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  1. - Top - End - #61
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    Default Re: Simple Q&A (By the RAW) II

    Q 020 - Clarification

    Sorry, I meant the spell "Divination". http://www.d20srd.org/srd/spells/divination.htm

    Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.
    Do I understand correctly that if you fail the divination, there will still be an answer, but you know it's guaranteed false?

    Or, because of what it says for Augury
    If the spell fails, you get the “nothing” result
    You will not get an answer at all?
    Last edited by iop; 2007-03-02 at 06:42 PM.
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    Default Re: Simple Q&A (By the RAW) II

    A. 020 Clarification

    No, if the spell fails you do not get an answer, unless the exception applies (specific magic yielding false information).

    It is not specific, but there is no point in providing an answer. Using the Nothing result from Augury (quoted above) would make most sense.
    Last edited by Lord Lorac Silvanos; 2007-03-02 at 06:48 PM.
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  3. - Top - End - #63
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    Default Re: Simple Q&A (By the RAW) II

    A 020

    (Methinks iop was referring to the actual spell divination, not divinations in general.)

    If the spell fails, you simply know it fails. You don't get any information, false or otherwise. Effectively, you expand the possible results to "Weal", "Woe", "Weal and Woe", "Nothing", and "Failed."

    As alluded to in the spell description, there are some possible effects that can mess with your casting, however, and actually twist your result to the wrong one.
    Last edited by Shhalahr Windrider; 2007-03-02 at 09:45 PM.
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  4. - Top - End - #64
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    Default Re: Simple Q&A (By the RAW) II

    A 020 Comment

    Quote Originally Posted by Shhalahr Windrider View Post
    A 020

    (Methinks iop was referring to the actual spell divination, not divinations in general.)
    I think you are right

    If the spell fails, you simply know it fails. You don't get any information, false or otherwise. Effectively, you expand the possible results to "Weal", "Woe", "Weal and Woe", "Nothing", and "Failed."
    Note that Divination uses other "results" than Augury.

    Quote Originally Posted by SRD - Divination
    ... The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. ...
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  5. - Top - End - #65
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    Default Re: Simple Q&A (By the RAW) II

    Quote Originally Posted by Lord_Silvanos View Post
    I think you are right
    Darn the simuposting.

    Note that Divination uses other "results" than Augury.
    Darn my inaccurate skimming.
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  6. - Top - End - #66
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    Default Re: Simple Q&A (By the RAW) II

    Q 021: Can a gnome use each of his spell-like abilities once per day, or only one of them once per day?

    "A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation."

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    Default Re: Simple Q&A (By the RAW) II

    A 021

    Such notation indicates each ability can be used once per day.
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  8. - Top - End - #68
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    Default Re: Simple Q&A (By the RAW) II

    Each once per day.
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    Default Re: Simple Q&A (By the RAW) II

    Q 022

    Would Iron Heart Surge remove fatigue?
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    Default Re: Simple Q&A (By the RAW) II

    A 022

    It removes any one "spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds." Fatigue is a condition that typically lasts one or more rounds, so yes, iron heart surge would remove fatigue.
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  11. - Top - End - #71
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    Default Re: Simple Q&A (By the RAW) II

    Q 023

    I'm confused about crafting rules. It lists the base price, as well as the magical supplies cost. I don't understand which I use when computing my expenses, both monetary and XP-wise. What will it cost me to make, say, a wand of Web (Lvl 2, CL3) or Detect secret doors (Lvl 1, CL1), or a Cloak of Resistance +3?
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    Default Re: Simple Q&A (By the RAW) II

    A023
    Note that crafting with the craft skill is different from creating magic items. The first only takes some ranks, the other takes at least one feat.
    The cost in raw materials to create a magic item is half its price. The XP cost is 1/25th of its price.
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    Default Re: Simple Q&A (By the RAW) II

    A. 023

    If no cost price is listed, the price in the entry is the market price. To craft you usually pay half the the market price in gold and 1/25 in XP.
    If a cost entry is present you use that.


