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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Bartmanhomer View Post
    Q 641

    How does the Shadow Blade Technique work? Do you use 1d20 to make an attack roll or a 2d20 to make an attack roll?
    A 641
    The description is quite clear about it: you roll 2d20, then select which of the two results to use.
    If you rolled low on a die and high on the other, you pick the higher result, increasing the overall chance to hit normally.
    If you rolled high on both dice, you can pick the lower result; if this roll is indeed enough to hit, you do normal damage plus 1d6 cold damage.
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    Question Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Q 642

    Are there any general ACF equivalents for swapping out a familiar, that aren't class specific? If it helps, looking for something an Adept can utilise.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Q 643

    Dispel Psionics works almost exactly like Dispel Magic and Greater Dispel Magic combined, at least to my reading, but the augment reads as follows: "For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure)."

    Does this mean that I get to add a cumulative +2 on my manifester level when I make the check, making the power significantly stronger than Dispel Magic(s) or does it simply increase the maximum of applicable manifester level up to +20?)
    Last edited by Arkhios; 2020-07-17 at 12:55 AM.
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Thurbane View Post
    Q 642

    Are there any general ACF equivalents for swapping out a familiar, that aren't class specific? If it helps, looking for something an Adept can utilise.
    A 642: Yes.

    Two from Dragon 348: Focus Caster and Arcane Reabsorption. Explicitly "appropriate for any class with the familiar class feature."

    Arcane Reabsorption: if your spell is countered by a counterspell or doesn't pass a creature's SR, you may attempt to reabsorb the arcane energy just spent as an immediate action, i.e. get the spell straight back.

    Focus Caster
    Benefit: Instead of a familiar, you bind yourself to a masterwork item that acts as a focus for all your spells and that enhances the power of spells of one school. Once you have a masterwork item to bind to, you must perform a ritual that requires 24 hours and reagents costing 100 gp, much as if you were summoning a familiar.

    When casting any spell, you must hold, wield, or wear this item (as appropriate), in addition to providing the normal components of the spell (even other foci). Your focus item is used in addition to the spell's normal components, not instead of. You are automatically considered proficient with your focus item, but you do not gain proficiency with any other item (weapon or armor) of the same type. For example, if your focus item is a longsword, you are proficient with your focus longsword but not with any other longsword, unless of course another feat or class feature grants you proficiency. When you cast a spell from the school to which your focus belongs, that spell is enhanced. At 7th and 15th levels, your focus grants additional abilities.

    You may have only one focus item at a time. A specialist wizard may select only the focus appropriate to her specialty school. Bonuses gained from a focus item stack with similar bonuses gained from feats such as Spell Focus or Spell Penetration.

    Your focus item grows tougher as you advance in level. The hardness of your focus item increases by one-half your caster level, up to double its normal hardness. In addition, your focus item gains additional hit points equal to your caster level, up to double its normal number of hit points. These bonuses are in addition to any increase in hardness or hit points the item gains for being made into a magic item.

    If your focus item can be enhanced with magic, it costs you less XP to do so. When determining your XP cost for making your focus item into a magic item (or for upgrading it later), reduce the base cost by 10%. This reduction stacks with any other reduction you might gain, such as from the Legendary Artisan feat. Another character enhancing your focus item does not gain this reduction in XP cost.

    If your focus item is destroyed, you must bind yourself to another masterwork item. You cannot bind to an item that is already a magic item. You can only bind to masterwork items. The item can be made of special materials (such as adamantine, cold iron, or darkwood).

    The following items are typical foci for each of the standard schools.

    Abjuration: Usually a set of bracers, a buckler, or a small shield (wooden or steel), your focus grants any nonpersonal abjuration spell you cast with one or more targets one additional target. The additional target is affected by the spell for half the normal duration. At 7th level, the additional targets of your spells receive them for the full duration. At 15th level, you may cast any personal abjuration spell as a touch spell.

