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  1. - Top - End - #121
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A42 continued
    Swift Hunter lets you deal your skirmish damage to normally-immune favored enemies.

    Q43
    Would a Wizard, who also has Hexblade levels (and thus, Mettle), lose XP on a succeeded saving throw for losing a familiar?
    Last edited by Eloel; 2009-09-07 at 07:33 AM.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q44
    Are there psionic power equivalents for the spells Silence (cl, ba 2) and Magic Aura (wi, so 1)? (Source too, please.)

  3. - Top - End - #123
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q45

    Are there any situations wherein one might be denied a saving throw? Where can I find a list of such things? Does "No Dex to AC" also mean no reflex saves, since if you can't dodge one thing, you can't dodge another (you can hardly expect a blind man to see that fireball coming).
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q 46

    What happens if I try to step into an opponent's space? I know they get an AoO, but other than that?

  5. - Top - End - #125
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A45

    The only such situation I know of is when you are held in the mouth of a creature with the Snatch feat when that creature uses a breath weapon that allows a reflex save.

    Losing dex to AC has no effect on your saves at all. You can even make a reflex save against a Fireball while sleeping, though your dexterity would be considered 0 and thus give a -5 penalty until you woke up.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q47

    simple magic item creation question

    +1 scythe

    would it cost 2018 or 2318?

    basically do i have to masterwork a weapon before i can add a +1, or is that all bundled into the +1 cost?
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  7. - Top - End - #127
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A 47

    See Table: Uncommon Weapons in the Magic Weapons section of the SRD. The masterwork cost is separate, your cost is 2318.

  8. - Top - End - #128
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A 43 Yes.

    You'd still suffer your normal XP loss for losing a familiar (100 XP per Wizard level on a successful save) because Mettle only helps when you're attacked.

  9. - Top - End - #129
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A 46
    • You incur an attack of opportunity for entering their square; this is separate from normal movement-generated AoOs.
    • You suffer the squeezing penalties (-4 to attack; -4 to AC; movement costs doubled).
    • You cannot end your turn there. If you try to do so, you're knocked back to the square you entered from.
    • You can’t move through a square occupied by an opponent, unless the opponent is helpless. If the opponent is not helpless, you must exit back the way you came.
    • Your opponent gets an AoO for you exiting their square, as usual for such movement.

  10. - Top - End - #130
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Quote Originally Posted by Curmudgeon View Post
    A 46
    • You incur an attack of opportunity for entering their square; this is separate from normal movement-generated AoOs.
    • You suffer the squeezing penalties (-4 to attack; -4 to AC; movement costs doubled).
    • You cannot end your turn there. If you try to do so, you're knocked back to the square you entered from.
    • You can’t move through a square occupied by an opponent, unless the opponent is helpless. If the opponent is not helpless, you must exit back the way you came.
    • Your opponent gets an AoO for you exiting their square, as usual for such movement.
    Doesn't tumble also let you move through someones square?
    EDIT: Yup. DC 25 tumble check to:

    Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the Tumble DC.
    Last edited by powerdemon; 2009-09-07 at 03:11 PM.
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  11. - Top - End - #131
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Quote Originally Posted by Curmudgeon View Post
    A 46
    • You incur an attack of opportunity for entering their square; this is separate from normal movement-generated AoOs.
    • You suffer the squeezing penalties (-4 to attack; -4 to AC; movement costs doubled).
    • You cannot end your turn there. If you try to do so, you're knocked back to the square you entered from.
    • You can’t move through a square occupied by an opponent, unless the opponent is helpless. If the opponent is not helpless, you must exit back the way you came.
    • Your opponent gets an AoO for you exiting their square, as usual for such movement.
    But... but.... You can't stay there at all? What's the justification for that?

    What if you're Tiny and can only attack by entering their square?

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Quote Originally Posted by Myou View Post
    But... but.... You can't stay there at all? What's the justification for that?

    What if you're Tiny and can only attack by entering their square?
    Justification isn't part of this thread; just the rules.
    Ending Your Movement

    You can’t end your movement in the same square as another creature unless it is helpless.
    ...
    Very Small Creature

    A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.
    If you're forced to use the squeezing rules you can enter, but not go through unless you render the opponent helpless while you're there. Very small creatures can go through.