    Quote Originally Posted by SRD
    Cost to Create: The next part of a notational entry is the cost in gp and XP to create the item, given following the word “Cost.” This information appears only for items with components (material or XP), which make their market prices higher than their base prices. The cost to create includes the costs derived from the base cost plus the costs of the components. Items without components do not have a “Cost” entry. For them, the market price and the base price are the same. The cost in gp is 1/2 the market price, and the cost in XP is 1/25 the market price.

    Now let's look at your examples:

    Quote Originally Posted by SRD
    Cloak of Resistance: These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

    Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5);Weight 1 lb.
    Only the market price is used so the cost of crafting is:
    9000/2 GP and 9000/25 XP (or 4500 GP and 360 XP).



    Wand of secret Doors and Wand of Web use the standard pricing for wands. Base cost and market price is equal to Level of spell x CL x 750

    Wand of secret Doors:
    Base price: 1x1x750 = 750

    Cost of crafting is 750/2 gp and 750/25 (or 375 gp and 30 XP)

    Wand of Web:
    Base price: 2x3x750 = 4500

    Cost of crafting is 4500/2 gp and 4500/25 (or 2250 gp and 180 XP)


    Edit: My excuse is that I could not post!
    Last edited by Lord Lorac Silvanos; 2007-03-03 at 04:30 AM.
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    Default Re: Simple Q&A (By the RAW) II

    Q. 024 Favored Enemy from more than one class

    If a character gains a favored enemy progression from two classes, for example from the ranger base class and the Paladin Variant described here, how does one determine the favored enemy bonuses?

    I am especially interested in Ranger 1/Paladin Variant 5.
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    Default Re: Simple Q&A (By the RAW) II

    A. 024

    Identical or similar class features gained from different classes do not stack, unless noted otherwise.

    There is no exception mentioned for the Paladin variant, so the features do not stack and should be tracked separately.

    As a result you gain an extra favored enemy for your Ranger level, so instead of having 2 you have 3.

    However, the one you chose for your ranger level only gets the +2 bonus as opposed to the two favored enemies you chose for your Paladin levels 1 and 5, where the +4 bonus applies.



    Allowing the class features to stack, as a house rule, is not going to unbalance your game.
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    Default Re: Simple Q&A (By the RAW) II

    Q. 024 - continued.

    What if I decide to take evil outsider as my ranger favored enemy and as my first favored enemy as paladin? Would the bonuses stack? The bonus is unnamed, so it should, right? So a Ranger 1/Paladin Variant 5, selecting evil outsiders as his first favored enemies in both classes and taking undead as second favored enemy at paladin level 5 would gain +6 to damage rolls against evil outsiders (+2 ranger, +4 paladin variant), right? Or is it impossible to take the same favored enemy more than once? Normally, I would say yes, but if we count them as seperate class features...
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    Default Re: Simple Q&A (By the RAW) II

    A. 024 Continued

    Yes, they would stack.
    There is nothing preventing you from taking the same enemy both as Paladin Variant and Ranger.
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    Default Re: Simple Q&A (By the RAW) II

    Quote Originally Posted by Lord_Silvanos View Post
    A. 024 Continued

    Yes, they would stack.
    There is nothing preventing you from taking the same enemy both as Paladin Variant and Ranger.
    In fact in the fluff text of the Harper Agent, it is specifically mentioned that multiple applications of favored enemy bonuses do stack. Say for instance a Ranger/Harper Agent took humanoid (human) and took Red Wizards of Thay as his Harper Agent Favored Enemy, since all Red Wizards are Humanoid(humans)(except for the few liches... teehee) the bonuses would stack.
    Last edited by cupkeyk; 2007-03-03 at 04:39 PM.
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    Default Re: Simple Q&A (By the RAW) II

    Q. 025:

    What benefit, if any, do a Monk/Sorcerer/Dragon Disciple's unarmed attacks get when he gains claw and bite attacks?

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    Default Re: Simple Q&A (By the RAW) II

    A025
    None. He can make a Natural Attack set after his Flurry/Unarmed Strike set if he makes a Full Attack. The Natural Attacks are at an additinoal -5 penalty.