    Conjuration: Usually a gnarled and twisted quarterstaff or other polearm, your focus increases the duration of any conjuration spell you cast by 1 round (including spells that require concentration). Spells that require concentration also continue for 1 extra round after you stop concentrating. At 7th level, the duration bonuses each increase by 2 rounds. At 15th level, the duration bonuses each increase by 3 rounds.

    Divination: Usually a large crystal (loose or mounted on a rod or staff) or ornate holy symbol, your focus increases the caster level of any divination spell you cast by +1. At 7th level, the duration of any divination spell you cast doubles. At 15th level, you gain a bonus to resist divinations equal to 1 + your Intelligence modifier (minimum +1).

    Enchantment: Usually an ornate and typically nonfunctional piece of clothing, such as a sash or a hair ribbon, your focus increases the duration of any enchantment spell you cast by 1 round (including spells that require concentration). Spells that require concentration also continue for 1 extra round after you stop concentrating. At 7th level, the duration bonuses each increase by 2 rounds. At 15th level, the DC of your enchantment spells increases by +2.

    Evocation: Usually a bladed weapon, such as a longsword or dagger, your focus grants +1 point of damage to any evocation spell you cast. Non-area effect spells that allow multiple targets (such as magic missile) only deal the bonus damage to a single target of your choice. For example, a fireball spell cast by a 6th-level sorcerer with this focus deals 6d6+1 points of damage to all creatures caught within it, while a magic missile spell cast by the same sorcerer creates three missiles: two that deal 1d4+1 points of damage and one that deals 1d4+2 points of damage. At 7th level, evocation spells you cast ignore the first 5 points of any energy or elemental resistances that a creature may have. Immunities are not affected. At 15th level, you may, once per day, ignore a creature's immunity when you cast an evocation spell that affects it.

    Illusion: Usually a mask, shroud, cloak, or similar concealing piece of clothing, your focus increases the caster level of illusion spells you cast by +1. At 7th level, for every illusion spell you cast you gain a bonus on caster level checks made to defeat spell resistance equal to half your caster level. At 15th level, you may cast any personal illusion spell as a touch spell.

    Necromancy: Usually a flail, kama, sickle, scythe, or other weapon derived from harvesting crops, your focus increases the range of any necromancy spell you cast by +25%. At 7th level, any necromancy spell you cast that deals ability damage, ability drain, or directly assigns a penally to an ability score deals +1 point of ability damage or ability drain or increases the penalty by an additional -1. For example, a 12th-level necromancer who casts ray of enfeeblement bestows a Strength penalty of 1d6+6 instead of the normal 1d6+5. At 15th level, any living creature affected by a necromancy spell you cast and fails the Fortitude save against it also becomes fatigued.

    Transmutation: Usually a piece of equipment or set of tools used to create something (such as thieves' tools, a musical instrument, or artisan's tools), your focus grants any nonpersonal transmutation spell you cast with one or more targets one additional target. The additional target is affected by the spell for half the normal duration. At 7th level, the additional targets of your spells receive them for the full duration. At 15th level, once per day, a transmutation spell you cast that grants a bonus to ability scores doubles the bonus. For example, a bull's strength spell grants a +8 bonus to Strength instead of the normal +4.

  5. - Top - End - #1355
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Q 643

    About Two-Weapon Fighting. If one enemy gets killed with one attack, does the second attack focus on its new target or the same target that got killed?
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Bartmanhomer View Post
    Q 643

    About Two-Weapon Fighting. If one enemy gets killed with one attack, does the second attack focus on its new target or the same target that got killed?
    A 643

    I believe that should fall under the general rule of declaring targets. In a full attack sequence, you have the option to change target, assuming any are in reach, if you drop the current target (or after any attack, really). Some spells and special abilities require you to designate all targets before you start rolling attacks or damage, but general melee attacks are not one of those situations.

    Side note: some tables I've played at require you to designate all of your targets for your round of attacks before you start rolling, but that is a house-rule.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Thurbane View Post
    A 643

    I believe that should fall under the general rule of declaring targets. In a full attack sequence, you have the option to change target, assuming any are in reach, if you drop the current target (or after any attack, really). Some spells and special abilities require you to designate all targets before you start rolling attacks or damage, but general melee attacks are not one of those situations.

