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LibraryOgre
2015-11-17, 12:35 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). This thread is for all simple RAW questions about D&D 3.5. If your question is not about the RAW for 3.5, please look in the appropriate threads in the appropriate forums.


The Procedure:

Do:
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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?

Please start over with the numbering. When this one reached 50 pages, please report it so that we can start a new one. Thanks.

Drynwyn
2015-11-17, 12:49 PM
A653 to question from previous thread

The "Giant Size" spell does not specify what would occur if it was cast while surrounded by creatures. However, Enlarge Person states that "If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size."

It's not too much of a stretch to apply the same rules to Giant Size. Presumably, in the case of people, this would mean a Strength check to push the people back.

Troacctid
2015-11-17, 01:00 PM
A 653

Since the creatures are two size categories smaller than you, they can share your space, so you end up occupying the same squares as them.

Psyren
2015-11-17, 01:34 PM
Q1: Is the thread title meant to say, "By now, your question has probably been answered?"

:smallwink:

Jowgen
2015-11-17, 05:29 PM
Q2 (single-digit question number looks just wrong...)

I've heard that D&D uses a 5000 ft mile. Is this true, and if yes, where does it say so?

heavyfuel
2015-11-17, 06:33 PM
A2 (Single digits do look weird)

Looking at Movement in the SRD (http://www.d20srd.org/srd/movement.htm), we see that a character with walking speed of 30ft per round (5ft per second) of movement walks 3 miles in one hour.

Same character has a hustle speed of 60ft per round, and can hustle 6 miles in an hour.

Therefore, a mile in D&D is 5ft*60(seconds)*60(minutes)/3(miles) = 6000 not 5000

Debatra
2015-11-17, 07:53 PM
Q 3 What if anything happens if you ingest an injury poison?

St Fan
2015-11-17, 08:12 PM
Q 4
(Reposting since this was lost in the thread switch.)

What happens when a psionic character low on hit points tries to manifest a power along with the Overchannel feat, and the damage brings him below 0 hit points?

Does he still pays the power points cost before passing out? Does the power still manifest itself? (That's important with a power like Metamorphosis, which involves healing some damage and thus can bring back the character to positive hit points.)

Curmudgeon
2015-11-17, 08:22 PM
A 003 Nothing.

It's the same thing that happens if you touch an injury poison: you don't get poisoned.

VisitingDaGulag
2015-11-17, 11:48 PM
Q5: If a little critter like a Rat gets level drained, does it turn into a medium-sized 4HD wight?

Andezzar
2015-11-18, 12:43 AM
A 005

Yes, unless the source of the level-drain says otherwise.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.

Thurbane
2015-11-18, 02:34 AM
Q006

Can Incarnate Construct be cast on an Animated Object (say, a medium statue of a humanoid) if the Animate Object spell has been made Permanent?

Q006b

If yes, does it retain its Hardness? The Incarnate Construct template says that the creature loses all Special Qualities - but from the Animated Object creature entry, I'm not entirely sure that Hardness counts as a Special Quality?

Curmudgeon
2015-11-18, 03:01 AM
A 006 No.


The spell does not work on constructs that are only constructs temporarily (such as objects affected by an animate objects spell).
In D&D, "Permanent" duration is temporary; it lasts only until dispelled.
Permanent
The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.

Dmdork
2015-11-18, 11:50 AM
Q7 if I'm in the cold north, and I go ethereal, am I still cold?

With a box
2015-11-18, 05:08 PM
Q8
can I really go to demiplane by plane shift?
plane shift says that you appear min 5 to max 500 miles (5d%) from your intended destination, and as most demiplane doesn't large then a square mile, I think you would reach somewhere outside of said demiplane itself.

Curmudgeon
2015-11-18, 05:41 PM
A 008

Generally, no. If the demiplane was created by you using the psionic power Genesis, yes; there's a specific proviso allowing that to work despite the usual error.
Once your demiplane is created, you can travel to it using astral caravan, plane shift, or some other power or permanent link that you arrange for separately. It's up to your DM where exactly in your demiplane you arrive.

Tarlek Flamehai
2015-11-18, 08:51 PM
Q009

Will Animate Breath and Breath Weapon Admixture stack?

They are spells from Draconomicon, pages 76 and 78.

Curmudgeon
2015-11-18, 09:43 PM
A 009 Maybe partly.

Let's start by acknowledging that Breath Weapon Admixture is dysfunctional. Instead of generating an Effect, this spell specifies "Target: Your breath weapon". Your breath weapon has no physical manifestation (i.e., does not exist as a target) unless you use (attack with) it.
Using a breath weapon is typically a standard action. Breath Weapon Admixture requires a standard action for the casting.
The modification applies only to the breath produced as part of the casting. There is no statement of the spell overriding the standard action use requirement and no other mention of the breath being triggered by casting Breath Weapon Admixture, so there is no valid target. Thus, the spell can never succeed as written.

Skipping over that (i.e., assuming the spell actually does trigger your breath weapon with no action required), the spells would partially combine. The total number of damage dice in the breath weapon would double, thus the Animate Breath Construct would have twice the HD. The Construct's Damage would not change:
... plus energy damage equal to one die of the same size as your breath weapon damage. The extra energy damage added by Breath Weapon Admixture would not be reflected here, because "one die" does not change. Similarly the Speed and Special Qualities properties are set by a single breath energy type; you don't get two choices when you add a second energy type with Breath Weapon Admixture.

Chris in Duluth
2015-11-18, 10:50 PM
Q 10 If an arcane caster has a spell up that requires concentration to maintain, can he cast another spell yet keep the concentration spell going? So for example, could you cast 2 illusions in a row that both require concentration for their duration and have both going at the same time?

FocusWolf413
2015-11-18, 10:53 PM
Q11
Are there any simple or martial light throwing weapons with an increment of 30' or more?

A10
Yes. As long as he spends his standard or swift action to maintain concentration, he can cast another spell. For example, if you spend your standard to hold concentration, you can cast swift haste.

Curmudgeon
2015-11-18, 11:59 PM
A 010 [correction] Generally no.


Concentration

To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must make a Concentration check or lose the spell.
Excepting special circumstances, you can only concentrate on one thing at a time in D&D. Concentrating to cast a new spell almost always means you're interrupting your concentration on an existing spell, so having maintained concentration on that existing spell no longer matters once you start casting the new spell. From page 96 of Complete Arcane:
When you cast this spell as a swift action (see page 86), you increase your ability to concentrate on a spell you have already cast. This spell is one of only a few spells (finding the center being another) that you can cast while maintaining concentration on another spell. Aiming at the Target has been updated in Spell Compendium, but still contains the special proviso. From page 8:
You can cast this spell while maintaining concentration on another spell.

Andezzar
2015-11-19, 12:05 AM
A 10 Addendum

It is also explicit that you cannot maintain concentration on one spell while casting another unless the spell says otherwise:
You can’t cast a spell while concentrating on another one. Sometimes a spell lasts for a short time after you cease concentrating.

Thurbane
2015-11-19, 05:49 AM
Q 012

When a Druid assumes Wild Shape, all worn items are absorbed into the new form - do these items still have weight and/or encumbrance value?

Q013

Is it possible to craft a Pearl of Speech with Druidic set as its language?

Curmudgeon
2015-11-19, 06:42 AM
A 012

There is no stipulation that the melded items become weightless, so that doesn't happen. When melded into the character's form they don't count as gear and thus have no impact on encumbrance.

Tarlek Flamehai
2015-11-19, 01:08 PM
A13

No, Pearl of Speech is created with the Tongues spell. Tongues allows the target to speak and understand any racial or regional language. Druidic is a secret language and does not apply.

Chronos
2015-11-19, 01:38 PM
A 13 contention:

A magic item need not function in the same way as the spell that's used to create it (if it did, then flaming weapons, being created using Fireball, would be much more dangerous), and the listing for Pearl of Speech specifies no limits on the language that it can be created for. In fact, it doesn't even require that the creator know the language.

Furthermore, even the Tongues spell doesn't actually contain that limitation. It grants "the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.". This means that a language would not be ruled out by being in either of those categories, but does not mean that only languages in those categories are valid. The only restriction is that it be "the language of any intelligent creature", and Druidic qualifies for that.

Dread_Head
2015-11-19, 02:44 PM
Q14
A Ghost Fighter 2 with the Dungeoncrasher ACF uses their Telekinesis ability to bullrush an opponent into a wall. What damage is dealt by the bullrush? 4d6+2*Str as standard for a dungeoncrash or 4d6+2*cha as cha is used in substitute of str with the telekinesis spell?

Q15
What action does the Full Attack Telekinesis ability of the Master of the Unseen Hand take? Is it the standard action required to maintain concentration on Telekineses or is it a full round action as it is a full attack?

Q16
Is there any way to boost the CL of a ghosts Telekinesis ability other than adding more HD or taking Master of the Unseen Hand levels?

Curmudgeon
2015-11-19, 04:31 PM
A 014 STR bonus, or N/A; ask your DM.

The rules for Dungeon Crasher's Bull Rush attack specify "your momentum" as the agent for causing damage.
In addition, you gain a special benefit when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your Strength bonus (if any). An attack using Telekinesis for Bull Rush has no momentum, and the Ghost also cannot have momentum for normal Bull Rush attacks due to having no mass.
Incorporeal Subtype

An incorporeal creature has no physical body. A strict reading of Dungeon Crasher would not work sans momentum. Should a DM allow use of Dungeon Crasher without momentum, it would function as stated using the character's Strength bonus.

A 015

Each use of the Full Attack Telekinesis requires multiple attacks. An attack is not itself an action, but an option for various actions including a standard action attack (1 attack) and a full attack action (number of attacks dependent on Base Attack Bonus).
base attack bonus

An attack roll bonus derived from character class and level. Base attack bonuses increase at different rates for different character classes. A character gains a second attack when his or her base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different classes, such as when a character is a multiclass character, stack.

Tarlek Flamehai
2015-11-20, 06:25 AM
Q017

Do the wands in a Rod of Many Wands all have to share the same target?

Curmudgeon
2015-11-20, 04:07 PM
A 017 Yes.


Although you are not required to fill all three depressions, you cannot selectively activate the wands that you have loaded; activating the rod triggers every wand connected to it.
Activating a wand includes specifying a target.
To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. Because you cannot selectively activate the wands in a Rod of Many Wands, you cannot selectively point each wand at a different target; it's just one action to activate all the wands, pointing at a single target.

Belkarseviltwin
2015-11-20, 05:22 PM
A 7
No. You're not in the cold North any more, you're on the Ethereal Plane.

AvatarVecna
2015-11-20, 07:36 PM
Q18

Can inherited templates be applied in any order, as long as its legal to apply them? For example, could a Half-Giant take the Primordial Giant template and the Half-Dragon template as long as the Primordial Giant template was applied first?

Q19

Is it RAW legal to have multiple "Half-_____" templates on the same base race, despite that not strictly speaking making any logical sense?

Q20

If a creature has multiple type-altering inherited templates (ex: a Half-Troll Half-Dragon Wolf, however that would work), and they advance their HD, is their CR calculated using whichever template was applied last (calculated as Giant if Half-Troll was applied last, for instance)?

Curmudgeon
2015-11-20, 08:11 PM
A 018 Yes.

A 019 Yes.

A 020 No.

Advancement by HD is a racial property, not a template property. A Wolf (http://www.d20srd.org/srd/monsters/wolf.htm) has an Advancement entry in its stat block, but A Half-Troll (Fiend Folio, pages 93-94) does not. You calculate the Wolf CR for the updated HD, than apply the Half-Dragon (+2) and Half-Troll (+2) adjustments. The Wolf uses Animal HD (+1 to CR for each 3 HD added). The CR adjustments for changed type are constant for each template.

Huldaerus
2015-11-21, 09:15 AM
Q21

How does associated and non-associated class work with a race that doesn't have racial hit dice? Is an Orc Wizard 3 a CR2 or CR3? How about a Orc Bard? A Ranger? a Cleric?

Thanks!

Chronos
2015-11-21, 09:34 AM
Re: 19:

The math does actually work out. When you apply a "half-whatever" template to a creature, the result is a creature that's half whatever, and half what you applied it to. For instance, a human with the half-troll template is half human, half troll. If you then apply the half-dragon template, then you have a creature whose parents were a dragon and a half-troll human. A half-fiend half-dragon half-troll human would have one parent (and other ancestors on that side) who was a fiend, one grandparent (on the other side) who was a dragon, and one great-grandparent each (on the other other side) who was a human and a troll. It's not one and a half creatures.

Chronos
2015-11-21, 09:42 AM
A 21:

A class is only nonassociated (http://www.d20srd.org/srd/improvingMonsters.htm#nonassociatedClassLevels) if your levels in that class are less than or equal to your racial hit dice. Past that, a class is always associated, no matter what it is. Thus, for a creature without RHD like an orc, all classes are associated.

