the Dispel Magic zone is.

Curmudgeon
2011-05-05, 03:06 PM
A 106 No.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area. Dispel Magic only affects ongoing spells, even if the operation of Dispel Magic itself is persisted.

Tvtyrant
2011-05-05, 03:45 PM
Q 107

Can Hallow and Unhallow be dispelled?

Curmudgeon
2011-05-05, 04:02 PM
A 107 No.

You may counter each spell with the other, meaning a Hallow and an Unhallow effect in exactly the same area will have a net result of zero, but both effects remain in place.

Tvtyrant
2011-05-05, 04:03 PM
Curmudgeon, have I ever told you how much I love you :smallbiggrin:

Zaq
2011-05-05, 07:51 PM
Q 108

Can you take 10 on Knowledge checks? I can't see anything explicitly forbidding it, but for some reason I'm convinced that you can't. Any idea where I might have picked up that notion?

Forged Fury
2011-05-05, 08:11 PM
A 108

You can take 10 on a Knowledge check. The text doesn't specifically prohibit it like the description for Use Magic Device does.

With that said, you have to abide by the rules for Taking 10. If a monster is breathing down your throat, you can't Take 10 to identify it with a Knowledge check.

Urpriest
2011-05-05, 09:50 PM
Q109

Which definition of Spirit is used for the spell Spirit Binding from Complete Arcane, and where is it located?

Cog
2011-05-05, 10:05 PM
A 109:
As Complete Divine preceded Complete Arcane, presumably the description there is the one intended for the later book as well. The relevant sidebar is on page 17.

Kobold-Bard
2011-05-06, 02:32 PM
Q110

I know the Shapeshift Druid variant (PHB2) means you can't cast while shifted. However, can you use psionic powers while shifted?

Divide by Zero
2011-05-06, 02:46 PM
A 110

I don't have my copy of PHB2 on hand, but the normal wildshape rules only affect verbal and somatic components, so assuming it's the same, you should be able to manifest freely.

Cog
2011-05-06, 02:49 PM
A 110 confirming:
The psionics-magic transparency rules do not include class abilities, so Shapeshift's restrictions on casting do not apply.

RndmNumGen
2011-05-06, 05:53 PM
Q 111: When calculating the EL for an encounter, do you include the CR of minions that a stronger monster has(such as a familiar, animal companion, planar binding or animated dead)?

Divide by Zero
2011-05-06, 05:57 PM
A 111

By RAW, no, they are included in the CR of the creature as part of its abilities/class levels. In practice, use your judgment.

Tvtyrant
2011-05-06, 07:12 PM
Q112

Can you add further magical effects to a specific (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#adamantineDagger) magical weapon?

Claudius Maximus
2011-05-06, 08:18 PM
Q 113

What happens when you have a bonus and a penalty of the same type to the same roll? Like a -2 enhancement penalty to attack rolls as well as a +4 enhancement bonus? Will the bonus always replace the penalty because it is a higher number?

Cog
2011-05-06, 08:33 PM
A 112:
Theoretically yes, but there are no guidelines on the pricing for doing so, or on whether abilities not specifically tied to a printed +X equivalent are flat prices or +X equivalents. Any such item would be a custom item. (Note that the linked Adamantine Dagger is simply a dagger made out of adamantine, and isn't actually even a magic item.)

Cog
2011-05-06, 08:37 PM
A 113:
Penalties follow the same rules for stacking (http://www.d20srd.org/srd/theBasics.htm#stacking) as bonuses. There shouldn't be any such thing as an "enhancement penalty", but if there were, the single largest enhancement penalty and the single largest enhancement bonus would both apply, but no others.

KillianHawkeye
2011-05-06, 09:21 PM
A 113:
Penalties follow the same rules for stacking (http://www.d20srd.org/srd/theBasics.htm#stacking) as bonuses. There shouldn't be any such thing as an "enhancement penalty", but if there were, the single largest enhancement penalty and the single largest enhancement bonus would both apply, but no others.

A 113 correction

Penalties and bonuses are not tracked seperately. The link given above only talks about the conditions in which modifiers to a roll stack, be they positive bonuses or negative penalties. In the case of luck modifiers, for example, only the highest value will be added, even if the lowest value is a penalty rather than a bonus.

Geigan
2011-05-06, 09:38 PM
Q114: Can a ToB class prepare multiples of the same maneuver such as a spellcaster prepares multiple spells? (I.E. could a swordsage prepare time stands still for multiple uses like a wizard prepares teleport multiple times?)

I got confused somewhere, but I can't find any relevant passage that says outright one way or another. I should know this but I seem to have forgotten.

edit: also

Q115: Does shadow blade apply dex bonus at .5/1.5 damage when you use it for weapon damage when it would normally be so for strength?

Cog
2011-05-06, 11:33 PM
A 113 continued:

Penalties and bonuses are not tracked seperately.
Sorry, that's incorrect. From the link I included:


...only the best bonus and worst penalty applies.

Divide by Zero
2011-05-06, 11:38 PM
A 114

No. The flavor of the mechanic is that using a maneuver throws you off, so you have to take a moment to meditate/adjust your balance/whatever before you can do it again.

Cog
2011-05-06, 11:43 PM
A 114 additional:
The non-fluff reason is that, unlike a spellcaster, you don't have slots to fill with your maneuvers. A known maneuver is either readied or not, and a readied maneuver that is used becomes expended.

A 115:
No. Shadow Blade does not replace Str with Dex; it simply adds Dex to damage.

Koury
2011-05-06, 11:48 PM
Re: A115

Do you have any quotes to show its 1.5(Str)+(Dex) as opposed to 1.5([Str]+[Dex])?

I'm not saying you're wrong at all, just curious.

Cog
2011-05-06, 11:52 PM
A 115 continued:
"...add your Dexterity modifier as a bonus on melee damage." There is no indication of any multiplier. You don't multiply this bonus any more than you would the enhancement bonus of a magic weapon, sneak attack damage, or any other similar bonus source.

Kobold-Bard
2011-05-07, 11:19 AM
Q116

Where in the books is the rule about Elves needing less rest than other races?

GeminiVeil
2011-05-07, 11:26 AM
Q116

Where in the books is the rule about Elves needing less rest than other races?

A116
PHB pg 15, Elf Racial Description, Physical Description, 2nd paragraph.

Ditto
2011-05-07, 02:02 PM
Q117

The feat Telling Blow from PHB II lets you add sneak attack damage after a critical hit. How does this work if the attack you're making IS a sneak attack? Is it:

Attack action (Base dmg+ Sneak Attack) --> Critical! [(Base multiplied) +Sneak Attack] + Telling Blow Sneak Attack.

Attack action (Base dmg+ Sneak Attack) --> Critical! [(Base multiplied) +Sneak Attack] (no telling blow, because sneak attack damage has already been applied and you only get precision based damage once?)

Lateral
2011-05-07, 02:15 PM
Q 118

Are there any 0 RHD ooze races playable as PCs?

Divide by Zero
2011-05-07, 02:44 PM
A 117
Telling Blow only adds another condition for satisfying Sneak Attack, so you only get the bonus once. It'd be no different than, say, attacking a flat-footed opponent while flanking them.

A 118
No.


Q101
Are there any rules for magical contracts in 3.5? I'm thinking of something along the lines of geas/quest, but binding on and voluntarily entered by both parties. Or will I just have to homebrew it?

Reposting this since I never got an answer.

Lateral
2011-05-07, 03:16 PM
Q 119

Can an arcane caster use any arcane magic item without making a UMD check, only spells they know, or only spells on their class list?

Divide by Zero
2011-05-07, 03:21 PM
A 119

Any on their class spell list, whether they know them or not, and any spells added to their list from other sources (such as Arcane Disciple).

Keld Denar
2011-05-07, 06:11 PM
A 119 Clarification

It varies by item type. Command or Use Activated items do not require any spellcasting ability unless the item specifically calls it out (such as a Bead of Karma).

Spell Trigger items (wands) require that a spell is on your spell list. Whether or not you are capable of casting a spell of that level is irrelevant. A 3rd level ranger can use a Wand of Cure Light Wounds, even though he can't cast CLW yet, but a specialist wizard who bans a school removes those banned spells from his spell list and thus can't use a spell trigger item from that school without a UMD roll, for example. You don't have to actually know the spell, it just has to be on your class list.

Spell Completion items (scrolls), require that you have the proper caster level to cast without failure. If you do not, you make a CL check based on the difference in your CL and the CL of the item. Again, the spell has to be on your class list, but you don't have to know it.

Citation (http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#usingItems)

Geigan
2011-05-07, 08:00 PM
A 114 additional:
The non-fluff reason is that, unlike a spellcaster, you don't have slots to fill with your maneuvers. A known maneuver is either readied or not, and a readied maneuver that is used becomes expended.

A 115:
No. Shadow Blade does not replace Str with Dex; it simply adds Dex to damage.

re: A 114 Thank you that made sense. Do you have a relevant page number in the book so I could easily explain it to others?

Cog
2011-05-07, 11:17 PM
A 114 continued:
There's no specific page that says "maneuvers do not fill slots", as every page in the book lacks maneuver slots. Page 38, Readying Maneuvers, comes the closest.

powerdemon
2011-05-08, 02:26 AM
Q 120
I have a heavily multiclassed rogue. What ways exist to raise sneak attack damage? Is there anything similar to Practiced Spellcaster? I know of the Craven feat.