    Side note: some tables I've played at require you to designate all of your targets for your round of attacks before you start rolling, but that is a house-rule.
    Ok thank you.
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Bartmanhomer View Post
    Q 643

    About Two-Weapon Fighting. If one enemy gets killed with one attack, does the second attack focus on its new target or the same target that got killed?
    A 643
    Attacks that happen at the same BAB modifier are still done in the order you wish and the target is chosen when the attack is resolved. You can always switch foe if the first attack has downed another.

    (Only exception I can think of is the Wolf Fang Strike maneuver, which is a special case.)

    You can even make a melee strike with the primary attack and throw the weapon with the off-hand one if there's no more adjacent target.
    Heck, you're not even obligated to pick the full attack action before the first attack; if the first attack has downed a foe, you can decide it was your standard action and then take a move action.
    Last edited by St Fan; 2020-12-13 at 03:00 PM.
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  9. - Top - End - #1359
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Q 644

    In the Stronghold Builder's Handbook, are stronghold space's walls supposed to be made of wood, unless further modifications? I am also having trouble understanding how the Guard Tower cluster price (800gp on the book) was calculated. From what I found:
    Guard post (300 gp), Height adjustement (400gp), Hewn stone wall (Normal wall cost or freestanding wall?)

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Q 645

    Could the Tumble skill be used for moving using fly speed? The same question about swim speed and climb speed. If yes than how it would look like? Flying mechanics introduces some constrains on changing direction in the air.
    Last edited by ayvango; 2020-07-18 at 06:32 AM.
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    A 645 Yes by RAW.
    Tumble does not change the direction of the movement so it does not alter the rules of changing direction and flight manuverabilty, however the rules on minimum forward movement to stay aloft will still apply.

    Does it make sense that a creature that can barely change course can jink around as it moves forward? Well that is not a RAW question and goes into house-rule territory.
    Last edited by Khedrac; 2020-07-18 at 07:25 AM.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Arkhios View Post
    Q 643

    Dispel Psionics works almost exactly like Dispel Magic and Greater Dispel Magic combined, at least to my reading, but the augment reads as follows: "For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure)."

    Does this mean that I get to add a cumulative +2 on my manifester level when I make the check, making the power significantly stronger than Dispel Magic(s) or does it simply increase the maximum of applicable manifester level up to +20?)
    It looks like someone else numbered a question incorrectly and this one wasn't seen.
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Arkhios View Post
    Q 643

    Dispel Psionics works almost exactly like Dispel Magic and Greater Dispel Magic combined, at least to my reading, but the augment reads as follows: "For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure)."

    Does this mean that I get to add a cumulative +2 on my manifester level when I make the check, making the power significantly stronger than Dispel Magic(s) or does it simply increase the maximum of applicable manifester level up to +20?)
    A 643
    The RAW is debatable and may be bent in both ways, therefore it's probably better to simply use what's more coherent with the "magic" version of the power, and embrace the more balanced interpretation (the augment increases the maximum possible bonus, but the actual bonus remains not higher than your manifester level).

    Quote Originally Posted by Falontani View Post
    It looks like someone else numbered a question incorrectly and this one wasn't seen.
    Thank you for pointing it out.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Also, bump this one from the previous page:
    Quote Originally Posted by Blue Jay View Post
    Q 639

    What does into the "modified level check" that opposes an Intimidate check? The text says "1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear." I can see this interpreted in two ways:

    1. All modifiers that would apply to a save against a fear effect apply here. So, I essentially make a Will save vs fear, and add a bonus equal to my Hit Dice.