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    Default Re: Simple Q&A (By the RAW) II

    Q. 26

    Reading in the monster manual, I see that a ghast has a bite (+5) melee and 2 secondary claw attacks (+3) melee. Now, the monster also has the multiattack feat. Does this mean that its bonus for the secondary attacks are then just +1? (3-2=1) Or is the +3 with multiattack already figured in?Just seems wierd they have all this redundant information....kinda confusing.

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    Default Re: Simple Q&A (By the RAW) II

    A. 026

    Multiattack is already figured into the stats, as are all permanent effects.

    Notes on Dodge and Power Attack etc were not included until later editions of the MM.
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    Default Re: Simple Q&A (By the RAW) II

    Q. 027

    How do you determine the save DCs from spells cast from a scroll or wand? Do ability scores or Spell Focus effects matter? For example: my wizard has Spell Focus: Enchantment and a 22 Intelligence, so the DC for her Charm Person spell is 18 if cast normally. If she made a scroll or wand of it, what would the save DC be?

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    Default Re: Simple Q&A (By the RAW) II

    A. 027

    The save DCs for Scrolls and Wands are always based on the minimum ability score needed to cast the spell.

    Example:
    Charm Person is a 1st level spell and the needed ability score is 11 (+0 modifier), so the Save DC against your Scroll or Wand of Charm Person is 10+1+0 = 11

    Quote Originally Posted by SRD
    SAVING THROWS AGAINST MAGIC ITEM POWERS

    Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

    Staffs are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DC.
    Last edited by Lord Lorac Silvanos; 2007-03-04 at 11:31 AM. Reason: Formatting and example and numbering
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    Default Re: Simple Q&A (By the RAW) II

    Q27, Additional Information

    Staves are an exception. Those use your stats and feats when activating the item, rather than the minimums.
    Last edited by Zherog; 2007-03-05 at 10:14 AM. Reason: wrong question number
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    Default Re: Simple Q&A (By the RAW) II

    Quote Originally Posted by Zherog View Post
    Q25, Additional Information

    Staves are an exception. Those use your stats and feats when activating the item, rather than the minimums.
    That is why I included that bit of the SRD-text also

    Ohh and Nale, Q 25 was about Natural Attacks and Unarmed strikes

    Sorry for misleading you.
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    Default Re: Simple Q&A (By the RAW) II

    Q28 Is there any feat (or ability) that can increase CL fo spell-like abilities?

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    Default Re: Simple Q&A (By the RAW) II

    A. 028

    Boost Spell-like Ability from Book of Vile Darkness.

    Heighten
    Spell-like Ability from Complete Arcane.
    Last edited by Lord Lorac Silvanos; 2007-03-04 at 12:39 PM. Reason: Added Heighten
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    Default Re: Simple Q&A (By the RAW) II

    Q 029

    Does a creature continue to threaten normally when they cannot see/sense potential targets within the relevant squares? Perhaps due to effective blindness, pitch darkness (w/out ability to see through it), heavy fog with zero visiblity beyond 5', etc.

    Q 030

    Does a victim/target have to be able to see/detect/be aware of an opponent in order for that opponent to threaten it for flanking purposes? (I think this may be extrapolated somewhat from invisibility rules re sneak attacks, but I'm not sure.)

    PS: Thanks to those who answered my earlier questions.

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    Default Re: Simple Q&A (By the RAW) II

    A029
    I looked everywhere I thouht was relevant:
    http://www.d20srd.org/srd/specialAbi...m#invisibility
    http://www.d20srd.org/srd/specialAbi...m#invisibility
    http://www.d20srd.org/srd/combat/combatModifiers.htm
    http://www.d20srd.org/srd/combat/att...pportunity.htm

    But I can't find anything that says you don't get to make AoO's against creatures you can't see. So currently my answer would be: By the RAW, you can make AoO's against opponents you cannot see.

    A030
    Relevant rules are those mentioned above, and this one:
    http://www.d20srd.org/srd/combat/com...s.htm#flanking

    Once again, it does not mention invisibility, so you would flank an opponent you can't see as normal.
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