Curmudgeon
2011-05-08, 06:28 AM
A 120 partial

No, there's no equivalent of Practiced Spellcaster for sneak attack. There are many ways to increase the damage associated with your sneak attack, but most of them have dependencies. (I've left out the Epic and ambush feat options.) Note that Rogue sneak attack lacks any stacking provision, so you'll need to find stacking language in some other place or all your sneak attack will overlap instead.

Multiclassing Feats which add levels for sneak attack damage:
Sacred Outlaw (Dragon # 357, page 86): add Rogue + Cleric levels.
Daring Outlaw (Complete Scoundrel): add Rogue + Swashbuckler levels.

Other Feats:
Sacred Strike (Book of Exalted Deeds): sneak attack dice increase from d6 to d8, but only against Evil opponents.
Martial Study (Shadow Hand) + Martial Stance (Assassin's Stance) (Tome of Battle): sneak attack +2d6 for this feat combination; requires IL (initiator level) 5 and has no stacking language.
Telling Blow (Player's Handbook II): critical hits trigger sneak attack/skirmish (no distance, 10' movement, or concealment limitations).
Crossbow Sniper (Player's Handbook II): sneak attack at up to 60; only with a crossbow.

Rogue Special:
Crippling Strike Rogue special ability: add +2 points of STR damage on every sneak attack.
Savvy Rogue feat (Complete Scoundrel): Crippling Strike works even against sneak-immune foes.

Alternative Class Features:
Lightbringer Rogue Penetrating Strike (Expedition to Castle Ravenloft, page 206): trade trap sense to deal sneak attack damage with ½ normal dice to sneak-immune enemies you flank.
Penetrating Strike (Dungeonscape, page 13): trade trap sense as above, but not clear about whether it's still sneak attack damage.
Death's Ruin (Complete Champion, page 51): trade trap sense to sneak attack undead with ½ normal dice; no flanking required.
Uncanny Bravery (Dragon Magic, page 14): trade improved uncanny dodge for immunity to dragon Frightful Presence and +4 to other saves vs. fear (helps with Craven penalty).

Magic Items:
Greater Demolition weapon augment crystal (Magic Item Compendium): can sneak attack constructs (full damage); requires +3 weapon.
Greater Truedeath weapon augment crystal (Magic Item Compendium): can sneak attack undead (full damage); requires +3 weapon.
Deadly Precision weapon special ability (Magic Item Compendium): +1d6 sneak attack damage.
Deathstrike Bracers (Magic Item Compendium): sneak attack constructs, elementals, oozes, plants, and undead as if they were not immune; only 3x/day.
Rogue's Vest (Magic Item Compendium): sneak attack +1d6.
Heartfinder weapon special ability (Arms and Equipment Guide): +1d6 damage when sneak attack would apply (not actually sneak attack itself).
Truesilver weapon special property (Ghostwalk): can sneak attack ghosts.

Spells:
Golem Strike, Grave Strike, and Vine Strike (Spell Compendium): sneak attack constructs, undead, and plants (full damage), respectively.
Sniper's Eye (Spell Compendium): ranged sneak attacks and death attacks at up to 60' distance.
Sniper's Shot (Spell Compendium): ranged sneak attacks at any distance.
Hunter's Eye (Player's Handbook II: grants sneak attack capability temporarily, which stacks.

cd4
2011-05-08, 09:12 AM
Q121

Can a rogue or similar choose not to use their sneak attack damage (or any bonus damage they get) so as to do lethal damage but keep the foe alive?

KillianHawkeye
2011-05-08, 09:41 AM
A 121 Sneak Attack is completely optional.

DeltaEmil
2011-05-08, 11:38 AM
Q 122

If two or more creatures readied their attacks against a spellcaster and strike him at the same time (all readied attacks hitting) when he casts a spell, is the damage added together to determine the DC for the concentration check?

Curmudgeon
2011-05-08, 11:43 AM
A 122 Yes.

The Concentration check to continue an interrupted spell increases by the total damage dealt, and makes no distinction about the source(s) of that damage.

Claudius Maximus
2011-05-08, 12:20 PM
C 122

Are you sure? I was not under the impression 3.5 actually allowed simultaneous actions like that. Or are you suggesting concentration checks simply use the total damage dealt during the action instead of calling for different checks for each instance?

Forged Fury
2011-05-08, 12:31 PM
A 122 No

I disagree with Curmudgeon or am misunderstanding the question.

Injury
If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you’re casting). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
Bolded for emphasis. Even if multiple attacks fall on the same initiative count, I don't believe they can count as a singular event. Getting stabbed by two different enemies seems like it would qualify for two different events and require two different Concentration checks.

Curmudgeon
2011-05-08, 12:58 PM
Re: A 122

I disagree with Curmudgeon or am misunderstanding the question.
See the details for the Concentration skill here (http://www.d20srd.org/srd/skills/concentration.htm):
If more than one type of distraction is present, make a check for each one; any failed Concentration check indicates that the task is not completed. Attacks to disrupt the casting of a spell are all of the same type (same entry on the table); consequently, you make just one check with all the damage adding to the DC.

{table=head] Concentration DC | Distraction
10 + damage dealt | Damaged during the action[/table]

Forged Fury
2011-05-08, 01:26 PM
A 122 Cont.

If more than one type of distraction is present, make a check for each one; any failed Concentration check indicates that the task is not completed.Technically, the above statement has no relevance in a situation where only one type of distraction is present. "If damage from the same type of distraction is sustained, the damage is combined to determine the final DC for the Concentration check" would be an extrapolation of the above.

The rules in the Concentration skill are mute with regards to what to do in a situation where the same type of distraction occurs. The rules in the Magic Overview section appear more articulated, defining damage sustained in distinct interrupting events which call for Concentration checks each time.

This is getting somewhat long for the Q&A thread, I'll leave these statements as my final thoughts on the matter. Thanks.

Edit: For what its worth, the Rules Compendium removes the reference quoted above.

ffone
2011-05-08, 03:48 PM
Q123

If Ray of Enfeeblement reduces a target's strength score to 1, can other strength damage attacks (such as rogue crippling strike) made *after* the ray drop the score to 0?

Douglas
2011-05-08, 07:38 PM
A123

By strict RAW, no. In fact, this remains true even if the other strength reduction would be sufficient all by itself to drop strength to 0 - Ray of Exhaustion could be used as insurance against being paralyzed by strength damage.

MrRigger
2011-05-08, 09:13 PM
Q124

If a Lawful Neutral Archivist cast Holy Word/Word of Chaos/Blasphemy with a caster level that does not exceed his Hit Die, would they be subject to the effects of the spell, provided they do not have any Spell Resistance to voluntarily fail to overcome?

MrRigger

Curmudgeon
2011-05-08, 09:23 PM
A 124

Yes, the caster would become deafened or dazed in each case. This would also happen to a Neutral Cleric casting any of these alignment-specific spells.

KillianHawkeye
2011-05-08, 09:25 PM
A 124 addition

None of those spells affect any creature who's HD exceeds the caster's Caster Level.


Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Creatures whose HD exceed your caster level are unaffected by holy word.

Creatures whose HD exceed your caster level are unaffected by word of chaos.

EDIT: Curmudgeon's answer is correct in the case where your Caster Level exactly matches your Hit Dice.

theterran
2011-05-09, 10:46 AM
Q125

Can Phantasmal Killer effect creatures without the ability to see? (either by being blinded or by not having eyes to begin with)

Curmudgeon
2011-05-09, 10:48 AM
A 125 Yes.
Phantasm

A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells. Eyes aren't necessary for phantasms to work.

The Glyphstone
2011-05-09, 10:52 AM
Q101
Are there any rules for magical contracts in 3.5? I'm thinking of something along the lines of geas/quest, but binding on and voluntarily entered by both parties. Or will I just have to homebrew it?

Reposting this since I never got an answer.

A101: The closest you'll find pre-written is a magic item called the Contract of Nepthas in Complete Arcane. It's a blank contract form that if violated, strikes the signee who broke the contract blind, deaf, and mute without any saving throws.

cd4
2011-05-09, 11:24 AM
Q126

Apart from Skill checks is there any other check where a natural 20 and natural 1 are not auto success and failure?

The Glyphstone
2011-05-09, 11:27 AM
Q126

Apart from Skill checks is there any other check where a natural 20 and natural 1 are not auto success and failure?

A126: The only rolls that qualify for automatic success/failures are attack rolls and saving throws. Anything else is roll+bonus as normal, or dependent on the specifics of the roll.

Curmudgeon
2011-05-09, 11:53 AM
A 126 additional

Disarm checks use opposed attack rolls. However, these don't involve hitting or missing, so there's not automatic success or failure despite them being attack rolls.

ILM
2011-05-09, 12:17 PM
Q127: Can a Cleric 3 with the Sand and Thirst domains enter Walker in the Waste at character level 4?

Greenish
2011-05-09, 01:11 PM
A127: Yes, and you don't even need the Thirst domain.

Thurbane
2011-05-09, 09:37 PM
Q 128

Is there any way for a Dragonfire Adept or Dragon Shaman to gain Trapfinding, short of a dip into another class or PrC?

Curmudgeon
2011-05-09, 09:57 PM
A 128 Yes.

The granted power of the Kobold (http://www.wizards.com/default.asp?x=dnd/we/20060420a) domain will let you find traps as a Rogue does, and the Planar Touchstone feat, with a touchstone from The Catalogues of Enlightenment, will give you the granted power of one Cleric domain.

powerdemon
2011-05-09, 11:03 PM
A 120 partial

No, there's no equivalent of Practiced Spellcaster...

Thanks! That is a good sized list.

