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Roland St. Jude
2007-05-30, 09:31 PM
(This is a fairly high procedure thread; please read the entire instructions carefully before posting. Thanks.)

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

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

If your question is about real world weapons and armor ask it here (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1149238581 ;start=0#0).
If your question is about homebrew rulings start a thread here (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew).
If you are looking for the meaning of an acronym or abbreviation look here (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1121064702 ;start=0#0).
You may want to skim the old Q&A thread to see if your question has already been asked and answered here (http://www.giantitp.com/forums/showthread.php?t=18288).

The Procedure:

Do:
Label your questions with bold Q#s.
Label your answers with the bold Q# that you are responding to and/or quote the question.
Be sure that your answer is correct before you post it; if you are the least bit uncertain, just let it pass and get the next one.
Try to give your answers in as clear and straightforward terms as possible.
Feel free to quote or link to relevant rules in the SRD, Errata, or FAQ that supports your answer. (You may want to give your answer and then modify it to add support – otherwise someone else may answer while you’re assembling yours.)
Specify if your question is for a system other than D&D (the default for this thread).

Don’t:
Ask Homebrew rules questions here.
Ask trick questions or attempt to “stump the panel,” so to speak.
Answer a question that’s already been answered.
Offer contradictions, clarifications, exceptions, or extensions of prior answers unless, in your opinion, the answer give is plainly and completely wrong.
Post to debate the answers given.
Post to carry on other conversations whether tangentially related or wholly unrelated.

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

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

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

Sample “Good” Questions:
Q.1. Are there any Large +0 LA races?
Q.2. As a sorcerer/rogue, do I get to add sneak attack damage to my attack spells?
Q.3 What effect would Dispel Magic have on a golem or similar construct?
Q.4. Is there a feat that allows me to get a familiar?
Q.5. Where can I find this “Initiate of the Sevenfold Veil” everyone is talking about?
Q.6. What is GURPS?

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

Fax Celestis
2007-05-30, 09:35 PM
Q1 Do the Poison Master and Poison Expert feats (and similar feats and spells that enhance poisons you create) apply to the effects of powers such as prevenom or truevenom, or spells like poison?

Raum
2007-05-30, 09:42 PM
A1 It's not metamagic so it won't apply to spells such as Poison. It could, arguably, apply to using Major Creation (or other creation spell) to create poisons.

Fax Celestis
2007-05-30, 09:44 PM
A1Cont ...even though the prevenom power (for instance), is a metacreativity power and physically creates poison?

Lord Lorac Silvanos
2007-05-31, 03:44 AM
A. 001

Again I am not sure about intend here, but the poisons are actually created when using (Creation) spells/powers, so they would qualify for the feat benefits.

Shhalahr Windrider
2007-05-31, 07:17 AM
Q 002

Say you there is a feat that belongs to a particular feat category. Call it "Category X." This feat can be taken multiple times. Does taking this feat multiple times count has having that number of feats of Category X for the purposes of satisfying various prerequisites?

Specific example: Extend Mystery (Tome of Magic) is a Metashadow feat that can be taken multiple times. Would I satisfy the "any three Metashadow feats" prerequisites for Quicken Mystery if I took Extend Mystery three times without taking any other Metashadow feats?

Lord Lorac Silvanos
2007-05-31, 07:30 AM
A. 002

Yes.
It would have to say that you needed Y different category X feats for that not to be the case.

Alveanerle
2007-05-31, 08:43 AM
Q. 003
a
Are there any RAW-compliant methods of increasing aim for ranged attacks? I'm talking about something to the line "take an aim as a movement action, and your next ranged shot is made as +2" or "make a ranged shot as full round action at +2"
b
Is there anywhere an equivalent for Power Attack for ranged attacks? Like "sacrifice X attack for additional X precision damage on the next shot, not applied to creatures immune to critical attacks"?

ski309
2007-05-31, 09:05 AM
Q 004
If character with uncanny dodge is stunned, does he still keep his dexterity bonus to AC? If so or if not, does that go for all conditions where a character loses their dexterity bonus to AC? (blinded, cowering, etc.)

Shhalahr Windrider
2007-05-31, 09:23 AM
A 003
a. The Order of the Bow Initiate PrC from Complete Warrior has a special ability that does something similar, but it adds extra damage instead of increasing accuracy.

b. There are the feats Brutal Throw and Power Throw from Complete Adventurer that allow you to do that. Power Throw gives you the actual ability you are looking for, but carries Brutal Throw and Power Attack as prerequisites.

Note, however, that it only applies to Thrown weapons and is not precision damage. The idea is having one wild and powerful throw similar to Power Attack's wild and powerful swing.

A 004
Uncanny Dodge only applies when you are flat-footed or struck by an invisible attacker. It does not protect you against any other conditions that cause you to lose your Dex bonus to AC.

Indon
2007-05-31, 12:12 PM
Q 005
Are spell component pouches or holy symbols sunderable as held or worn items, or does this category apply only to equipment that takes up an equipment slot?

Jasdoif
2007-05-31, 12:22 PM
A005

I don't see why you couldn't attempt to sunder a spell component pouch or holy symbol. You would need to determine the size category, hardness and HP of the object; though.

Fax Celestis
2007-05-31, 01:09 PM
Q006 Can one couple the Counter Charge maneuver with the Lion's Charge spell or the Psionic Lion's Charge psionic power for death and destruction fun and profit the ability to counter with a charging full-attack?
Q006a If no, what if I had used one of those powers during my preceding turn?

Q007 Can one use the Counter Charge maneuver to gain Skirmish damage?

Q008 When performing a charge while airborne, heading towards the ground, what is your charge distance? Is it doubled, as a typical charge, or is it quadrupled (since your move is doubled when flying in a downward direction)?

ski309
2007-05-31, 01:34 PM
Q 009

The SRD reads, "The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC." Does that mean a rogue can still deal sneak attack damage to a flatfooted character even if that character has uncanny dodge?

Winged One
2007-05-31, 01:58 PM
A9
No, it doesn't.

Q10
If a wizard opts to use tattooed spellbook pages(Complete Arcane pages 186 and 187) for spells gained at level-up, are the Craft(tattooing) checks necessary?

squishycube
2007-05-31, 03:13 PM
A008 (Haven't got the sources for the other questions)
d20 SRD Movement in Three Dimensions (http://www.d20srd.org/srd/movement.htm#movingInThreeDimensions)

Down Speed
A flying creature can fly down at twice its normal flying speed.
For convenience sake I'd read that to mean your base speed is doubled while flying downward. That would mean a flying down charge could cover the distance of four times your normal fly speed. This is interpretation though, as it does not actually say that.

Douglas
2007-05-31, 03:23 PM
A006 and A007
No, because the Counter Charge maneuver allows you to counter an opponent's charge, not make a charge of your own as a counter.

Fax Celestis
2007-05-31, 03:30 PM
A006 and A007
No, because the Counter Charge maneuver allows you to counter an opponent's charge, not make a charge of your own as a counter.

I'm sorry, I was thinking of the Cometary Collision (http://realmshelps.dandello.net/cgi-bin/feats.pl?Cometary_Collision,PH2) feat.

Q006/Q007-Addition Does the Cometary Collision feat allow uses as described above?

Douglas
2007-05-31, 03:55 PM
A006
No. Both Lion's Charge and Psionic Lion's Charge require a swift action to cast, and you can't ready both a standard and swift action at the same time.

A006a
For Psionic Lion's Charge, no. Its duration is instantaneous and must be manifested on your turn as you charge.
For the Lion's Charge spell, yes. The spell's duration is 1 round and it applies to all charges you make during that round.

A007
No. Skirmish bonus damage only applies during your turn, and the readied action is technically not done during your turn. Due to the initiative consequences of readying an action, your next turn will not come until a full round has passed and the bonus has expired.

squishycube
2007-05-31, 04:13 PM
A006a Additional
Because of the wording of the feat, I'd say no actually. It says:
"In place of the normal charge benefits, you gain +2 on your attack roll and +4 on your damage roll."
While under the effect of Lion's Charge, making a full attack action when charging is one of the 'normal charge benefits', along with making a double move and getting a +2 to hit.
Reading it like this is a bit weird though, especially if you include the double move as a benefit of charge.

TO_Incognito
2007-05-31, 08:13 PM
Ultra-noob questions here.

Q11
What are the rules for specialist Wizards casting spells from their prohibited schools via other arcane spellcasting classes? Specifically, can an Evoker/Beguiler with Enchantment and Illusion barred cast Enchantment and Illusion spells as a Beguiler? Can he cast Enchantment and Illusion spells from scrolls?

Q12
If my character gains an additional +1 to his Intelligence modifier through normal ability score increases at levels divisible by 4, does he retroactively gain skill points as though he had the higher Intelligence score all along? If not, does he start gaining more skill points when he gains additional levels? Does he gain more skill points at the same level at which his Intelligence modifier increases?

Q13
What do Enhancement bonuses to ability scores from items get you in terms of bonus spell slots and skill points? Specifically, would an Enhancement bonus of +4 from a Cloak of Charisma net a Sorcerer additional spells per day as though his base Charisma score were simply 4 higher? If a character gains a Headband of Intelligence +2, does he gain skill points as if he had an Intelligence 2 points higher all along? If not, does he begin gaining more skill points at subsequent level increases? If he loses the Headband, does he lose the extra skill points he gained in the mean time? If so, what happens in terms of skill points if he later acquires another Headband?

Jasdoif
2007-05-31, 08:33 PM
A011

A wizard's school specialization means that spells of his barred schools aren't on his class spell list. It has no effect on casting from other classes.

A012

You gain skill points upon gaining a new level. Your permanent Intelligence modifier applies to the number of skill points the class you're leveling in gives you, and your class determines which skills are class skills and which are cross-class skills for those skill points.

When levelling, you make the following changes, in this order: Class, BAB, base saves, ability score increase (if applicable), hit points, skill points, new feat (if applicable), spells (if applicable), class features (if applicable). Since the ability score increase comes before skill points, an increase to your Intelligence will give you more skill points at that same level.

A013

You never get bonus skill points from non-permanent effects that increase your intelligence. Enhancement bonuses are temporary and thus don't count for this purpose.

As for spell slots, if you're wearing the stat-boosting item while you rest and while you prepare for casting, you do get more spells for the day.


Do ability enhancing items (such as the headband of intellect, cloak of charisma, and periapt of wisdom) grant bonus spells to the appropriate spellcasters? The spells these items are based on would seem to prohibit it, but the only things specifically addressed in the item descriptions are skill points.

Yes, you can get extra bonus spells if you have an item that increases the ability score that governs your spellcasting. To get the extra bonus spells, you must wear the item while resting to regain spells and all through your initial daily preparations for spellcasting. (Even characters who don’t prepare spells need to meditate a little while at the beginning of the day; see Daily Readying of spells under the Sorcerers and bards section of Chapter 10 in the Player’s Handbook.)

If you lose the item, you immediately lose the bonus spell slots the item gave you, starting with any uncast spells you have of the appropriate levels.

Fax Celestis
2007-05-31, 08:34 PM
A011 You are allowed to cast such spells, but you cast them as a Beguiler, not as a Wizard.

A012 You do not retroactively gain skill points. You do, however, immediately start gaining new skill points.

A013 The general rule here is that items do not grant permanent increases (such as skill points), but do grant temporary ones (such as bonus spell slots). The key word here is "bonus."

kjones
2007-05-31, 08:37 PM
Not sure about 11 and 13, but:

A12: You do not get retroactive skill points, but you do get additional skill points each subsequent level. Notice, however, that this only applies to an actual increase in the ability, and not from, say, Fox's Cunning, even if permanent.

Edit: What do you call it when you're ninja'd three times for a post? I'll call it "Trinja'd".

Jasdoif
2007-05-31, 09:24 PM
Q014

Can you use a buckler and a light shield on the same arm?

asqwasqw
2007-05-31, 10:33 PM
Q 15

What happens to a Druid's animal companion when the druid dies?

Sucrose
2007-05-31, 11:16 PM
A14

Whether you can or not is irrelevant; only one shield bonus to Armor Class is applied. That said, since you can wield a weapon in your buckler hand, you probably could, if you had a compelling reason to do so- you just couldn't apply their shield bonuses at the same time.

Fax Celestis
2007-05-31, 11:19 PM
A15 Nothing. The animal remains as it was, fully able to defend itself should the need arise.

Lord Lorac Silvanos
2007-06-01, 12:27 AM
A. 015

The animal would lose all benefits obtained from the animal companion clas feature and become a normal animal of its kind.

You might want to houserule that this happens over the course of some time should the druid return.

Ryuuk
2007-06-01, 09:29 AM
Q 016

Is a Crusader (ToB) banned from having any aspect of neutrality in her alignment or just from being true neutral, as in, would a Druid/Crusader multiclass be possible?

Belkarseviltwin
2007-06-01, 09:50 AM
A 016
They're just banned from being true neutral- the example Crusader in ToB is Neutral Evil.

Saph
2007-06-01, 12:40 PM
Q 017

According to the SRD, a creature which takes enough Dexterity damage or drain to reduce its Dex to zero is paralyzed.

What happens if the creature's immune to paralysis effects? Does that mean it can still move and act at Dex 0?

- Saph

Jasdoif
2007-06-01, 12:46 PM
A017

I see no mention of the paralyzed condition in the section on ability damage/drain, so immunity to paralysis effects does not apply.
Dexterity 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.

Saph
2007-06-01, 01:01 PM
Huh? It's right there at www.d20srd.org.