Note also that, because this portion of the rules is the sole domain of the DM, the rules for associated and nonassociated class levels deliberately leave a lot of room for interpretation. A few classes are specifically said to be associated for some monsters, and NPC classes are specifically said to be nonassociated, but beyond that, it's all up to the DM to decide whether a given class plays to a monster's strengths. So a DM could decide, for instance, that sorcerer is an associated class for a bugbear, if the bugbear's spells known are Enlarge Person, Bull's Strength, and other combat buffs.

Troacctid
2015-11-21, 07:08 PM
Q 4
(Reposting since this was lost in the thread switch.)

What happens when a psionic character low on hit points tries to manifest a power along with the Overchannel feat, and the damage brings him below 0 hit points?

Does he still pays the power points cost before passing out? Does the power still manifest itself? (That's important with a power like Metamorphosis, which involves healing some damage and thus can bring back the character to positive hit points.)

A 4

Since the Overchannel feat causes you to take damage during the manifestation of a power, you must succeed on a Concentration check, DC 10 + the power's level + the damage dealt, as a free action in order to complete the manifestation. If you succeed on the check, the power is manifested normally; if you fail the check, the power points are lost and the power is not manifested.

FocusWolf413
2015-11-21, 09:53 PM
Q 22

How much would a magebred boar cost?

Tarlek Flamehai
2015-11-22, 01:57 PM
A22

Technically, 6gp would be the cost of a male magebred domesticated pig. Not a warbeast, not trained in anyway.

SRD, pig 3gp. ECS pg 124, a magebred animal costs twice as much.

Tarlek Flamehai
2015-11-22, 02:48 PM
Q23
Two parter.

A. How much do wands weigh?

B. At what weight does an object become insignificant to encumbrance?

Curmudgeon
2015-11-22, 05:06 PM
A 023

From here (http://www.d20srd.org/srd/magicItems/wands.htm):

Physical Description

A typical wand is 6 inches to 12 inches long and about ¼ inch thick, and often weighs no more than 1 ounce.

An object is insignificant in terms of encumbrance when its entry in the weight column is "—". Examples: candle, fishhook, sewing needle.

heavyfuel
2015-11-22, 09:34 PM
A 7
No. You're not in the cold North any more, you're on the Ethereal Plane.

Q 7 - Clarification Request

If he was already cold, does going ethereal make the cold go away? If so, could you provide a rules quote to support your argument?

A 23 B - Addition.

Curmudgeon is right. However, in cases of a lacking entry, anything weighing less than a tenth of a pound is typically considered insignificant. (ie: there's no entry for an item weighing, say, 1/11th of a pound or less.)

If a wand (often having a maximum weight of 0.0625 pounds) fits this description weighing less than 0.1 pounds, you should ask your individual DM if he considers the wand to have insigificant weight, especially since "often less than an ounce" is extremely broad and not definded by the rules.

Curmudgeon
2015-11-22, 09:43 PM
A 23 B - Addition.

Curmudgeon is right. However, in cases of a lacking entry, anything weighing less than a tenth of a pound is typically considered insignificant. (ie: there's no entry for an item weighing, say, 1/11th of a pound or less.)
There are exceptions. The aforementioned wands (1/16th of a pound) and also coins (1/50th of a pound) are worth noting as not insignificant per the RAW.

heavyfuel
2015-11-22, 10:07 PM
There are exceptions. The aforementioned wands (1/16th of a pound) and also coins (1/50th of a pound) are worth noting as not insignificant per the RAW.

I had forgotten about coins, but wands don't weigh 1/16th of a pound, they often weigh less than an ounce. This can be anything from several pounds (in case of a particularly heavy wand) to almost zero pounds (in case of a particularly light wand).

Sir Chuckles
2015-11-22, 10:50 PM
Q24
Can Tumble be used during a charge?

Endarire
2015-11-23, 05:07 AM
Q 25
I heard that Magic Item Compendium has rules for officially making psionic versions of magic items. Where is this listed? Is that even in this book?

Andezzar
2015-11-23, 05:16 AM
Q 26

If you polymorph or shapechange into a hydra, can you move or charge and still attack with all heads as a normal hydra?

Troacctid
2015-11-23, 06:08 AM
A 25

In the sidebar on page 232.

heavyfuel
2015-11-23, 10:53 AM
A24

No.



Not applicable. Tumbling is part of movement, so a Tumble check is part of a move action.



Charging is a special full-round action that allows you to move up to twice your speed and attack during the action.

While Rules Compendium may say on pg 27 that you can Tumble during a charge, primary source rules say you go by the Player's Handbook, which says you can't.

Andezzar
2015-11-23, 10:58 AM
A 24 Contention

That is not what the Tumble rule says. It says that no separate action is required and that tumbling is part of movement. It also says that the check is made as part of the move action. It does not say that the tumble check cannot be made during movement that is not a move action (like a charge).

heavyfuel
2015-11-23, 11:05 AM
RE:A 24 Contention

Yes, it is. It's literally how it's writen in the book. It says it's part of a movement, so a Tumble check is a move action. Emphasys on the "so".

However, further discussion should be held in a separate thread.

Troacctid
2015-11-23, 04:50 PM
A 26

Yes. You gain the creature's natural attacks and natural abilities, including its bite attacks (natural weapons) and the ability to make them all even during a round where you move or charge (a natural ability).

A 24 contention

You can explicitly tumble during a charge. The rules are very clear on this point.


You can tumble during a charge, as long as you continue to meet all other criteria for making a charge before, during, and after tumbling.

The Rules Compendium takes precedence over all sources that predate it, so in the case of a contradiction, it overrides the SRD. However, in this case, that's moot, because a contradiction here merely indicates that charging is an exception to the normal rules of tumbling, and exceptions always trump general rules, regardless of the source. Primary sources are therefore irrelevant.

St Fan
2015-11-23, 07:53 PM
Q 027
Question about the Dragonblood Spell-pact (http://dndtools.pw/spells/dragons-of-faerun--26/dragonblood-spell-pact--1117/). I understand the Rule As Intended of this one (that it is supposed to be used between sorcerers or creatures casting spells like sorcerers), however I've naturally seen some jokers thinking it could apply to prepared spellcasters.

27 A: Does something in the RAW wording prevent prepared spellcasters from benefiting of the spell (beyond it being a sorcerer-only spell and both caster and subject needing to be dragonblooded)?

27 B: Does something in the RAW wording prevent spontaneous spellcasters other than sorcerers to benefit from it (beyond it being a sorcerer-only spell, yada, yada)?

27 C: What does it mean for a spontaneous spellcaster like a beguiler or warmage, for whom the known spells is their spell list, to have a spell "no longer in the repertoire of the trader"? And is the spell received actually added to the spell list?

ZamielVanWeber
2015-11-23, 07:54 PM
Q 28
Can Detect Magic detect supernatural effects?

Curmudgeon
2015-11-23, 07:55 PM
Re: A 024

Rules Compendium is questionable as a source, for four reasons:

Its authority is entirely self-granted.
The Primary Sources Errata Rule says RC can't give itself that authority.
Rules Compendium didn't just collect rules, but also changed them. It didn't note in this case (page 27) if it was collecting or changing the Tumble rules.
RC's claim to primacy is limited to pre-existing sources, and the later Premium Player's Handbook includes the text heavyfuel cited. Premium Player's Handbook also backed out every change made by Rules Compendium. Consequently, without a statement as to whether RC's "Tumbling during a Charge" paragraph is a collected and clarified rule (still in effect) or instead a changed rule (reversed by the new PH), we have no help from that book.

Luckily for us, we don't have to look to Rules Compendium for an answer to this question. As Troacctid noted, there's no necessary contradiction in the rules, but merely a lack of explicitness. We can find a sufficiently clear rules statement elsewhere. For example, the Tiger Claw Sudden Leap maneuver (Tome of Battle, page 89):

As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap.
Ergo, Tumble's claim to work with "normal movement" includes all movement which is normal for you, as well as the most common case of using a move action to move up to your speed. If you have a listed land speed, Charging (or Running or Withdrawing) across the land is normal movement for you.

A 028 No.

Detect Magic detects magic auras. Supernatural abilities do not create auras by default, and most auras are Extraordinary anyway. If there's a Supernatural ability which explicitly creates an aura that would be an exception, but I don't know of any such cases in the rules.

Tarlek Flamehai
2015-11-23, 09:09 PM
Q29
When figuring NPC wealth by level; is it Racial HD + Class Levels + Level Adjustment? If not, what does calculate the level in wealth by level?

Drynwyn
2015-11-23, 10:36 PM
Q29
When figuring NPC wealth by level; is it Racial HD + Class Levels + Level Adjustment? If not, what does calculate the level in wealth by level?

A29
Yes. WBL is based on Effective Character Level, which both LA and RHD contribute to.

Chronos
2015-11-24, 07:26 AM
Q 29 addendum:
So how does one calculate NPC WBL for a creature with an undefined LA?

Andezzar
2015-11-24, 08:14 AM
A 29 Addendum

If creatures do not have an LA or LA:+0 their ECL is not modified by it, so the WBL is calculated by their ECL, which then is RHD+Class Levels.

Seto
2015-11-24, 09:57 AM
Q30 : Just to be absolutely sure (lest my players cry foul), when you Channel a spell into your weapon (as per Ordained Champion), and you hit, the target takes normal damage and is subject to the spell, correct ?

Andezzar
2015-11-24, 01:24 PM
A 30

Correct. You have to succeed at a normal melee attack though. Most touch range spells only require a successful melee touch attack.

Troacctid
2015-11-24, 03:06 PM
A 30 addendum

To be more precise, the target will suffer the normal consequences of the attack, which may or may not include damage. For example, the channeled spell might be released when the Ordained Champion makes a successful touch attack with her flail to initiate a trip attempt—probably a common tactic for champions of Hextor.

Metahuman1
2015-11-25, 02:59 AM
Q 31:

A character has Monk 2, Dungeoncrasher Fighter 2. Also has Decisive Strike and the hammer fist feat. How does the math break down for his damage when he hits?

Andezzar
2015-11-25, 03:27 AM
A 31

There is no interaction between the two. A Bull Rush attempt is not an attack that can be made with Decisive Strike:

You can make a bull rush as a standard action (an attack) or as part of a charge.

As a full-round action, make one attack with an unarmed strike or a special monk weapon, using your highest base attack bonus but taking a –2 penalty on this attack roll.
I have missed the hammer fist feat in your question. You can combine hammer fist with decisive strike for 2*(unarmed damage+1.5*STR)

chapel
2015-11-25, 11:17 AM
Q 32

a) Are the veils of the Initiate of the Sevenfold Veil from Complete Arcane just normal spell-like abilities, which would mean subject to SR of people who are walking in, can be dispelled just with Dispel Magic?

b) What is my caster level with these veils?

Metahuman1
2015-11-25, 11:21 AM
A 31

There is no interaction between the two. A Bull Rush attempt is not an attack that can be made with Decisive Strike:


I have missed the hammer fist feat in your question. You can combine hammer fist with decisive strike for 2*(unarmed damage+1.5*STR)

Q 31 follow up: Does that include if you have the knock back feat?

Curmudgeon
2015-11-25, 11:34 AM
A 032 a) Yes.

A 032 b)


An initiate’s caster level for these veils is equal to her arcane spellcaster level.

St Fan
2015-11-26, 10:46 AM
Q 033

A question about magic item creation: all magic items that store spells (potion, wands, scrolls...) specify in their creation process that it's the creator who provide material components (and eventual XP cost) and not the end user.

However, what about "components" that are more esoteric, like a location, disease/drug (Book of Vile Darkness) or abstinence (Book of Exalted Deed), or a creature type like Fiend/Devil/Demon/Undead (BoVD again) or Celestial/Archon/Eladrin/Guardinal (BoED again), or even an alignment component (like "Aspect of the Chromatic Dragon" or "Aspect of the Platinum Dragon" from Dragon Magic)?

Are these situational components, again, provided solely by the item creator (or the caster who is recharging a wand or a spell-storing item), and thus free the end user from any of these conditions?

(I'm not asking about Corrupt or Sanctified spells, which have their own clear rules on this point and thus are specific exceptions.)

Andezzar
2015-11-27, 04:47 AM
Q 34

Can Precise Shot be used with Eldritch Blasts? If so, how do you figure?

Troacctid
2015-11-27, 05:35 AM
A 34

Yes, explicitly. See Complete Arcane, pages 71 and 73.