Alleine
2011-05-09, 11:39 PM
Q 129

How would feats such as Extraordinary Artisan(ECS) and Apprentice: Craftsman(DMG2) work together? Is the price you pay for item crafting reduced by a total of 35% of the original? I know that DnD tends to do math a little differently, such as stacking multipliers for damage.

Forb
2011-05-10, 03:26 AM
Can a Sorcerer only retrain her spells at Sorcerer class level 4 (6,8,10...) or will advancing the caster level (aka Spells Known level) allow her to do so?

Blinkbear
2011-05-10, 04:44 AM
Q131: Lesser geas

What exactly is the duration of the lesser geas-spell? The spell description says (emphasis mine):


The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

Below, it says:


If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level.

Is the first part to be taken seriously or is it superseeded by the "1 day/caster level" rule in the second part?

waddafac
2011-05-10, 05:36 AM
Q132: telekinesis and incorporeals.
does telekinesis works on incorporeals?
(assuming that incorporeals can be grappled from other incorporeals and force effects. my doubt has born becaus telekinesis doesn't create any kind of "effect" on the battlefield but let you move objects and so on, so i really don't see the reason why i couldn't manipulate even an incorporeal form. i mean there are no effects influencing him, just you do this manuevers without a direct link. don't even understand why psion telekinesis has the force
descriptor... and sorc/wiz no)

OMG PONIES
2011-05-10, 06:17 AM
A131: The maximum duration of a lesser geas is one day/level.


Duration: One day/level or until discharged (D)

The spell is discharged when the subject completes the task. If it is not discharged, it instead lasts for 1 day/level. I believe that it could be extended, bringing the duration to 2 days/level.

Curmudgeon
2011-05-10, 07:41 AM
Q 130

Can a Sorcerer only retrain her spells at Sorcerer class level 4 (6,8,10...) or will advancing the caster level (aka Spells Known level) allow her to do so?
A 130

The answer depends on the specific language used in the prestige class. For example, the Arcane Trickster (http://www.d20srd.org/srd/prestigeClasses/arcaneTrickster.htm) class advances Spells per Day, but not any other aspect of spellcasting (except for CL); a Sorcerer/Arcane Trickster would not learn any new spells in the PrC. Many prestige classes use different language as in the following example (from Complete Arcane on page 22):
Spells per Day/Spells Known: At each level, an alienist gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained
Then it's up to the DM how to interpret the relationship between the Sorcerer class feature Spells and a prestige class feature advancing a subset of that as Spells Known. That part is clearly separated out in Table 3–17: Sorcerer Spells Known (Player's Handbook, page 54), but not so clearly in the text. Is the ability to "lose" a spell the Sorcerer already knows in exchange for a new one, a capability not specified in the Sorcerer Spells Known table, still a part of the Spells Known subset and thus included, or a general part of Spells covered by "any other benefit a character of that class would have gained", and thus excluded? Ask your DM.

Curmudgeon
2011-05-10, 07:58 AM
A 132 Yes.

Telekinesis is not prohibited from working against incorporeal creatures, and their lack of weight makes them guaranteed not to exceed the weight limit of the spell. Also their normal 50% chance for a spell to fail has an exception for force effects, which includes Telekinesis.

Blinkbear
2011-05-10, 09:54 AM
Q 131 follow up


A131: The maximum duration of a lesser geas is one day/level.


I am still not too sure, because the part with the 1day/level follows a condition. I do realize the short description saying "1day/level". But may this be a case of precedence of text over short description?

dextercorvia
2011-05-10, 09:57 AM
Q 133

There was some discussion in another thread. What satisfies the requirement for a PrC "Special: Access to the Death domain"?

Curmudgeon
2011-05-10, 10:15 AM
Re: A 131 follow up

I am still not too sure, because the part with the 1day/level follows a condition.
This spell is confusing, which is the whole reason for the question. However, the detailed discussion of the Duration spell field from the Magic chapter (Player's Handbook, page 176) is relevant.

Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends.
...
Discharge: Occasionally a spells lasts for a set duration or until triggered or discharged. For instance, magic mouth waits until triggered, and the spell ends once the mouth has said its message.
The spell entry for Lesser Geas specifies:

Duration: One day/level or until discharged (D)
There are clear rules, quoted above, on how to adjudicate this field. The "no matter how long it takes" part of the description would be fine with a ("see text") tag, but that's absent.

DESCRIPTIVE TEXT
This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description included “see text,” this is where the explanation is found.
The spell Astral Projection has "Duration: See text"; that would allow the "no matter how long it takes" qualifier full control. Without that "see text" in the Duration field you've either got to allow the Duration to set an upper limit, or assume the spell has parts in conflict and leave it up to every individual DM how to adjudicate the spell. The former choice is both simpler and hews closer to the RAW.

Gnoman
2011-05-10, 10:22 AM
Here's the thing. The text includes 2 possible durations. The Duration includes an "or." By the text, you can

Give a single discrete order that is within the target's capabilities (try to kill the king)

OR

Give the target a open-ended (work to undermine the king's rule) or impossible task (pick up the castle and throw it at the king).

The duration is

Until Discharged

OR

1day/level

I will go look for an official wizards ruling, but it seems quite clear to me that the OR is to adjcuate the possibility of either mode.

Curmudgeon
2011-05-10, 10:36 AM
A 133

The Deity, Domains, and Domain Spells section in the Cleric class description provides this information.

Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. Even if you don't choose to prepare the spells for a particular domain, you've still got access to them.

In short, "access to the Death domain" means you've both got its granted power and can cast the spells from that domain (within your spellcasting limits) if you choose to. Clerics qualify by simply selecting the domain. The Sorcerer Domain Access ACF also qualifies if they select Death. Other classes may qualify in a piecemeal fashion. The Wizard Domain Granted Power ACF, or Planar Touchstone feat with the appropriate planar touchstone from The Catalogues of Enlightenment would handle the granted power part. The Arcane Disciple feat would satisfy the domain spell part. Put together solutions for both parts (specifying Death in each case) and you'll meet this domain access requirement.

OMG PONIES
2011-05-10, 10:36 AM
A131 discussion: The "or until discharged" indicator is not a Boolean "OR" statement. Instead, it can be read as "unless discharged." The duration is 1/day per level. However, if the target is able to complete the task, the spell effect is discharged.

Gnoman
2011-05-10, 10:55 AM
I've been unable to find an official ruling. However, this thread is the only place I've found that assumes that both durations apply. Every other 3.5 -related place that discusses it uses the analysis i used. This approaches RAI instead of RAW, however. The original questioner has the arguments, neither side has any more interpretation, and any further discussion warrants its own thread. Unless someone wishes to continue, I consider the matter closed.

waddafac
2011-05-10, 11:27 AM
A132 discussion:
telekinesis doesn't have the force descriptor unfortunately... so how can i demonstrate that it works on incorporeals? i mean there's something written anywhere? can i make attempts to block them ? with the combat manuever

Curmudgeon
2011-05-10, 12:04 PM
Re: A 132 discussion:

telekinesis doesn't have the force descriptor unfortunately... so how can i demonstrate that it works on incorporeals?
There's no requirement that the spell have the [Force] descriptor, only that it be a force effect. From the online D&D Glossary (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_incorporeal&alpha=I):
incorporeal

Having no physical body. ... They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects. Even when struck by spells, magical effects, or magic weapons, however, they have a 50% chance to ignore any damage from a corporeal source -- except for a force effect, such as magic missile, or damage dealt by a ghost touch weapon.
Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. The definition of force (http://en.wikipedia.org/wiki/Force) is "any influence that causes a free body to undergo a change in speed, a change in direction, or a change in shape" and that applies to everything that Telekinesis can do.

GeminiVeil
2011-05-10, 12:25 PM
I don't know what question we are on, so I am going to go with
Q134

This situation came up in game today. We have one character that has use magic device, but no spellcraft. Another character has spellcraft, but no use magic device. They found a scroll in their loot. They one with UMD can use it, but not read it because no spellcraft. The one with spellcraft can decipher, but can't cast it because it's not on his spell list and no UMD. The players asked if the one with Spellcraft could decipher it for the one with UMD so that he could use it normally. Is there any RAW that would allow for this? As far as I knew, one could only cast it if that person deciphered it first. If it matters, scroll is arcane and they both can cast arcane spells.

dextercorvia
2011-05-10, 12:29 PM
A 134 No. However, UMD can be used to decipher a scroll.


Decipher a Written Spell

This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.

The Glyphstone
2011-05-10, 12:35 PM
Re: A 132 discussion:

There's no requirement that the spell have the [Force] descriptor, only that it be a force effect. From the online D&D Glossary (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_incorporeal&alpha=I): The definition of force (http://en.wikipedia.org/wiki/Force) is "any influence that causes a free body to undergo a change in speed, a change in direction, or a change in shape" and that applies to everything that Telekinesis can do.

Wouldn't a punch also be considered a 'force' by that same definition, though? A +1 gauntlet would qualify to bypass the incorporeal miss chance if telekinesis does, since they're both 'force effects' if we use the dictionary definition, which is wonky, and obviously counterintuitive.

EDIT: Unless your position is that the force imparted by this hypothetical punch is different than the punch itself, where the spell Telekinesis and the force imparted by the spell are one and the same. At which point...

Keld Denar
2011-05-10, 12:54 PM
Force (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm) has a D&D definition, and thus you can't really apply a general dictionary definition to it in the case of Incorporiality. Otherwise things like Explosive Spell would automatically affect Incorps despite their 50% immunity, even though it mentions nothing about that in the description. If it doesn't say [Force] in the descriptor, or mention that it is a force effect somewhere in the body, it would still be subject to the 50% immunity. While Telekinesis does use the word force, its not in the context of a spell descriptor or as a reference to a force effect.