Home > Condition Summary > Ability Damaged: A character with Dexterity 0 is paralysed. (http://www.d20srd.org/srd/conditionSummary.htm#abilityDamaged)

- Saph

Jasdoif
2007-06-01, 01:11 PM
Huh? It's right there at www.d20srd.org.

Home > Condition Summary > Ability Damaged: A character with Dexterity 0 is paralysed. (http://www.d20srd.org/srd/conditionSummary.htm#abilityDamaged)Ahh, conflicts. Fun huh?

The section on ability damage is here (http://www.d20srd.org/srd/specialAbilities.htm#abilityScoreLoss). Given the conflict, I'd say the detailed entry is more relevant then the glossary-like entry in the condition summary.

Alternatively, we can say that becoming paralyzed by having your Dex reduced to 0 isn't a paralysis effect (like how being reduced to -10 hit points by a physical attack isn't a death effect), so immunity to paralysis effects doesn't apply.

Ditto
2007-06-01, 02:44 PM
A 017

I'd say that if you are immune to paralysis, then Dex 0 doesn't paralyze you, because it's linked right in the entry and confirms your intuitive thrust. But when you look at the paralysis entry, it says "A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless..." Since Dex 0 means you are paralyzed, by definition you suddenly also have Str 0. :smalleek: In the end, it's best to treat it like the distinction Jasdoif makes about paralysis effects.

Dhavaer
2007-06-01, 06:40 PM
Q18

Can you take Weapon Focus: Bastard Sword if you only have Martial Weapon Proficiency, and not Exotic WP?

Jasdoif
2007-06-01, 06:43 PM
A018

Yes. Proficiency and BAB +1 are the only requirements for Weapon Focus.

Wamba the Fool
2007-06-01, 06:55 PM
Q019
Where is "barding" for animals/mounts discussed? The only reference I can find is that the Nessian Warhound (Hell Hound) has "+2 chain shirt barding." Thanks in advance!

Lord Lorac Silvanos
2007-06-01, 07:01 PM
A. 019

Information can be found in the equipment section under Mounts and related Gear and in the Armor Section under Armor for unusual creatures.


MOUNTS AND RELATED GEAR
Barding, Medium Creature and Large Creature: Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on Table: Armor and Shields.

Armor for a horse (a Large nonhumanoid creature) costs four times as much as armor for a human (a Medium humanoid creature) and also weighs twice as much as the armor found on Table: Armor and Shields (see Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.

Base Speed
Barding (40 ft.) (50 ft.) (60 ft.)
Medium 30 ft. 35 ft. 40 ft.
Heavy 30 ft.1 35 ft.1 40 ft.1
1 A mount wearing heavy armor moves at only triple its normal speed
when running instead of quadruple.

Flying mounts can’t fly in medium or heavy barding.

Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. A barded animal cannot be used to carry any load other than the rider and normal saddlebags.

Ditto
2007-06-01, 09:17 PM
Q 020

I'm digging around the SRD, and having trouble finding how the penalty for shooting (ranged) into melee works. Two folks are grappling, and Our Hero shoots at the pair. If I understand this correctly, the attack takes a -4, and which of the two grapplers it actually hits is rolled randomly. Is this correct?

I'm reversing the language of the Precise Shot feat for my logic on the first penalty, and I actually found the second part in the SRD (roll randomly for target).

Golem
2007-06-01, 09:52 PM
Q 21
Silly newbie question here. I'm looking at a magic item that permits me to, once per day, move 'up to half my speed' as part of the same swift action I use to activate it. My question is this: Does my speed, for the purposes of this object (MiC, 86) include any enhancement bonuses, such as those gained as a leveled Monk?

Thank you for your time.

Jasdoif
2007-06-01, 10:15 PM
A020

The -4 penalty for being engaged in melee doesn't apply to grapples, because you don't threaten any squares while grappling, so you can't threaten the other grappler. Threatening each other is part of being considered "in melee".

You do roll randomly to see which grappler takes your attack, and that person doesn't get their Dexterity bonus to AC against you.

A021

"Half your speed" would include any bonuses you have to your movement rate, so you would count your monk speed enhancement before determining half of your speed. If you weren't supposed to include bonuses, it would say "half your base speed".

Ditto
2007-06-01, 10:47 PM
Hm... Q 022, then...

How does the Precise Shot feat work? If Hero is shooting an arrow at Villain, who is currently swordfighting with Ally, why exactly is Hero taking a -4 to attack?

Jasdoif
2007-06-01, 11:26 PM
A022

You get a -4 on ranged attacks against a creature who is "engaged in melee" with a friendly character.

Presumably, the two creatures threatening each other means they're making offensive movements towards each other at the edges of their fighting space (outside the abstraction of the combat round), making it difficult to ensure you're lined up for the right target. Thus you have a penalty on your attack roll from having to wait for the right moment to make your attack, to prevent hitting your ally by mistake.

If you have Precise Shot, your marksmanship is simply so good that such posturing doesn't affect your accuracy.

TO_Incognito
2007-06-02, 01:03 AM
Q23
Does the -3 adjustment to armor check penalty for mithral armor stack with the -1 adjustment for masterwork armor, or is the -1 adjustment for masterwork armor already included in the adjustment from mithral, just as its cost is already included in mithral's cost?

Jasdoif
2007-06-02, 01:18 AM
A023

The official FAQ states that mithral's -3 to the armor check penalty already includes the masterwork reduction, so you don't add the -1 for masterwork on top of it.

TO_Incognito
2007-06-02, 01:20 AM
A023

The official FAQ states that mithral's -3 to the armor check penalty already includes the masterwork reduction, so you don't add the -1 for masterwork on top of it.

Thanks; sorry about a question answered in the FAQ. I couldn't find that particular mithral question; is it under Equipment: Armor?

Jasdoif
2007-06-02, 01:25 AM
Thanks; sorry about a question answered in the FAQ. I couldn't find that particular mithral question; is it under Equipment: Armor?Don't worry about asking a question from the FAQ, just makes it easier to provide an answer :smalltongue:

And yeah, it's in the big question about special materials.


What happens when you make a shield from adamantine or mithral? The adamantine description says you can make a shield from the metal, but there’s no cost given. What is the price for an adamantine shield? What benefits do you get from an adamantine shield? Do you get damage reduction? If so, how much? What if you have an adamantine shield and adamantine armor? Does the damage reduction stack? When you make a shield from mithral, what benefits do you get? If you had a mithral heavy shield, would it have the properties of a light metal shield? (A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it.) What would the damage rating be for a shield bash with a heavy mithral shield? Also, the mithral heavy shield listed on page 220 in the Dungeon Master’s Guide weighs 5 pounds, less than half of what a heavy steel shield weighs. The text for mithral on page 284 says a mithral item weighs half what a normal item weighs. Which one is correct?

An adamantine shield costs an extra 5,000 gp (the same as the extra cost for adamantine light armor). Adamantine armor gives you some damage reduction (how much depends on the kind of armor; see page 283 in the Dungeon Master’s Guide) but an adamantine shield does not. An adamantine shield is always a masterwork shield, so its armor check penalty is reduced by 1 (–0 for a buckler or light shield, –1 for a heavy shield). An adamantine shield also has a hardness of 20 and one third more hit points than normal (6 for a buckler, 13 for a light shield, 26 for a heavy shield). A tower shield is made from wood, so you can’t make one from adamantine.

The basic properties of a mithral shield remain unchanged. For example, a mithral heavy shield is still a heavy shield. If you’re size Medium and you shield bash with a heavy mithral shield, you deal 1d4 points of damage (or 1d6 if the shield has a shield spike). You can’t use your shield hand for anything else when you’re using a heavy mithral shield.

Any mithral item is masterwork, but the –3 armor check reduction for a mithral item already includes the adjustment for a masterwork item. Any mithral item has a hardness of 15, but it has no extra hit points.

In general, mithral items weigh half what their normal counterparts weigh. When you find a specific listing for a mithral shield or armor, however, use the weight listed for it, not what the formula gives you. A mithral chain shirt, for example, weighs only 10 pounds (see page 20 of the Dungeon Master’s Guide), not 12 1/2 pounds (half the normal weight of 25 pounds).

Tor the Fallen
2007-06-02, 02:00 AM
Q24a

How is a critical multiplied? For instance, a greataxe does 1d12, damage, x3 on a critical. Is that roll 1d12 and multiply it times 3, or roll 3d12?

Q24b
Does power attack damage, strength damage, or damage from other non-magical, non-precision damage sources get multiplied?

Q24c
How does a critical work with spirited charge?

Liliedhe
2007-06-02, 02:20 AM
Q25

Is a masterwork bastardsword made of 'silver' (to overcome Damage Reduction/Silver) possible? And if yes, what would it cost?

Jasdoif
2007-06-02, 02:20 AM
A024a

RAW says you roll multiple times whenever damage is multiplied, which would include a critical hit.
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.


A024b

Damage bonuses that are not in terms of dice (such as your Strength modifier and Power Attack) are multiplied, damage bonuses in terms of dice (sneak attack, flaming, etc.) are not.
Extra damage dice over and above a weapon’s normal damage are never multiplied.


A024c

It's subject to the normal rules on multiple multipliers on game-term values. Generally, add one to the weapon's crit multiplier and you're good to go.

Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

Jasdoif
2007-06-02, 02:27 AM
A025

Certainly. A bastard sword is on the table as a one-handed weapon, so that makes the cost...425gp. 35gp for being a bastard sword, 300gp for being masterwork, and 90gp for applying alchemical silver to a one-handed weapon.

Lord Lorac Silvanos
2007-06-02, 02:36 AM
A. 024a

Criticals require thaht you roll the dice as many times as your critical multiplier.
Your Greataxe would do 3d13 + 3 x bonus + bonus dice (additional dice, such as from sneak attacks and energy enhancements on weapons, are not multiplied on a crtical hit.)

A. 024 b

Yes, all straight bonuses, but not bonus dice (see above).

A. 024c

Multipliers in D&D does not work like in the real world.
Extra dice are not multiplied and several multipliers are combined to one.
A spirited critical great axe charge would hence "only" deal x4 damage (x3 crtical + x2 spirited charge = x4).


Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.

Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.




MULTIPLYING
Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).

Shhalahr Windrider
2007-06-02, 09:24 AM
A 017

I'd say that if you are immune to paralysis, then Dex 0 doesn't paralyze you, because it's linked right in the entry and confirms your intuitive thrust.
Re: 017
What do you mean linked?

The SRD as provided by WotC is just text—no hyperlinks whatsoever. Hyperlink versions such as those provided by d20srd.org are developed by third parties that could potentially make mistakes in their interpretation of the rules. How the provider of a hyperlinked SRD choses to link their document should not be taken as an indication of the proper interpretation of the rules.

In any case, you certainly need to have positive Dex to move at all—that's pretty clear from the various descriptions of Dexterity. And, like Jasdoif said, ability damage is not itself a paralysis effect just like hp damage is not a death effect.

(And one last thing: To keep the mistaken references in the SRD perspective, also remember the line in the description of the spell blink that seems to indicate etherealness and inorporeality being the same thing. Sometimes even the writers of the rules slip up and try to use an official game term in an inappropriate shorthand fashion.)

DreadArchon
2007-06-02, 02:54 PM
Q26

Suppose that a Human Fighter puts four points into Spellcraft at level 1, giving him two ranks in it. At level 2, he takes Human Paragon and chooses Spellcraft for his Adaptive Learning. Since Spellcraft is now a class skill for him as a Fighter, and since he put four points into Spellcraft as a Fighter, does he now have four ranks in Spellcraft, or do his original four points remain as 1/2 rank each?

Winged One
2007-06-02, 03:24 PM
Q27
If a ranger selects duel wielding as thier combat style, and multiclasses after level 6, can he or she take Greater Two-Weapon Fighting when they meet the Base Attack Bonus requirement?

Belkarseviltwin
2007-06-02, 03:26 PM
A26
Skill points don't exist at any time other than when levelling up. The skill ranks don't go up because it becomes a class skill. However, the character's new max rank in the skill is his total level plus 3.

A27
Yes (as long as he also has Dex 19). However, he will be unable to use the feat while wearing medium or heavy armour, as he no longer counts as having the prerequisites.

Sornas
2007-06-02, 05:19 PM
Q28

Here's one...

Can a martial adept use two maneuvers in a round, as long as he has enough actions? (I.E. Could a Warblade use Sudden leap to get near an enemy, then attack with, say, Claw at the moon?)

Fax Celestis
2007-06-02, 06:16 PM
A28 Yes. As long as you have the right actions and enough of them, nothing is preventing you from doing such.

Dhavaer
2007-06-02, 06:52 PM
Q29

Do you count as an ally for the purposes of effects that say 'all your allies' and similar?

Q30

The Stone Dragon strike Irresistable Mountain Stance says that the creature hit is unable to take a standard action but can otherwise act as normal. Does this mean it could take a full round action?

Ponce
2007-06-02, 10:16 PM
Q31
Is there a worthwhile feat tailored specifically for the Mystic Theurge, or a single feat that would work well with its dual spellcasting progression?

Okay. Is there a published feat that requires the taker to have two separate spellcasting progressions?

Winged One
2007-06-02, 10:35 PM
Q 31 is too subjective for this thread.

Q 32
If a 7th level or higher Legendary Captain(Stormwrack p56) with Evasion and/or Improved Evasion is steering or commading thier ship when it is subject to an effect that allows a reflex save for half damage, do they confer the effects of (Improved) Evasion on their ship?

TO_Incognito
2007-06-02, 10:42 PM
Q33
From PHB page 125: "An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right."