Sgt. Cookie
2015-11-27, 07:40 PM
Q36:

Aura of Chaos, Tome of Battle, exactly WHAT damage dice can you continue to roll? Just weapon dice? Or any extra dice you can roll as part of the attack get reroll? (Such as, say, Foe Hammer dice or the damage from the Electric Fist feat, Player's Guide to Ebberon)

Curmudgeon
2015-11-27, 08:44 PM
A 036

I'm guessing you mean Shocking Fist (Player's Guide to Eberron, page 151), because I couldn't find any Electric Fist. If it's a damage die and you roll its highest number, it qualifies for the Aura of Chaos benefit.

Sgt. Cookie
2015-11-27, 10:23 PM
Yes, yes I did. I'm always doing that. Alright, thanks. That makes things... interesting.

Kahran
2015-11-28, 11:48 AM
Q 37

Playing a Beguiler and wondering at what point, if any, does casting/utilizing an illusion while invisible break my invisibility? Is the illusion itself considered "targeting a foe" if an enemy sees it and interacts with it?

Thanks!

Sgt. Cookie
2015-11-28, 12:42 PM
Q 38: Can you take a Swift action during a Charge?

Curmudgeon
2015-11-28, 12:58 PM
A 038 Maybe.

If your swift action would hinder your movement, you no longer qualify for a Charge.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Otherwise, a swift action is OK unless your DM says no.
You can take a swift action any time you would normally be allowed to take a free action.
You can perform one or more free actions while taking another action normally. However, the DM puts reasonable limits on what you can really do for free.

ApologyFestival
2015-11-28, 03:08 PM
Q39: One of my players has--perfectly legitimately--earned three levels worth of experience from a single encounter per the table in the Dungeon Master's Guide. Is there a maximum experience award?

I have vague memories of being told that it is not possible to level up twice within a single session, but that was so long ago, and I am not certain if that was RAW or a DM's call. These scenarios, understandably, happen so very rarely.

Andezzar
2015-11-28, 03:21 PM
A 39

Not quite, it is one level per adventure. If an adventure takes less than one session you can level up more than once. If it takes longer than one session you can only level once per several sessions. Either way the extra points are lost.


The DM assigns XP to the characters at the end of each adventure based on what they have accomplished. Characters accumulate XP from one adventure to another.
[...]
A character can advance only one level at a time. If, for some extraordinary reason, a character’s XP reward from a single adventure would be enough to advance two or more levels at once, he or she instead advances one level and gains just enough XP to be 1 XP short of the next level. Any excess experience points are not retained.

ApologyFestival
2015-11-28, 03:29 PM
@Andezzar: Thank you very much for a concise answer, with a page reference included. That's exactly what I was looking for!

St Fan
2015-11-28, 05:25 PM
Q 040
A little question about the Death Delver from Heroes of Horror:

At 2nd level, they gain spontaneous casting, i.e. "like a cleric, can lose any prepared spell in order to cast any cure spell of the same level or lower."

The way it is worded, it seems that a Death Delver can convert prepared spells from any class, divine or arcane, and not just from the weak Death Delver spell progression. Is this correct?

Troacctid
2015-11-28, 05:48 PM
A 40

The Death Delver's ability is subject to the standard limitations on spontaneous casting for multiclass casters.


A multiclass spellcaster can’t cast a spontaneous spell from one class in place of one from another class.

This could mean that you can only sacrifice Death Delver spell slots, or it could mean that you can only use the ability to cast a cure spell from the class whose spell slot you sacrificed (so that class would have to be able to cast the cure spell—no sacrificing a Wizard spell slot unless you somehow have cure spells as Wizard spells). Ask your DM to help resolve the ambiguity. I recommend the latter interpretation, as it works better with other prestige classes such as Ordained Champion and Loredelver.

St Fan
2015-11-28, 09:08 PM
Interesting. Note, though, that cure or inflict spells aren't on the Death Delver spell list by themselves, which indeed raise some questions.

Debatra
2015-11-28, 11:26 PM
Q39: One of my players has--perfectly legitimately--earned three levels worth of experience from a single encounter per the table in the Dungeon Master's Guide. Is there a maximum experience award?

I have vague memories of being told that it is not possible to level up twice within a single session, but that was so long ago, and I am not certain if that was RAW or a DM's call. These scenarios, understandably, happen so very rarely.

I have to ask... what exactly are you throwing at your players that they can get that much experience at once?

Lekgolo137
2015-11-29, 06:25 PM
Q41
If you are not on the Material Plane (nor the Astral Plane), you can not become ethereal, because the Ethereal Plane is not connected to elsewhere.

What if a creature native to the Ethereal Plane casts Planar Bubble? Could you become ethereal on the area covered by the spell?

What about the same case, but with Shadow Conjuration and the Plane of Shadow instead?

If the answers are negative, there is any way to achieve this (to become ethereal or cast shadow conjuration outside of the Material/Ethereal/Shadow/Astral Planes?

Curmudgeon
2015-11-29, 08:02 PM
A 041

Your initial statement is incorrect. The Ethereal Plane is also coexistent with the Plane of Shadow as well as the Material Plane, and coterminous with the Astral Plane.

Planar Bubble (Planar Handbook, page 102) makes the area around a creature have traits which emulate their native plane; it does not create any actual connection to that plane.

Shadow Conjuration uses material from the Plane of Shadow to create its effects. This is a one-way transfer, and provides no special benefits to a creature native to the Plane of Shadow. However, the spell has no requirement for the Material Plane or any other planar setting; you can cast it anywhere, even including on the Plane of Shadow. A Shadow Creature (Lords of Madness, pages 167-168) can use its Plane Shift Spell-like ability on any plane, not just one coexistent with the Plane of Shadow.

In general, you need to look at the particulars of any individual special ability or spell. Many of these have no requirement for planar connection. For example, spells which channel positive or negative energy function on the Material Plane, even though there is no connection between the Material Plane and the Inner Planes where the Positive Energy Plane and Negative Energy Plane exist.

Xethik
2015-11-29, 11:39 PM
Q 042

Does the Bard spell Snowsong from Frostburn move with the caster or does it emanate in a fixed location once it has been cast?

Curmudgeon
2015-11-29, 11:57 PM
A 042

Snowsong is an Area spell, and follows the general rules for such spells.
Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don’t control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. An Area spell can move with the caster, but that needs to be explicitly stated. For example:
An invisible barrier surrounds you and moves with you.
The Snowsong description contains no statement about it moving with the spellcaster. Consequently, Snowsong is centered on a grid intersection that was part of the spellcaster's square(s) at the time of casting, but does not move thereafter.

Jowgen
2015-11-30, 02:32 AM
Q 43

On page 79 of Expedition to the Ruins of Greyhawk, the PCs are entitled to a DC 25 Listen check to hear a Dark Naga cast a Silent Spell. Would the PCs who make this check be entitled to a Spellcraft check to identify the spell being cast?

Curmudgeon
2015-11-30, 03:13 AM
A 043 Yes.

The requirement to be allowed to make such a Spellcraft check is "You must see or hear the spell’s verbal or somatic components."

Lekgolo137
2015-11-30, 06:18 AM
Q41

If you are not on the Material Plane (nor the Astral Plane), you can not become ethereal, because the Ethereal Plane is not connected to elsewhere.

What if a creature native to the Ethereal Plane casts Planar Bubble? Could you become ethereal on the area covered by the spell?

What about the same case, but with Shadow Conjuration and the Plane of Shadow instead?

If the answers are negative, there is any way to achieve this (to become ethereal or cast shadow conjuration outside of the Material/Ethereal/Shadow/Astral Planes?


A 041

Your initial statement is incorrect. The Ethereal Plane is also coexistent with the Plane of Shadow as well as the Material Plane, and coterminous with the Astral Plane.

Planar Bubble (Planar Handbook, page 102) makes the area around a creature have traits which emulate their native plane; it does not create any actual connection to that plane.

Shadow Conjuration uses material from the Plane of Shadow to create its effects. This is a one-way transfer, and provides no special benefits to a creature native to the Plane of Shadow. However, the spell has no requirement for the Material Plane or any other planar setting; you can cast it anywhere, even including on the Plane of Shadow. A Shadow Creature (Lords of Madness, pages 167-168) can use its Plane Shift Spell-like ability on any plane, not just one coexistent with the Plane of Shadow.

In general, you need to look at the particulars of any individual special ability or spell. Many of these have no requirement for planar connection. For example, spells which channel positive or negative energy function on the Material Plane, even though there is no connection between the Material Plane and the Inner Planes where the Positive Energy Plane and Negative Energy Plane exist.

Sorry Curmudgeon, but you are wrong in several points.

Ethereal Plane
The Ethereal Plane is coexistent with the Material Plane and the Astral Plane.
It is separated from every other plane.
Plane of Shadow
The Plane of Shadow is coexistent with the Material Plane and the Astral Plane.
It is separated from every other plane.
Spells
Spells and spell-like abilities that use or access a specific plane do not function in planes separated from it, you must be in a plane that is coexistent or coterminous to that plane.

All of this is clearly stated in the Manual of the Planes, there is even a list of spells that need access to specific planes, and yes, Etherealness is in the Ethereal Plane list, and Shadow Conjuration is in the Plane of Shadow list.

My questions are then STILL STANDING.

Curmudgeon
2015-11-30, 08:47 AM
Re: A 041
Sorry Curmudgeon, but you are wrong in several points.

Plane of Shadow
The Plane of Shadow is coexistent with the Material Plane and the Astral Plane.
It is separated from every other plane.
From Dungeon Master's Guide, page 152:
PLANE OF SHADOW
The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow is also coterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities.
You're relying on a superseded source. As the Dungeon Master's Guide clearly states, the Plane of Shadow is not separated from every other plane.

Errata Rule: Primary Sources

When you find a disagreement between two D&D® rules sources, unless an official errata file says otherwise, the primary source is correct. One example of a primary/secondary source is text taking precedence over a table entry. An individual spell description takes precedence when the short description in the beginning of the spells chapter disagrees.

Another example of primary vs. secondary sources involves book and topic precedence. The Player's Handbook, for example, gives all the rules for playing the game, for playing PC races, and for using base class descriptions. If you find something on one of those topics from the Dungeon Master's Guide or the Monster Manual that disagrees with the Player's Handbook, you should assume the Player's Handbook is the primary source. The Dungeon Master's Guide is the primary source for topics such as magic item descriptions, special material construction rules, and so on. The Monster Manual is the primary source for monster descriptions, templates, and supernatural, extraordinary, and spell-like abilities.
The only primary sourcebooks in D&D are those labeled "CORE RULEBOOK" on their front covers. Disagreements with those primary sources are resolved with the primary source being correct.

Lekgolo137
2015-11-30, 09:50 AM
Q41

Q41
If you are not on the Material Plane (nor the Astral Plane), you can not become ethereal, because the Ethereal Plane is not connected to elsewhere.

What if a creature native to the Ethereal Plane casts Planar Bubble? Could you become ethereal on the area covered by the spell?

What about the same case, but with Shadow Conjuration and the Plane of Shadow instead?

If the answers are negative, there is any way to achieve this (to become ethereal or cast shadow conjuration outside of the Material/Ethereal/Shadow/Astral Planes?

Yeah, well, you are wrong again Curmudgeon, there is no disagreement between the Dungeon Master's Guide and the Manual of the Planes, but in this case it is my fault that you came to that conclusion.

The Manual of the Planes says that too. "The Plane of Shadow is also coterminous to other planes."

But since neither the Manual of the Planes nor the Dungeon's Master Guide says which planes are these "other planes" I am just ignoring that sentence.

Let's say for the sake of the question that I am in one of the planes that is not one of these "other planes".

So, question still standing.

EDIT: I am creating a new thread for this question as it seems a bit out of the "simple" required for this thread.

ShurikVch
2015-11-30, 01:45 PM
Q 44
Call Weaponry (http://www.d20srd.org/srd/psionic/powers/callWeaponry.htm)
a) Is it possible to summon with it some weapon which don't produced (yet) in local Campain Stetting - firearms, rayguns...
b) Everything is a weapon. Some of it is just Improvised Weapon. Is it possible to summon Improvised Weapon? Say, you need to climb somewhere. Call Weaponry: Ladder!

Q 45
Spell Mastery (http://www.d20srd.org/srd/feats.htm#spellMasterySpecial)
a) Since Wizard now is not an only spellcaster with a spellbook, is it possible for other classes to benefit from it?
b) If yes, then how about the Uncanny Forethought?