Contrast with Bigby's Crushing Hand, which does have the [Force] descritor and can pummel Incorps without second thoughts.

Its also worth-while to note that the Incorporial Subtype gives immunity to grapples, which the [Force] descriptor doesn't negate. Even if you could Telekinetic Maneuver someone, that one option is not available.

Forged Fury
2011-05-10, 01:00 PM
A 132, Cont
I think this part concerning spell descriptors is pertinent.

The descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and water.

Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.Both Mage Armor and Shield have the Force descriptor as well.

Dire Reverend
2011-05-10, 01:54 PM
Q 135:
Can A vampire cast Darkness on himself, and then go outside in the light of day, without getting destroyed?

Curmudgeon
2011-05-10, 01:58 PM
A 135 No.

A creature is not a valid target for the Darkness spell. The Vampire could, however, cast Darkness on some object and carry that about; the spell creates shadowy illumination radiating from the object, overriding the prevailing light condition. The Vampire would be at risk of Darkness being dispelled or countered where the prevailing condition was sunlight, of course.

Seerow
2011-05-10, 02:55 PM
Q 136: Were any Combat Form feats released other than those in the PHB2?

Lateral
2011-05-10, 05:27 PM
Q 137

Can you use Permanency on an eligible spell that has metamagic applied to it? Say, a Maximized Wall of Fire? What about a Reach Shrink Item? A Heightened Stinking Cloud?

Also, if a Reach Shrink Item works, then can you re-shrink the item from a distance after it's been un-shrunk?

Forbiddenwar
2011-05-10, 07:02 PM
Q138

Is falling considered movement? is is a move action or a free action

Thurbane
2011-05-10, 07:06 PM
A 136

No - I'm fairly certain no additional Combat Form feats appeared outside of PHB II (which is a shame, really).

Curmudgeon
2011-05-10, 09:31 PM
A 137 No.

The caster level, XP cost, and other limits for Permanency are specific to each base spell provided, and there is no allowance for anything not on the official list ─ including metamagicked versions of those spells.

Curmudgeon
2011-05-10, 09:41 PM
A 138 No.

Falling, once begun, is not an action that the character can choose to do unless they have a fly speed; instead, gravity and wind are acting. A creature with wings and actively trying to fly is using a combination of movement, gravity, and wind when they fall.

Note that even if the creature is not using their actions to move they're still leaving squares (cubes) as they fall, and can provoke attacks of opportunity for doing so.

Squank
2011-05-10, 10:21 PM
Q139

I'm new to sundering, and there's something I'm really confused about. The improved sunder feat gives a +4 to attack rolls when sundering (PH 96). Using a two-handed weapon gives a +4 to attack rolls when sundering (PH 158). The shatterspike (DMG 228) also lists that it gives a +4 to attack rolls when sundering. None of these bonus are typed. So, am I correct in saying that if one wields shatterspike with two hands and if one has the improved sunder feat, then one gets a +12 on attack rolls for sundering (plus strength and base attack bonus)? This seems way too powerful.

abadguy
2011-05-10, 11:03 PM
Q140
Can a Cleric of Heironieous X/Ordained Champion 1 (PrC from Complete Champion), after trading in his Law domain granted power for a combat feat (as per class feature of Ordained Champion 1), choose to give up access to the Law domain in exchange for the corresponding domain feat?

Curmudgeon
2011-05-10, 11:07 PM
A 139

You're adding the bonuses correctly. The opposed attack rolls for sunder merely determine if there's a chance of damaging the opponent's weapon, and a successful sunder attack is no guarantee of any damage being done. Of these three sunder bonuses only the Shatterspike has any impact on the damage roll, and the opponent's weapon hardness is subtracted before any damage is dealt to it.

Curmudgeon
2011-05-10, 11:13 PM
A 140 No.

From Complete Champion on page 53:
In addition, you can choose to give up access to a domain in exchange for the corresponding domain feat. Doing so allows you to select up to three domain feats, but you cannot prepare domain spells or use the granted power of the sacrificed domain. In essence, you trade in a domain for an extra feat slot that you can spend only on a specific domain feat. You must trade in both the domain's spells and granted power in order to gain the corresponding domain feat. Once you've traded away the granted power you no longer qualify for the domain feat sacrifice.

ILM
2011-05-11, 11:33 AM
Q141: Do creatures summoned through a Summon Monster spell provide a benefit when placed in a Greater Consumptive Field (assuming they fail their save)?

OMG PONIES
2011-05-11, 12:01 PM
A141: No. Summoned creatures don't actually die, as per the SRD.

ILM
2011-05-11, 12:57 PM
Thanks.

Q142: Can you worship an ideal and still be a Sanctified One of Kord? (CC)

edit: in other words, is there a way to be aligned with a diety but still cherry-pick your domains? Or, really specifically: can I be a Sanctified One of Kord and still get the Sand and Fire domains without burning levels on Contemplative or whatever?

Curmudgeon
2011-05-11, 01:07 PM
A 142 No.
As a sanctified one, you gain class features that build upon strengths valued by your deity.
Sanctified One benefits accrue only to patrons of the chosen deity.

Telonius
2011-05-11, 01:08 PM
Q143

The Fire subtype says:


A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

I'm not clear on what this means. So let's say you have a Fire creature with Evasion, who's the target of a Cone of Cold spell. The target makes his save. The Cone of Cold would have done (let's say) 10 damage. Would he still take 50% damage? If that same creature didn't have Evasion but made the save, would he have taken 7 damage (5 + [50% of 5]) or 10 damage (5 + [50% of 10])?

The Glyphstone
2011-05-11, 01:38 PM
A143: If the target makes his save, he takes 0 damage. Vulnerability causes 50% more damage than normal - if a target with Evasion passes their Reflex, they take no damage, so 0*1.5=0.

If he failed the save, he would take 7 damage - the 50% is applied to the damage he takes.

Curmudgeon
2011-05-11, 01:38 PM
A 143

Regardless of whatever other mechanic is involved in the damage, add 50% of the total Fire damage dealt. So with evasion that's 0 + (50% of 10), or 5. Without evasion and a successful save it's (50% of 10) + (50% of 10), or 10.

Yora
2011-05-11, 01:42 PM
@413: It's generally assumed that effects are applied in the way that is most convenient for the affected creature. So my guess would be that first damage is increased by 50%, but then Evasion negates all of that on a successful save.

Curmudgeon
2011-05-11, 01:49 PM
@413: It's generally assumed that effects are applied in the way that is most convenient for the affected creature.
I believe you're misremembering something from the FAQ:
As a general guideline, whenever the rules don’t stipulate an order of operations for special effects (such as spells or special abilities), you should apply them in the order that’s most beneficial to the “controller” of the effect. The attacker dealing the Fire damage is the "controller".
Vulnerability to Energy

Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. A creature with Fire vulnerability always takes "half again as much (+50%) damage as normal" from the Fire damage they receive. That's independent of saving throws, and evasion is only applicable with a saving throw.

Forbiddenwar
2011-05-11, 01:49 PM
A 138 No.

Falling, once begun, is not an action that the character can choose to do unless they have a fly speed; instead, gravity and wind are acting. A creature with wings and actively trying to fly is using a combination of movement, gravity, and wind when they fall.

Note that even if the creature is not using their actions to move they're still leaving squares (cubes) as they fall, and can provoke attacks of opportunity for doing so.

q144
Does this mean that a falling character or creature can to a full attack or a full round spell?
Additionally, after landing, can they then attack and move away?

Can a Swordsage teleport above an enemy. Fall and do falling damage to the enemy, full attack the enemy, and then 5 foot step away, in 1 round?

Curmudgeon
2011-05-11, 02:06 PM
A 144

Yes, a falling creature can take whatever actions are possible while in mid-air, if they fall for a full round. Note that the first round of falling consumes roughly 500' of altitude, and subsequent rounds require about 1200'. The DM may likely apply circumstance penalties while falling, and may pick different spots along the descent for the places where the falling creature makes their attacks.

Depending on how much of the round is spent falling, some part of the character's actions may occur after landing. Roughly speaking, if no more than half the time is spent in the air, that may leave a standard action (and a 5' step) available after hitting the ground.

I'm assuming your Swordsage teleport question implies Shadow Blink. As for "fall and do falling damage to the enemy", that depends on whether the DM allows the Swordsage's body to be used as an improvised weapon. The general rule is that improvised weapons must be similar to a listed weapon of the appropriate size which the character can wield; generally that means a body is too big to aim as an improvised thrown weapon. However, there are bombardment rules in Heroes of Battle that would permit a ranged attack (with improvised weapon penalty, inappropriate size penalty, and -2 per every 10' range penalty) against a particular square (AC 5). If the Swordsage hits the correct square, the target creature can always avoid impact with a DC 15 Reflex save.

Regardless of whether the DM allows a falling body attack, it would not be possible for the Swordsage to begin a full attack after spending time waiting to land, because a full attack requires a a full round.

HappyBlanket
2011-05-11, 09:07 PM
Q145
How do I find out how many languages my character knows at the start of the game (page appreciated, but not required)? Cutting out the middleman, how many languages would a 13 INT character know?

Geigan
2011-05-11, 09:10 PM
Q145
How do I find out how many languages my character knows at the start of the game (page appreciated, but not required)? Cutting out the middleman, how many languages would a 13 INT character know?

A145 Typically any automatics from race(common typically, and maybe something else, depends on the race), plus a number of other languages equal to your int mod. So your 13 int character would have 1 bonus language aside from its automatics.

relevant link (http://www.d20srd.org/srd/skills/speakLanguage.htm)

Warclam
2011-05-11, 10:10 PM
Q146

What book are barbed nets in?