    2. Only modifiers that specifically apply to fear effects apply here. So, my base Will save modifier doesn't apply, but I can add the bonus from the party bard's Inspire Courage or the paladin's Aura of Courage.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Blue Jay View Post
    Q 639

    What does into the "modified level check" that opposes an Intimidate check? The text says "1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear." I can see this interpreted in two ways:

    1. All modifiers that would apply to a save against a fear effect apply here. So, I essentially make a Will save vs fear, and add a bonus equal to my Hit Dice.

    2. Only modifiers that specifically apply to fear effects apply here. So, my base Will save modifier doesn't apply, but I can add the bonus from the party bard's Inspire Courage or the paladin's Aura of Courage.
    A 639

    You are mostly right.

    An Intimidate check is indeed basically a Fear effect, only a mundane effect rather than a magical one. Therefore, creatures that are immune to Fear effects are also unaffected by Intimidate skill.

    The check that you make to oppose an Intimidate check does indeed add bonuses and penalties that apply against Fear effects, even though they are normally added to Will saves. This includes the bard's Inspire Courage effect and the paladin's Aura of Courage, among other effects. It also includes morale penalties, such as the effect of the Doom spell.

    In other respects, the check that you make to oppose an Intimidate check, which I call a "courage check," is not a Will save. For example, it does not fail automatically on a natural one or succeed automatically on a natural twenty, because it is not a saving throw. It also has no Will save DC, because it is an opposed check that succeeds if it beats an Intimidate check. I think it makes sense to think of a "courage check" as a kind of ability check based on Wisdom (even though it also adds a creature's Hit Dice level, so that it is also a Hit Dice level check). This is why morale bonuses and penalties apply to it, because these things are explicitly applied to ability checks as well as Will saves.

    Finally, in contrast to a Will save (or a normal Wisdom check), you add a Wisdom modifier to a "courage check" only if it is a bonus, not if it is a penalty. This is important to remember when you try to intimidate an orc. Although a typical orc's Wisdom score is below average, this does not make the orc easier to intimidate.
    Last edited by Duke of Urrel; 2020-07-19 at 12:14 PM.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    A 643 additional

    OK, as you say the reading is that it works like dispel magic with a caster manifester level modifier capped at +10.
    Then we get the complicated bit:
    Quote Originally Posted by SRD
    Augment: For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).
    There are two interesting things here, one is the use of the phrase "the bonus" and the other is the text in brackets.

    1. There is, strictly speaking, no bonus to the check - it is a straight capped manifester level check, but it is the only thing added to the check barring special abilities not referenced in the description. This leaves two possibilities:
    a) the bonus is the one from the augment option;
    b) the "bonus" the the addition of the manifester level to the base D20.

    2. The bracketed text gives a maximum of +20 from 5 instances of +2 which means there is a maximum of +10 in place before the augment option is used. This means we are definitely in case 1b - the augment applies to the level check.

    Now, on the the question, does this boost the check or just the ceiling? And the answer has to be the check - the wording is clear that it increases the "bonus on your check" not the "maximum bonus".

    Remember that although a modifer of +20 is the ceiling, this requires 10 manifester levels as the augment is seperately capped at a 5-point expenditure, a lower ML will result in a lower modifier when fully augmented.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Q 646

    Could you mix tumble and normal movement? Cross threatened spaces with tumble and safe spaces with normal move? Just like the jump skill that could be used in middle of normal movement?
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Khedrac View Post
    A 643 additional

    OK, as you say the reading is that it works like dispel magic with a caster manifester level modifier capped at +10.
    Then we get the complicated bit:There are two interesting things here, one is the use of the phrase "the bonus" and the other is the text in brackets.

    1. There is, strictly speaking, no bonus to the check - it is a straight capped manifester level check, but it is the only thing added to the check barring special abilities not referenced in the description. This leaves two possibilities:
    a) the bonus is the one from the augment option;
    b) the "bonus" the the addition of the manifester level to the base D20.

    2. The bracketed text gives a maximum of +20 from 5 instances of +2 which means there is a maximum of +10 in place before the augment option is used. This means we are definitely in case 1b - the augment applies to the level check.