    The Tumble skill lets you go through and also avoid AoOs.

  13. - Top - End - #133
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Ending Your Movement

    You can’t end your movement in the same square as another creature unless it is helpless.
    ...
    Very Small Creature

    A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.
    Um, those two rules you quoted actually conflict one another on the very point Myou mentioned. I would argue that the Very Small Creature one is the "more specific" one (and therefore takes precedence) on the theory that most combat rules are written for the generic [medium] case and therefore that any rule specifically mentioning a size category is meant as an exception.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q 48

    If a cleric with 18 CHA chooses Earth and Fire domains, does he have 7 turn attempts/day to be used as needed among undead/air/water creatures or does he have 7 turn attempts for EACH undead/air/water creatures?

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q 49
    This is very basic, so please forgive my terrible understanding of combat rules. I have a medium-sized, young black dragon. Therefore, it has a bite attack, a claw attack, and a wing attack. The dragon's BAB is +10, and I gave it the multiattack feat. Does this mean that when it does a "full attack", it will be attacking both with its bite attack and its claw attack (with the latter being at a -2 penalty)? Essentially, what are the requirements for full attack and how many is one limited to? I'm reading the SRD on it but I'm still rather confused. Thanks in advance!

  16. - Top - End - #136
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A 49

    A medium-sized young black dragon has 1 primary bite attack, 2 secondary claw attacks, and 2 secondary wing attacks.

    From the SRD:
    Quote Originally Posted by SRD
    The primary weapon is given in the creature’s Attack entry, and the primary weapon or weapons is given first in the creature’s Full Attack entry. A creature’s primary natural weapon is its most effective natural attack, usually by virtue of the creature’s physiology, training, or innate talent with the weapon. An attack with a primary natural weapon uses the creature’s full attack bonus. Attacks with secondary natural weapons are less effective and are made with a -5 penalty on the attack roll, no matter how many there are. (Creatures with the Multiattack feat take only a -2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
    A young black dragon has 10 BaB and 2 Str mod. It attacks with the bite attack at a +12 attack bonus, and with two claws and two wings at a +7 attack bonus to the roll when making a full attack. If it has multiattack, the claws and wings attack at a +10 to hit. To make a full attack is a full-round action for the black dragon, meaning it cannot also make a move or standard action (barring certain spells) when it makes a full attack. As a standard action, the dragon will bite or use a breath weapon.
    Last edited by blazinghand; 2009-09-07 at 07:09 PM. Reason: Spelling
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  17. - Top - End - #137
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A 48

    Earth Domain Description seems to indicate that the limit of 3 + Cha mod applies solely to the turn air / rebuke earth ability:

    Quote Originally Posted by SRD
    Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
    Although it says that you use "these abilities" a total number of times per day equal to 3 + cha mod, it would seem that "these abilities" are entirely the abilities of Turning air creatures and Rebuking earth creatures. It would seem odd that "these abilities" wouldn't specify that you're not talking about channeling a type of energy you couldn't in the first place (negative energy if you're good, or positive energy if you're evil).

    On the other hand, there's nothing to indicate that "these abilities" doesn't include any turning abilities you already had. RAW, I'm not sure, but I'd say that it's a separate source of energy being channeled and should have its own # of uses per day.
    Last edited by blazinghand; 2009-09-07 at 07:09 PM.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q 50

    I know I've asked this before, but I forgot the answer and can't find the original post.

    I want to make a magic item, preferably a worn item like a belt or vest that is always active or can be turned on and off, that makes you a large creature either by the spell enlarge person or another way.

    How would I go about figuring out the price to make it/to buy it?
    Last edited by powerdemon; 2009-09-07 at 07:48 PM.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q 50

    Simply put, does a creature entering a square covered by a grease spell need the balance check, or is it only walking from said square? (That forces the balance check).
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A:50
    Info on making Magical Items can be found here

    Spell level × caster level × 2,000 gp

    Enlarge person x caster level 1x 2000 times 2 equals about 4000gp. But I think I messed that up. Hope the link helps.