Forged Fury
2011-05-11, 10:16 PM
A 145 Cont.

A character with a 13 Intelligence would know Common, a Racial Language (if applicable), and a single Bonus Language based on race or class.

Note that some races have no bonus languages. For instance, a Warforged Fighter with an 18 Intelligence still only knows Common (unless the warforged spent skill points to learn languages).

Forged Fury
2011-05-11, 11:06 PM
Q 147
If an acquired template includes an alignment change, can the alignment later be changed to something else?

Zaq
2011-05-11, 11:19 PM
Q 148

What means (feats, items, class features, etc.) exist to use the "demoralize" function of Intimidate at a range greater than "threatened in melee combat"? I know of the skill trick Never Outnumbered, but I feel like there must be others.

Curmudgeon
2011-05-11, 11:25 PM
A 147

The alignment is always determined by the DM. Excerpted from Dungeon Master's Guide on page 134:
You’re in Control: You control alignment changes, not the players. ... Actions dictate alignment, not statements of intent by players.
Alignment Change Is Gradual: Changes in alignment should not be drastic. Usually, a character changes alignment only one step at a time—from lawful evil to lawful neutral, for example ...
Time Requirements: Changing alignment usually takes time. Changes of heart are rarely sudden (although they can be). What you want to avoid is a player changing her character’s alignment to evil to use an evil artifact properly and then changing it right back when she’s done. Alignments aren’t garments you can take off and put on casually. An acquired template is one of the exceptions to gradual alignment change, and (if chosen voluntarily) represents an intense character desire which will only be reinforced by the actual acquisition. In other cases the alignment change is magically dictated by the template, and won't change independently. The most common example here is lycanthropy acquired as an affliction:
Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope. Only curing the lycanthropy (removing the template) would allow the character to later, gradually, change alignment away from that dictated by the template.

Curmudgeon
2011-05-11, 11:47 PM
A 148 partial

Intimidating Rage feat (Complete Warrior, page 102): demoralize within 30' while raging.
Never Outnumbered skill trick (Complete Scoundrel, page 87) allows you to also affect every enemy within 10' of you with the same fear penalty, so if you only threaten at 5' this will exceed your melee range.
Supremely Confident feat (Dragon # 335, page 88): successful critical hit allows you to attempt to demoralize your target as a free action.
Terrifying Rage [Epic] (http://www.d20srd.org/srd/epic/feats.htm#terrifyingRage): line of sight while raging.

Pigkappa
2011-05-12, 08:38 AM
Q 149
I'm wearing a Ring of Counterspell with a Dispel Magic spell in it. Does it activate whenever I'm hit by a spell, or does it activate only when I'm hit by a Dispel Magic spell?

Douglas
2011-05-12, 08:45 AM
A149

It activates the first time you're hit by Dispel Magic, and then requires recharging.

arguskos
2011-05-12, 03:06 PM
Q150

Ok, so, how do overlapping dominate person spells with varying durations interact? Specifically, say Bob the Barbarian gets hit with a dominate from a brain in a jar (so, duration of 10 days) with orders to kill his companions. He begins doing so. One of his companions, a 10th level Mythic Exemplar of Sir Reikhardt uses his Supreme Paragon's Gift to hit Bob the Barbarian with ANOTHER dominate person, this one with duration 10 rounds and orders to stop that ****.

Does the second one cancel the first, or merely override it for ten rounds?

Keld Denar
2011-05-12, 03:29 PM
A 150

Under Combining Magical Effects

Multiple Mental Control Effects
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

arguskos
2011-05-12, 03:31 PM
A 150

Under Combining Magical Effects
Ok, let's say the second spell wins. Does the second spell now cancel the first one or not? It's fairly important that I know if it does or not.

Douglas
2011-05-12, 03:34 PM
Ok, let's say the second spell wins. Does the second spell now cancel the first one or not? It's fairly important that I know if it does or not.
It temporarily overrides it, but if the first is still there when the second is dispelled or runs out of duration then the first one takes effect again.

arguskos
2011-05-12, 03:36 PM
It temporarily overrides it, but if the first is still there when the second is dispelled or runs out of duration then the first one takes effect again.
Dammit I was afraid of that. :smallsigh: Thanks.

Ditto
2011-05-12, 04:06 PM
Q151

How does detect magic interact with a Symbol spell? Would it be noticed before it is activated? (I know that Detect Magic is not particularly helpful when trying to, say, locate an Invisible person besides saying there's a faint illusion aura in the area for instance.)

Q152

Unless otherwise specified, a cone is 2 dimensional (that is, 5 ft tall) rather than extending vertically to the limit of the spell, correct? So Cone of Cold could be used to hit two men standing side by side, OR two men (one flying above the second), but not both?

GeminiVeil
2011-05-12, 04:40 PM
Q153
I had a question about 'Ebon Eyes' from Spell Compendium (pg 77). It says "The subject of this spell gains the ability to see normally in natural and magical darkness, although it does not otherwise improve the subject's ability to see in natural darkness or shadowy conditions." The second part seems to contradict the first part to me. The only way this makes sense to me is that it's saying you don't get bonuses to see in darkness, but do gain the demon/devil-like ability to see in any darkness. Is this correct?

EDIT: Thank you Cog. As I said, only thing I could think of. :smallsmile:

Cog
2011-05-12, 04:48 PM
A 151:
Detect Magic will only reveal the school of the ongoing magic effect, so that spell itself won't trigger the Symbol as it can't identify it - however, it's a cone-shaped emanation, so you might easily look at the symbol separately while simply using Detect Magic.

A 152:
You are describing a triangle (well, circular sector), not a cone. A cone is inherently three-dimensional.

A 153:
Your interpretation seems to be correct. That odd clause seems to be saying that the spell doesn't do anything like give a Spot bonus in dark conditions; there's no reason to assume it would, but the spell specifically states so anyway.

Dralnu
2011-05-12, 06:36 PM
Q 154

How are you able to apply Maximize Spell-Like Ability to Eldritch Blast? The feat says:


The spell-like ability you wish to maximize can be chosen only from those abilities that duplicate a spell of a level less than or equal to 1/2 your caster level (round down), minus 2.

But the description of Eldritch Blast says:


An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down)

So, wouldn't you never be allowed to use this on EB? A level 6 warlock's EB spell level is 3 but you can only maximize spell level 1, etc.

What am I missing?

Cog
2011-05-12, 06:41 PM
A 154:
You are missing the official errata for Complete Arcane, which states that EB's effective spell level is either 1 or that of the highest-level shape/essence applied to it.

soulsabre345
2011-05-12, 08:59 PM
Q 155

If command undead is used on a skeleton, if the skeleton is ordered to attack a target what happens? Does the control break? And if the control breaks, does it attack the caster or the target?

Cog
2011-05-12, 09:05 PM
A 155:
The duration of Command Undead is 1 day/level, and nonintelligent undead freely follow even suicidal orders, so long as those orders are simple enough. Is there some reason you think the control would break?

soulsabre345
2011-05-12, 09:15 PM
This line near the bottom of the spell description:
"Any act by you or your apparent allies
that threatens the commanded undead
(regardless of its Intelligence) breaks the
spell. " PH 211

Cog
2011-05-12, 09:19 PM
That just means you can't swing a sword at it, turn it, or the like. They're talking about direct actions there, not ordering it into a dangerous situation.

soulsabre345
2011-05-13, 02:42 AM
Is there any information that supports your point in that where it only applies to direct threats? and just for clarification, in which of these situations would it break?
1. Send minion into a supposed trap location to trigger it.
2. Send it vs a enemy which appears non-threatening.
3. Send it vs a evenly matched opponent (for the minion).
4. Send it vs a enemy you know could murder the minion easily.
5. Force it to fail a rebuke undead so you command it permanently instead of for a couple days.

Taelas
2011-05-13, 02:56 AM
You cannot 'force' an undead to fail a rebuke undead check -- in fact, that does not even make sense. You still need to exceed twice the undead's HD with your turning check.

The rest of the actions are perfectly valid, however. The spell specifies 'an act by you or your companions'. Sending it against even an overwhelming force is not an act by you which threatens it -- it is the overwhelming force which threatens it.

ILM
2011-05-13, 03:26 AM
Q156: Can you cast a Ray spell on yourself?

OMG PONIES
2011-05-13, 06:17 AM
A155 citation


threaten: To be able to attack in melee without moving from your current space. A creature typically threatens all squares within its natural reach, even when it is not its turn to take an action. For Medium or Small creature this usually includes all squares adjacent to its space. Larger creatures threaten more squares, while smaller creatures may not threaten any squares except their own.

When put together with the text you provided, this shows that none of the situations you've listed count as threatening (and thus, none end the spell). Amusingly, does this mean that none of your allies* can stand adjacent to the commanded creature?

*Of Small size or Larger, holding a non-reach weapon (or any reach weapon that can also attack adjacent squares a la spiked chain)...you know, so they threaten adjacent squares

Pigkappa
2011-05-13, 06:35 AM
A155 citation
When put together with the text you provided, this shows that none of the situations you've listed count as threatening (and thus, none end the spell). Amusingly, does this mean that none of your allies* can stand adjacent to the commanded creature?


They meant the world "threaten" as used in the dictionary, not the D&D term.

Since the wording is "any act by you or your apparent allies
that threatens...", one could argue that only a character can "threaten" (that is, being able to attack an adjacent square), and not his acts.