Can a spiked shield be both a +1 shield and a +1 weapon? What would be the cost of such an item?

Dhavaer
2007-06-02, 11:34 PM
Q33

Yes. The cost would be 3000gp, plus the cost of the masterwork shield.

Jasdoif
2007-06-03, 12:22 AM
A029

Yes. As mentioned in the PHB's glossary, references to "allies" include yourself in most cases; exceptions should be explicitly stated for the particular effect.

A031

There are none that I am aware of, although most magic-related feats (most metamagic feats, item creation feats, Spell Focus, Spell Penetration, etc.) can be used with any casting class. Also, Practiced Spellcaster could be useful, for boosting the caster level of each class since you're generally three behind in each from qualifying for MT in the first place.

Lord Lorac Silvanos
2007-06-03, 03:37 AM
Q30

The Stone Dragon strike Irresistable Mountain Stance says that the creature hit is unable to take a standard action but can otherwise act as normal. Does this mean it could take a full round action?

A. 030

No, but if the creature was restricted to a standard action it could start a full-round action and finish it after the second round.

squishycube
2007-06-03, 04:23 AM
Really?
Can you point me to the place in RAW where it says this?

Lord Lorac Silvanos
2007-06-03, 04:43 AM
Really?
Can you point me to the place in RAW where it says this?

It can be found under standard actions.


Start/Complete Full-Round Action
The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.

Ryuuk
2007-06-03, 06:06 AM
Q 034

How much would wands bought with less then 10 charges cost? So far I've come up with (Caster Level) x (Spell Level) x (15) x (# of Charges), but are there any rules for this by raw?

Lord Lorac Silvanos
2007-06-03, 07:25 AM
A. 034

No, RAW only supports the purchase of fully charged wands.

Your deconstruction works, but note that it is subject to abuse.

Mael
2007-06-03, 09:34 AM
A. 034
Wands can only be created fully charged, but they can be purchased or sold with any number of charges.
Page 214 of the DMG gives the value of a partially charged wand as proportional to the number of charges left. Eg a wand with 20 charges remaining is worth 40% the value of a similar fully charged wand.

It would not be unreasonable to suppose that a magic shop would be selling some of it's stock second hand, and so would include wands that had been partially used.

Zherog
2007-06-03, 09:40 AM
A. 034

No, RAW only supports the purchase of fully charged wands.

I'm not sure I quite agree with you on this one, Sil.

Page 199 of the DMG says this, sort of about purchasing:


Charged Magic Items: A player may select a partially used magic item for part of her character's starting gear. Such an item's value is proportional to the charges left compared to the charges in a newly created item (half price for a wand with 25 charges 20% of full price for a wand with 10 charges, and so on).

That section is from the "building characters above 1st level" rules.

Further, page 214 of the DMG says the following:


Many items, particularly wands and staffs, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most. If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left. For example, a random ring of three wishes has 1d3 wishes left.

Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that's worthless when its charges run out (which is the case for almost all charged items) the value of the partially used item is proportional to the number of charges left. A wand with 20 charges, for example, is worth 40% of the value of a fully charged wand (with 50 charges). For an item that has usefulness in addition to its charges, only part of the item's value is based on the number of charges left (DM's discretion).

That section, while having the same rules as the previous, is talking about generating treasure.

So there you go - the RAW on partially charged magic items.

edit: and by transcribing the actual rules, I got ninja'ed... *sigh*

Lord Lorac Silvanos
2007-06-03, 10:07 AM
Yes, I was aware of those reference Zherog, hence my use of the word "purchase".
Selling partially expended magic items can be expected as a standard part of any world with trade of magic items, but purchase of partially chraged items is subject to DM call.

I probably should have clarified that, but I was running out of time and internet.

DreadArchon
2007-06-03, 11:58 AM
Q35
Can I use a Heavy Shield as a two-handed weapon, like I can with any other one-handed weapon? (Heck, it's less abusive than carrying a greataxe and buying a dancing tower shield. :smalltongue: )

Ditto
2007-06-03, 12:31 PM
Q 36

It's be stated (here or in another D20 thread...) that Dominate continues to affect its target even after the caster is dead. How can you remove this effect? I know the Will Save to resist each day becomes easier, and Protection from Evil can suppress the effect temporarily, but waiting a week for it to wear off is obviously a pain.

Zherog
2007-06-03, 02:01 PM
Yes, I was aware of those reference Zherog, hence my use of the word "purchase".
Selling partially expended magic items can be expected as a standard part of any world with trade of magic items, but purchase of partially chraged items is subject to DM call.

I probably should have clarified that, but I was running out of time and internet.

But the first quote is, specifically, about characters purchasing partially charged magic items. Now, granted, it's in a section that talks about how to build a character above first level, but it is most definitely about characters purchasing rather than selling.

Zherog
2007-06-03, 02:03 PM
Q 36

It's be stated (here or in another D20 thread...) that Dominate continues to affect its target even after the caster is dead. How can you remove this effect? I know the Will Save to resist each day becomes easier, and Protection from Evil can suppress the effect temporarily, but waiting a week for it to wear off is obviously a pain.

Dispel magic, greater dispel magic and break enchantment will all do the job.

But, really, why is it a pain? The caster can't compel you to do anything while dead.

Lord Lorac Silvanos
2007-06-03, 03:16 PM
Q 32
If a 7th level or higher Legendary Captain(Stormwrack p56) with Evasion and/or Improved Evasion is steering or commading thier ship when it is subject to an effect that allows a reflex save for half damage, do they confer the effects of (Improved) Evasion on their ship?

A. 032

Legendary Helm only allows you to make a reflex saving throw, it does confer any other ability you might have as a result of making a reflex save.

Lord Lorac Silvanos
2007-06-03, 03:24 PM
Q35
Can I use a Heavy Shield as a two-handed weapon, like I can with any other one-handed weapon? (Heck, it's less abusive than carrying a greataxe and buying a dancing tower shield. :smalltongue: )

A. 035

It was discussed in the previous Q&A thread (http://www.giantitp.com/forums/showpost.php?p=2382988&postcount=653).

Even though the shield is strapped to one arm the RAW is silent on whether you can still benefit from using your other hand while attacking with it.

I lean towards a no, but with lack of a FAQ entry on this it could probably go both ways.

Lord Lorac Silvanos
2007-06-03, 03:38 PM
But the first quote is, specifically, about characters purchasing partially charged magic items. Now, granted, it's in a section that talks about how to build a character above first level, but it is most definitely about characters purchasing rather than selling.

It is an "out of game" purchase. The player is the one purchasing, not the character.

It is probably not unreasonable for a DM to allow characters to buy a specific wand with a randomly determined number of chrages in a world where magic items are in abundance and available in ye olde magic shoppe, but to expect that you can always find a wand X with Y charges based on a RAW reference for creating characters that have adventured for a while and potentially used charges from their magic items is another matter entirely*.

There is no standard RAW answer to this question. It is left in the hands of the DM, that is all I am saying.



*: I am of course not saying that this is your position Z.

Ryuuk
2007-06-03, 08:38 PM
Q 036

As always, thanks for answering my last question. This has probably been asked before, but does a Warlock's Hideous Blow invocation provoke an Attack of Oportunity?

Asmodeus
2007-06-03, 08:40 PM
Q 37

I hope this is an easy one.

When a Rogue or other character finds a trap, what information does s/he know about it?

Do they know everything about it? What its effects are if triggered? How its triggered? How hard it will be to disable?

Dhavaer
2007-06-03, 11:28 PM
A36

The FAQ says yes, the class's designer says no.

Zherog
2007-06-03, 11:44 PM
A36

The FAQ says yes, the class's designer says no.

Do you happen to have a quote where Rich Baker said no?

Dhavaer
2007-06-03, 11:47 PM
Do you happen to have a quote where Rich Baker said no?

No. It was referenced on the Wizards boards, one of the innumerable 'are Warlocks balanced' threads.

Jasdoif
2007-06-04, 12:01 AM
It is an "out of game" purchase. The player is the one purchasing, not the character.

It is probably not unreasonable for a DM to allow characters to buy a specific wand with a randomly determined number of chrages in a world where magic items are in abundance and available in ye olde magic shoppe, but to expect that you can always find a wand X with Y charges based on a RAW reference for creating characters that have adventured for a while and potentially used charges from their magic items is another matter entirely.I concur. Since wands are created fully charged, the availability of partially charged wands for sale is entirely circumstantial.

Finding your local wizard and arranging for him to craft a wand of charm monster for you is a fairly simple matter; arranging for him to craft a wand of charm monster, and then waste 25 charges in it so you can pay half price is another matter entirely. If you do manage to find a wizard amenable to such an arrangement, almost certainly said wizard would willing to give you the fully charged wand at the same price, since it costs the same amount to produce regardless.

The availability of partial purchases at character creation, in my mind, is an abstraction of the character finding such an item at any point during their prior adventuring/mercantile careers, and negates the need to account for a particular adventure or shop turning up with the appropriate amount of charges.


If you can find a suitable partially charged item, you can definitely buy it at the partial price (unscrupulous vendors aside); it's locating such an item post-creation that's the challenge (and not covered by RAW).

Dragoon
2007-06-04, 12:02 AM
Q38

If a vampire is covered head to toe in clothing, does it still get affected by direct sunlight?

Lord Lorac Silvanos
2007-06-04, 12:22 AM
Q 37

I hope this is an easy one.

When a Rogue or other character finds a trap, what information does s/he know about it?

Do they know everything about it? What its effects are if triggered? How its triggered? How hard it will be to disable?

A. 037

It is not.:smalltongue:

The RAW does not go into much detail about it, but it seems reasonable to assume that a little information about how the trap is triggered and what the effects will be if it is a mechanical trap, but it is left to the DM to judge.

The dc to disable the trap should be kept a secret, since failure could carry penalties, but a DM could have reasons for wanting to hint at it.

Lord Lorac Silvanos
2007-06-04, 01:01 AM
A. 038

It seems reasonable to assume that it is the flesh and possibly eyes that are vulnerable to the effects of sunlight, but the RAW does not go into detail about this weakness.

Sean K Reynolds does however provide a similar, albeit reversed, interpretation for the Lich.


The lich can negate the effect of her aura by concealing all of her withered flesh and hiding her glowing eyes, usually by means of clothing that covers her entire body coupled with some sort of deep cowled cloak or visored helmet.
(Savage Progressions (http://www.wizards.com/default.asp?x=dnd/sp/20031212a))

Alveanerle
2007-06-04, 07:04 AM
Q. 39
Spellcraft.
Are divine spells vulnerable to identification by spellcraft check? If not, what can cleric use to identify a divine spell cast by another cleric/druid?
In general - can one recognize spells cast from other class spell list using spellcraft check, and how much information of the spell being cast should he get?

Lord Lorac Silvanos
2007-06-04, 07:12 AM
A. 039

Divine and Arcane spells are treated the same for the purpose of Spellcraft.
There is no difference between identifying a spell from your own list and one from a different list.

Alveanerle
2007-06-05, 04:33 AM
Q. 40
squeezing arcana
The PHB mentions that squeezing penalties are -4 to both Hit and AC.
I vaguely remember reading somewhere about additional squeezing penalties: if the tunnel is low or narrow - no large weapons, -4 to 1h weapons, -2 to light, loss of DEX bonus to AC. If the tunnel is both low and narrow the penalties double.
Are these additional rules official, and if so where are they coming from?
Do they replace the normal squeezing penalty from PHB or replace them?

Q. 41
house of the flying weapons
Spiritual weapon spell creates a force effect shaped like a weapon that can attack each round on its own. Do the conjured weapon threaten surrounding squares? It so can it perform attack of opportunities? Can it coexist with another creature on a square (so one can cast it and set to attack creature he's adjacent to)?
Would answers to the above question apply also to Mystic Lash spell (PGtF)?

Edited the name of the spell, it was ment to be a question about spiritual weapon

Lord Lorac Silvanos
2007-06-05, 04:44 AM
A. 040

Here is the rules for squeezing:


Squeezing: In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on attack rolls and a –4 penalty to AC.

When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.

To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.

I am not aware of any official additional rules.

A. 041

Lucky my initial answer did not get posted then, since that would have pertained to spectral weapon (Spell Compendium).

A Spiritual Weapon is treated like a spell and does not threaten squares or provide flanking etc.

Sharing its space should not provide problems under normal circumstances.


It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon.

Alveanerle
2007-06-05, 07:02 AM
A. 040

Here is the rules for squeezing:

...

I am not aware of any official additional rules.


Neither was I, until i found the following note in FR help site, in the description of the feat Tunnelfighter from Underdark. http://realmshelps.dandello.net/cgi-bin/feats.pl?Tunnelfighter,all
Now, unfortunately i do not have access to the book yet, and thus was interested if the part providing the information on the "normal" behaviour in narrow/low space was coming from some other source, or was it introduced in the Underdark.

Infinnitum
2007-06-05, 07:15 AM
Q. 042

Can I have a two shield cleric? And will she be casting normaly?

Matthew
2007-06-05, 07:34 AM
A 042

Yes, but you cannot gain a Shield Bonus twice (this comes up a lot). They do not stack, so you would gain only +2 AC when using two Heavy Shields, for instance.

You may or may not be casting normally, depending on which FAQ entry you read and what Shield you choose. Two Bucklers would definitely allow you to cast normally, as would any combination with a Buckler, as you only need one free hand. Two Light Shields or one Light Shield and one Heavy Shield/Tower Shield may also allow you to cast normally, at the discretion of your DM (as the FAQ says yes and then no in two separate questions). Until recently, the received wisdom was no. You cannot Cast Spells normally when using two Heavy Shields/Tower Shields/any combination of these two.