Q 46
If something required spell with some particular descriptor, is it possible to use for that spells which variable descriptor?
For example, Fiendish Sorcery CF of Fiend-Blooded PrC required "spell must be of a level that you can cast but can be any spell having the fi re descriptor or any spell from the schools of enchantment, illusion, or necromancy" Can you select Summon Monster (Fire Elemental) or Energy Vortex (Fire)? (Befor say "No", see 9th level spells of "alignment" and "elemental" domains :smallwink:)

Xethik
2015-11-30, 01:48 PM
A 042

Snowsong is an Area spell, and follows the general rules for such spells. An Area spell can move with the caster, but that needs to be explicitly stated. For example:
The Snowsong description contains no statement about it moving with the spellcaster. Consequently, Snowsong is centered on a grid intersection that was part of the spellcaster's square(s) at the time of casting, but does not move thereafter.

Good to know I wasn't just missing something. I've seen the spell recommended in several places for Persistent Spell metamagic. Doesn't seem to make much sense doing that with a fixed area like this.
Thanks

Legendxp
2015-11-30, 01:51 PM
Q45: What are some examples of sentient monsters with a missing ability score?

Q45abcd: Specifically, I'm hoping for examples of sentient beings missing ability scores like Strength, Dexterity, Charisma, and/or Wisdom. (I'm already aware of Lichs who are missing Constitution, and I don't think there are any sentient monsters with Int as a missing ability score)

Andezzar
2015-11-30, 02:46 PM
The questions were posted as Q 42-45 but the numbering is off

A 44

a) ask your DM. Can a character call a weapon that he can't even conceptualize?
b) Only if the DM decides that the object can be used as an improvised weapon.

A 45
Neither of those feats require a spellbook. If another class grants known spells that must be prepared the character can benefit from them.
a) Yes, but only if you fulfil the prerequisite.
Prerequisite

Wizard level 1st. So you still need at least one wizard level, even if you want to master other spells you know.

b) Yes again, with the same restriction as above.

A 46

I'm not sure what 9th level alignement spell you are talking about but summon monster does not work. The Spell has the descriptor [see text] not [Fire]. Only when you use it, can the spell acquire the [Fire] descriptor.
Conjuration (Summoning) [see text]

[...]

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

A 47 partial

a) Most incorporeal creatures lack an STR score.

Sentient creatures without one of the mental abilities is impossible:
Intelligence
Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails Intelligence checks.

Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill bonuses.

Wisdom
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.

Charisma
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.

Curmudgeon
2015-11-30, 02:50 PM
@ShurikVch and Legendxp: #s 042 and 043 were used on the previous page.

A 046 No.

You cannot specify a spell plus a condition; you can only specify a spell. A Summon Monster spell does not have an energy or alignment descriptor until you finish the casting. As such, the spell by itself does not meet the requirements for Fiendish Sorcery.

Chronos
2015-11-30, 02:53 PM
A 4547 partial:

There are, as you note, many sentient creatures with a missing Con score: Most undead other than skeletons and zombies, and a few constructs such as the homonculus, retriever, and inevitables.

All creatures must have a Wis and Cha score, as without those, they're objects, not creatures.

Sentient creatures must, by definition, have an Int score, since that's what "sentient" means.

So that leaves Str and Dex as possible missing ability scores for a sentient creature.

All incorporeal creatures, such as wraiths (http://www.d20srd.org/srd/monsters/wraith.htm) and shadows (http://www.d20srd.org/srd/monsters/shadow.htm), lack a Str score. Most of them are undead, but there are a few incorporeal outsiders, or creatures of other types.

Any creature incapable of moving lacks both Str and Dex scores. The only examples I can find in the Monster Manual are the shrieker (which is nonsentient) and the formian queen (http://www.d20srd.org/srd/monsters/formian.htm#queen).

Andezzar
2015-11-30, 02:59 PM
All incorporeal creatures, such as wraiths (http://www.d20srd.org/srd/monsters/wraith.htm) and shadows (http://www.d20srd.org/srd/monsters/shadow.htm), lack a Str score.Minor nitpick: Not all of them. Applying the Ghost (http://www.d20srd.org/srd/monsters/ghost.htm) template does not remove the base creature's STR score. There may be other incorporeal creatures in other books that still have an STR score.

Chronos
2015-11-30, 03:21 PM
Lacking a Strength score is a property of the incorporeal subtype (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype). The only reason the ghost template doesn't completely remove the base creature's Str is that ghosts aren't always incorporeal: They're solid on the ethereal plane, and so can use their strength there. But in any situation where it's incorporeal, the general rule kicks in, and it's Str --.

St Fan
2015-11-30, 04:11 PM
Q 048

On the subject of Spell Mastery, another question, linked to the definition of "spells you already know".

From what I've read of the Arcane Magical Writings, a wizard "know" a spell when it is written is his spellbook and he can cast it. However, he doesn't need to have access to said spellbook - in fact, it is mentioned that a wizard can use borrowed spellbooks to prepare spell he knows in order to reconstitute a lost spellbook.

Thus, can a wizard (or other spellcaster preparing spells the same way) take the Spell Mastery feat while not having any access to his spellbook(s), and thus retrieve a few of his lost spells?


Q 049
Is there a definition in the game for "foes"?

Some spells specifically affect only the foes (or only the allies) of the caster, but does it depends on his perception of creatures as such?

For example, if a person pretend to be an ally, but is in fact just waiting the right time to backstab the caster, can he accidentally be affected too by a spell targeting foes?

Andezzar
2015-11-30, 04:32 PM
A 48

Yes.

A 49

There is no definition for foe, but enemy (http://archive.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_enemy&alpha=E) is a game term.

torrasque666
2015-11-30, 08:44 PM
Q50 Is there any way scribe spells in a spellbook on one page, no matter the spell level?

Troacctid
2015-11-30, 08:49 PM
Q50 Is there any way scribe spells in a spellbook on one page, no matter the spell level?

A 50

Two levels of Geometer (Complete Arcane) will do it.

Jowgen
2015-12-01, 01:20 AM
Q 51

A solar and an evil wizard face off, staring combat 30 ft away from another.

The wizard goes first and dispels the solar's protective aura.
The solar goes second and reactivates his protective aura.
Next round
The wizard casts dancing lights right in front of himself, outside the protective aura's area.
The solar now moves towards the wizard, bringing the dancing lights within the area of his protective aura.

Are the dancing lights (which were cast after the aura activated) suppressed by the protective aura's lesser globe of invulnerability effect as the aura moves to include the dancing lights in its area?

If yes, what if it had been summon monster 1 instead of dancing lights?

ShurikVch
2015-12-01, 04:28 AM
Q 52

Anthropomorphic Animal template have very short list of player-available variants due to "Level Adjustment: See Table A–58."
Is it possible to extend that list a bit (without direct houseruling) by using variants of animals?
I. e. Sea Snake (Stormwrack) will have the same LA as a Viper
Same about the animals who are a simple refluffs, i. e. rabbit is just a refluffed cat


A 046 No.

You cannot specify a spell plus a condition; you can only specify a spell.I mean, let's compare it to:
Elemental Swarm*: Summons multiple elementals.

*Cast as an air spell only.
Elemental Swarm*: Summons multiple elementals.

*Cast as an earth spell only.
Elemental Swarm**: Summons multiple elementals.

*Resist cold or fire only.

**Cast as a fire spell only.
Elemental Swarm*: Summons multiple elementals.

*Cast as a water spell only.
Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as a chaos spell only.
Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as an evil spell only.
Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as a good spell only.
Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as a law spell only.

Andezzar
2015-12-01, 09:37 AM
Re: A 46

You can use/cast those spells as [Fire, Cold etc.] spells, possibly only that way, but that does not mean that they are [Fire, Cold etc.] spells. They are in fact still [see text] spells, nothing changes that.
You can only use/cast such spells after you have learned them and only then do they acquire the specific descriptor.

Deadkitten
2015-12-02, 01:56 PM
Q 53: Is there any source that states that you Enchant Ammunition in bundles?,

cause it seems that it would take forever to make a bundle of +1 Arrows by RAW

From the Magic weapons section of the SRD:

This price is for 50 arrows, crossbow bolts, or sling bullets.


Creating Magic Items

To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed).

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.

Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning of the construction process.

The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit.

A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted.

The secrets of creating artifacts are long lost.


Creating Magic Weapons

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on Table: Weapons, according to the weapon’s total effective bonus.

Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met.

A magic weapon must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon Special Abilities or Table: Ranged Weapon Special Abilities.

If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.

Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.

Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a magic weapon requires one day for each 1,000 gp value of the base price.

ManicOppressive
2015-12-03, 07:12 PM
A 53

By RAW, arrows appear to be enchanted individually. Specific arrow enchantments are listed in the MIC (example: MIC page 46, "Arrow of Biting,") as requiring "6 gp for a masterwork arrow," (Full text: "Cost to Create: 250 gp (plus 6 gp for masterwork arrow), 20 XP, 1 day.) and since Masterwork arrows come in bundles of 20 for 121 gp, (6 gp each plus... One for the quiver I guess?) that means you're only enchanting one.

Additionally, according to the DMG, magic arrow enhancements do not stack with magic bow enhancements.

Andezzar
2015-12-04, 01:48 AM
Q 54

Does a non-eyeless outsider that casts Radiant assault still need an extra focus eye?

ManicOppressive
2015-12-04, 02:50 AM
A 54

RAW, it would appear that an Outsider could use its own eye as a focus. There's not actually anything in DMG/PH/Spell Compendium that says how a focus has to be used, only that it's required, and even attached to the Outsider the eye is definitely (obviously) still an Outsider's eye. Of course, since there's no price listed, an Outsider's eye would be an assumed part of a spell component pouch anyway.


A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.


An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.

I'm unaware of any other straight info on focuses, broadly speaking. Incidentally, unless I'm mistaken, the PH seems to conflict with the SRD a bit in that the SRD says that an unpriced Focus is part of a component pouch while the Players Handbook says that it isn't.

The only thing that might hurt is "An eye from any outsider that has 4 or more Hit Dice." "From" could be said to imply that the eye was removed from the Outsider, but RAW is bad enough without arguing the meaning of prepositions.

tl;dr: No, it doesn't need an extra focus eye.

Graypairofsocks
2015-12-04, 05:54 AM
Q 55

Would Uncanny Forethought (from Exemplars of Evil) allow you to cast spells with a casting time above 1 round faster?

Andezzar
2015-12-04, 06:06 AM
A 55

Yes. Any spell you have mastered for a Standard Action or any spell for a Full Round Action.

N.B. casting times of exactly one round are also accelerated. One round is from the beginning of your turn to the beginning of your next turn. A Full Round Action only takes your current turn.

St Fan
2015-12-04, 03:51 PM
Q 56

A question about the Dweomerkeeper (http://dndtools.pw/classes/dweomerkeeper/)'s Supernatural Spell ability. It says "The spell functions as it normally would and is expended normally, but the dweomerkeeper does not require any components," emphasize mine.

Do the no longer needed components also include the usual sacrifice cost for a Sanctified/Corrup spell?
Or the Demon/Devil/Fiend/Undead/Archon/Eladrin/Celestial component of spells from either the Book of Vile Darkness or Book of Exalted Deeds?
Or a disease, drug, abstinence or location component from the same books?
Or even a soul component?

Chronos
2015-12-04, 04:36 PM
A 56:

It says "no components", without giving any exception, and all of the restrictions you mention are listed as components. So no, you don't need to meet any of those restrictions. Likewise for the truename component, for a number of spells from Tome of Magic.

ShurikVch
2015-12-05, 08:17 AM
Q 57

Will be able user of Arcane Sight (http://www.d20srd.org/srd/spells/arcaneSight.htm) to see a magic in an item, if it disguised as nonmagical by the Magic Aura (http://www.d20srd.org/srd/spells/magicAura.htm)?

Jowgen
2015-12-05, 01:52 PM
Q 51 Reworded

Globes of Invulnerability are immobile emanations that exclude (i.e. suppress) spell effects of certain levels that are cast into, or whose area overlaps with, the globe. The caveat is that it does not work on spell effects already in place at the time the Glove of Invulnerability is cast.

Certain abilities, such as the Protective Aura of a celestial, function as a Lesser Globe of Invulnerability. However, unlike the spell they mimic, these abilities are mobile. This means that there can easily be a situation where the Lesser Glove of Invulnerability effect's area can move to overlap an active spell effect.

The question is: can Protective Aura (or any similar ability) suppress active spell effects that come to overlap its area if the spell that created the spell effect was cast after the Protective Aura or similar ability was last activated?


An example would be the Protective Aura's area moving to overlap the area of a Silence spell effect, wherein the aura was activated before silence was cast.

Curmudgeon
2015-12-05, 02:53 PM
A 057 No.

Arcane Sight (http://www.d20srd.org/srd/spells/arcaneSight.htm) says:
The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
Nystul's Magic Aura (http://www.d20srd.org/srd/spells/magicAura.htm) says:
You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical ...
Consequently, there's no aura for Detect Magic and spells with similar capabilities like Arcane Sight to detect.

kkplx
2015-12-05, 02:56 PM
Q 58

If you are able to cast a "Summon Monster" spell at will as a spell-like ability, and you are Lawful Good (but not a cleric or directly bound to a diety), can you only summon the LN, LG, NG and Neutral creatures?