    Now, on the the question, does this boost the check or just the ceiling? And the answer has to be the check - the wording is clear that it increases the "bonus on your check" not the "maximum bonus".

    Remember that although a modifer of +20 is the ceiling, this requires 10 manifester levels as the augment is seperately capped at a 5-point expenditure, a lower ML will result in a lower modifier when fully augmented.
    This is how my DM read it as well.

    Dispel Psionics is certainly in the more weird and OP side of psionics. Essentially, at 10th level a psion is just as good at dispelling as a 20th level wizard. That's just crazy!

    Then again, it's nice to know that, especially with psionics-magic transparency in use, my Cerebremancer is not completely useless next to our single-classed Codzilla or Diplomonster Bard!
    Last edited by Arkhios; 2020-07-19 at 04:55 PM.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by ayvango View Post
    Q 646

    Could you mix tumble and normal movement? Cross threatened spaces with tumble and safe spaces with normal move? Just like the jump skill that could be used in middle of normal movement?
    A 646

    Yes, you can.


    Tumbling is part of movement, so a Tumble check is part of a move action.
    When you use Tumble skill, you move as usual, but whenever you would normally provoke an attack of opportunity by moving, you can make a Tumble check to avoid doing so. No Tumble check counts as an action; it is only "part of movement." It really is like making Jump checks while moving.

    The only drawback is that in order to make Tumble checks with no penalty, you must move at one-half speed, for example at 15 feet per move action rather than at 30 feet per move action. If you move at normal speed, the Tumble DC rises by 10, and if you run, the Tumble DC rises by 20.

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    Question Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Duke of Urrel View Post
    The only drawback is that in order to make Tumble checks with no penalty, you must move at one-half speed, for example at 15 feet per move action rather than at 30 feet per move action. If you move at normal speed, the Tumble DC rises by 10, and if you run, the Tumble DC rises by 20.
    Q647:
    Can the movement be mixed for this?

    For example, a 30' move speed, move 10' at full-speed and then use the other 20' at half-speed and Tumble at no penalty while moving another 10'?

    If so, can you Tumble for 5' at half-speed, move 10' at full speed, and then Tumble at half-speed again for another 5'?
    Last edited by reddir; 2020-07-19 at 08:42 PM. Reason: paragraphs for easy reading

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Duke of Urrel View Post
    A 639

    You are mostly right.

    An Intimidate check is indeed basically a Fear effect, only a mundane effect rather than a magical one. Therefore, creatures that are immune to Fear effects are also unaffected by Intimidate skill.

    The check that you make to oppose an Intimidate check does indeed add bonuses and penalties that apply against Fear effects, even though they are normally added to Will saves. This includes the bard's Inspire Courage effect and the paladin's Aura of Courage, among other effects. It also includes morale penalties, such as the effect of the Doom spell.

    In other respects, the check that you make to oppose an Intimidate check, which I call a "courage check," is not a Will save. For example, it does not fail automatically on a natural one or succeed automatically on a natural twenty, because it is not a saving throw. It also has no Will save DC, because it is an opposed check that succeeds if it beats an Intimidate check. I think it makes sense to think of a "courage check" as a kind of ability check based on Wisdom (even though it also adds a creature's Hit Dice level, so that it is also a Hit Dice level check). This is why morale bonuses and penalties apply to it, because these things are explicitly applied to ability checks as well as Will saves.

    Finally, in contrast to a Will save (or a normal Wisdom check), you add a Wisdom modifier to a "courage check" only if it is a bonus, not if it is a penalty. This is important to remember when you try to intimidate an orc. Although a typical orc's Wisdom score is below average, this does not make the orc easier to intimidate.
    A 639 Redirect

    The real question I had was whether or not you include Will save bonuses that are not specific to fear effects. Like, do you add your base Will save bonus, or the resistance bonus from your cloak of resistance, or the +2 morale bonus from a barbarian's Rage, or the +2 bonus for a ninja's non-empty Ki pool, etc.