There is a benefit of using two Shields, and that is that Weapon Focus and other 'weapon specific' Feats can be taken advantage of for both weapons, which is sadly not the case with Weapon and Shield. Moreover, if your DM is using the Variant Facing Rules from Unearthed Arcana, two Shields may be better than one. Overall, though, you are probably mechanically better off using a Heavy Shield Two Handed (which our resident Beholder frowns upon, but in the absence of Errata or a FAQ is entirely legal - though you may want to ask your DM beforehand).

As stated, this comes up a lot. You can find various Home Brew Prestige Classes, Feats and Equipment based around the idea of a dual Shield combatant in the Home Brew Forum.

Lord Lorac Silvanos
2007-06-05, 07:59 AM
Neither was I, until i found the following note in FR help site, in the description of the feat Tunnelfighter from Underdark. http://realmshelps.dandello.net/cgi-bin/feats.pl?Tunnelfighter,all
Now, unfortunately i do not have access to the book yet, and thus was interested if the part providing the information on the "normal" behaviour in narrow/low space was coming from some other source, or was it introduced in the Underdark.

I cannot remember seeing it anywhere else in 3.5.

kyz
2007-06-05, 09:20 AM
Q 043

How does a spyglass effect spot checks?

Zherog
2007-06-05, 09:36 AM
A 43


Spyglass: Objects viewed through a spyglass are magnified to twice their size.

By RAW, it doesn't affect Spot checks at all.

DreadArchon
2007-06-05, 09:57 AM
If you can find a suitable partially charged item, you can definitely buy it at the partial price (unscrupulous vendors aside); it's locating such an item post-creation that's the challenge (and not covered by RAW).
While not RAW, I suggest rolling dice for this. When my players want partial wands (which is often, as wands are the most efficient ways to buy spells), I roll a set of dice that would have an average result of the nearest multiple of ten and say "The closest you can find is..."


By RAW, it doesn't affect Spot checks at all.
Technically. I'm inclined to go with "halves the range penalty for your Spot check." (Though why the description doesn't actually give any such mechanical advantage is beyond me.)

NEO|Phyte
2007-06-05, 12:16 PM
Q044

Can Wall of Blades be used to block a ranged touch spell?

Curmudgeon
2007-06-05, 12:37 PM
A. 43

While not directly stated, the rules provide an indirect reference to how a spyglass affects your checks. Spot imposes a -1 penalty "per 10 feet of distance". Since objects viewed through a spyglass are magnified to twice their size, 20' of distance appears as only 10'. Thus it's straightforward to conclude that the rules impose a -1 penalty per 20' of distance when viewing through a spyglass.

A. 44

Assuming you mean the Blade Barrier spell, the answer is: maybe. The spell provides cover (+4 to AC) against attacks made through it, which could make enough of a difference for a ranged attack to miss its target.

NEO|Phyte
2007-06-05, 01:32 PM
A. 44

Assuming you mean the Blade Barrier spell, the answer is: maybe. The spell provides cover (+4 to AC) against attacks made through it, which could make enough of a difference for a ranged attack to miss its target.
Q044 clarification

Wall of Blades is an Iron Heart counter from Tome of Battle

Zherog
2007-06-05, 01:44 PM
A. 43

While not directly stated, the rules provide an indirect reference to how a spyglass affects your checks. Spot imposes a -1 penalty "per 10 feet of distance". Since objects viewed through a spyglass are magnified to twice their size, 20' of distance appears as only 10'. Thus it's straightforward to conclude that the rules impose a -1 penalty per 20' of distance when viewing through a spyglass.

I disagree with this, if we're talking a purely RAW answer.

A giant is roughly twice as big as a human. If both are standing 20' away from you, the Spot check to see either one (assuming the same Hide modifier) is the same, regardless of the giant's size.

Now, granted, the giant receives a -4 penalty to Hide checks for being Large sized, because it is easier to see big things. But I don't think you can extrapolate what you did directly from the rules. Makes a perfectly reasonable house rule, of course.

Shhalahr Windrider
2007-06-05, 01:59 PM
Now, granted, the giant receives a -4 penalty to Hide checks for being Large sized, because it is easier to see big things. But I don't think you can extrapolate what you did directly from the rules. Makes a perfectly reasonable house rule, of course.
Re: 43
Conveniently enough, each size category is roughly twice the size of the previous. Since objects viewed through a spy glass "magnified to twice their size," that seems to hint at treating them as a size category larger for the purposes of Spot checks.

Though, of course, that's reading between the lines rather than strict RAW.

Alveanerle
2007-06-05, 03:53 PM
Q044

Can Wall of Blades be used to block a ranged touch spell?

A. 044
If using ranged touch spell == "making a ranged attack" then the answer would be yes.

Q. 045
Would decisive strike (PHBII monk variant) stack with haste?

ByeLindgren
2007-06-05, 07:10 PM
Q. 46
This is probably a pretty obvious question, but I'll ask anyway. The Mage of the Arcane Order PrC (Comp. Arcane) has spell requirements: "Able to prepare and cast 2nd-level arcane spells." Would an appropriately high level sorcerer's ability to spontaneously cast 2nd-level spells count as meeting this requirement?

Winged One
2007-06-05, 07:23 PM
A46
No. However, a sorcerer can still qualify for Mage of the Arcane Order by taking the Arcane Preperation feat, also from Complete Arcane.

Jasdoif
2007-06-05, 07:42 PM
A045

You would get the +1 bonus on your attack roll, but not an extra attack. You have to take a full attack action to get that extra attack, while decisive strike is a different type of full round action.

Alveanerle
2007-06-06, 02:36 AM
Q. 47
If monk used decisive strike, would all AoO that he gets until his next round start also be treated as decisive strikes (same attack bonus and same damage calculation)?

Asmodeus
2007-06-06, 07:40 AM
Q. 47
If monk used decisive strike, would all AoO that he gets until his next round start also be treated as decisive strikes (same attack bonus and same damage calculation)?

A 47

No.


You make your attack of opportunity, however, at your normal attack bonus—even if you’ve already attacked in the round.

http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm#makinganAttackofOpportuni ty

Douglas
2007-06-06, 10:19 AM
A47 correction
The text you quoted refers only to the fact that AoOs are not treated as iterative attacks.


If the attack hits, it deals double damage (as does any other attack you make before the start of your next turn).
So yes, AoOs do get the benefit of double damage. In fact, by RAW the to hit penalty for a Decisive Strike is limited only to the attack you make during your turn, so AoOs actually benefit more from the ability than the normal attack does.

Liliedhe
2007-06-06, 02:24 PM
Q48

In the Forgotten Realms Campaign Setting, can a Paladin of Torm take Cleric Levels (of Torm, of course), and still gain further Paladin Levels later on? Or does "no returning to Paladin levels once you take another class" still apply?

Zherog
2007-06-06, 02:53 PM
A 48

According to the sidebar on page 26 of the Forgotten Realms Campaign Setting, paladins of Torm are free to multiclass into any one other class. So, yes, a paladin of Torm may freely multiclass with cleric.

Citizen Joe
2007-06-06, 05:24 PM
Q49

Clerics that take the War Domain get their favoured weapon as a Weapon Focus and proficiency. Do non-war domain clerics get the favoured weapon as a proficiency too?

EndgamerAzari
2007-06-06, 05:28 PM
Q50

When a creature is flanked, is it also considered flat-footed?

Jasdoif
2007-06-06, 05:35 PM
A049

No. The proficiency (if needed) and weapon focus are the domain power of the War domain. You need to select the War domain as one of your domains to get it.

A050

No. If you're flanking on an attack, you get a +2 bonus, and in most cases you can make a sneak attack as well if you have to ability to make sneak attacks. That's it.

Cruiser1
2007-06-06, 06:19 PM
Q051: As a Wizard (http://www.d20srd.org/srd/magicOverview/arcaneSpells.htm#addingSpellstoaWizardsSpellbook), I gain two free spells at each level. If I permanently lose a level (say due to death and being raised) and later gain enough XP to regain the lost level, do I gain another two free spells?

Q052: If you attempt to Raise Dead (http://www.d20srd.org/srd/spells/raiseDead.htm) or Resurrect someone, and their soul refuses to come back, do you still lose the expensive material component? If so, can I Plane Shift to the plane that my pesky I-want-to-stay-a-petitioner "ally" is on, hunt his soul down, and rough him up a bit? :smallwink:

Q053: Can Break Enchantment (http://www.d20srd.org/srd/spells/breakEnchantment.htm) or any related spell be used to stop a Dominate Monster (SU) ability? SU (http://www.d20srd.org/srd/specialAbilities.htm#supernaturalAbilities) abilities say they can't be stopped with Dispel Magic. The Break Enchantment spell refers to working on some spells that can't be dispelled by Dispell Magic, however a SU ability isn't a spell, or even a spell like ability.

Jasdoif
2007-06-06, 06:41 PM
A051

The rules don't specify this, so as written you should be able to learn two new spells.


A052

You lose the material component when the spell fails for whatever reason.

As for petitioners, that's highly campaign-specific territory; the best general answer I can give you is that if the creature you're trying to raise is a petitioner, its soul isn't free to return because it's bound in the petitioner. Petitioners also aren't allowed to leave their plane, so smacking them around isn't going to help matters much.


A053

The FAQ has an entry on this sort of thing:

The text on page 289 in the Dungeon Master’s Guide says a supernatural ability cannot be dispelled. Table 8–1 on the next page, however, says it can. Which one is right? If supernatural abilities cannot be dispelled, can they be removed or countered in other ways? What would happen, for example, if a medusa turns my character to stone? Can anything restore my character?

The table is wrong. While you cannot dispel a supernatural ability with the dispel magic spell, you can remove or reverse its effects on an area, object (but not one in the supernatural ability user’s possession), or creature (but not the ability user itself) in other ways. For instance, the petrified victim in your example can be restored through a break enchantment spell or a stone to flesh spell. Supernatural effects are not subject to counterspelling, but some of them can be countered in other ways if they have the right descriptor (or if they duplicate spells with the right descriptor). For example, the darkmantle’s supernatural darkness ability duplicates the 2nd-level darkness spell, which has the darkness descriptor. This ability counters and dispels any light effect of its level or lower, and the 3rd-level daylight spell (which counters and dispels all darkness effects of its level or lower) negates the darkness created by a darkmantle’s darkness ability.

Likewise, spells such as dispel evil can remove supernatural enchantment effects if they duplicate spells that can be dispelled otherwise. For example, a dispel evil spell removes a vampire’s dominate person effect from a victim. Similarly spells that block mental control, such as protection from evil or magic circle against evil, suppress the effects of a vampire’s dominate person ability, as noted in their spell descriptions.Underline emphasis mine. So break enchantment could do it, since dominate monster is an enchantment.

Zherog
2007-06-06, 06:46 PM
A 51

Yes, you get two spells whenever you gain a wizard level. Whether or not the two you gained previously are still around really depends on how you interpret the "you lose everything you gained from the level" clause. By a strict reading, the spells vanish from your spellbook.

A 52

Yes, the expensive components are expended; yes, you can plane shift and attempt to find their soul; yes, you can beat the crap outta the soul if you find it. ;)

A 53

The first paragraph of break enchantment is:


This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

It doesn't mention only breaking effects from spells; and, in fact, it specifically mentions breaking curses from a magic item - which isn't a spell effect.

I would have to conclude that the spell can in fact break an enchantment effect from a supernatural ability.

Dhavaer
2007-06-07, 02:43 AM
Q54

Do Stances count as maneuvers known for the purposes of prerequisites? For example, could a Warblade 17 with Insightful Strike, Emerald Razor, Hearing the Air and Avalanche of Blades qualify for Time Stands Still?

Lord Lorac Silvanos
2007-06-07, 02:54 AM
A. 054

Yes.

Stances are considered maneuvers for qualifying purposes for learning other maneuvers, feats or prestige classes.
(Page 43, ToB)

Theli
2007-06-07, 11:39 AM
Q. 055a

A medium sized character with EWP(Bastard Sword) can equip a Large Bastard Sword in two hands with only a -2 penalty. Correct?

Q. 055b

A Medium sized Monk can equip a Large Quarterstaff in two hands with only a -2 penalty and can furthermore Flurry, as well as Power Attack, without any restrictions with that weapon equipped. Correct?

Q. 055c

Both characters can be enlarged (via the PHB Enlarge Person spell) and still only have the -2 penalty with their, now Huge sized, weapons. In addition, the Monk can still Flurry and Power Attack without any restrictions. Correct?

Lord Lorac Silvanos
2007-06-07, 11:48 AM
A. 055


Q. 055a

A medium sized character with EWP(Bastard Sword) can equip a Large Bastard Sword in two hands with only a -2 penalty. Correct?

Correct.


Q. 055b

A Medium sized Monk can equip a Large Quarterstaff in two hands with only a -2 penalty and can furthermore Flurry, as well as Power Attack, without any restrictions with that weapon equipped. Correct?


Correct.

Note that the quarterstaff is listed as a two-handed weapon, but that is because of its double weapon status.


Q. 055d

Both characters can be enlarged (via the PHB Enlarge Person spell) and still only have the -2 penalty with their, now Huge sized, weapons. In addition, the Monk can still Flurry and Power Attack without any restrictions. Correct?


Correct.

Douglas
2007-06-07, 11:52 AM
A55a
Correct. EWP makes the Bastard Sword a one-handed weapon normally, which the size increase bumps up to two-handed with a -2 penalty.