    Possible Answer:51

    To quote the Grease spell you linked

    Quote Originally Posted by SRD
    A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
    Last edited by Demons_eye; 2009-09-07 at 08:52 PM.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Quote Originally Posted by Demons_eye View Post
    Possible Answer:51

    To quote the Grease spell you linked
    I'd like an unbiased viewpoint.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Quote Originally Posted by Gorgondantess View Post
    I'd like an unbiased viewpoint.
    A 51 You must make a balance check when entering the effect, just like Demons said.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Quote Originally Posted by Demons_eye View Post
    A:50
    Info on making Magical Items can be found here
    Possible Answer:51
    Ok. That's my fault there. I didn't read that page close enough. Thanks Demon.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Quote Originally Posted by powerdemon View Post
    Q 50

    I know I've asked this before, but I forgot the answer and can't find the original post.

    I want to make a magic item, preferably a worn item like a belt or vest that is always active or can be turned on and off, that makes you a large creature either by the spell enlarge person or another way.

    How would I go about figuring out the price to make it/to buy it?
    A 50 Correction
    The base formula for an always-on or use-activated item is:
    Spell level (1) * Caster level (1) * 2,000 * a duration factor (2) = 4,000.

    The duration factor depends on the base spell's ordinary duration. For a duration of 1 min. / level, like Enlarge Person, that factor is 2.

    Additionally, you need to consider whether the effect is appropriate for the body slot. If not, the cost needs to be increased 50%. Here, however, the affinity for a belt slot includes "physical improvement," which certainly seems to fit the effect of Enlarge Person.

    All that being said, item creation is a problematic field for RAW. While it is not properly a "RAW," the SRD implies that you should also consider the cost of similar items that produce the same effect, to determine if the formula price needs to be increased or decreased. (For example, I've statted up a continuous Protection from Evil item that, by formula, would also cost only 4,000 -- that's 4,000 for a +2 deflection bonus (ordinarily worth 8,000 by formula), a +2 save bonus to all three saves (ordinarily worth 4,000 each, by formula), and immunity to charm and mind control effects. At even a minimal blush, that's far too good for only 4,000, even discounting those calculations to the extent they apply only to "evil" attacks. That's a discussion for another thread. I only point it out here as a caution.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q52
    Can I wield a quarterstaff in one hand, and, say, a light mace in the other? I don't need to be able to attack with them, I just need to count as "wielding" them.

    Q53
    Do the [good] and [evil] descriptors on spells affect who can prepare/know them? Specifically, can a character know both a [good] and an [evil] spell at the same time?
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Q54

    Say a wizard had both the Metamagic School Focus and Midnight Metamagic feats. Would he be allowed to use Metamagic School Focus before using Midnight Metamagic to prepare his spells, thus reducing the amount of essentia required by 1 point?
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    Quote Originally Posted by Random832 View Post
    Um, those two rules you quoted actually conflict one another on the very point Myou mentioned. I would argue that the Very Small Creature one is the "more specific" one (and therefore takes precedence) on the theory that most combat rules are written for the generic [medium] case and therefore that any rule specifically mentioning a size category is meant as an exception.
    There's no conflict. Regardless of size, a creature cannot stay in an enemy's square unless that enemy is helpless. Very small creatures are allowed to go through a non-helpless enemy's square, but still there is no exception for them staying there.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A 52 No.

    If you can't attack with the weapon, you're not wielding it.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A 53

    Clerics, Paladins, and certain other divine casters are prevented from preparing spells of opposed alignments. Non-divine casters don't have such restrictions, nor do neutral Clerics.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XI

    A 50
    Quote Originally Posted by powerdemon View Post
    How would I go about figuring out the price to make it/to buy it?
    You wouldn't. As there is no such item already, your DM would first decide if you could make the item, and then what the price would be. The DM would start the price determination by comparing the desired function to similar items in the game. (Determining a price by the spell formula is pretty far down the list, and it's against the RAW to start there.) As there are no such items in the standard magic items list, you probably would be unable to buy one.

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