Andezzar
2015-12-05, 03:08 PM
A 58

No, not being able to cast spells of an opposing alignment is a feature of the cleric class. If you are not casting as a cleric, you do not have that feature. SLAs are cast as if they were Sorcerer/Wizard spells.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

Tryxx
2015-12-05, 11:04 PM
Q 59

Redacted.

Xervous
2015-12-05, 11:42 PM
Q 60

As quoted from the PHB

20 + spell level:: Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the
spell. No action required. No retry.
What exactly qualifies as seeing or detecting the effects of the spell? Specifically, is the aura you see with detect magic an effect of the observed spell?

To further elaborate in hopes of a more detailed or clear answer... For spells whose effects are totally non-visible (various buff spells), is the spell's aura an effect of the spell or not? Sources would be greatly appreciated to help settle a dispute.

Andezzar
2015-12-06, 12:24 AM
A 60

Yes. If the spell has a visible or otherwise observable effect (summon monster, magic mouth, stinking cloud etc.) detect magic is unnecessary.

ragnar
2015-12-06, 01:50 AM
Q 61

does it take a full round to use spring attack or does the sequence move/attack/move count as a standard action when using this feat ?

Andezzar
2015-12-06, 05:33 AM
A 61

Neither. The use of the feat does not cost any action, but it merely allows you to make the standard action attack during your move action.
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Curmudgeon
2015-12-06, 07:54 AM
A 061 Additional info.

The new Premium Player's Handbook has a clarification (bolding added):
When using the attack action with a melee weapon, you can split your move action in that round in order to move both before and after the attack, provided that your total distance moved is not greater than your speed.

Chronos
2015-12-06, 08:14 AM
A 51:

Unclear. It's debatable whether the globe moving to overlap the spell is considered the same as the spell moving to overlap the globe. If it is considered the same, then the spell would be suppressed...

Unless the spell effect is a creature, as with Summon Monster I. In that case, the rules are clear: From the general rules for abjurations (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#abjuration):

If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
Hence, a solar moving its Protective Aura against a low-level summoned monster will end the Protective Aura.

St Fan
2015-12-06, 02:03 PM
Q 062

About the Bloodlines Variant Race rules (http://www.d20srd.org/srd/variant/races/bloodlines.htm): it is specified a Bloodline level grants no increase in skill points, and has no class skills, although it does raise the level for determining maximum skill ranks.

What about a human character (or one with the Nymph's Kiss exalted feat) who gains 1 bonus skill point by level? Would he still gain the skill point for a bloodline level? (To put in a cross-class skill, or in a skill that's always a class skill thanks to a feat or class feature...)

Wacky89
2015-12-06, 02:03 PM
Q 63:
the Deadly Hunter alternative class feature to druids from UA
At which level do you get each of the abilities gained?
I assume you gain the abilities at the same level as ranger/monk?

Sgt. Cookie
2015-12-06, 02:29 PM
Q 64: Does Animate Dead's "can’t create more HD of undead than twice your caster level with a single casting of animate dead" apply before or after a Zombie's doubling of Hit-Dice?

Chronos
2015-12-06, 02:48 PM
A 64:

The limit applies to HD of undead, not to the HD of the creatures used to produce the undead. Thus, it applies after the doubling.

Curmudgeon
2015-12-06, 06:29 PM
A 062 No.


A bloodline level grants no increase in base attack bonus or base save bonuses, no hit points or skill points, and no class features.
It doesn't say the bloodline level grants no base skill points; it says it grants no skill points.

A 063


Gain: Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger).

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk (http://www.d20srd.org/srd/classes/monk.htm#tableTheMonk). A monk in armor or carrying a medium or heavy load loses this extra speed.

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies (http://www.d20srd.org/srd/classes/ranger.htm#tableRangerFavoredEnemies). The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

Track: A ranger gains Track as a bonus feat.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
You get the specified class abilities as stated, at the stated levels except in your Druid class, as if you were either Monk or Ranger depending on the abilities.

heavyfuel
2015-12-07, 01:20 PM
Q 65

If I attack someone (standard action) and then use my move action to get away while hiding in a shadow (Shadowdancer's Hide in Plain Sight), do I take any penalties to my Hide check?

Curmudgeon
2015-12-07, 01:34 PM
A 065

First, a small correction: with Shadowdancer Hide in Plain Sight you don't need to hide in a shadow; just being near (within 10' of) any shadow is enough; this is a Supernatural (i.e., magical) ability so you're not dependent on finding a shadow big enough to conceal you. Second, the answer depends on your speed.
You can move up to one-half your normal speed and hide at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a -5 penalty. It’s practically impossible (-20 penalty) to hide while attacking, running or charging. If you move half your speed or less there is no adjustment to your Hide check, but faster than that will incur a penalty.

heavyfuel
2015-12-07, 01:48 PM
First, a small correction: with Shadowdancer Hide in Plain Sight you don't need to hide in a shadow; just being near (within 10' of) any shadow is enough

I know that, I just wanted to simplify the question :smallbiggrin:

Q 66

Do I know if my opponents have spotted me?

Curmudgeon
2015-12-07, 02:04 PM
A 066 No.

You know your own Hide check number, and can guess if it's a good or bad result, but you don't know your opponent's Spot check number.

ShurikVch
2015-12-08, 09:32 AM
Q 67

Is it possible to destroy by the Mage’s Disjunction (http://www.d20srd.org/srd/spells/magesDisjunction.htm):

a) Intelligent Items (http://www.d20srd.org/srd/magicItems/intelligentItems.htm)?
b) Sphere of Annihilation (http://www.d20srd.org/srd/magicItems/artifacts.htm#sphereofAnnihilation)?

heavyfuel
2015-12-08, 09:52 AM
Q 68

I remember reading somewhere that you take a cumulative -1 to Swim checks per 5 pounds that you carry. Is this true, or is it fruit of my imagination?

Curmudgeon
2015-12-08, 02:47 PM
A 068

That's a 3.0 rule. From page 74 of 3.0 Player's Handbook:
Special: Instead of an armor check penalty, you suffer a penalty of –1 for each 5 pounds of gear you are carrying or wearing.

The 3.5 rule is different.
Special: Swim checks are subject to double the normal armor check penalty and encumbrance penalty.
As noted, there are two Swim penalties. The first ACP figure is for the character's armor, from the table here (http://www.d20srd.org/srd/equipment/armor.htm#tableArmorandShields). The second is the ACP for a character's encumbrance, on the table here (http://www.d20srd.org/srd/carryingCapacity.htm#tableCarryingLoads). Determine the maximum ACP from either armor or encumbrance, then double it to apply to Swim checks.

AlanBruce
2015-12-08, 03:14 PM
Q. 69

Can a Vow of Poverty non caster PC gain benefit from a group buff cast by the party caster (like haste) without losing his vow? I read up on the feat and it states:


You may not use any magic item of any sort, though you can benefit from magic items used on your behalf -- you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll, or staff, or ride on your companion's ebony fly. You may not, however, "borrow" a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff.


It specifically says they can benefit from magic items used on their behalf, but they make no mention of magic itself. They even specify scrolls, wands and staves, but what about an ally caster using Fly on the VoP PC?

Curmudgeon
2015-12-08, 03:43 PM
A 069 Yes.

Vow of Poverty cannot place restrictions on the actions of others; it only restricts the holder of the feat.

DeltaEmil
2015-12-08, 03:57 PM
Q 70

If you are stunned or dazed, can you still make opposed Strength or Dexterity checks to resist being tripped prone or bull rushed, and opposed grapple checks to resist being grappled, or do you automatically fail those checks?

Curmudgeon
2015-12-08, 04:59 PM
A 070 Yes.

A character who is dazed or stunned doesn't fall prone; they're still capable of the balance required for standing. They're just not allowed to take actions. Opposed checks to resist being knocked prone or grappled are reactions rather than actions, so they're allowed under the rules.

daremetoidareyo
2015-12-09, 09:01 AM
Q 71

the ordered chaos general feat from Fiendish codex one states, "Your alignment is not affected by the Abyssal heritor feats you possess. Spells and effects that are keyed to alignment affect you as if you were chaotic, as well as your actual alignment. For example, you become immune to spells such as chaos hammer and word of chaos, you could wield an anarchic weapon without fear of gaining a negative level, and you could take the Primordial Scion feat despite its chaotic alignment prerequisite." Can you take a class or prestige class that requires a chaotic alignment? Can I finally build a monk/barbarian? It claims that you can take a feat with a chaotic restriction, is there a substantive difference between this and a class level?

Chronos
2015-12-09, 09:22 AM
A 67 a:

Disjunction affects items, and it does not specify that it only affects items which are not creatures, or unintelligent items, or any similar restriction. Likewise, I can find nothing in the description of intelligent items which would leave them unaffected by Disjunction. Their only protection would be that they are likely to have better saving throws than unintelligent items.

b:

Yes. A sphere of annihilation is an artifact, and hence Disjunction has a 1% chance per caster level of destroying it. Note that this carries the risk of loss of spellcasting, as with disjoining any artifact.

Andezzar
2015-12-09, 09:38 AM
A 70

No. The Feat does exactly what it says it does.
Spells and effects that are keyed to alignment affect you as if you were chaotic, as well as your actual alignment.Even if you judge that being able to take a class level is an effect, a lawful character with that feat both can take a barbarian level (counts as chaotic) and cannot (being lawful) and the game stops unless the DM houserules either way.

daremetoidareyo
2015-12-09, 10:10 AM
A 70

No. The Feat does exactly what it says it does. Even if you judge that being able to take a class level is an effect, a lawful character with that feat both can take a barbarian level (counts as chaotic) and cannot (being lawful) and the game stops unless the DM houserules either way.

what's funny is that a barbarian and bard are the only ones that have this interaction. Battle dancer's alignment pre-req says "any chaotic." Incarnate also has some weird interactions also. The weird thing about the class level counting as an effect, is that in the examples of things that are considered effects is the taking of primordial scion feat. It seems like "any non-lawful" doesn't work, but "any chaotic" does, straight alignment pre-requests, like "lawful good" or "chaotic evil" are acceptable for hijinx as well.

Wacky89
2015-12-09, 10:14 AM
Q72
Does multiple castings of Melf's Acid Arrow stack?

Curmudgeon
2015-12-09, 12:25 PM
A 072 Partly.

Damage dealt directly always stacks, even if from successive instances of the same spell. However, ongoing acid damage from the same spell effect overlaps rather than stacks.

daremetoidareyo
2015-12-09, 10:31 PM
Q73

can you use the Channel charge Feat (Lost Empires of Faerun) with a wand that has no charges left? Can I just keep completely spent wands around and just channel my spell slots through them?

Prerequisite
Use Magic Device 5 ranks, ability to cast 4thlevel spells,
Benefit
When you use a spell trigger magic item with charges (such as a wand or a staff), you can make a Use Magic Device check (DC 15 + the item's caster level). If you succeed, you can sacrifice a spell slot or prepared spell instead of using a charge. The spell slot or spell sacrificed must be one level higher than the level of the desired effect from the item. If the check fails, both your spell slot (or prepared spell) and 1 charge from the item are expended.

Q74

If I use the double wand wielder (Complete Arcane) feat in conjunction with the Channel Charge Feat, can I use channel charge in my offhand to keep from having to waste an extra charge and instead use a single spell level?

Benefit
As a full-round action, you can wield a wand in each hand (if you have both hands free), with one wand designated as your primary wand and the other your secondary wand. Each use of the secondary wand expends 2 charges from it instead of 1.

Curmudgeon
2015-12-10, 02:16 AM
A 073 No.


A wand that runs out of charges is just a stick.


A 074 Yes.


Action: None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.
You can apply Channel Charge to any wand use because the Use Magic Device check requires no action, and Channel Charge applies at the wand charge level. Using Double Wand Wielder you can apply Channel Charge to zero, one, or two wand uses, sacrificing zero, one, two, or three spell slots or spells to match the wand charges you don't use up.

Tarvus
2015-12-10, 01:26 PM
Q75a) Will any flying creature with Average or worse maneuverability begin to stall automatically when hit with a harpoon?
b) Regardless of whether a Str check is attempted or relative size of the creatures?

EDIT: Not sure I agree with the answer, "Moves at Half Speed" != "Movement Speed Halved". Might open a topic to discuss. Thanks for the answer though.

