PDA

View Full Version : Simple Q&A (By the RAW) II



Pages : 1 [2] 3 4 5 6

Douglas
2007-03-13, 06:29 AM
Q93
Does a Monk's AC bonus apply in a grapple? The rules I'm looking at and unsure about are: She loses these bonuses when she is immobilized or helpless (http://www.d20srd.org/srd/classes/monk.htm#aCBonus) and You can’t move normally while grappling. (http://www.d20srd.org/srd/combat/specialAttacks.htm#grapplingConsequences)

It's possible "immobilized" here was intended to mean not being able to move at all, not even swinging a weapon or other actions that don't require moving from one square to another, but that's pretty much the definition of helpless and it seems odd to me that it would specify both conditions if they weren't different.

Maxymiuk
2007-03-13, 06:42 AM
A93


These bonuses to AC apply even against touch attacks (http://www.d20srd.org/srd/combat/combatStatistics.htm#touchAttacks) or when the monk is flat-footed (http://www.d20srd.org/srd/conditionSummary.htm#flatFooted).

Therefore this bonus still applies even when the monk loses his Dex bonus to AC. As for rules on grappling...



No Dexterity Bonus

You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)

But since the Wisdom bonus is not dependent on the Dex bonus, it looks like you still retain the monk's AC bonus in a grapple.

Lord Lorac Silvanos
2007-03-13, 06:58 AM
A. 093

Immobilized is not defined in game terms, so we are left with standard dictionary definitions.

Stunned would be a condition that qualifies for immobilized, but not helpless.

In a Grapple you can only move if you win an opposed grapple check and you lose you dex against opponents outside the Grapple.

I would rule that grappling qualifies as being immobilized, but only against opponent's you are not grappling.


The only semi-official note on Immobilized I could find:



Immobilized


When you can't move, you can't use your Dexterity bonus (if any) to Armor Class, and you can be sneak attacked even when you're not flanked or caught flat-footed.



Any of these conditions keep you from using your Dexterity bonus to Armor Class: grappled, held, helpless, incapacitated, pinned, or stunned. Immobility is one time when the uncanny dodge ability doesn't foil a sneak attack (see the section on uncanny dodge).



Grappling is worth a special note. When you're grappling, you lose your Dexterity bonus to Armor Class (if any) against any foe that you are not grappling, and that's true no matter who started the grapple -- you're just as vulnerable if you initiate a grapple as you are when a foe grapples you. You retain your Dexterity bonus to Armor Class, however, against a foe you are grappling. So, if someone grabs you, you can't sneak attack that foe, but your buddies could.



When you're climbing (ascending or descending a vertical surface or a slope too steep to walk up) you cannot use your Dexterity bonus to Armor Class, which makes you vulnerable to sneak attacks (even if you have uncanny dodge).



Being entangled impedes your movement and reduces your effective Dexterity score, but it does not make you vulnerable to sneak attacks.

RotG - All About Sneak Attacks (Part Two) (http://www.wizards.com/default.asp?x=dnd/rg/20040224a)



A93
Therefore this bonus still applies even when the monk loses his Dex bonus to AC.

To say that the bonus applies when flat-footed is not the same as saying that it applies in other situations where you lose your Dex to AC.

Flat-footed is only a (proper) subset of No-Dex-to-AC situations.

NotCC
2007-03-13, 03:33 PM
Q. 094

Are there any feats, spells, class abilities, or other that would allow me to use spells with a range of "Personal" on another?

Lord Lorac Silvanos
2007-03-13, 04:33 PM
A. 094

The Share Spell class feature allows for it with mounts, companions and familiars.

Rings of Spell Storing allows for it, albeit indirectly.

Not much else comes to mind I am afraid.

Douglas
2007-03-13, 04:36 PM
A94
The Master Specialist from Complete Mage can do it three times per day at class level 10 if his specialty is Abjuration, but only with Abjuration spells.

cupkeyk
2007-03-13, 04:44 PM
A. 094

Any of the (Scribe Scroll, Craft Wand, Craft Staff) spell completion item creation feats lets you give items with spells with a range of personal to anyone that could cast them, particularly rogues or bards with UMD or sorc or favored souls who want to cast a spell on the wizard or cleric list they do not know. Brew potion, Inscribe Rune(PGtF) and Craft Contingent Spell works almost with all classes though.