Zherog
2011-05-13, 08:12 AM
A 145 minor corrections


A145 Typically any automatics from race(common typically, and maybe something else, depends on the race), plus a number of other languages equal to your int mod. So your 13 int character would have 1 bonus language aside from its automatics.

relevant link (http://www.d20srd.org/srd/skills/speakLanguage.htm)

You receive a number of bonus languages equal to your Int bonus, not your Int modifier. A modifier can be either positive or negative, while a bonus is always positive. A sufficiently low Intelligence score does not reduce the number of languages you know at the start of the game. For example, a half-orc with an Int of 6 (mod = -2) still knows two languages (common and orc).


A 145 Cont.

A character with a 13 Intelligence would know Common, a Racial Language (if applicable), and a single Bonus Language based on race or class.

Note that some races have no bonus languages. For instance, a Warforged Fighter with an 18 Intelligence still only knows Common (unless the warforged spent skill points to learn languages).

Not all characters know Common. There are races scattered throughout the various Monster Manuals that do not have Common as an automatic language. For example, a troll has Giant as an automatic language but does not have Common. A troll character with a sufficiently high Intelligence can select Common as a bonus language, or spend 2 skill points to learn it.

Curmudgeon
2011-05-13, 09:00 AM
A 156 Yes.

A ray spell follows the usual spellcasting rules. You pick one of your grid intersections for its origin point, and you may aim it in any direction. You may not actually hit yourself unless you succeed on the required ranged touch attack; that's an example of rays following the usual spellcasting rules.

OMG PONIES
2011-05-13, 11:40 AM
Q157: How can a creature on the Ethereal Plane attack creatures on the Material Plane? I know of the ninja's Ghost Strike (CAdv) and the Ethereal Reaver (CPsi), but are there other options?

Q158: Do auras cross planar boundaries? For example, if a creature is standing on the Ethereal Plane and projecting a 10-ft aura, does it affect creatures within 10 feet of that location on the Material Plane?

Curmudgeon
2011-05-13, 11:52 AM
A 158 No.

Effects are local to their particular plane unless they state otherwise, or are described as force effects for the Material Plane -> Ethereal Plane case.
An ethereal creature can't affect the Material Plane, not even magically.
...
Even if a creature on the Material Plane can see an ethereal creature (for instance, with see invisibility), the ethereal creature is on another plane. Only force effects (such as magic missile) can affect the ethereal creatures. AFAIK, no auras are described as force effects (though even that wouldn't matter for the Ethereal Plane -> Material Plane case).

ILM
2011-05-13, 12:05 PM
A 156 Yes.

A ray spell follows the usual spellcasting rules. You pick one of your grid intersections for its origin point, and you may aim it in any direction. You may not actually hit yourself unless you succeed on the required ranged touch attack; that's an example of rays following the usual spellcasting rules.
A156 followup: Can't you voluntarily tank your touch AC (including for enemies, if necessary) by, I dunno, standing still and turning your dex bonus to -5 or something? Seems weird I'd be dodging a spell I'm casting at myself...

Taelas
2011-05-13, 12:17 PM
Willing targets are hit automatically (you only need to roll touch attacks against unwilling targets).

dextercorvia
2011-05-13, 12:20 PM
Willing targets are hit automatically (you only need to roll touch attacks against unwilling targets).

That is true for melee, but I don't think there is any provision for automatically being hit with a ray.

Curmudgeon
2011-05-13, 12:31 PM
Willing targets are hit automatically (you only need to roll touch attacks against unwilling targets).
That's only the case for spells which specify willing targets, or have a saving throw; most rays aren't included in that category.

That is true for melee
No, it's not true for melee. D&D has rules for willingly foregoing a saving throw and accepting the consequences, and automatically hitting a helpless target with a coup de grace. There is no normal provision for letting yourself get hit in combat, either melee or ranged. (D&D is a game intended to model heroic characters striving for victory, and options for accepting failure aren't part of that model.)

dextercorvia
2011-05-13, 12:49 PM
I thought it was true for touch spells in melee, whether or not the Target line specified Willing, so long as the target is willing. I did overstep with the rest in my haste.

Taelas
2011-05-13, 01:19 PM
That's only the case for spells which specify willing targets, or have a saving throw; most rays aren't included in that category.
This is simply wrong. It is the case for all touch spells, regardless of whether they specify willing targets or not. However, ray spells specify they require a ranged touch attack, so my earlier post was in error. I made a hasty conclusion based on the definition of touch spells. My apologies.

Cog
2011-05-13, 01:25 PM
You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
The text earlier specifies that this is Range: Touch spells, so there's still no free ray hits.

Curmudgeon
2011-05-13, 03:10 PM
This is simply wrong. It is the case for all touch spells, regardless of whether they specify willing targets or not. However, ray spells specify they require a ranged touch attack, so my earlier post was in error.
The context of my statement was specifically ray spells, which is what the question posed was about. I apologize if I didn't make that scope sufficiently clear.

Lateral
2011-05-13, 03:19 PM
Q 159

Does Psionic Minor Creation have a material component?

Divide by Zero
2011-05-13, 03:25 PM
A 159

No. Psionic powers never require material components.

soulsabre345
2011-05-13, 05:09 PM
Q 160

Is there any accepted ruling on how the Recharge magic variant (http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm) would work on a Duskblade?

Greenish
2011-05-13, 06:05 PM
Q161: Are all Valenar elves proficient with Valenar Double Scimitar? They get Martial Weapon Proficiency for it for free (PGtE), but they have no Weapon Familiarity to treat it as a martial weapon, so it seems it might be that the racial feat doesn't do anything (at least until you pick Bladebearer of Valenar).

Cog
2011-05-13, 06:10 PM
A 161:
Player's Guide to Eberron Eberron Campaign Setting, page 27: Elves from the Valenar region treat the double scimitar as a martial weapon.

Edit: I don't think that they get proficiency with it as well, unless that's from elsewhere.

Greenish
2011-05-13, 06:19 PM
A161 Query: Page 27 of PGtE is about Silver Flame, and says nothing about Valenar Elves. :smallconfused:

The entry on Valenar, page 141, says that Valenar Elves gain Martial Weapon Proficiencies to Double Scimitar, Scimitar and Shortbow as bonus feats, instead of elves' normal weapon proficiencies.

[Edit]: Footnote on the table of weapons in ECS, page 120, allows Valenar Elves to treat the double scimitar as a martial weapon. Then page 141 of PGtE gives them the automatic proficiency. That answers my question.

Cog
2011-05-13, 06:35 PM
Yeah, I crossed the wires in my head. The correct book title's been edited in to the post.

Forged Fury
2011-05-13, 07:00 PM
A 161 Addendum For some reason, I think proficiency in Double Scimitar is one of the Aerenai/Valenar related Domain granted powers. I guess they wanted to make sure you had proficiency...

Greenish
2011-05-13, 07:04 PM
A 161 Addendum For some reason, I think proficiency in Double Scimitar is one of the Aerenai/Valenar related Domain granted powers. I guess they wanted to make sure you had proficiency...It's the favoured weapon of Spirits of the Past, which are worshipped in Valenar and Northern Aerenal.

Warclam
2011-05-13, 10:02 PM
Repost from a couple pages ago (146):

Q162
What book are barbed nets in?

Douglas
2011-05-13, 11:19 PM
Q 160

Is there any accepted ruling on how the Recharge magic variant (http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm) would work on a Duskblade?
As explained in the 4th paragraph of the first section, the difference in recharge times is based on spontaneous vs prepared casting because the variant effectively makes everyone spontaneous so the classes that already are spontaneous need something to make up for that. As Duskblade is a spontaneous casting class, it would use the Bard/Sorc recharge times.

FyreByrd
2011-05-14, 12:30 PM
Q163:

Can you trip someone when you and your target are both underwater?

mykelyk
2011-05-14, 12:30 PM
Q164 Have familiars darkvision?
Magical beast type list darkvision out 60ft, does a familiar get that?

Edit: Changed number

Coidzor
2011-05-14, 12:36 PM
Q165: Can summoned undead create spawn? Specifically Summon Undead 5'd Shadows.

DeltaEmil
2011-05-14, 01:01 PM
Q 166

Can you make an unarmed attack as an extra attack if you were wielding a two-handed weapon, and had the Two-Weapon Fighting-feat (and for that matter, Improved Unarmed Strike)? Or do you need to be a monk specifically for that?

More generally, can you actually make any unarmed attack at all if you were holding an object that needs both of your hands or wielding a two-handed weapon? Or even a weapon and a shield?

Taelas
2011-05-14, 01:37 PM
A 166:

Yes.

You can make an unarmed strike with any part of your body, thus you are never restricted from making an unarmed strike as an off-hand attack.

Yora
2011-05-14, 01:37 PM
A166: The SRD says unarmed attacks are "Striking for damage with punches, kicks, and head butts". Since you don't need to use your hands at all, you can have both full and still attack unarmed.
So yes, using a two handed weapons and making unarmed attacks with kicks for example is possible. And since the main attack weapons size doesn't matter and unarmed attacks are always light attacks, you get rather good modifiers to your attack rolls.

Luzahn
2011-05-14, 01:46 PM
Q 167: Does a negative Dexterity modifier decrease AC?

Greenish
2011-05-14, 01:50 PM
Q 168: Do you get 1.5x Str to attacks with both ends of a double weapon, since double weapons are two-handed weapons, and the "one-handed & light weapon" thing in the description only refers to TWF penalties.

DeltaEmil
2011-05-14, 01:56 PM
A 167

Yes. A negative dexterity modifier does reduce your Armor Class.

See the ogre (http://www.d20srd.org/srd/monsters/ogre.htm)here for an example.