ManicOppressive
2015-12-10, 06:44 PM
A 75 Technically, RAW, a flying creature that is impaled by a harpoon (wherein the rope is controlled by the thrower) moves at half speed; but its minimum speed to keep flying is based on its current speed, not its normal speed. That means a creature with 30 ft/rd speed impaled on a harpoon has 15 ft/rd speed, and in order to stay in the air it now only needs to fly 7.5 ft/rd.

RAW, though, a creature can't actually take the full round action to break the hold without dropping from lack of movement (unless the creature has some way to move while taking a full-round action) and would only be able to fly in circles in a 30 ft radius in the meantime.

All of this only happens if the creature in question fails both the reflex save and the immediate strength check. If the creature wins the strength check to control the rope, the harpoon is just lodged in them to no effect (other than damage obviously).

So in brief:

a) No, only if they don't turn in time to stay inside the 30 ft radius or they try to remove the harpoon

and

b) Size is not relevant (beyond any incidental effects to the strength check) but the first strength check to control the rope can render the whole thing irrelevant.

Kennisiou
2015-12-10, 06:57 PM
Q76

I remember a while back someone mentioning to me there was a way to obtain an imp familiar without having the improved familiar feat by "taking a faustian pact" on level up. What sourcebook is this from, if any?

ManicOppressive
2015-12-10, 07:08 PM
A 76 The only way I'm aware of is the Diabolist prestige class from the Book of Vile Darkness. (Eugh.) I can't find anything in the Fiendish Codex, and I don't know where else it would come from. The PrC requires selling your soul, and you get an imp familiar at level 2. Of course, flavor wise, that imp has every incentive in the world to get you killed, but that's beside the point.

KrimsonNekros
2015-12-10, 11:56 PM
Q 77A
Can a Lesser Drow or Lesser Tiefling take their respective racial paragon classes?

Q 77B
If they can, in the case of the Lesser Tiefling, how does the improved resistances class feature affect them?

Curmudgeon
2015-12-11, 12:20 AM
A 077A Yes.

Quoted from here (http://archive.wizards.com/default.asp?x=dnd/iw/20040215a&page=2):
If you use these lesser racial versions in your campaign, you should use them across the board -- for NPCs as well as player characters. Thus, a party that includes a lesser drow should never encounter drow from the Monster Manual in your game. Instead, all the drow in your campaign should be lesser drow. Of course, nobody calls them "lesser drow," since all drow have the same racial characteristics in the game.


A 077B As usual.

There is no change to Tiefling (http://www.d20srd.org/srd/monsters/planetouched.htm#tiefling) energy resistance in the "Lesser" version. From page 191 of Player's Guide to Faerûn:

LESSER PLANETOUCHED
All lesser planetouched have the following racial trait in common, in addition to all the racial traits detailed elsewhere in this book.

Planetouched: Planetouched are humanoids (not outsiders) with the planetouched subtype. They are susceptible to spells and effects that specifically target both humanoids or outsiders. Charm person works against them, and so does banishment. This trait replaces the outsider entry in each planetouched description.

Andezzar
2015-12-11, 12:23 AM
A 77

a) Yes. If the non-outsider version of the races exist in a campaign those are the only versions of those races. Prerequisite for taking the paragon classes is being member of the suitable race.

b) In the same way as normal Tieflings. Lesser Tieflings have the same resistances as the normal ones.

Renen
2015-12-11, 02:19 AM
Q78

Does telepathy (like mindbender) require both creatures speak the same language (in other words, can I hold a normal conversation with someone who only speaks say, Celestial if I don't know any Celestial)

*wink*

ManicOppressive
2015-12-11, 02:23 AM
A 78


A creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language.

Telepathy doesn't require a shared language, just requires that the creature has the concept of language.

Renen
2015-12-11, 02:30 AM
A 78



Telepathy doesn't require a shared language, just requires that the creature has the concept of language.

But an argument can be made that one can "communicate" with sounds and pictures, and it doesn't specify including auto-translate.
(Hopi Curmdgeon) can chime in along with anyone else who wants. Just looking for that extra crispy clarity.

ShurikVch
2015-12-11, 06:34 AM
Q 67 cont.

A 67 a:

Disjunction affects items, and it does not specify that it only affects items which are not creatures, or unintelligent items, or any similar restriction. Likewise, I can find nothing in the description of intelligent items which would leave them unaffected by Disjunction. Their only protection would be that they are likely to have better saving throws than unintelligent items.But, if intelligent items are Constructs, does it mean Disjunction able to actually destroy creatures?
Because all Constructs are items - Craft Construct (http://www.d20srd.org/srd/monsterFeats.htm#craftConstruct) is [Item Creation] feat


b:

Yes. A sphere of annihilation is an artifact, and hence Disjunction has a 1% chance per caster level of destroying it. Note that this carries the risk of loss of spellcasting, as with disjoining any artifact.Does it mean you may disjoin the Pandorym? :smallamused: It's a 30' SoA...

Curmudgeon
2015-12-11, 10:09 AM
A 078


Telepathy

A creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. You can communicate (http://dictionary.reference.com/browse/communicate?s=t) ("give or interchange thoughts, feelings, information, or the like, by writing, speaking, & c.") with telepathy just as you can communicate with a non-telepathic manifestation of language. However, oral language telepathy is the only form which is guaranteed in a conversation (http://dictionary.reference.com/browse/conversation?s=t) ("informal interchange of thoughts, information, etc., by spoken words; oral communication between persons; talk; colloquy"); written language telepathy may not be possible. You'll have to talk to your DM about whether you can exchange written content telepathically.

There is no ability to translate to another language stated in the ability description. Without a shared language your ability to communicate is limited — but not impossible. You can make your presence known, do the equivalent of shouting, and interrupt the other person to indicate that you don't want to "listen" to their part of the conversation.

Telonius
2015-12-11, 02:38 PM
Q 79 Would the Illumian's "Illumian Words (Su)" abilities Aeshkrau and Uurkrau apply to Psionics as well as spellcasting, in granting bonus Power Points?

Troacctid
2015-12-11, 03:02 PM
A 79

No. The abilities apply to bonus spells, not bonus power points.

mabriss lethe
2015-12-12, 01:26 PM
Q 80 Would negative levels cause a creature's Challenge Rating to drop?

ShurikVch
2015-12-12, 01:29 PM
Q 81

Number of classes have type change at capstone.
But what's will happen if you somehow lose the capstone level?
Will type reset to previous, or once Fey(/Dragon/Outsider/...) - always Fey(/Dragon/Outsider/...)?

Andezzar
2015-12-12, 02:29 PM
A 80

No. hitting a creature with negative levels does not change the challenge. Hitting it with HP damage or the dead condition (making it not even a creature anymore) does not change the CR either.

The same goes for summoning and/or calling creatures. Those abilities don't affect CR or or party level.

A 81

If you lose a level all changes due to the last level up are removed.

heavyfuel
2015-12-13, 01:49 AM
Q 82

How much do you fall between one action and another? OR Can a Swordsage with the proper maneuvers use Shadow Jaunt/Stride/Blink to propel himselft 150ft upwards?

Troacctid
2015-12-13, 02:13 AM
Q 82

How much do you fall between one action and another? OR Can a Swordsage with the proper maneuvers use Shadow Jaunt/Stride/Blink to propel himselft 150ft upwards?

A 82

Roughly 670 feet in the first round, and about 1150 feet in subsequent rounds.


A falling character reaches terminal velocity (roughly 130 miles per hour, or nearly 200 feet per second) within the first round of a long fall. That means a character falls roughly 670 feet in the first round. After that, a character falls about 1,150 feet each round.

heavyfuel
2015-12-13, 02:15 AM
RE: A 82

To be fair, this doesn't really answer my question of how much do you fall between one action and another.

Andezzar
2015-12-13, 03:08 AM
A 82

AFAIK there is no involuntary movement during the different actions of one turn.

Curmudgeon
2015-12-13, 04:51 AM
Re: A 082
AFAIK there is no involuntary movement during the different actions of one turn.

Material Plane
The Material Plane tends to be the most Earthlike of all planes and operates under the same set of natural laws that our own real world does. This is the default plane for most adventures.
So it's not that you don't fall involuntarily; this says you do. It's just that there's no normal subdivision of actions during a turn; it's just all part of one 6-second chunk of time. A DM could have you fall for about 3 seconds during the course of a standard action and be within the RAW. That at least would be a better match to the quoted rule than the Wile E. Coyote system of gravity not applying until you notice that you're not supported on the ground. So, as is so often the case, I advise you to talk to your individual DM.

Andezzar
2015-12-13, 05:14 AM
Yeah, that's what I meant. The rules do not specify the distance fallen within parts of your turn.

Lekgolo137
2015-12-13, 09:54 AM
Q 83

Can I use the Ward epic seed to develop an epic spell that makes me immune to Antimagic Field?


A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds the caster and excludes all spell effects of up to 1st level. Alternatively, the caster can ward just the target and not create the radius effect. For each additional level of spells to be excluded, increase the Spellcraft DC by +20 (but see below). The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward. The caster can leave and return to the protected area without penalty (unless the spell specifically targets a creature and does not provide a radius effect). The ward could be brought down by a targeted dispel magic spell. Epic spells using the dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check. The ward may also be brought down with a targeted epic spell using the destroy seed if the enemy spellcaster succeeds at a caster level check.

Instead of creating an epic spell that uses the ward seed to nullify all spells of a given level and lower, the caster can create a ward that nullifies a specific spell (or specific set of spells). For each specific spell so nullified, increase the Spellcraft DC by +2 per spell level above 1st.
Emphasis mine.

So, the epic spell would have DC 24 (14 from seed, +10 because of antimagic field (lvl 6, so 5 x 2 = +10 DC).

Would it make me able to cast non-epic spells inside of an Antimagic Field?

Graypairofsocks
2015-12-13, 11:11 AM
Q 84:

If you contract Lycanthropy then are cured of it, what happens to the animal HD that you had gained?

nyjastul69
2015-12-13, 12:51 PM
Yeah, that's what I meant. The rules do not specify the distance fallen within parts of your turn.
Why would that be necessary?

Andezzar
2015-12-13, 01:13 PM
Why would that be necessary?Because that is what heavyfuel asked. He wanted to know how far up you can go if you use shadow jaunt (standard action), shadow stride (move action) and shadow blink (swift action) in the same turn while falling. The question is whether you get the full 3*50 ft or if you have to deduct something due to falling while initiating the maneuvers.

Dr TPK
2015-12-13, 01:59 PM
Q 85

Is there some logic why some deities get more domains than others? In Core some receive 3 domains, some 4, and so on.

Andezzar
2015-12-13, 02:24 PM
A 85

Not really a question for this thread. Some deities just have a bigger portfolio and thus more domains.

Lekgolo137
2015-12-13, 03:10 PM
A 85

Deities only have 3 domains unless they take the Extra Domain ability.


A deity has at least three domains. Deities can have more than three domains if they possess the Extra Domain salient divine ability.

Andezzar
2015-12-13, 03:14 PM
A 85 Contention

Deities and Demigods is 3.0. So any information about deities in the 3.5 PHB or some 3.5 source book overwrites it.

Lekgolo137
2015-12-13, 03:25 PM
A 85 Contention

Deities and Demigods was updated to 3.5, and no changes were made to that rule. Plus, there is no other 3.5 source with specific rules about deities.

PD: Don't misunderstand me, I'm not saying that the PHB is wrong, just saying that if some deity has more than 3 domains, is because they have the Extra Domain salient divine ability.

Crasical
2015-12-13, 05:09 PM
Q 86

I seem to recall a feat that allowed someone to take a five-foot step instead of making a reflex save. Does anyone know where this is from, if it actually exists?

Question retracted, I was thinking of the Sidestep boots from Dungeonscape.

Curmudgeon
2015-12-13, 08:18 PM
A 084 They go away.

The animal HD are a property of being a lycanthrope. If you're cured of lycanthropy you don't have the properties of the affliction any more.

Endril_69
2015-12-14, 04:56 AM
Q 87

How does damage after a grapple really work? Pg 156 of the PHB (step 3) says when you succeed on a grapple, you do damage as with an unarmed strike. It seems pretty clear that you can both grapple someone and do damage with the same attack action. This raises some questions.

When you pin someone, you have to succeed in a grapple. Does that mean you also do unarmed damage?

Does this mean a creature with improved grab, such as a bear, does their unarmed damage each time they succeed in a grapple? I'm assuming "unarmed" would mean the claw they hit with; so it would do damage twice? And then do they get a chance to use grapple to do damage for each additional attack they have?

Finally, what about a mancatcher (I just asked this in another thread, but it applies here)? You hit them, you get a free grapple check, you succeed... you do unarmed damage? That doesn't make sense; you may not even be within reach. Do you do damage with the mancatcher, or does that rule not apply here?