    To me, the wording of the text implies that all those bonuses apply, but that seems like a lot of bonuses, in addition to Hit Dice and size modifiers; and it seems like a rather high bar to set for the would-be intimidator. I'm I missing something in this?

  22. - Top - End - #1372
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by reddir View Post
    Q647:
    Can the movement be mixed for this?

    For example, a 30' move speed, move 10' at full-speed and then use the other 20' at half-speed and Tumble at no penalty while moving another 10'?

    If so, can you Tumble for 5' at half-speed, move 10' at full speed, and then Tumble at half-speed again for another 5'?
    A 647

    No and no.


    Here's the basic general rule from the SRD.

    Modes of Movement
    While moving at the different movement scales, creatures generally walk, hustle, or run.
    When you move, you take either a move action to make a standard move or a full-round action to take a withdraw action, a charge action, or a run action. There is never the option to make different parts of a move at different speeds.

    It's a little inaccurate to say that you tumble at a certain speed, because you don't actually move by tumbling. More accurately, you make one or more Tumble checks to avoid provoking attacks of opportunity while you are moving at a certain speed.

    First, you choose how fast you're going to move with the action that you take, and then, depending on your speed, you make Tumble checks that are either normal or have raised DCs.

    You can imagine this movement as all tumbling, or you can imagine it as mostly moving normally but dramatically doing a somersault whenever necessary to avoid an attack. But according to the rules, only your movement is a timed action; your Tumble checks are modifications of this action that take no time at all.

    The same principle applies to Balance checks, Climb checks, Hide checks, Jump checks, Move Silently checks, and Swim checks that you make while moving.

  23. - Top - End - #1373
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Blue Jay View Post
    A 639 Redirect

    The real question I had was whether or not you include Will save bonuses that are not specific to fear effects. Like, do you add your base Will save bonus, or the resistance bonus from your cloak of resistance, or the +2 morale bonus from a barbarian's Rage, or the +2 bonus for a ninja's non-empty Ki pool, etc.

    To me, the wording of the text implies that all those bonuses apply, but that seems like a lot of bonuses, in addition to Hit Dice and size modifiers; and it seems like a rather high bar to set for the would-be intimidator. I'm I missing something in this?
    A 639

    Only modifiers that apply to Fear effects apply to the check that opposes an Intimidate check.


    Let's look at the rule text again.

    Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear).
    This special check, which I call a courage check, adds three things:
    • your character level or Hit Dice level.
    • your Wisdom bonus, if any (not a Wisdom penalty), and
    • any modifiers that you would add to saving throws against Fear effects.


    The third item is a little confusing, because the word "modifier" is a little general. However, it does not mean your Base Will Save Bonus, because a courage check is not a Will save. It does not mean any other modifiers that apply generally to Will saves but not specifically to Will saves against Fear effects.

    An Intimidate check is basically a mundane Fear effect. If a modifier applies to Fear effects, it applies to courage checks; otherwise, it doesn't apply.

    Size modifiers don't apply to courage checks. However, a relative size modifier applies to Intimidate checks; that is, if your size category is greater than your opponent's, you add +4 for every category difference to your Intimidate check.

    I have erred in advising you to add the penalty imposed by the Doom spell to courage checks. I think it makes sense because the spell's effect is to make its subject shaken and because the shaken condition imposes a -2 penalty upon "attack rolls, saving throws, skill checks, and ability checks." In my original answer, I characterized the courage check as a kind of ability check because it is tied to Wisdom. Although this is what I do at my table, this is a house rule, not an official rule. You should ask your dungeon master about this. I apologize for the confusion.
    Last edited by Duke of Urrel; 2020-07-19 at 09:43 PM.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Duke of Urrel View Post
    A 639

    Only modifiers that apply to Fear effects apply to the check that opposes an Intimidate check.


    This special check, which I call a courage check, adds three things:
    • your character level or Hit Dice level.
    • your Wisdom bonus, if any (not a Wisdom penalty), and
    • any modifiers that you would add to saving throws against Fear effects.