Curmudgeon
2011-05-14, 03:48 PM
A 163

If they're standing on ground under the water, yes. If they're swimming, no; the buoyancy of the water supports them.
Prone

The character is on the ground.

Curmudgeon
2011-05-14, 03:56 PM
A 168 No.

From the Equipment chapter:

A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.From the Combat chapter:
Double Weapons

You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon were a light weapon. You would get 1x STR mod on the "main hand" end, and ½x STR mod on the "off hand" end, just as though you were fighting with a one-handed weapon and a light weapon..

soulsabre345
2011-05-14, 08:42 PM
Q 169

Is there any way to dismiss a familiar upon gaining the improved familiar feat without taking the XP hit?

Ditto
2011-05-14, 11:44 PM
Q170
Does a Symbol spell trigger on Detect magic before the symbol has been activated?

Curmudgeon
2011-05-15, 04:38 AM
A 170

Symbol <x> triggers on different conditions, as chosen by the spellcaster. If the trigger is "looks at the rune", then using Detect Magic will indeed trigger the Symbol as the Detect Magic user studies that area. Generally speaking, only a Rogue (or similarly enabled classes) using the Search skill can examine such a Symbol rune without triggering it.

Kobold-Bard
2011-05-15, 09:25 AM
Q171

Can a Shapeshift Druid (PHB2) choose the shape it takes each time it assumes a particular form, or is it a choice made only once?

eg. can a Druid taking Predator Form appear to be a Dire Wolf once, then a jaguar another, or do they pick one form (Dire Wolf say) and become it each time?

This may be a dumb question, but the description seems unclear to me.

Cog
2011-05-15, 09:29 AM
A 171:

Each time you use this ability, you can choose the exact look your shapeshifted form takes.
You may choose, but you are restricted to creatures from regions you're familiar with.

Kobold-Bard
2011-05-15, 09:35 AM
A 171:

You may choose, but you are restricted to creatures from regions you're familiar with.

http://static.tsrfiles.co.uk/images/smilies/facepalm2.gif

Thanks, I missed that line.

Luzahn
2011-05-15, 10:38 AM
Q 172: Do dwarves have any racial reduction to Armor check penalty, or is that only for encumbrance purposes?

Gnoman
2011-05-15, 10:41 AM
Encumberance only.

Greenish
2011-05-15, 10:42 AM
Q 172: Do dwarves have any racial reduction to Armor check penaltyA 172: No. Dwarves have no racial features which affect ACP.

Koury
2011-05-15, 06:20 PM
Q 173

A Sorc casts a swift action spell and add metamagic to it. How long does it take to cast? Where is this rule found?

Lateral
2011-05-15, 06:33 PM
Q 174

If a creature is slain with negative levels bestowed by a Life-Drinker Greataxe, does it rise as a wight under the PC's control, or as a free-willed wight?

Ballis
2011-05-15, 07:28 PM
Q175

Are there any rules for putting a Weapon Crystal on an opponents weapon?

The idea I have is to place a Greater Fiendslayer Crystal onto their weapon, forcing them to take the negative level or spend the action removing it.

Demons_eye
2011-05-15, 09:26 PM
Q: 176

When crafting the Relic item Armor of the Fallen Leaves do you need a caster level of 20 because looking at the Prerequisites it only includes: Craft Magic Arms and Armor, Sanctify Relic, baleful polymorph, and gust of wind.

Curmudgeon
2011-05-15, 11:21 PM
A 175

The best approximation with existing rules is to use Sleight of Hand to lift an opponent's weapon out of its sheath (http://www.d20srd.org/srd/epic/skills.htm#sleightOfHand); that's DC 50. If the weapon is being wielded the difficulty will be higher, of course; how much higher is up to your DM.

Curmudgeon
2011-05-15, 11:30 PM
A 176 No.

The Caster Level entry is the default caster level of the item, not a requirement for creation. That CL is necessary when adjudicating opposed dispel effects, for instance. The Prerequisites entry specifies all the creation requirements for the item.

Curmudgeon
2011-05-15, 11:51 PM
A 174

A Life-Drinker bestows negative levels on a hit, but does not grant any creation properties to its wielder. A creature who rises the next night after being killed by these negative levels is an independent wight without any connection to either their abilities in life or the enemy who killed them.

samster712
2011-05-16, 02:11 AM
Q177

Do Raptorans have any racial ability bonuses in 3.5? (like +2 Wisdom or something)

Cog
2011-05-16, 05:09 AM
A 176 additional:
Relic items are unusual in one respect - no matter what the creator's caster level, the finished item always has a CL of 20.

Elric VIII
2011-05-16, 05:52 AM
A 177

No, although they do have some skill bonuses (+10 on jump, +2 on Climb and Spot).

Elric VIII
2011-05-16, 05:59 AM
Q 178

Are there any spells in supplement books that are valid targets for Permanency?

Pigkappa
2011-05-16, 07:25 AM
Q 173 is puzzling me too...



Q 173
A Sorc casts a swift action spell and add metamagic to it. How long does it take to cast? Where is this rule found?


I would say it takes a full round action but I'm not sure about this.

ILM
2011-05-16, 08:38 AM
A173: From the Rapid Metamagic (Complete Mage) feat description:

Normal: Spontaneous casters applying metamagic must either take a full-round action (if the spell normally requires a standard action or less) or add a full-round action to the casting time (if the spell takes 1 full round or longer to cast).


Q179: Can a Lich with a two-handed weapon deliver its Paralyzing Touch as an additional natural attack (at -5) as part of a full attack? It does mention you need a free hand, but I thought maybe you could, say, do your standard full attack and then keep hold of the weapon with one hand while delivering your touch attack with the other.

Curmudgeon
2011-05-16, 09:33 AM
A 179 Maybe.

Dropping one hand from a weapon is a free action, so the Lich could have a hand free to make a secondary natural attack. However, the action required to re-establish a two-handed grip is up to the DM unless the Lich has Quick Draw, which makes such a weapon manipulation a free action.
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. This general rule for full attacks requires that the secondary natural attack (@ -5 penalty) come before a third weapon attack (@ -10 penalty). If the Lich has 3+ iterative attacks but no Quick Draw feat, the DM may decide that re-establishing the necessary two-handed grip requires a move action and thus the full attack sequence must be truncated.

ILM
2011-05-16, 10:51 AM
A 179 Maybe.

Dropping one hand from a weapon is a free action, so the Lich could have a hand free to make a secondary natural attack. However, the action required to re-establish a two-handed grip is up to the DM unless the Lich has Quick Draw, which makes such a weapon manipulation a free action.
This general rule for full attacks requires that the secondary natural attack (@ -5 penalty) come before a third weapon attack (@ -10 penalty). If the Lich has 3+ iterative attacks but no Quick Draw feat, the DM may decide that re-establishing the necessary two-handed grip requires a move action and thus the full attack sequence must be truncated.
So basically, by RAW a 300 gp Least Crystal of Returning solves my problem? Sweet.

Q180: New question! Are there any aging rules for undead creatures? Like if a creatures becomes undead in his prime years but then spends a thousand years being a lich, does it get to apply some aging effects?

averagejoe
2011-05-16, 11:48 AM
Q 181: A character starts his turn standing in a square of difficult terrain, with all the squares around it being terrain with no special features. What are the rules consequences of this?

Curmudgeon
2011-05-16, 12:03 PM
A 180 No.

Undead, by definition, do not have lifespans.

Curmudgeon
2011-05-16, 12:05 PM
A 181

Movement into difficult terrain costs double movement. Movement into non-difficult terrain does not, so leaving the square has no penalty.

averagejoe
2011-05-16, 12:29 PM
Q 182: Take a human third level knight (PHBII pg. 24) who possesses mundane weapons and armor but no other items, who took toughness for all of his feats, and who has no spells or other effects active on him. Am I correct in thinking that, for this character, his bulwark of defense ability does nothing unless an opponent chooses (for some reason) to exit one of his threatened squares and re-enter another one on the same turn, or if an opponent chooses to move from one of his threatened squares into another one?

Bakkan
2011-05-16, 12:59 PM
Q 178

Are there any spells in supplement books that are valid targets for Permanency?

Yes; for example Sense of the Dragon, Races of the Dragon page 117. I am not sure if there are others.

Elric VIII
2011-05-16, 12:59 PM
A 182

While they are in his threatened squares they are considered to be in difficult terrain, this prevents 5-foot steps. That way he can get an AoO on anyone trying to step away and cast a spell/attack someone else.

dextercorvia
2011-05-16, 01:04 PM
A 178, Partial

There are several on page 60 of Savage Species.

averagejoe
2011-05-16, 01:08 PM
A 182 clarification: Could you please cite where in the rules it says you can't 5-foot step out of difficult terrain?

Greenish
2011-05-16, 01:11 PM
A 182 clarification: Could you please cite where in the rules it says you can't 5-foot step out of difficult terrain?A 182: In the rules for 5-foot steps (http://www.d20srd.org/srd/combat/actionsInCombat.htm#take5FootStep):
You can only take a 5-foot step if your movement isn’t hampered by difficult terrain or darkness.

Forged Fury
2011-05-16, 01:13 PM
A 182

Take 5-Foot Step
You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round when you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot step if your movement isn’t hampered by difficult terrain or darkness.
I guess it depends at what point in time your movement is considered hampered...

Difficult Terrain
Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t run or charge across difficult terrain.
I don't see anything about moving in and out, just that it hampers. I'm sure someone with more time on their hands can find the relevant text.

Edit: The only thing I can think of is if there is a difference in interpretation in whether you count movement as moving into a square or moving between two squares.