ShurikVch
2015-12-14, 05:37 AM
Q 88

Disembodied Spirit (http://archive.wizards.com/default.asp?x=dnd/pg/20030924a):
A disembodied spirit has no attacks and can make only a single move action each turn.See the underlined part?
Obviously, it's mean Full Round actions is out of question
Does it also ban Standard actions?
Swift actions?
Immediate actions?
Free actions?

EDIT: 5' step?

Endril_69
2015-12-14, 05:57 AM
A 88

That's the same wording as the nauseated condition, and the rules suggest that you are correct. Only one move action, and nothing else. Makes sense since their challenge rating is 0.

ShurikVch
2015-12-14, 06:41 AM
A 88

That's the same wording as the nauseated condition, and the rules suggest that you are correct. Only one move action, and nothing else. Makes sense since their challenge rating is 0.Except nauseated creatures are still able to take free, swift, and immediate actions as long as they don't required concentration (so no quickened spellcasting)

Chronos
2015-12-14, 07:10 AM
Re 85:

The simplest reason for different numbers of domains is alignment. In core, most deities have all of the domains corresponding to their alignment, plus two others. Thus, a lawful good deity will typically have four domains, but a neutral good deity will only have three. Of course, there are still exceptions (the neutral Obad-Hai has six, for instance), but that's the usual pattern.

Once you get out of core, most deities will end up with more, due to new domains published after the Players' Handbook.

Endril_69
2015-12-14, 04:42 PM
A 88 contention


Except nauseated creatures are still able to take free, swift, and immediate actions as long as they don't required concentration (so no quickened spellcasting)

The rules don't say nauseated creatures are able to take free, swift, and immediate actions. But I'll concentrate on your original question, since I was only bringing up nausea for a point of reference. The answer to your question is how the DM interprets "only a single move action each turn". I think it's pretty clear that that's the only action that can be taken. You might think it allows one move action as opposed to multiple move actions, but you can already only make one move action. Even when you use a standard action to move, that's a standard action. That, and if you can take other actions, there would be no reason to mention this. If they wanted you to be able to take free, swift, and/or immediate actions, wouldn't they just say you can't take standard actions?

That's just different ways of looking at it, but I already thought it was clear by saying "only... single... action", and that's the only action you can take.

As for your 5-foot step question, a 5 foot step does not require an action. It's listed as "no action". The only time you can't use it is when you use your move action to move. So you can open a door and take a 5 foot step, but you can't move 20 feet and take a 5 foot step.

ShurikVch
2015-12-14, 05:54 PM
A 88 contention
The rules don't say nauseated creatures are able to take free, swift, and immediate actions.Except they do:
nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn, plus free actions (except for casting quickened spells).Underlined it.

If they wanted you to be able to take free, swift, and/or immediate actions, wouldn't they just say you can't take standard actions?Basically, if you can take Free actions, you can take Swift action too; and if you can take Swift action, you also can take Immediate action (unless you are flat-footed (http://www.d20srd.org/srd/conditionSummary.htm#flatFooted))
It all boiling down to question: would it be possible to take Free actions?

Curmudgeon
2015-12-14, 06:52 PM
Re: A 088

The most recent specification of the nauseated condition is in the official SRD here (http://www.wizards.com/d20/files/v35/AbilitiesandConditions.rtf), as follows:
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
This is a change from the Player's Handbook text.

Do note, though, that free actions "for casting quickened spells" were redefined to be swift actions. From page 86 of Complete Arcane:
Casting a quickened spell is a swift action (instead of a free action, as stated in the Quicken Spell feat description in the Player’s Handbook).
These free actions, redefined as swift actions, are explicitly disallowed. Immediate actions are not derived from the free action mechanic, as they can be performed when it's not your turn and free actions (except for speaking) can only be performed when you are taking another action normally (i.e., on your turn).

Thus the only unresolved point is whether free actions are also excluded while the character is nauseated. Using the convention that the most recent publication of rules content supersedes prior versions, no free actions would be allowed: instead, only a single move action per turn.

ShurikVch
2015-12-14, 07:29 PM
Re: A 0881) Player's Handbook is Core; SRD is not
2) Player's Handbook > Complete Arcane

Curmudgeon
2015-12-14, 07:43 PM
Re: A 088

2) Player's Handbook > Complete Arcane
I'm not sure how that's supposed to be helpful. Are you claiming that swift and immediate actions don't exist, because they're not in the Player's Handbook but are in Complete Arcane? :smallconfused:

Troacctid
2015-12-14, 09:11 PM
Q 89

Where can I find a citation on temporary HP not stacking? I'm pretty sure I remember that being a rule, but all I can find is the stacking rules for bonuses, and temporary HP isn't a bonus.

Curmudgeon
2015-12-14, 09:43 PM
A 089

Temporary HP from different sources will stack. Temporary HP from multiple instances of the same spell falls under the magical effect stacking restrictions, specifically Same Effect More than Once in Different Strengths: only the best effect (largest number of temporary HP) applies.

Niwrad
2015-12-15, 01:51 AM
Q 90:

Does the freedom of movement spell protect the recipient against non-magical paralysis?


This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement such as paralysis, solid fog, slow, and web.

The "even under" part of the description seems to indicate that the immunity to magical effects is in addition to immunity to the nonmagical version of those effects.

ShurikVch
2015-12-15, 03:11 AM
Re: A 088

I'm not sure how that's supposed to be helpful. Are you claiming that swift and immediate actions don't exist, because they're not in the Player's Handbook but are in Complete Arcane? :smallconfused:No, I claiming quickened spell is still a free action because Player's Handbook says so
If splat contradict Core in general - rather than specific - then splat is wrong, and Core is correct

Curmudgeon
2015-12-15, 09:16 AM
Re: A 088


No, I claiming quickened spell is still a free action because Player's Handbook says so
If splat contradict Core in general - rather than specific - then splat is wrong, and Core is correct
Then you do think that there are no swift or immediate actions actions in D&D, because the change of action type for a quickened spell is part of the rules for introducing swift and immediate actions into the game.

ShurikVch
2015-12-15, 10:06 AM
Re: A 088
Then you do think that there are no swift or immediate actions actions in D&D, because the change of action type for a quickened spell is part of the rules for introducing swift and immediate actions into the game.No.
Quicken Dragonmark, Quicken Legacy, Quicken Mystery, Quicken Spell-Like Ability, and Quicken Utterance are all Swift actions, because feat descriptions in their respective books says so

On the other hand, Quicken Spell - along with Quicken Turning, Quicken Breath, and Quicken Manifestation - is a free action, because feat description says so

While splats are able to introduce new types of action, they are shouldn't change action type for Quicken Spell, because:
1) It's nowhere within their authority to change Core material; only Errata is able to change rule in Player's Handbook
2) If we accept that "swift action" rule, than the only ways to use the Multispell (http://www.d20srd.org/srd/epic/feats.htm#multispell) feat are Synad's racial Multitask and the Ruby Knight Vindicator's Divine Impetus

Quicken Power originally was undefined type of action, thus fall back to 3.0 rule (free action), but it was clarified in Complete Psionic (swift action); I accept this ruling, because:
1. Expanded Psionics Handbook is not a Core
2. It don't cause any obvious dysfunctions

Curmudgeon
2015-12-15, 11:25 AM
Re: A 088

While splats are able to introduce new types of action, they are shouldn't change action type for Quicken Spell, because:
1) It's nowhere within their authority to change Core material; only Errata is able to change rule in Player's Handbook
Here's the relevant rule on the subject.
Errata Rule: Primary Sources

When you find a disagreement (http://dictionary.reference.com/browse/disagreement?s=t) between two D&D® rules sources, unless an official errata file says otherwise, the primary source is correct. One example of a primary/secondary source is text taking precedence over a table entry. An individual spell description takes precedence when the short description in the beginning of the spells chapter disagrees.

Another example of primary vs. secondary sources involves book and topic precedence. The Player's Handbook, for example, gives all the rules for playing the game, for playing PC races, and for using base class descriptions. If you find something on one of those topics from the Dungeon Master's Guide or the Monster Manual that disagrees with the Player's Handbook, you should assume the Player's Handbook is the primary source. The Dungeon Master's Guide is the primary source for topics such as magic item descriptions, special material construction rules, and so on. The Monster Manual is the primary source for monster descriptions, templates, and supernatural, extraordinary, and spell-like abilities.
There is no disagreement involved here. The Complete Arcane text agrees with the actions associated with Quicken Spell and Feather Fall stated in Player's Handbook, and explicitly changes them. This is distinct from simply listing different action types than what's stated in PH, without clear note of the changes.

torrasque666
2015-12-15, 11:41 AM
Take it to a new thread guys.

Endril_69
2015-12-15, 05:14 PM
Q 87 revision

I really just want to know what happens when you grapple someone with a mancatcher (complete warrior, pg 154). If I take the grapple rules literally, then when you hit someone with a mancatcher, then defeat them in the grapple check, you'll do your unarmed damage. Has anyone found a ruling that would make more sense out of this?

Bronk
2015-12-15, 10:41 PM
A87 (revision)

There are additional options available to those who win a grapple check, including non damaging options like pin, that you can choose to do instead of damaging your opponent (the rules for that can be found towards the end of the grapple section in the SRD). The Mancatcher adds an additional one to the list: forcing your opponent to the ground.

Endril_69
2015-12-15, 11:33 PM
re: A 87


A87 (revision)

There are additional options available to those who win a grapple check, including non damaging options like pin, that you can choose to do instead of damaging your opponent (the rules for that can be found towards the end of the grapple section in the SRD). The Mancatcher adds an additional one to the list: forcing your opponent to the ground.

I do appreciate your answer, but I've read the rules to grapple and to mancatcher repeatedly already. I finally got a chance to speak to my DM about it, and he would allow me to deal mancatcher damage when I succeed in a grapple check, which is a fair answer imo. But it still bothers me that I can't find the answer anywhere.

Now to figure out how to deal with non-lethal immunities. Hoping I won't have to scrap the whole mancatcher idea in favor of spiked chain. I hate being "that guy".

Lhurgyof
2015-12-16, 03:06 AM
Q 89

How exactly do class skills and skill point allocation work when cross classing? If I'm a level five Wizard and take a level in say Warblade, can I bring my Wizard class skills up at the 1 point :: 1 rank ratio? What is the maximum skill rank I can have in my Wizard class skills?

Andezzar
2015-12-16, 03:24 AM
A 90

Ask your DM. The wording is unclear. There is no definition of moving and attacking normally. Is it normal to be hasted? Is it normal to have your speed reduced from heavy armor or load?
From what the spell is supposed to do I'd say yes though.

A 91 to erroneously numbered Q89

The maximum skill rank is character level +3 if a skill was ever a class skill, if it wasn't it is half that. Whether you have to pay one skill point per rank or two is determined by the clas you are levelling at the moment. For example a wizard 1 takes the first level in warblade, and wants to improve Spellcraft (class skill for wizard, cross class for warblade). The maximum rank is 5 (2 character level + 3), but since it is not a class skill for the warblade he would have to pay two skill points per rank to get the skill to 5.

Lhurgyof
2015-12-16, 04:11 AM
Thanks for the answer, that's what I thought but I wanted to be sure.

Another question, though:

Q92

Does the stance "Bolstering Voice" affect the person initiating it?

urokia
2015-12-16, 04:13 AM
Q93(?) If a PC has a spell effect on them and they die, but are resurrected through some means before the duration of the spell ends, does the resurrected PC still have the spell effect?

For example, wizard grants bull's strength to PC1, PC1 dies to a custom spell that if it kills you immediately resurrects you as an intelligent undead under the caster's control. Do they keep the strength buff? Or if they're using a homebrew class that relies on dying (It's complicated) and immediately resurrecting, do they keep the buff?

Andezzar
2015-12-16, 04:16 AM
A 92

Yes.
A creature friendly to you. In most cases, references to "allies" include yourself.

Curmudgeon
2015-12-16, 04:25 AM
A 093 Ask your DM.


So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death.
A spell affects a creature, not just some portion of the creature’s body. If the body is intact the spell effect will continue. If the body is not intact but is recreated from a piece by Resurrection or True Resurrection it will be up to your DM to adjudicate.

daremetoidareyo
2015-12-16, 11:43 AM
Q94
Does using a bardic knowledge check to replace a knowledge check to discover a personal truename take the truename research amount of time or the typical bard knowledge check amount of time? p.197 ToM

Jowgen
2015-12-18, 04:10 AM
Q 95

Is there any RAW on how the solar system is meant to work in a generic 3.x setting? I'm basically interested in what orbits what and how/why.

Barbor
2015-12-18, 07:02 AM
Q 96

When you use two weapon fighting with the ToB maneuvers Burning Blade and Inferno Blade (and equivelants), do both weapons get the benefits from these boosts or just one of them?