    The third item is a little confusing, because the word "modifier" is a little general. However, it does not mean your Base Will Save Bonus, because a courage check is not a Will save. It does not mean any other modifiers that apply generally to Will saves but not specifically to Will saves against Fear effects.
    A 639 Closing Remarks

    I guess my mind is still really unsettled on this, but this reply probably means it's grown beyond the Simple RAW Thread. You've done an incredible job explaining your answer, and it's very clear, so thanks for that. But, I still look at the phrase "modifiers on saves against fear," and I don't see the clarity you see. It seems like the only thing I check is whether or not a given modifier applies to saves against fear effects. That seems like it would apply to all general Will save modifiers, as well as all fear-specific modifiers. If that's the only line of rules text about this, then I'm still not comfortable settling on how to read the RAW.

    I'm actually the DM of an online game, and this came up because it seems like I have to choose between rolling pathetically low checks for my NPCs, or unfairly high ones. I think, in this specific instance, I'll probably just split the difference somewhere and call it a "circumstance bonus" (which actually makes a lot of sense to include in this situation): that ought to make it somewhat competitive, but still leave a reasonably high chance of success for the player. But, it's still unsatisfying to be this uncertain about a bit of rules text, even after a solid explanation like you just gave me.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Q 648: Disguise Spell

    It seems I've been full of questions recently...

    So, anyway, the above feat is reasonably clear in all but one thing: is a Disguised Spell cast as if it had Silent and Still metamagic as well (not requiring verbal and somatic components to cast), or is it only the effect that it can't be recognized as a spell with Spellcraft, similar to Still and Silent combined?

    I feel that the RAI is the latter, but I'd rather be sure than sorry.
    Last edited by Arkhios; 2020-07-20 at 12:38 AM.
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    A 647 Dispute - Yes just as you can mix movement modes in a single movement action.
    The rule quoted says "generally" which means it acknowledges it is not the only way to act.

    That said, it does not disagree with this.

    The movement mode is chosen, e.g. walk - the base movement speed is calculated - e.g. 30 but then each square moved is resolved seperately. Although the rules state that tumbling halves the movement speed, it is easier to resolve if treated as doubling the cost of each square (similar to difficult terrain etc.) - this isn't the only case where it is easier to track by doing the opposite of what the rules specify (it's doesn;t break them, just makes it simpler to follow).

    The key quote is:
    Quote Originally Posted by SRD
    Tumble at one-half speed as part of normal movement,
    It doesn't replace normal movement - it is part of it - which means it can be done for only part of the move.
    Last edited by Khedrac; 2020-07-20 at 01:05 AM.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by Arkhios View Post
    Q 648: Disguise Spell

    It seems I've been full of questions recently...

    So, anyway, the above feat is reasonably clear in all but one thing: is a Disguised Spell cast as if it had Silent and Still metamagic as well (not requiring verbal and somatic components to cast), or is it only the effect that it can't be recognized as a spell with Spellcraft, similar to Still and Silent combined?

    I feel that the RAI is the latter, but I'd rather be sure than sorry.
    A648:

    Quote Originally Posted by Disguise Spell
    You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. ... Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t.
    It seems clear that the spell is in no way cast Silently or Stilly. It is just that the verbal and somatic components can't be recognized as such.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Q 648

    if you're playing an Articifer, and you take an item creation feat that says "any spell you know" in the text of the feat, are you unable to use an infusion, or use umd to cast the spell to meet that requirement?
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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Quote Originally Posted by jdizzlean View Post
    Q 648

    if you're playing an Articifer, and you take an item creation feat that says "any spell you know" in the text of the feat, are you unable to use an infusion, or use umd to cast the spell to meet that requirement?
    A648:
    Quote Originally Posted by ECS p32
    Class: Artificer: Level 1 Special: Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item.
    The Artificer Class has a specific exception to the general rule for these feats.

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    Default Re: Simple RAW Thread for 3.5 #35: 3/2 Score And Four Threads Ago

    Q 649

    In combat, do familiars roll and use their own initiative, or do they share their master's initiative?

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