A55b
Incorrect. An appropriately sized quarterstaff is already a two-handed weapon. The only step up from that is to impossible to wield.

If the Monk in question had the Monkey Grip feat, however, that would eliminate the increase in required effort and your statement would be correct.

A055d (where'd c go?)
Correct.

Edit: Regarding the double weapon status of the quarterstaff, the only reference I could find to the possibility of wielding a double weapon with one hand without assuming an inappropriately sized weapon was this:
"A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round."

Nowhere that I could find does it state that a correctly sized double weapon can be wielded in one hand. There is an option for attacking with just one end as a two-handed weapon, but that is all. I'm pretty sure the reference to use as in one hand that I quoted above is in case a creature wields a weapon too small - for example, a medium human with a small quarterstaff would be able to wield it in one hand but would not get to use both ends when doing so.

Theli
2007-06-07, 12:24 PM
A055d (where'd c go?)


Heh, lost in the edits. Sorry. I'll fix.

Lord Lorac Silvanos
2007-06-07, 12:49 PM
A. 055d Clarified



A55b
Incorrect. An appropriately sized quarterstaff is already a two-handed weapon. The only step up from that is to impossible to wield.

...

Edit: Regarding the double weapon status of the quarterstaff, the only reference I could find to the possibility of wielding a double weapon with one hand without assuming an inappropriately sized weapon was this:
"A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round."

Nowhere that I could find does it state that a correctly sized double weapon can be wielded in one hand. There is an option for attacking with just one end as a two-handed weapon, but that is all. I'm pretty sure the reference to use as in one hand that I quoted above is in case a creature wields a weapon too small - for example, a medium human with a small quarterstaff would be able to wield it in one hand but would not get to use both ends when doing so.

Not generally for double weapons, but it is in the description of the Quarterstaff.


Quarterstaff: A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.

(My emphasis)

blade1981m
2007-06-07, 01:03 PM
Q. 056

The range for Combust (Spell Compendium) has a range of touch. Does this mean I need to make a touch attack to cast this? If so, how come the spell also gives a reflex saving throw? I took a brief glance through both PHB and Spell Compendium to see if I could find other touch range offensive spells that didnt mention that they needed a touch attack to be made and I think I did find a couple, but I cant remember which ones.

Douglas
2007-06-07, 01:48 PM
A. 055d Clarified
Not generally for double weapons, but it is in the description of the Quarterstaff.

The text you quoted is copied almost verbatim from the text I quoted in the description of double weapons in general. It means that a character wielding a too-small quarterstaff (with the reduction from two-handed to one-handed for the size difference) cannot use it as a double weapon without using another hand. It says nothing at all about whether a character wielding a correctly sized quarterstaff is capable of wielding it in one hand, so the general rule about weapons designated as two-handed applies.

Also, from the FAQ:

A double weapon can be wielded in two ways, either as a
one-handed weapon and a light weapon, or as a single twohanded
weapon.

Lord Lorac Silvanos
2007-06-07, 02:33 PM
The text you quoted is copied almost verbatim from the text I quoted in the description of double weapons in general. It means that a character wielding a too-small quarterstaff (with the reduction from two-handed to one-handed for the size difference) cannot use it as a double weapon without using another hand. It says nothing at all about whether a character wielding a correctly sized quarterstaff is capable of wielding it in one hand, so the general rule about weapons designated as two-handed applies.


I am sorry Douglas, I did not read your edit properly.


Also, from the FAQ:

Let us go with the FAQ interpretation.

Theli
2007-06-07, 02:36 PM
Out of curiosity, exactly which of the faqs available on WOTC's site is it? A link would be helpful.

Jasdoif
2007-06-07, 02:44 PM
Out of curiosity, exactly which of the faqs available on WOTC's site is it? A link would be helpful.http://www.wizards.com/default.asp?x=dnd/er/20030221a

There's only one official FAQ for 3.5.

Lord Lorac Silvanos
2007-06-07, 02:51 PM
Q. 056

The range for Combust (Spell Compendium) has a range of touch. Does this mean I need to make a touch attack to cast this? If so, how come the spell also gives a reflex saving throw? I took a brief glance through both PHB and Spell Compendium to see if I could find other touch range offensive spells that didnt mention that they needed a touch attack to be made and I think I did find a couple, but I cant remember which ones.

A. 056

Yes, notice it is only a partial reflex save. There is no saving throw against the initial effect.

Alveanerle
2007-06-07, 02:53 PM
Q. 056

The range for Combust (Spell Compendium) has a range of touch. Does this mean I need to make a touch attack to cast this? If so, how come the spell also gives a reflex saving throw? I took a brief glance through both PHB and Spell Compendium to see if I could find other touch range offensive spells that didnt mention that they needed a touch attack to be made and I think I did find a couple, but I cant remember which ones.


Explanation of the touch range spells from WoTC site (rules of the game -> reading spell descriptions, part 4)


Touch: The spell takes affect on something you touch. To deliver the spell, you must touch the recipient yourself. You can touch things only within your natural reach, though you often can move around for quite awhile before trying to touch anything.


Thus, it seems you indeed need to personaly touch the unwilling creature. And this is what melee touch attack is.

So close, and yet ninja'd :smallsmile:

Alveanerle
2007-06-07, 02:58 PM
Q. 057
Just to be sure - are there any defensive penalties incured by unarmed (i.e. not wielding melee weapon and not possessing improved unarmed strike nor any natural weapons) character in melee? Specificaly, are there any penalties that make him easier to be hit when he's unarmed?

Jasdoif
2007-06-07, 03:01 PM
A057

No. The closest thing that I can think of is that such an unarmed character can't make attacks of opportunity, and provokes attacks of opportunity when attempting unarmed attacks.

Douglas
2007-06-07, 03:07 PM
A057
An unarmed character without Improved Unarmed Strike does not threaten any squares and therefore cannot make attacks of opportunity. This means that certain maneuvers, such as bull rush, trip, sunder, etc., can be performed against you without the attacker worrying about the AoOs those actions normally provoke. As for die roll modifiers, being unarmed has no effect for either you or your opponent.

Fax Celestis
2007-06-07, 03:25 PM
Q58 Can a Mage of the Arcane Order use a full-round action during a timestop to acquire spells from the Spellpool?

Lord Lorac Silvanos
2007-06-07, 03:40 PM
A. 058

I do not see a reason why they could not.

Fax Celestis
2007-06-07, 03:47 PM
The only reason I would think "no" is because they're borrowing spells from others, which may or may not be hindered by your stopping of time.

Jasdoif
2007-06-07, 03:51 PM
The only reason I would think "no" is because they're borrowing spells from others, which may or may not be hindered by your stopping of time.Is the Spellpool itself a creature? If not, you should be able to interact with it even under Time Stop. I can't look it up right now, but I believe the Spellpool is simply storage for the spells.

Lord Lorac Silvanos
2007-06-07, 03:54 PM
The only reason I would think "no" is because they're borrowing spells from others, which may or may not be hindered by your stopping of time.

The spells are already in the spellpool so there is no interaction with others while you are acting unnaturally fast.

Fax Celestis
2007-06-07, 04:03 PM
Ex-cellent.

Awetugiw
2007-06-08, 04:48 AM
Q59.When changing shape once per round under the Shapechange spell, does one regain hitpoints as having rested a night?

Lord Lorac Silvanos
2007-06-08, 06:18 AM
A. 059

Yes, I am afraid so.

Shapechange is based on Polymorph and grants you lost hp as if you had rested for a night when changing shape.

Changing back does not grant you any further hp, but when you are using Shapechange you are not really changing back, although you could argue that it only applies once per shape attained.


Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further).

Limiting it to once per shapechange spell generally would be a sensible house rule to implement, IMHO.

Also note that this spell should be rated "M for mature audiences only" :smallamused:

Swooper
2007-06-08, 08:41 AM
Q60 In what book (and page, preferably) can I find rules for Gestalt characters? I know it's in the SRD, but I want to have it on paper. I've searched the 3.5 DMG, PHB and PH2s pretty thoroughly but can't find it.

Zherog
2007-06-08, 09:08 AM
A 60

The rules are in Unearthed Arcana. I can't give you a page number, unfortunately, because I'm not in front of my books.

And a quibble: Gestalt rules are not in the SRD. They are, however, republished on at least one site that takes advantage of the Open Gaming License to organize the SRD content into hyperlinks. But d20srd.org is not the official SRD - and, in fact, there are differences between the material on that site and the material in the official SRD published by WotC.

Douglas
2007-06-08, 09:53 AM
there are differences between the material on that site and the material in the official SRD published by WotC.
These differences are because WotC doesn't bother to update their copy of the SRD with errata while d20srd does. For example, if you check the SRD on wizards.com (http://www.wizards.com/default.asp?x=d20/article/srd35) you will find that Divine Favor has a maximum bonus of +6. If you check the same spell on d20srd.org (http://www.d20srd.org/srd/spells/divineFavor.htm), it says there that the maximum is +3. If you then check the errata (http://www.wizards.com/default.asp?x=dnd/er/20040125a) for the PHB, you will find that it changes Divine Favor's maximum from +6 to +3. The version available on wizards.com is pre-errata, d20srd.org is post-errata. In fact, in my experience every disagreement between d20srd and either WotC's SRD or a published book has been because of errata, with d20srd coming out on top with the correct post-errata text.

Zherog
2007-06-08, 10:01 AM
Errata is technically not designated as Open Game Content. As a freelance writer, I can actually get in trouble by using it in material for 3rd party publishers.

Matthew
2007-06-08, 01:55 PM
Q. 61

Can you Ready a Charge Action? I'm thinking no, but it seems fairly harsh that you cannot use the Standard Action Charge.

Jasdoif
2007-06-08, 02:02 PM
A061

I asked this question myself (http://www.giantitp.com/forums/showthread.php?p=2671871) not too long ago. To sum up Fax's answer, you can only make a partial charge if you can only have a single action during your turn. So if you can act normally, you can't take a partial charge, and thus can't ready a partial charge.

If you qualify to make a partial charge on your turn, though, you can use the action it to ready the partial charge.

Matthew
2007-06-08, 02:11 PM
Q 061 Continued

I thought I had seen it mentioned before. That sounds about right, I suppose. Silly, but right.

DreadArchon
2007-06-09, 12:46 PM
Silly, but right.
Readied actions interrupt the turn sequence. If you could charge during one, you could manage a 30-foot charge in less time than it takes a man to utter a single syllable (as in "If he talks, I charge him").

Jasdoif
2007-06-09, 03:30 PM
Q062

Can you choose to automatically fail caster level checks? Say, you're casting a spell into an area that contains you, you have spell resistance, and you don't want to be affected by the spell. Can you choose to fail the caster level check against your SR?

Katroh
2007-06-09, 05:22 PM
A 062 (partial)

For the specific example you mentioned,

A creature’s spell resistance never interferes with its own spells, items, or abilities.
So your spell resistance does not protect you from your own spells in the first place. However, I am not sure whether you can fail a caster level check voluntarily in any other case.

Citizen Joe
2007-06-10, 05:45 PM
Q 063

Do 'debuffs' stack? Specifically can you keep piling on Ray of Enfeeblement?

Q 063a

Which debuffs DO stack if only some do?

Douglas
2007-06-10, 05:57 PM
A063
See combining magical effects (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#combiningMagicalEffects).

In the specific case of Ray of Enfeeblement, no it does not stack. That is a case of "same effect more than once in (possibly) different strengths", and only the strongest one applies. Once you've rolled the maximum on your d6, the only reason to cast it again is to either extend the duration (overlapping, so you generally do this only when the first one is about to run out) or make it harder to dispel (have to dispel each and every RoE before the penalty is gone).

Different debuffs usually stack unless they give a type for their penalty and both have the same type, and anything that is instantaneous but has a lasting effect stacks. Ability damage, ability drain, and energy drain are usually the result of instantaneous effects and therefore stack with themselves. In the case of spells like Enervation (http://www.d20srd.org/srd/spells/enervation.htm) where the energy drain effectively has a duration, it still stacks because the spell itself is instantaneous.

Jasdoif
2007-06-10, 10:41 PM
A063 see also

See also modifiers (http://www.d20srd.org/srd/theBasics.htm#modifiers).


Stacking

In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.

Ryuuk
2007-06-11, 09:06 AM
Q 064

What happens if you use Maximize Spell-Like Ability (CArc) on an Eldrith Blast that is also receiving sneak attack or skirmish damage dice? Would the extra dice also be maximized?

Alveanerle
2007-06-11, 09:12 AM
Q 064

What happens if you use Maximize Spell-Like Ability (CArc) on an Eldrith Blast that is also receiving sneak attack or skirmish damage dice? Would the extra dice also be maximized?

A. 0.64

Same answer as with maximized spell dealing sneak attack damage - no. Only the damage of the spell-like ability itself would be affected, the additional dice stays as they were.

Ditto
2007-06-11, 10:47 AM
Q 65

The Chameleon (http://www.wizards.com/default.asp?x=dnd/iw/20041210b&page=1) PrC gets a bonus feat, which it can swap out with every new day so long as he or she already has the prerequisites. Chameleons require spellbooks for when they adapt the arcane focus to memorize and cast arcane spells. If a chameleon took Extra Spell for his feat du jour, he now has that bonus spell in his or her spellbook. Is there any reason the chameleon couldn't take this feat anew every day (or every other day, if you'd require swapping in a different feat each time) and have a potentially infinite number of spells scribed, limited only by how many pages of spellbook he has available?