Curmudgeon
2015-12-18, 10:03 AM
A 096


Until the end of your turn, your melee attacks deal an extra 3d6 points of fi re damage + 1 point per initiator level.
For this sort of statement to be correct it has to apply with whatever melee weapon you use. It is not restricted to a specific weapon, and there is no requirement to designate one weapon at the time of the boost. You could also draw new weapons before the end of your turn and still benefit from the boost.

Alex1983
2015-12-18, 10:59 AM
Q96 If an opponent is tiny and blinded and stunned for 3 rounds, can I walk up to him and pick up his weapons? Can I take all his equipment off? Do I have to step into his square to do so? How many movement actions would it be?

WalkingTheShade
2015-12-18, 11:36 AM
Q098
These have probably been asked before. Grapple/Improved grab/Constrict questions.

So, on round 1, our friendly neighborhood pit fiend (FNPF) is tail slapping generic medium sized fighter (GMSF). FNPF touches, and wins the grapple check.
Q098a: How many times does FNPF deal damage to GMSF? Once for the attack, once for winning the grapple check and once for the constrict ability?
Q098b: If FNPF wants to hold on GMSF using only its tail, when does the -20 to grapple check apply? Starting on the first grapple check made thanks to Improved grab? Or only on subsequent grapple checks?

Assuming FNPF manages to hold on GMSF using only the tail (reference (http://archive.wizards.com/default.asp?x=dnd/rg/20050322a)). On round 2:
Q098c: Can FNPF use its tail slap to Attack Your Opponent (http://archive.wizards.com/default.asp?x=dnd/rg/20050308a)? If yes, how much damage does it deal?
Q098e: Can FNPF use its tail slap to Damage your opponent (http://archive.wizards.com/default.asp?x=dnd/rg/20050308a)? If yes, how much damage does it deal?
Q098f: If none of b or c, how can FNPF deal damage to GMSF?

This is utterly confusing.

Curmudgeon
2015-12-18, 11:40 AM
A 097

Being blinded makes the creature incapable of attacks of opportunity*, and being stunned means the creature has dropped whatever they were holding. You can walk up to an adjacent square (if you have at least 5' natural reach) and pick up the dropped items. Walking takes one or more move actions depending on the distance. Picking up dropped items takes a move action each. No, you can't simply take the creature's equipment; you must succeed at relevant disarm attacks (unarmed) or Sleight of Hand checks to take any gear.

* - Note that being stunned merely prevents taking actions, yet AoOs are officially "no action". Everything gaining total cover vs. the blinded creature is what makes AoOs impossible for them.

Doctor Despair
2015-12-18, 01:14 PM
Q99

Are there any ways to gain some of the extraordinary abilities of the Terrasque without actually becoming the Terrasque? Some useful ones might be its Carapace or its Regeneration, for starters.

Troacctid
2015-12-18, 06:29 PM
Q99

Are there any ways to gain some of the extraordinary abilities of the Terrasque without actually becoming the Terrasque? Some useful ones might be its Carapace or its Regeneration, for starters.

A 99

The Dread Carapace soulmeld allows you to take on lesser versions of several aspects of the Tarrasque, if that helps.

Xhosant
2015-12-18, 08:01 PM
Q100:

Bob has land speed 30 and Flight speed 60.
a) Bob runs for 30ft, then takes flight, how much more can he move?
b) Bob flies for 35ft then lands, how much more can he move?
c) Bob flies for 15ft then lands, how much more can he move?

Curmudgeon
2015-12-18, 08:44 PM
A 100

a) If Bob uses the Run action, that takes up the full round and no other movement is available. If by "runs" you just mean Bob is moving on land, then he has used all of a move action for land travel. Bob has a standard action left, and he can use that to fly up to 60'.

b) Bob has in this case used up 35/60 = 7/12th of a move action. On land Bob can continue for the remaining 5/12th of a 30' land move, or 10' (after rounding down). Bob still has a standard action left, which could be used to move up to 30' more on land.

c) Bob has used 15/60 = 1/4th of a move action. On land Bob can use the remaining 3/4 of his move action to go 20' (after rounding down) on foot. Bob still has a standard action left, which could be used to move up to 30' more on land.

kkplx
2015-12-19, 01:18 PM
Q 101

Do the blast orbs from Magic Item Compendium allow spell resistance?

Curmudgeon
2015-12-19, 02:07 PM
A 101

If you mean the Blast Globes (Magic Item Compendium, page 152), then the answer is no. This is a magical effect, but not a spell.

zergling.exe
2015-12-19, 02:22 PM
Q 102

If you threaten adjacent squares, can you make unarmed strikes into them without IUS?

Curmudgeon
2015-12-19, 02:39 PM
A 102 Yes.

Threatening is required for an AoO. The AoO needn't be made with the threatening weapon, however. Your unarmed AoO will in turn provoke AoOs from your enemies.

Eladrinblade
2015-12-19, 06:53 PM
Q 103

Is there any reason one couldn't have a spellstoring weapon with a CL 20 vampiric touch?

Say it was on a throwing axe, could you activate it (and benefit from it) with a thrown attack?

Curmudgeon
2015-12-19, 09:26 PM
A 103 No.

There are two problems with your scenario. One is that if you throw an axe, you're not wielding it; you have no control over the weapon.
Spell Storing

A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. The second problem is that the weapon casts the spell, not you. Thus all the temporary HP from Vampiric Touch would go to the weapon.

alanek2002
2015-12-20, 02:18 PM
Q104

In gestalt, if a character take sorcerer 7/ incantatrix x//clerix 7+x, does the cleric loose access to the school of magic that the incantatrix forbids, or just the sorcerer?

BilltheCynic
2015-12-20, 03:06 PM
Q105

Could a Psychic Warrior with the Soulbound Weapon ACF use Call Weapon twice to get two soulbound weapons?

Curmudgeon
2015-12-20, 03:12 PM
A 104 Sorcerer only.

Incantatrix advances arcane spellcasting only. Its school restriction applies to arcane spellcasting only. In this case Gestalt rules only require that "X" in your formula not be a prestige class.

Duke of Urrel
2015-12-20, 03:16 PM
The SRD says this (http://www.d20srd.org/srd/skills/concentration.htm) about Concentration checks.


Check

You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include casting a spell, concentrating on an active spell, directing a spell, using a spell-like ability, or using a skill that would provoke an attack of opportunity. In general, if an action wouldn’t normally provoke an attack of opportunity, you need not make a Concentration check to avoid being distracted.

The SRD says this (http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundCastaSpell) about spells with a casting time of one round or longer.


Cast a Spell

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action). These actions must be consecutive and uninterrupted, or the spell automatically fails.

When you begin a spell that takes 1 round or longer to cast, you must continue the invocations, gestures, and concentration from one round to just before your turn in the next round (at least). If you lose concentration after starting the spell and before it is complete, you lose the spell.

Finally, the SRD says this (http://www.d20srd.org/srd/combat/actionsInCombat.htm#concentratingtoMaintainaSpell) about concentrating to maintain a spell.


Concentrating to Maintain a Spell

Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action that doesn’t provoke an attack of opportunity. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a spell. If your concentration breaks, the spell ends.

I expect that the answer to each of the following questions will be "yes," but I want confirmation from the experienced players and dungeon masters of the Playground.

Q 106

When you cast a spell with a casting time of one round or longer, can you be interrupted by a distraction at any time, even between turns, so that until your spellcasting action is finished, whenever a distraction occurs, you must make a Concentration check to avoid wasting the spell?

Q 107

Does concentrating to maintain a spell occupy you only during your turn, not between turns?

Q 108

While you concentrate to maintain a spell, can you be interrupted only by a distraction that affects you during your turn – for example, by distraction that is readied by an enemy to interrupt you – but not by a distraction that affects you only between turns – for example, by continuous damage, which affects you every round on the turn of the enemy who dealt the damage, but never during your turn?

Andezzar
2015-12-20, 03:17 PM
A 105

No, you only get one soulbound weapon. you could however use call weaponry to summon a weapon of the same type to dual-wield a weapon that also benefits from Weapon focus and any other weapon specific feat you have.

A 106

Yes

A 107

No, you even quoted the relevant bit:
Some spells require continued concentration to keep them going.If you only concentrated during the standard action you need to spend, you wouldn't be concentrating continuously.

A 108

See above. You can be interrupted at any time during the round. So any type of damage whether on your turn or not applies.

chapel
2015-12-20, 07:00 PM
Q 109

When my non-Undead Character with Spell Resistance is targeted by a Cure Spell from my groups cleric, does he have to roll against my Spell Resistance or not? Could I even use, even if stupid, my Will Save against Cure Spells?

Eladrinblade
2015-12-20, 08:54 PM
A 109

Yes, but you can voluntarily lower your spell resistance as a standard action.

Q 110

If the party fighter is being grappled by a lion, and the party rogue tries to attack the lion without improved precise shot and rolls the fighter as his target, does the fighter take sneak attack damage? Is it up to the rogue whether or not to apply sneak attack damage to one of their attacks?

Curmudgeon
2015-12-20, 10:23 PM
A 110


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.
There is no choice by the Rogue; the sneak attack happens if any qualifying condition applies.

jok
2015-12-21, 04:48 AM
Q111 Where exactly does the human extra/bonus feat come from?

Since subtypes can not have features, is it a trait of the subtype Human? So far i understand that a normal human is in D&D type terms: Humanoid(Human). If a template changes this, the type would be: NEWTYPE(Augumented Humanoid(Human)) Is the feat gone now?

Curmudgeon
2015-12-21, 05:06 AM
A 111

It's a racial trait, as stated in the Races chapter of Player's Handbook (see page 13). Human is also the name of a subtype, but the word "subtype" is never used in the Races chapter. Type, subtype, and race are all distinct categories in D&D.

jok
2015-12-21, 05:33 AM
Q112 Are the subtype Human traits and the Human racial traits the same?

Curmudgeon
2015-12-21, 06:06 AM
A 112 No.

I know of no human subtype traits in the rules. This is also the case for the elf, dwarf, and goblinoid subtypes: these are grouping mechanisms only. An example, from Monster Manual page 297:
Goblinoid: The creature belongs to one of the goblin races.

jok
2015-12-21, 07:44 AM
Q113 MM1 p. 306 "Augmented Subtype: ... A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. ..." Is this quote a rule or flavor text? Lets say an effect changes a creatures type, but the effect does not tell you anything else. Would the creature loose its old traits and gain the new ones, woud nothing happen or is it undefined?

Andezzar
2015-12-21, 08:57 AM
A 113

It is a rule. There is no distinction between flavor text and rules. Unless explicitly mentioned that it loses something, just gains the new ones as there is no rule saying that it loses anything.

jok
2015-12-21, 10:22 AM
A 113 cont.

EDIT

Ok, now I get it. Sorry for useless post.

Tank you

ShurikVch
2015-12-21, 11:35 AM
Q 114

Racial Emulation feat allow Changeling to considered to be a member of a race in which he turned via Minor Change Shape (sans traits).

Does it mean it's possible to take levels in Paragon Classes (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm), or in monstrous classes (Skulk, Drow, Duergar, Githyanki/Githzerai, Dark Creeper/Dark Stalker)?

WhamBamSam
2015-12-21, 01:25 PM
Q115 Does the additional d6 of Ranged Sneak Attack damage from the Halfling Rogue Racial Substitution Level (RotW pg.160) count towards qualification for feats/PrCs/etc that require a certain number of Sneak Attack Dice?

Q116 Can you direct a gaze attack that specifies needing to be directed at a target (such as the Basilisk Mask Totem Bind, MoI pg.59) at a creature that you can't see, but that can see you (say you've detected it with Blindsense or something)?

KillianHawkeye
2015-12-21, 03:22 PM
A 116

Blindsense only tells you what square a creature occupies. It is insufficient for targetting spells and other effects. Blindsight would work, though.

Syrdoon
2015-12-21, 11:09 PM
Q117
If I have 3 levels in Black Blood Cultist which gives me additional natural attacks through Feral Rage (2 claws and a bite), can I utilize these extra attacks while wild shaped as a level 8 druid?

For example, as a Dire Lion, do I have 4 claw attacks and 2 bite attacks total? Or the standard 2 claws and 1 bite attacks? If I have the prior, which attacks are primary and which are secondary?

Thanks!

ManicOppressive
2015-12-21, 11:19 PM
A 117

You lose all natural attacks from your normal race in Wild Shape form. It's "as Alternate form except where noted," and:


The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).

EDIT: Wrong number

Curmudgeon
2015-12-21, 11:56 PM
A 115 Yes, but only conditionally.

If, for example, the Halfling with +2d6 ranged sneak attack and no (+0d6) melee sneak attack were to take Sickening Strike, it would not apply to melee attacks.