Zherog
2007-03-13, 05:51 PM
A94 continued

Personal range spells cannot be made into a potion. I'm not familiar off the top of my head with runes, but I'd wager the same thing is true for them.

asqwasqw
2007-03-13, 06:19 PM
Q.95
If your intelligence gives you a bonus of 1 additional lv 3 spell but you normally can not cast any lv 3 spells, does that mean that you do not get to cast any lv 3 spells with the bonus?

cupkeyk
2007-03-13, 06:28 PM
BREW POTION {ITEM CREATION}

Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.Since the imbiber and the caster becomes the same thing for purposes of a potion. I am unaware where it says that it's not possible. An example is a potion of Levitate which is on the DMG list of random potions, though it has you or close.







Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
The person applying an oil is the effective caster, but the object is the target.And furthermore:

[quote]Inscribe Rune

Type: Item Creation
Sources: Forgotten Realms Campaign Setting
Player's Guide to Faerūn

You can create magic runes that hold spells until triggered.

Prerequisite: Int 13, appropriate Craft skill, divine spellcaster level 3rd.
Benefit: You can cast any divine spell you have access to as a rune. You must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay that cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when you begin writing the rune, but focuses are not. See Rune Magic in Chapter 2 of the FORGOTTEN REALMS Campaign Setting for details on runes and rune magic.
A single object of Medium size or smaller can hold only one rune. A larger object can hold one rune per 25 square feet of surface area. Runes cannot be placed on creatures, although they can be drawn on equipment a creature carries.
The rune has a price equal to its spell level x caster level x 50 gp. (A 0-level spell counts as 1/2 level.) You must spend 1/25 of the price in XP and use up raw materials costing one-half the price to inscribe the rune.

Inscribe Rune is even less restrictive.

Douglas
2007-03-13, 06:28 PM
A95
In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level. (http://www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters)

You don't get that bonus 3rd level spell slot at all until you could cast 3rd level spells without it. The only exception is classes like Paladin that give "0" spells per day at certain levels rather than "-" and specifically state that this means you get your bonus spells for that level even though the level-based progression doesn't give you any.

Edit: A94 continued
The restriction on no personal range spells in potions could do with a lot more duplication than it has. It is listed under Creating Potions (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#creatingPotions) in the section about creating magic items. For clarity and ease of reference, it should also be listed in the Brew Potion (http://www.d20srd.org/srd/feats.htm#brewPotion) feat and the Potions and Oils (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm) section, but it isn't.

Lord Lorac Silvanos
2007-03-13, 06:29 PM
A. 095

That is correct. You have to be able to cast spells of that level before you get your bonus spells, except if there is an entry saying "0" instead of "-".
(Look under the Ranger for an example)
In that case you get your bonus spell(s).

cupkeyk
2007-03-13, 06:33 PM
Q.95
If your intelligence gives you a bonus of 1 additional lv 3 spell but you normally can not cast any lv 3 spells, does that mean that you do not get to cast any lv 3 spells with the bonus?

A. 94.
In addition to what has been said.

I am not sure how that is possible since you need a 13 to cast a third level spell and a 16 to get bonus 3rd level spell. I am not sure about MAD casters, but usually the secondary requisite ability only determines DC. But yes, you are correct to assume that having a low requisite score prevents you from casting any spells higher than your prime requisite score minus ten regardless of bonus spells otherwise granted by objects, abilities and such. Even UMD requires users to meet the requisite score minumum or at least emulate it using a skill check.

Lord Lorac Silvanos
2007-03-13, 06:50 PM
I am unaware where it says that it's not possible.

In the Magic Item Creation guidelines.


Spells with a range of personal cannot be made into potions.


EDIT:
Douglas: I did not see your edit :-(

asqwasqw
2007-03-13, 06:50 PM
A. 94.
In addition to what has been said.

I am not sure how that is possible since you need a 13 to cast a third level spell and a 16 to get bonus 3rd level spell. I am not sure about MAD casters, but usually the secondary requisite ability only determines DC. But yes, you are correct to assume that having a low requisite score prevents you from casting any spells higher than your prime requisite score minus ten regardless of bonus spells otherwise granted by objects, abilities and such. Even UMD requires users to meet the requisite score minumum or at least emulate it using a skill check.

Well if you are level one, you can't cast this spell regardless of int bonus.

cupkeyk
2007-03-13, 06:55 PM
Well if you are level one, you can't cast this spell regardless of int bonus.