Shhalahr Windrider
2007-06-11, 10:55 AM
A 65

When you swap your bonus feat, you no longer gain the benefit of the previous feat, which means you lose access to the spell, even should it remain in your spellbook.

It's gonna be up to the DM to decide how that works out in the fluff—if the spell manages to disappear from the spellbook entirely for whatever reason, or if the Chameleon simply loses the ability to understand that spell until he or she learns it through the usual methods or takes Extra Spell for that particular spell again.

Eerie
2007-06-11, 01:16 PM
Q 66

Is there a way to kill a character permanently in D&D, with no way to bring him back but DM interruption?

Shhalahr Windrider
2007-06-11, 01:32 PM
A 066

There is a particular artifact (http://www.systemreferencedocuments.org/35/sovelior_sage/magicItemsICA.html#sphere-of-annihilation) in core that, when used properly, can achieve that effect. If you dig around enough, you may find other methods.

Douglas
2007-06-11, 01:39 PM
A66
The Book of Vile Darkness has a few ways to destroy souls, making it truly impossible to resurrect whoever's soul was destroyed, but that is explicitly an Extremely Evil Act. As far as I know, that is the only way to make it completely impossible, but there are a number of ways to make it more difficult.

Trap the Soul (http://www.d20srd.org/srd/spells/trapTheSoul.htm) or Soul Bind (http://www.d20srd.org/srd/spells/soulBind.htm) available in core can be used to imprison a soul in a gem, requiring that the gem be destroyed or dispelled before the victim can be raised.

A weapon made from Thinaun (Complete Warrior) absorbs the soul of anyone killed while touching it (being killed by it counts), requiring that the weapon be either destroyed or recovered before resurrection is possible.

The Destruction (http://www.d20srd.org/srd/spells/destruction.htm) spell completely destroys the body, making True Resurrection the minimum to bring the victim back rather than the ultimate extravagance.

Someone killed by a deity using the Hand of Death (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#handOfDeath) ability can only be raised by another deity who is at least as powerful and has the Gift of Life (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#giftOfLife) ability or one of its more powerful versions.

That's all I can think of right now.

Zherog
2007-06-11, 04:02 PM
A 66, more

The barghest (http://www.systemreferencedocuments.org/35/theraven_stephenh/monsters/BARGHEST.html) can consume souls, making it so you need to use wish, miracle, or true resurrection - and even then there's only a 50% chance of success.

DreadArchon
2007-06-11, 05:46 PM
A 066 ... yes, again.

If you're trying to destroy yourself (which was the first thing I got when reading the question, so sorry if it's way wrong), you can become a Lich and then smash your own phylactery.

(But if you're looking for something really cheesy: Enlarge yourself, shrink the target, use your sling to throw the target at a wall. RAW, the target is considered ammunition and is destroyed irrevocably. :smallsigh: )

Ponce
2007-06-12, 01:19 PM
Q067

Suppose you were to oil yourself up, and by means of this, your DM allows you to gain an extra attack as a free action 3 times per day, at your full BAB (now that you are well lubricated, you find you are able to move easily and effortlessly). Could you make this extra attack at the end of a leap attack, thereby gaining two attacks each enjoying the normal benefits of the charge?

Jasdoif
2007-06-12, 01:26 PM
A067

This is not a RAW question. You will have to ask your DM if such will be allowed.

Were I to guess on your DM's behalf (and overlooking that granting free action attacks sound like a really bad idea to me), I would say that you cannot make extra attacks as part of the charge. You might be able to make additional attacks immediately after the charge (in the same turn), although you won't get the increased Power Attack benefit from Leap Attack on these attacks.

Winged One
2007-06-12, 03:39 PM
Q68

Do feats gained through a bloodline (http://www.d20srd.org/srd/variant/races/bloodlines.htm) still require the character to meet the prerequisites?

Lord Lorac Silvanos
2007-06-12, 03:46 PM
A. 068

Specific bonus feats are granted whether the prerequisites are met unless otherwise noted.

See bonus feats for monsters as an example.


Feats
The line gives the creature’s feats. A monster gains feats just as a character does. Sometimes a creature has one or more bonus feats, marked with a superscript B (B). Creatures often do not have the prerequisites for a bonus feat. If this is so, the creature can still use the feat. If you wish to customize the creature with new feats, you can reassign its other feats, but not its bonus feats. A creature cannot have a feat that is not a bonus feat unless it has the feat’s prerequisites.

Winged One
2007-06-12, 04:07 PM
Q69
Does a character have to be psionic to take ranks in the Autohypnosis skill?

Lord Lorac Silvanos
2007-06-12, 04:18 PM
A. 069

No.

squishycube
2007-06-12, 04:18 PM
A069
Reading the Autohypnosis (http://www.d20srd.org/srd/psionic/skills/autohypnosis.htm) description, I don't find anything like that, so I suppose the answer is "no".

Ditto
2007-06-12, 10:59 PM
Q 070

Say a Chameleon casts Spellstaff (http://www.d20srd.org/srd/spells/spellstaff.htm) while under his Divine casting focus, tucks the staff away, and pulls it out later while under the combat focus. Can he use the spell stored in that staff somehow? It says the spell can be discharged much 'like a scroll'. Would UMD work?

Q 071 Or... say you were at Druid5/Chameleon10. Spellstaff is a 6th level spell. After you drop the Divine casting focus, do you have to use UMD to cast a spell on your class spell list that you don't currently know (but stored in the staff yourself while Chameleon-ing)? Or can you perhaps make some sort of analagous caster level check against it?

Lord Lorac Silvanos
2007-06-13, 12:15 AM
A. 070

No.

I am not seeing the "like a scroll" part anywhere.:smallconfused:

All I see is:

You can cast a spell stored within a staff just as though it were among those you had prepared, ...

A. 071

The wording is not clear, but I would allow casting it without a UMD or CL check if it was on the Druid list, otherwise my answer would be the same as above.

Alveanerle
2007-06-13, 04:20 AM
Q. 072
The Dark Lore
The description of Grimlock monstrous humanoid mentions "blindsight" extraordinary ability, and specificaly says:

Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.

Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.

Furthermore, the general description of the Blindsight ability contains such a phrase:


The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability.


Thus several questions arise:
Q. 072a
Can a rogue hide from grimlock senses at all in order to gain benefits usualy associated with striking from hiding (like sneak attack, for example)?
After all grimlock blindsense description would indicate they use smell as much as hearing, even thou they have no "scent" ability.
Q. 072b
If such hiding would be possible at all, would move silently check be enough to fool their senses, or hide check would be in order too?
Q. 072c
If hide check is counted in, what would the counter be - smell? And what check would be used for counter, Spot?

ski309
2007-06-13, 08:29 AM
Q073

Are the classes/prestige classes that WotC give out from splat books on their website, such as the chameleon and the thief-acrobat, part of the OGL?

Citizen Joe
2007-06-13, 08:47 AM
Q074

When attacking someone that is engaged in a grapple, can you accidently hit the wrong person? I only saw this mentioned in a footnote of a table in the SRD. Is it explicitly stated in text someplace?

Q074a

Assuming a large (space 10') creature grapples a medium creature in a threatened square, does the large creature move into the medium creature's square? Vice versa? What if due to being surrounded the large creature cannot fit into available space?

Q074b

Assuming there is a chance to hit the wrong target in a grapple between large and small creatures, if you move to a position where you threaten the large creature but don't threaten the square that the medium creature is in, do you still risk hitting the medium creature?

Theli
2007-06-13, 09:23 AM
Adding to the backlog... (Sorry)

Q076

Can a paladin's mount be dispelled like a typical summoned creature?

Shhalahr Windrider
2007-06-13, 09:30 AM
A 073

Not unless specified as such on the WotC website. To date, the only OGC published by Wizards is the material in the SRD and Unearthed Arcana.

A 076

No. The Special Mount ability is a Conjuration (Calling) effect. Called creatures cannot be dispelled. Unlike summoned creatures, the magic only transports a called creature without creating a lingering effect that keeps the creature on the Material Plane.

http://www.systemreferencedocuments.org/35/sovelior_sage/paladin.html#paladin-special-mount

http://www.systemreferencedocuments.org/35/sovelior_sage/magicSchools.html#calling

Zherog
2007-06-13, 09:51 AM
A 72

The Hide and Move Silently skills are generally useless against a foe with blindsight.

Curmudgeon
2007-06-13, 10:18 AM
Q074

When attacking someone that is engaged in a grapple, can you accidently hit the wrong person?
A. 074

Only with a ranged weapon. There is no miss chance if you attack a grappling target with a melee weapon.

Q074a

Assuming a large (space 10') creature grapples a medium creature in a threatened square, does the large creature move into the medium creature's square?A. 074a

Yes, to maintain a grapple the attacker must move into their target's space. Assuming there are available squares around, the attacker can pick which other surrounding squares to occupy as long as they overlap the target's square. AoOs for this movement apply as usual.


What if due to being surrounded the large creature cannot fit into available space?
If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target.

Citizen Joe
2007-06-13, 11:24 AM
Q077

How many rats (tiny animal, 2-1/2' space, 0 reach, non swarm) can attack a single medium/small target? Is it 2 per adjacent face and one per corner (total 12)? or is it 4 per adjacent square (32 total)? Or do they actually need to be in the same square as the target (thus 4)?

Q077a

Same question but with 'flying rats'?

Ditto
2007-06-13, 11:31 AM
Q 070/071 (cont'd)

The 'much like a scroll' was from the Crystal Keep entry. I didn't check it against the SRD when posting here, as I obviously should have. On that topic-ish, what are the rules for casting a spell from a scroll (on your list) above your caster level? I just want to make sure I understand the SRD (http://www.d20srd.org/srd/magicItems/scrolls.htm) correctly - A 3rd level Druid casting (lvl 3) spells from a 5th level druid scroll has to make a CL check DC 6 (Lvl5 +1)

Jasdoif
2007-06-13, 01:26 PM
A077

Like you said, they have no reach. They are incapable of making melee attacks unless they're in their target's square; so against a creature that occupies one square only four can attack at once in melee. (If the rats are suicidal, up to six can attempt to grapple a larger creature at one time.)


Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2½ feet across, so four can fit into a single square. Twenty-five Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can’t flank an enemy.

I'm unsure about the "flying rats" part, it sounds familiar that you can fit more in a square, but I can't find any rules to support it. I may be thinking of the description of swarms, which naturally don't apply to individual creatures like you're talking about. Hopefully someone else can clear this up :smallredface:



Q 070/071 (cont'd)

The 'much like a scroll' was from the Crystal Keep entry. I didn't check it against the SRD when posting here, as I obviously should have. On that topic-ish, what are the rules for casting a spell from a scroll (on your list) above your caster level? I just want to make sure I understand the SRD (http://www.d20srd.org/srd/magicItems/scrolls.htm) correctly - A 3rd level Druid casting (lvl 3) spells from a 5th level druid scroll has to make a CL check DC 6 (Lvl5 +1)Let's call this Q078.

A078

That's correct. Activating a CL 5 scroll requires a DC 6 caster level check if your caster level is less then 5. The spell level doesn't matter here, only the scroll's caster level.

Lord Lorac Silvanos
2007-06-13, 02:56 PM
Q. 075

Where is question number 75?

Jasdoif
2007-06-13, 02:59 PM
A075

I think you literally answered your own question.... :smalltongue:

Ditto
2007-06-13, 03:04 PM
A 075

Six times nine is fifty-four.
This is the answer to most lost-number-related questions.

Lord Lorac Silvanos
2007-06-13, 03:19 PM
A075

I think you literally answered your own question.... :smalltongue:

I did consider spoilering that it was a rhetorical question, but I figured most would get it... :smalltongue:

Citizen Joe
2007-06-13, 07:16 PM
Q079

How much control do you have over trained attack dogs in combat? Specifically, can you direct them into flanking positions? Can you use them to Aid Another (you)? Would this require a second/third trick? Or is it natural for dogs (and wolves)?

Asmodeus
2007-06-13, 07:36 PM
Q079

How much control do you have over trained attack dogs in combat? Specifically, can you direct them into flanking positions? Can you use them to Aid Another (you)? Would this require a second/third trick? Or is it natural for dogs (and wolves)?

A 079

Going strictly by the RAW, you do not have enough control over your pet to order them into a flanking position. However, you can always move yourself to a flanking position after your pet has engaged in combat.

Aid Another is also not in the RAW.

However, if you have a forgiving DM, they may always make their own tricks, and assign an appropriate DC. In such a situation, wher Aid Another is house-ruled in, the following skills are the most likely to be used: Balance(easier to cross a raging river if your large horse is helping you stay upright), Intimidate (you might be more menacing with a vicious attack dog at your side), Perform(dog tricks?), Search (using the Seek trick), Survival (Tracking, or finding food in the wilds), Swim(aquatic pets only).

Shhalahr Windrider
2007-06-13, 07:36 PM
A 079

You can order them to attack with a Handle Animal check to perform the Attack trick. They then attack to the best of their ability. This may or may not include flanking and Aid Another.

For some dogs, particularly those that were trained in a group setting or those with strong wolf heritage, flanking may come naturally. It is also possible for a dog to instinctively use the Aid Another action to provide a bonus to an allies' attack or AC. The extent to which a particular dog may voluntarily use such tactics, is of course up to the DM. There is no way in RAW to specifically command a trained dog to use either tactic.

However, I see no problem allowing a dog that already knows the Attack trick to learn a homebrewed "Advanced Tactics" trick that allows specific command to flank or Aid Another (each maneuver being a separate trick).