Curmudgeon
2011-05-16, 01:33 PM
A 182 clarification: Could you please cite where in the rules it says you can't 5-foot step out of difficult terrain?
There's no such rule, unless you're stepping into another square where your movement is hampered.
Difficult Terrain

Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) Stepping into difficult terrain is hampered movement. Stepping out of difficult terrain is not hampered movement.

averagejoe
2011-05-16, 01:36 PM
There's no such rule, unless you're stepping into another square where your movement is hampered. Stepping into difficult terrain is hampered movement. Stepping out of difficult terrain is not hampered movement.

That was my reading, as the rules text seems fairly unambiguous on this point. Then the answer to my original question would be, "Yes?"

Claudius Maximus
2011-05-16, 02:08 PM
A 182 Yes.

The ability isn't totally useless though. I mean it makes you harder to flank.

samster712
2011-05-16, 02:14 PM
Q183

Can a raptoren druid who has the following feats: Swift Wild shape, Diving Charge, use a charge to initiate a battle, wild shape into an animal as a swift action (lets say bear) and attack in your wild shape with the bonuses of a diving charge?

In other words if a druid wildshapes into a non-flying creature mid dive with a free/swift can he apply the bonuses of a diving charge to his attack?

Keld Denar
2011-05-16, 02:54 PM
A 179 Discussion

The rule you cited regarding making attacks in descending order doesn't hold precident here. That rule only governs iterative attacks gained, as you cited, from high BAB. It doesn't hold any rule over natural attacks. You always make secondary natural attacks last, or at least all of the monster stat blocks that mix and match manufactured and natural attacks always have secondary natural attacks listed last.

Also, while the FAQ isn't RAW, the Sage ruled that removing one hand from a weapon to cast a spell and then putting it back on are both free actions. Given that his ruling here doesn't directly conflict with any published RAW (unlike some of his other rulings), it is as close to RAW as you can get.

On the other side, however, is the fact that no published monster that uses a two handed weapon and uses hand based natural attacks (like giants) include their slam in their full attack stat block. This seems to indicate that if a hand is occupied wielding a weapon, it can't make natural attacks at all, regardless of whether or not the creature can take a hand off the weapon at any given time.

So, I guess the answer, as close as one can infer from the RAW and other information given, is yes, the lich can take his hand off the weapon and return it as a free action, but no, he can't use that limb to make natural attacks, but he can use it for other activities (such as spellcasting).

GeminiVeil
2011-05-16, 04:05 PM
Q184
A player of mine wants to play a lich, (good-aligned variant from Libris Mortis, if that makes a difference) and wants to take the PrC Fleshwarper. (Lords of Madness, Pg 189) The capstone ability on this class is to become an abberation. So, question is, does he change from Undead to Abberation, or does he remain undead?

Curmudgeon
2011-05-16, 04:15 PM
A 184

Aberrant Apotheosis isn't optional. The character becomes an Aberration and gains the features of that type, losing all features of the previous type.

Koury
2011-05-16, 05:04 PM
Fixing that weird glitch. :smallmad:

mykelyk
2011-05-16, 05:16 PM
Q 164 Bump.

Magical beast type list darkvision out 60ft.


A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type.

Does a familiar get the benefit of magical beast type? Particularly darkvision 60ft?

Curmudgeon
2011-05-16, 05:24 PM
Fixing that weird glitch. :smallmad:
You mean it's not just me? I've only noticed it happen when I'm the poster who pushes this thread to a new page, so I was wondering about that. :smallconfused:

Koury
2011-05-16, 05:28 PM
You mean it's not just me? I've only noticed it happen when I'm the poster who pushes this thread to a new page, so I was wondering about that. :smallconfused:

Its something to do with being the first post on a new page, yeah. Its not just you and as far as I know there is nothing you are doing specifically which causes it (except having your reply number be divisible by thirty, I suppose).

But I've only read about it in a few random site issue threads, so someone else may be able to be more specific.

I wonder if that still happens if you have a nonstandard number of posts per page setting.

sreservoir
2011-05-16, 05:39 PM
Its something to do with being the first post on a new page, yeah. Its not just you and as far as I know there is nothing you are doing specifically which causes it (except having your reply number be divisible by thirty, I suppose).

But I've only read about it in a few random site issue threads, so someone else may be able to be more specific.

I wonder if that still happens if you have a nonstandard number of posts per page setting.

if I remember correctly, it has to do with calculating the number of pages needed incorrectly after posts have been deleted.

Dire Reverend
2011-05-16, 05:47 PM
Q165

Are there feats/classes/etc. that give you benefits for wielding a one-handed weapon by itself, and having the other hand empty? I vaguely remember something like that.

GeminiVeil
2011-05-16, 06:04 PM
A 184

Aberrant Apotheosis isn't optional. The character becomes an Aberration and gains the features of that type, losing all features of the previous type.

Q184 continued
So, since he becomes an aberration, what happens with his Con? Since he lost his Con score being undead. And I also assume he loses all of the undead traits? What about his HD? Since they all become d12's for undead, but then he's not undead anymore, do all past or future HD turn into what they would have been?

Forged Fury
2011-05-16, 06:22 PM
Q165

Are there feats/classes/etc. that give you benefits for wielding a one-handed weapon by itself, and having the other hand empty? I vaguely remember something like that.

Q 165
Einhander Feat from PHBII. Probably some others...

Forbiddenwar
2011-05-16, 06:26 PM
Q185
Okay, quick and dumb question.
What is a DMM Cleric?

Savannah
2011-05-16, 06:42 PM
A 185

DMM = Divine Metamagic, which is a feat from....I believe Complete Divine. A DMM cleric would just be a cleric that uses that feat.

Pigkappa
2011-05-16, 06:46 PM
A 185
A cleric who has the Divine Metamagic feat from Complete Divine.

That feat allows you to apply another metamagic feat to your spells without using an higher level spell slot (you don't even need to have that spell slot available, so you can cast spells whose equivalent level would be > 9). This can be abused in several ways and makes clerics much stronger.

samster712
2011-05-16, 06:57 PM
Q183

Can a raptoren druid who has the following feats: Swift Wild shape, Diving Charge, use a charge to initiate a battle, wild shape into an animal as a swift action (lets say bear) and attack in your wild shape with the bonuses of a diving charge?

In other words if a druid wildshapes into a non-flying creature mid dive with a free/swift can he apply the bonuses of a diving charge to his attack?

Bump...please answer :)

Forged Fury
2011-05-16, 07:10 PM
Bump...please answer :)
I don't know, but I hope so. That's awesome!

Cog
2011-05-16, 07:28 PM
A 183:
No. You gain the benefit when making a charge while flying, and the bonus to your damage roll is based on your fly speed. The attack is part of the charge, and at that point you are not flying; further, bears do not have a fly speed, so when the damage is rolled there is no way to calculate what the bonus would be.

samster712
2011-05-16, 08:49 PM
A 183:
No. You gain the benefit when making a charge while flying, and the bonus to your damage roll is based on your fly speed. The attack is part of the charge, and at that point you are not flying; further, bears do not have a fly speed, so when the damage is rolled there is no way to calculate what the bonus would be.

but technically a raptoran has a fly speed once they reach 5 hit die of 40 (average maneuverability): and diving charge feat states: "When charging while flying, if you move at least 30 feet and descend at least 10 feet, you gain a bonus on your damage roll based on your fl y speed. (The damage bonus is based on your fl y speed, not how far you have moved in your charge). Fly Speed --------- Damage Bonus. 30 feet or slower -- +1d6. 31 to 90 feet -------- +2d6. 91 feet or faster ---- +3d6. "

so technically if you were attacking with a raptoran druid and you descend at least 10 feet and move 30 feet in the air and you shape into a bear it gains +2d6 because the charge was initiated while still as a raptoran which has a 40 flight speed...and technically a bear's bite IS a slashing weapon....

personally i think this should be allowed and would be awesome (by the way this is similar to the RAWRbomb in world of warcraft if any of you guys know what that is)

Cog
2011-05-16, 08:57 PM
but technically a raptoran has a fly speed once they reach 5 hit die of 40 (average maneuverability)...
Wild Shape follows the rules for Alternate Form:

The creature loses the natural weapons, natural armor, and movement modes of its original form...


(The damage bonus is based on your fl y speed, not how far you have moved in your charge).
Exactly. That you were flying before is irrelevant. You have no fly speed at the time of the attack.


personally i think this should be allowed and would be awesome (by the way this is similar to the RAWRbomb in world of warcraft if any of you guys know what that is)
This thread isn't to debate what's awesome, it's to debate what's RAW. :smallwink:

Divide by Zero
2011-05-16, 09:14 PM
Can you take a swift action in the middle of a full-round action? If not, then that would be irrelevant anyway.

Elric VIII
2011-05-16, 09:15 PM
Can you take a swift action in the middle of a full-round action? If not, then that would be irrelevant anyway.

Swift actions follow the rules for free actions so you are allowed to take them during a full round action. I'll see if I can find the actual ruling in a second.

EDIT: Here are the rules for action types (http://www.d20srd.org/srd/combat/actionsInCombat.htm). Here are the rules for swift actions (http://www.d20srd.org/srd/combat/actionsInCombat.htm#swiftActions).

Curmudgeon
2011-05-16, 10:39 PM
A 184 continued

What happens to the character's CON is up to the DM. The most straightforward conversion from no CON to a CON value is to set it to 0, meaning the character would be a dead Aberration instead of Undead. Assuming a generous DM who allowed a higher CON instead, the hit dice would follow the normal rules absent the Lich override.