Which is what the "in addition" meant. A cha 11 sorceror 1 cannot use a an arcane scroll even if it appears on the sorc/wiz list if it is higher than 1. Meanwhile, a 13 cha sorc can cast fireball from a scroll just fine. Bonus spells kick in when you can cast them, of course.

asqwasqw
2007-03-13, 07:35 PM
Q. 96 If I have 3 ranks in wizard and I multiclass into bard, do I gain a caster level for wizard and get to cast new spells?

Lord Lorac Silvanos
2007-03-13, 07:46 PM
A. 096

The spellcasting capabilities of Bards and Wizards do not stack even though both are Arcane casters.
You track their spellcasting separately for each level.

asqwasqw
2007-03-13, 08:45 PM
If you multiclass into another class, you gain skill number equal to the first lvl of the class or the additional lvl?

cupkeyk
2007-03-13, 08:50 PM
Just the number of skills they get for a new level + intelligence modifier

Lord Lorac Silvanos
2007-03-13, 08:50 PM
A. 097

You only gain 1st level skill points for your first character level/HD.

Skill Points at 1st Level: (X + Int modifier) x 4.


Any additional levels use the additional level skill points.


Skill Points at Each Additional Level: X + Int modifier

asqwasqw
2007-03-13, 09:27 PM
Q. 98 If I take another class, will my cross class skills double if they become class skills?

Douglas
2007-03-13, 09:38 PM
A98 (please actually check the numbering to help avoid confusion)
No. Skill points only exist during the process of levelling up, and they are converted to skill ranks at that time. The cost of each rank is set at the time it is purchased and cannot be changed retroactively.

The maximum ranks in those skill will double and the price for new ranks will go down to 1 skill point per rank, but you still have to buy the new ranks if you want to take advantage of the new max.

cupkeyk
2007-03-14, 02:00 AM
Q 99

What takes precedence when applying Savvy Rogue/Crippling strike on a creature otherwise immune to critical hits/sneak attacks with Telling Blow. Telling blow is triggered by a critical hit while Crippling Strike is triggered by a sneak attack. Does this mean that Telling Blow will not trigger Savvy Rogue/Crippling Strike because the creature will still be immune to critical hits and therefore will not trigger the chain of effects?

Lord Lorac Silvanos
2007-03-14, 04:12 AM
A. 099

Yes, without a critical hit you won't gain the benefit of Telling Blow and without the Sneak Attack you do not deal a Crippling Strike.

RMS Oceanic
2007-03-14, 06:19 AM
Q. 100

Do enhancement bonuses to armor or shields (like a +2 chain shirt) provide any benefits other than AC or armor check penalty reductions?

Lord Lorac Silvanos
2007-03-14, 06:23 AM
A. 100

Yes, at least for shields.
It makes them harder to sunder.


Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2 to a shield’s hardness and +10 to its hit points.

However, enhancement bonuses do not reduce armor check penalty.
(Masterwork quality or special materials do)

Shhalahr Windrider
2007-03-14, 07:43 AM
A 098 Clarification

The most important thing to remember is that ranks are purchased based on the class level you just took. Although having even a single level in a particular class grants all class skills for that class a maximum rank of 3+character level, the cost is still only one skill point per rank when bought with skill points from a class that has that skill as a class skill.

For example, if you are a Rogue 1, you can buy two cross-class ranks in Knowledge (arcana). Your maximum is two ranks. If you were to take another level of Rogue, your maximum rank would go up to two-and-a-half, and you'd still have to spend two skill points to gain a full rank. However, if you took a level of Wizard, your maximum ranks would go up to five, and you could buy ranks on a one-for-one basis, provided those skill points come from a class that has Knowledge (arcana) as a class skill. If, for your third level, you then took another level of Rogue, your maximum ranks in Knowledge (arcana) would go up to six, but you would have to pay two Rogue skill points for every rank in Knowledge (arcana).

So there's another reason existing ranks would remain unaffected by multiclassing.

Velvet Elvis
2007-03-14, 07:59 AM
Q 101

The text of the Beguiler's Cloaked Casting ability (PHBII) seems to infer that the DC increase might only apply if the Beguiler casts a spell that specifically and literally targets a particular discrete foe.

Specifically, "...when you cast a spell that targets any foe who would be denied a..."

By precedent, should this be read literally as in "You must specifically target a particular subject directly"?