Matthew
2007-06-13, 08:20 PM
Aid Another is also not in the RAW.

What? Do you mean by way of Handle Animal?

Asmodeus
2007-06-13, 08:32 PM
What? Do you mean by way of Handle Animal?

Correct. The Handle Animal Skill is how you control Trained Animals, which is what the original question was about.

Matthew
2007-06-13, 08:39 PM
Right, good, it's just that statement appeared in isolation from the rest of the text. Potentially very confusing.

brian c
2007-06-13, 09:00 PM
Q 80

Okay, this is about the spell Spiritual Weapon (http://www.d20srd.org/srd/spells/spiritualWeapon.htm). I can read it myself obviously, but I'm really curious as to how this should be interpreted, on several levels.

a) If the creature being targeted for attack by the Spiritual Weapon (henceforth referred to as SW) moves but is still within the range of the spell, does the SW automatically follow it, or does it require a move action from the caster to retarget?

b) In the above case, or whenever the SW moves and/or is retargeted, can it move and attack in the same turn? If it can, is it able to make iterative attacks or only one?

c) If the same caster has summoned more than one SW, does each one need it's own move action to redirect, or can multiple SW be retargeted with one move action? Also of note: does the answer to this question change if the SWs were both initially targeting the same creature, if they were retargeted to the same creature, or both?


Edit: I just realized the answer to b) is that it only gets one attack, as stated in the spell description. I'd still appreciate any ideas as to whether or not this condition is also applicable to if the SW moves to follow its target.

Douglas
2007-06-13, 09:25 PM
A80
a) "It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn."

You designate an opponent, not an opponent at a particular location, and it continues to attack that opponent wherever he happens to go until you direct it otherwise or it exceeds the limits of the spell.

b) "On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to."

The Spiritual Weapon's number of attacks is limited only by your BAB. The SW does not take actions, it just attacks. Movement is automatic and does not interfere with the functioning of the spell, which specifies multiple attacks with sufficient BAB on all rounds that you don't redirect it.

c) I'm not sure, but the RAW about stacking/combining magical effects (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#combiningMagicalEffects) might technically forbid multiple instances of SW from working at once. Personally, I would rule that you can have as many SW's as you care to cast at any given time, but the RAW could be interpreted to make multiple castings overlap.

Assuming that your group rules that multiple SW's works, each one is a separate spell and requires a separate move action to redirect. The identity of any targeted creatures involved is irrelevant.

Cruiser1
2007-06-13, 11:15 PM
Q081:

I recall seeing a cute lowish level spell which allowed one to create a small bit of money (probably a single or a few copper, a silver, or even a gold). Its flavor was along the lines of conjuring a few bits if you wanted to pay for a drink. Does anybody know the name of this spell, and what sourcebook it's in? It's probably in the SC or one of the newer books such as PHB2 or CM, but I have yet to locate it. (If such a spell doesn't exist and I just imagined the whole thing, then apologies in advance. :smallwink:)

Shiny, Bearer of the Pokystick
2007-06-13, 11:19 PM
A081

It's called 'coin of the realm', if we're referring to the same thing, and it was in a special 'Cantrips' supplement - might be an article, actually.

Though this may not be the one you mean...

Jasdoif
2007-06-13, 11:34 PM
A80
....c) I'm not sure, but the RAW about stacking/combining magical effects (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#combiningMagicalEffects) might technically forbid multiple instances of SW from working at once. Personally, I would rule that you can have as many SW's as you care to cast at any given time, but the RAW could be interpreted to make multiple castings overlap.I don't see how RAW could forbid multiple instances. Spiritual weapon doesn't have a target, the cast creates a "magic weapon of force" as its effect; so it's not subject to multiple effects on the same target or area. And it doesn't confer a bonus or penalty of any sort, it deals damage; so it's not subject to modifier stacking rules. And its damage isn't even per round, it's per "hit", making the damage an instantaneous effect; and instantaneous effects "work cumulatively when they affect the same target".

I see nothing there that overlaps or is even something that could be considered to overlap or stack, all its effects are discrete.

Burgo McSock
2007-06-13, 11:40 PM
Q82 (This is a n00b question but anyway) What is a spellcraft check used for and what is an example of when a sorceror would have to make one?

Q83 How does the spell progression work for the prestige class Spellsword from "Tome and Blood"?

Alleine
2007-06-13, 11:43 PM
Q84: In what situations does "I disbelieve" come into play(other than an illusion), where might I find something written about it, and what exactly does it entail?

crazedloon
2007-06-13, 11:46 PM
Q82 (This is a n00b question but anyway) What is a spellcraft check used for and what is an example of when a sorceror would have to make one?

Q83 How does the spell progression work for the prestige class Spellsword from "Tome and Blood"?

A82
here (http://www.d20srd.org/srd/skills/spellcraft.htm) is a general use for spellcraft. Most often it is used to identify and then counter spells.

A83 Spellsword can be found in Complete warrior on page 79 and is a half caster (gains a level of caster every other level)

Jasdoif
2007-06-14, 12:16 AM
A084

"I disbelieve" is calling for a save for disbelief. Spells that allow these kind of saves are marked as such, as in silent image (http://www.d20srd.org/srd/spells/silentImage.htm)'s "Will disbelief (if interacted with)".
Saving Throws and Illusions (Disbelief)

Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.You can attempt to disbelieve something that's real, but any such save will fail.Note that excessive use of disbelief has the potential to cause (http://agc.deskslave.org/comics/AGC5-5.GIF) problems (http://agc.deskslave.org/comics/AGC5-6.GIF). (The game in those comics is 2nd edition, but the point still stands)

DreadArchon
2007-06-14, 02:12 AM
Q. 072a
Can a rogue hide from grimlock senses at all in order to gain benefits usualy associated with striking from hiding (like sneak attack, for example)?
A 072 follow-up

Though this has been answered as given, I'd like to offer that there is a feat in Lords of Madness to do this, if you're worried about it.

Ogh_the_Second
2007-06-14, 09:11 AM
Q85 The Eberron setting features exotic wood sorts (like "Bronzewood"). Anyway, I faintly remember reading about Studded leather armours, in which the studs had been made of some sort of hard wood - so that druids can wear them. Does anyone have a clue where this could be found?

Theli
2007-06-14, 10:31 AM
Q086

Is it specifically stated in RAW that you can further enchant an already enchanted item paying just the difference?

(ie. increasing a +1 enchantment on a weapon to +2 or higher)

Asmodeus
2007-06-14, 10:36 AM
Q086

Is it specifically stated in RAW that you can further enchant an already enchanted item paying just the difference?

(ie. increasing a +1 enchantment on a weapon to +2 or higher)

A 086

Yes.

http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#addingNewAbilities

Asmodeus
2007-06-14, 10:47 AM
Q85 The Eberron setting features exotic wood sorts (like "Bronzewood"). Anyway, I faintly remember reading about Studded leather armours, in which the studs had been made of some sort of hard wood - so that druids can wear them. Does anyone have a clue where this could be found?

A 85

The Eberron Campaign Setting describes the following Armors as elibile to be made with Bronzewood: Breastplate, Banded mail, splint mail, half plate, and full plate.

Although it does not state this explicitly, it seems that Studed Leather is not eligible. Additionally, the table for Bronzewood Armor prices only describes medium and heavy armor. Not light armor.

This leads me to believe that you cannot use Bronzewood to make a Druid-friendly suit of Studded Leather. There may be another material somewhere though, or you may get your DM to make a house rule for you.

I would suggest you consider Leafweave or Darkleaf breastplate, if you are looking for Light Armor, that is Druid friendly. They both also come from the Eberron Campaign Setting.

Citizen Joe
2007-06-14, 10:55 AM
A 85

I was just looking through those materials. RotW (p168) has something called a Leaveweave Leather with Darkwood studs.
Light armour, +3 AC, +6 Max dex bonus, 0 armour check penalty, 10% arcane failure, 15 lbs and 765 gold cost.

Leaveweave is also in Eberron.

TO_Incognito
2007-06-14, 11:16 AM
Q87

Does a multiclass Barbarian/Druid using the Shapeshifting variant from the Player's Handbook II retain Fast Movement when in a shapeshifted form? Can he Rage in shapeshifted form?

Lord Lorac Silvanos
2007-06-14, 12:22 PM
A. 087

Yes on both accounts. You retain class features while wildshaping/shapeshifting.

Amphimir Míriel
2007-06-14, 05:36 PM
Q88: Stupid question really, but I have searched this thread and the older one and I've never seen it answered...

The SRD says that a rogue can Sneak Attack "any time her target would be denied a Dexterity bonus to AC, or when the rogue flanks her target."
Could anyone list all the possible situations (as per RAW) when a target is denied a Dex bonus to AC? Thanks a lot...

Shhalahr Windrider
2007-06-14, 06:45 PM
A 88

No, there are many ways to deny an opponent his or her Dex bonus, and more are being introduced all the time. A comprehensive list would be too large. In any case, when a character does lose his or her Dex bonus, it is quite explicitly stated in the rules.

The most common ways to deny a foe a Dex bonus are:
Striking your foe while he or she is flat-footed
Striking a foe while invisible
Using the Feint in Combat use of the Bluff skill
Striking a grappling foe
Stunning your foe
Striking a Climbing or Balancing (without enough ranks) foe

In addition to these, there is a whole host of feats, spells, powers, and other such things that can deny a foe his or her Dexterity bonus if used properly.

Callix
2007-06-14, 10:28 PM
A88 cont.
Paralysis effects, such as hold spells, and flanking are also important situations where sneak attacks can be made. Flanked creatures with uncanny dodge are not denied their Dex bonus when flat footed. Improved uncanny dodge protects you from flanking unless the attacker is a rogue 4 levels higher than you.

Lord Lorac Silvanos
2007-06-14, 11:38 PM
A88 cont.
Flanked creatures with uncanny dodge are not denied their Dex bonus when flat footed.

You are not generally denied your dexterity bonus to AC when you are being flanked, regardless of Uncanny Dodge.

Zherog
2007-06-15, 07:26 AM
A 88

A stunned creature is also denied Dex to AC.
A creature that must make a Balance check while having fewer than 5 ranks is flat-footed (just to offer a slight correction to Shhalahr's entry)

Shhalahr Windrider
2007-06-15, 09:17 AM
A88 cont.
Paralysis effects, such as hold spells, and flanking are also important situations where sneak attacks can be made.
But paralysis effects don't deny Dex bonus to AC. Instead, their Dexterity effectively becomes 0, replacing their normal Dex modifier with -5 for all purposes. Being vulnerable to sneak attack is another, separate, effect of such conditions.

Likewise, as Silvanos mentioned, flanking doesn't affect your Dexterity at all.

Lord Lorac Silvanos
2007-06-15, 09:46 AM
But paralysis effects don't deny Dex bonus to AC. Instead, their Dexterity effectively becomes 0, replacing their normal Dex modifier with -5 for all purposes. Being vulnerable to sneak attack is another, separate, effect of such conditions.


Being paralyzed and therefore helpless is a more severe condition.


Helpless: ... Rogues can sneak attack helpless targets.

Citizen Joe
2007-06-15, 05:45 PM
Q89
Flanking questions...
Q89a
{table="head"]// | AA | BB | CC
01 | | |
02 | |:smallmad: |
03 | :smallbiggrin: | |
[/table]
Which squares would get the flanking bonus from :smallbiggrin: against :smallmad: ?

Q89b
{table="head"] // | AA | BB | CC
01 | | |
02 | |:smallmad: |
03 | | :smallbiggrin: |
[/table]
Which squares would get the flanking bonus from :smallbiggrin: against :smallmad: ?

Q89c
{table="head"] // | AA | BB | CC | DD
01 | | | |
02 | |:smallmad: |:smallmad: |
03 | |:smallmad: |:smallmad: |
04 | | :smallbiggrin: | |
[/table]
Which squares would get the flanking bonus from :smallbiggrin: against the single large creature :smallmad: ?

Q89d
{table="head"]// | AA | BB | CC | DD
01 | | | |
02 | |:smallmad: |:smallmad: |
03 | |:smallmad: |:smallmad: |
04 |:smallbiggrin: | | |
[/table]
Which squares would get the flanking bonus from :smallbiggrin: against the single large creature :smallmad: ?

Jasdoif
2007-06-15, 05:56 PM
A089


When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.They have to be on opposite borders, cutting across adjacent lines isn't sufficient.

So, using your tables...:smallbiggrin: gets a flank against :smallmad: if there's a friendly meleer at any :smallconfused:. Likewise, any :smallconfused: gets a flank from :smallbiggrin:.

A089a
{table="head"]// | AA | BB | CC
01 | | | :smallconfused:
02 | |:smallmad: |
03 | :smallbiggrin: | |
[/table]

A089b
{table="head"] // | AA | BB | CC
01 | | :smallconfused: |
02 | |:smallmad: |
03 | | :smallbiggrin: |
[/table]

A089c
{table="head"] // | AA | BB | CC | DD
01 | | :smallconfused: | :smallconfused: |
02 | |:smallmad: |:smallmad: |
03 | |:smallmad: |:smallmad: |
04 | | :smallbiggrin: | |
[/table]

A089d
{table="head"]// | AA | BB | CC | DD
01 | | | | :smallconfused:
02 | |:smallmad: |:smallmad: |
03 | |:smallmad: |:smallmad: |
04 |:smallbiggrin: | | |
[/table]

LotharBot
2007-06-15, 06:01 PM
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by a character or creature friendly to you on the opponent’s opposite border or opposite corner.

When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.

Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.

Only a creature or character that threatens the defender can help an attacker get a flanking bonus.

Creatures with a reach of 0 feet can’t flank an opponent.

I've put an X in any square that gets flanking:

A89a
{table="head"]// | AA | BB | CC
01 | | |X
02 | |:smallmad: |
03 | :smallbiggrin: | |
[/table]

A89b
{table="head"] // | AA | BB | CC
01 | | X|
02 | |:smallmad: |
03 | | :smallbiggrin: |
[/table]

A89c
{table="head"] // | AA | BB | CC | DD
01 | |X | X|
02 | |:smallmad: |:smallmad: |
03 | |:smallmad: |:smallmad: |
04 | | :smallbiggrin: | |
[/table]

A89d
{table="head"]// | AA | BB | CC | DD
01 | | | |X
02 | |:smallmad: |:smallmad: |
03 | |:smallmad: |:smallmad: |
04 |:smallbiggrin: | | |
[/table]

Note that in all cases, flanking is edge to opposite edge or corner to opposite corner. If you draw a line from the middle of an edge square to the middle of a corner square, the line will pass through the wrong side next to the corner square (that is, the non-flanking side.)

Citizen Joe
2007-06-15, 07:13 PM
Q90

Return of the Table!
This time reach question.

{table="head"] // | AA | BB | CC | DD | EE
01 |:smallconfused: |:smalleek: | :smalleek: | :smalleek: |:smallconfused:
02 |:smalleek: | :smalleek: | :smalleek: | :smalleek: |:smalleek:
03 | :smalleek: | :smalleek: |:smallfurious: |:smalleek: |:smalleek:
04 | :smalleek: | :smalleek: | :smalleek: | :smalleek: |:smalleek:
05 | :smallconfused: |:smalleek: |:smalleek: | :smalleek: |:smallconfused:
[/table]
:smallfurious: has a spiked chain. I'm pretty sure that :smalleek: is threatened, but what about :smallconfused: ? Since moving two diagonals counts as 3 spaces does that put :smallconfused: out of reach?

Jasdoif
2007-06-15, 07:50 PM
A090

A 10-foot reach has an explicit exception for this. I can't find it in the SRD for some reason, but it's on page 29 of the DMG, under Natural Reach.


The exception is a creature with 10-foot reach. It threatens targets up to 2 squares away, including a 2-square distance diagonally away from its square. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.)Reach weapons double your natural reach. So yes, you threaten those :smallconfused: squares as well.


Without this exception, a character could move in through the diagonal and attack you without provoking an AoO by traversing a threatened square, eliminating the usefulness of a reach weapon. This would be even worse if you were using a reach weapon that doesn't allow you to attack adjacent squares.

Citizen Joe
2007-06-15, 08:50 PM
Q091

OK lets take that chain wielder in Q090 for this example. If you ready an action to sunder (or disarm) that chain (with a non-reach weapon) if the wielder attacks you with it, and then you move in provoking an AoO. You don't technically get close enough to the chain wielder until after he attacks, so technically you can't reach the weapon...

I guess I'm asking is it possible to sunder that chain in this example?

Jasdoif
2007-06-15, 09:26 PM
A091

You can't take a readied action during your own turn.
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.

That aside, attacks of opportunity happen before the action that triggers them, so you would be 10 feet away when the AoO happens. Unless you have a reach weapon or otherwise can attack your opponent's square, you can't make a disarm or sunder attack at that distance.

Asmodeus
2007-06-15, 09:40 PM
Q091

OK lets take that chain wielder in Q090 for this example. If you ready an action to sunder (or disarm) that chain (with a non-reach weapon) if the wielder attacks you with it, and then you move in provoking an AoO. You don't technically get close enough to the chain wielder until after he attacks, so technically you can't reach the weapon...

I guess I'm asking is it possible to sunder that chain in this example?

A 91

According to the RAW, your ready action would fail in that situation, because you are not close enough to make your attack. A Sunder or a Disarm action is a special kind of Melee Attack, so in order to Sunder, you must be threatening your opponent. However, if you set your ready action to include a 5-ft step, which is the only free action you can include in a ready action, then you can perform the sunder/disarm attempt.

Additionally, its a common house-rule for DMs to bend this rule to include the ability to Sunder or Disarm if you are being threatened and attacked as well.

Edit: I got ninja'd while doing my research. Sorry, Jas.

Raistlin1040
2007-06-15, 09:44 PM
QO92
Does Natural Armor from race stack with Natural Armor from Amulet of Natural Armor?

Jasdoif
2007-06-15, 09:51 PM
A092

No. They're both natural armor bonuses, and as bonuses of the same type they don't stack.

EDIT: Apparently I can't read item descriptions this evening. Heed the words of Shhalahr, below.

Shhalahr Windrider
2007-06-15, 09:54 PM
A 092

An amulet of natural armor (http://www.systemreferencedocuments.org/35/sovelior_sage/magicItemsWI.html#amulet-of-natyral-armor) provides an enhancement bonus to existing natural armor. Creatures that normally have natural armor have an effective natural armor bonus of +0 for the purposes of this enhancement bonus.

Anyway, the bonus provided by an amulet is just like the enhancement bonus on magic armor. That is the bonus directly affects another bonus rather than the stat itself. It doesn't so much "stack" with an existing natural armor bonus as it increases the existing natural armor bonus.

So, yes, it does provide full benefit even if you do have a previously existing natural armor bonus.

Raistlin1040
2007-06-15, 09:58 PM
So a creature with Natural Armor +2 wearing an Amulet of Natural Armor+5 has a Natural Armor bonus of +7?

Shhalahr Windrider
2007-06-15, 09:59 PM
Re: A 092

So a creature with Natural Armor +2 wearing an Amulet of Natural Armor+5 has a Natural Armor bonus of +7?
That is correct.

Jasdoif
2007-06-15, 10:21 PM
OK, I'm apparently blind and entirely missed the "enhancement bonus" part of the amulet when I checked the description. Le sigh. :smallredface: Heed the words of Shhalahr.

Ditto
2007-06-15, 10:42 PM
Q 093

Can you fire an eldritch blast or ray through an ally's square to hit an enemy? I can see it going both ways since a) You're drawing a weapon that shoots in a straight line through another person, but b) it's a 5x5 square, and there's room to manuever out of the way. Both descriptions are wrestling with each other in my head!

Shhalahr Windrider
2007-06-15, 10:55 PM
A 093

You can indeed make ranged attack through an ally's (or even a different opponent's) square to reach a different target (using an eldritch blast or other ray attack is no different than any other sort of ranged attack, except that it is against touch AC). However, that character would provide soft cover (http://www.systemreferencedocuments.org/35/sovelior_sage/combatModifiers.html#soft-cover).

Ditto
2007-06-15, 11:25 PM
Vampire fun!

Q 094

If a vampire if facing an unconscious enemy, can it immediately start using its Blood Drain ability? You have to first grapple, then pin (which autoinitiates the blood drain attack) the subject normally.

Q 095

Is the crit for a slam attack 20/x2? ...is this assumed for any attack that does not indicate otherwise?

Q 096

A creature hit with a slam attack suffers two negative levels. Does he get a save?

Q 097

When hit with a vampire spawn's energy drain slam attack, a creature suffers one negative level. Does he make the DC14 Fort save immediately (blocking the effect entirely), or does the save wait for a round/minute/day like sickness/poison?

Fax Celestis
2007-06-16, 12:10 AM
A94 As usual against helpless targets, the attack is assumed an immediate success...but he's still got to make the attack. So, no.

A95 Any attack that does not specify its threat range only threatens on a natural 20. Any attack that does not specify its critical multiplier has a critical multiplier of x2.

A96 You receive the save when attempting to remove the negative levels later.


Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + ½ draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.

A97 The save is made when attempting to remove the negative level. See A96.

Fax Celestis
2007-06-16, 11:30 AM
Q98 According to the rules for weaponlike spells and their interaction with sneak attack, you can sneak attack any spell that has an attack roll and deals damage (whether it be ability damage, ability drain, hp damage, or other). The spell avasculate has an attack roll and cuts the target's HP in half. Can you sneak attack with it? Can you sneak attack with its big-brother spell, avascular mass?

Q99 How does Sudden Strike interact with weaponlike spells?

Q100 How does Skirmish interact with weaponlike spells?

brian c
2007-06-16, 11:46 AM
Q98 According to the rules for weaponlike spells and their interaction with sneak attack, you can sneak attack any spell that has an attack roll and deals damage (whether it be ability damage, ability drain, hp damage, or other). The spell avasculate has an attack roll and cuts the target's HP in half. Can you sneak attack with it? Can you sneak attack with its big-brother spell, avascular mass?

Q99 How does Sudden Strike interact with weaponlike spells?

Q100 How does Skirmish interact with weaponlike spells?

Where is avasculate? What book?

As for Q99-100, I won't bold it since I'm nowhere near sure, but if the "weaponlike spells and sneak attack" section only mentions sneak attack, then by RAW there is no way to Skirmish or Suden Strike with a spell, although it's an understandable houserule.

DreadArchon
2007-06-16, 12:27 PM
... then by RAW there is no way to Skirmish or Suden Strike with a spell, although it's an understandable houserule.
What? Why? Sudden and Skirmish both say that the damage is done on "an attack" (and then go on to give the discernable anatomy clauses). Where does it say that attack spells don't qualify as attacks?

Actually, for that matter, what makes you think that you can Sneak Attack with, say, a sword? Sneak Attack has the same wording as Sudden and Skirmish, albeit different conditions. I mean, unless you have a quote in a book somewhere that specifically states that you can Sneak Attack with swords, your logic also precludes stabbing people.

Jasdoif
2007-06-16, 02:13 PM
A098 (maybe)

I don't have the spell text to look up for sure, but from your description I'm inclined to say no. Reducing a target's HP by a percentage isn't a function of typical damage, so there's nothing to add extra damage to.

A099

This should easily work. Sudden Strike is mechanically similar to a Sneak Attack without the flanking clause (or the ability to deal nonlethal damage), so if those conditions aren't a factor a weaponlike spell can score a Sudden Strike as easily as it could a Sneak Attack.

A100

This should work as well. Skirmish's text says it applies to "attacks", not specifically attacks with a weapon, so I don't see why spells couldn't take advantage of it as well; if a spell meets the conditions for Sneak Attack spells you should be able to get skirmish damage with it as well.

Fax Celestis
2007-06-16, 02:27 PM
ReA100 Excellent. A UMD Scout may work excellently...

brian c
2007-06-16, 03:31 PM
What? Why? Sudden and Skirmish both say that the damage is done on "an attack" (and then go on to give the discernable anatomy clauses). Where does it say that attack spells don't qualify as attacks?

Actually, for that matter, what makes you think that you can Sneak Attack with, say, a sword? Sneak Attack has the same wording as Sudden and Skirmish, albeit different conditions. I mean, unless you have a quote in a book somewhere that specifically states that you can Sneak Attack with swords, your logic also precludes stabbing people.

Well, this is from the SRD definition of Sneak Attack:

"The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target."

...

" Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. "


So this is what's said:
1) Sneak Attack has to come from "an attack"
2) Ranged attacks can count, but only within 30ft
3) Sap/Unarmed strike can do nonlethal sneak attack
3a) Any other weapon does lethal sneak attack


I know there are other rules for sneak attack somewhere, but I don't know where they are.


My point about skirmish and sudden strike is this: if it says "you can apply sneak attack and similar abilities to weaponlike spells" then they're both fine, but if it says "you can apply sneak attack to weaponlike spells" then it's not RAW legal, though I fully support any houserule giving Skirmish/Sudden Strike damage to weaponlike spells.

Ditto
2007-06-16, 08:48 PM
A 100

There's no reason material printed before Ninjas and Scouts existed would have referenced Sudden Strike and Skirmish. It should say in the description of Sudden Strike and Skirmish whether it can be applied just like sneak attack damage in situations X, Y, and Z.

Skirmish does not act in any way like Sneak attack. Sudden Strike acts *exactly* like Sneak Attack, except it doesn't work with flanking like SA. The entry even says that SS acts like SA when qualifying for prestige classes. I would say that if you can use SA for any reason other than flanking, SS is legal.


A 098

As for avasculate, I'd say it's fair game. It is indeed a bit vague, but I'm inclined to say any situation that results in loss of HP qualifies as an attack. Can you lose HP in any other way than an attack...? There's CON loss, which could be poison or sickness I guess.

Also, what happens on a passed save for Avasculate? If it's something like 3d6 damage - which definitely qualifies for attack-spell-sneak-attack purposes - then I'm inclined to say it holds for the parent spell on a failed save.

Neon Knight
2007-06-16, 10:51 PM
Q101: Can you hold the charges of multiple touch spells at the same time?

Q102: If 101 is yes, do they all trigger on the next touch attack/unarmed attack you make?

brian c
2007-06-16, 11:02 PM
Q101: Can you hold the charges of multiple touch spells at the same time?

Q102: If 101 is yes, do they all trigger on the next touch attack/unarmed attack you make?

A101 I believe you are allowed to hold one per hand; that having been said...

A102 You only attack with one hand at a time, so no.

Skjaldbakka
2007-06-16, 11:05 PM
A 101&102


SRD:
In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates.


There you are.

Q103:
Does detect thoughts cross the language barrier? Do I have to know Orc in order to read an orc's thoughts (assuming said orc only knows Orc)?

Fax Celestis
2007-06-16, 11:06 PM
A101/102Cont You might be interested in the Spell Flower spell in the Spell Compendium.