How does this apply to area of effect spells? Does the subject at the centerpoint of an AoE spell qualify for the DC save increase? What about all others in the AoE?

In addition, the description uses the term "foe," so should that be taken literally to mean that nothing currently considered an ally could be subject to the DC increase? For instance, in a case where an ally is temporarily under the control of an enemy.

Lord Lorac Silvanos
2007-03-14, 08:16 AM
A. 101

You need to use a targeted spells for the ability to work.
It does not apply to Area of Effect spells.


AIMING A SPELL

You must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate.

Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.


More information can be found in the Magic Overview chapter of the PHB or SRD.



Foe is used loosely to mean anyone, including your own mother, that you consider a foe at the time of casting.

Velvet Elvis
2007-03-14, 08:48 AM
Q 101

If, during a combat, Joe, with an initiative of 20, is slept by a sleep spell or effect cast by a Goblin Shaman with an initiative of 15, and two rounds later, roused by Kat, who has an initiative of 1, what is Joe's initiative at that point?

If Joe's initiative becomes 1, but just behind Kat's, does he immediately get to act that round or has his round been lost because he wasn't awakened until after his original initiative count?

Shhalahr Windrider
2007-03-14, 09:04 AM
A 101

Sleep does not affect initiative. Joe would retain his initiative of 20.

Note that after the first round of combat, strict round numbering doesn't matter much on a practical level. In this situation, Joe would still have the same number of actions over the combat regardless of when he took those actions. Barring an important event happening between counts 1 and 20, Joe doesn't really "lose" anything.

Shhalahr Windrider
2007-03-14, 02:02 PM
A 079
Manual of Planes, p. 61: "Movement is as normal on the Plane of Shadow, but travelers can cover great distances on the corresponding Material Plane by stepping across the Plane of Shadow"

In other words, the 50 miles per hour movement is only relative to the Material Plane. When you are on the Plane of Shadow itself, you move normally in relation to everything else on the Plane of Shadow. So an unencumbered half-elf would still only move 30 ft. per round. But if he were to warp into the Plane of Shadow, move 30 ft. while on that plane, then warp back to the Material Plane, he would arrive back on the Material Plane about 440 ft. from where he left the Material Plane (assuming such warping transfers the half-elf to and from directly corresponding points, such as with the spell shadow walk, but not plane shift, which has a certain margin of error).

Velvet Elvis
2007-03-14, 06:07 PM
Q 102

Does a goliath barbarian who takes the level 1 racial substitution level that grants Mountain Rage (Races of Stone) in place of normal barbarian rage, lose the +10' fast movement ability and/or the illiteracy aspect?

I can find no errata on RoS, and there are contradictions in the book.

Of relevance I see this in the intro:


"When you take a substitution level for your class at a given level, you give up the benefits gained at that level for the standard class, and you get the substitution level benefits instead."

Then later it shows what is supposed to be the level progression line that is to replace that of the normal L1 barbarian. In that line, it shows only Mountain Rage 1x/day, and nothing else.

However, later in the goliath section, there are sample characters who are shown to have taken the L1 racial sub level and are also listed as having fast movement and illiteracy.

These samples contradict the statement in the introductory text and the substitution chart, although illiteracy might be reasonably construed as not a benefit, thus not involved in the substitution (moreso since there is no mention of goliath barbarians not being illiterate irrespective of taking the substitution level.)

marjan
2007-03-15, 12:27 AM
Q103
In the description of Haste spell it says that you get extra attack with any weapon you are holding. Does this mean if you have two weapons you get extra attack with both of them or just that you can choose to which to apply extra attack. Shortly, which one is correct:
a) normal:
main hand - +1
off-hand - +1
hasted:
main hand - +1/+1
off-hand - +1/+1
or
b)normal:
main hand - +1
off-hand - +1
hasted:
main hand - +1/+1
off-hand - +1

If a) is case how does it work with natural weapons.

Lord Lorac Silvanos
2007-03-15, 04:23 AM
A. 102

Errata is clearly needed.

As far as th RAW goes; the actual rules text outweighs the examples you mention and there does not seem to be any contradictions there.

Lord Lorac Silvanos
2007-03-15, 04:32 AM
A. 103

b) You may make ONE extra attack with the weapon of your choice.



When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding.

RMS Oceanic
2007-03-15, 08:30 AM
Q 103A

What if instead of haste, you instead had two weapons which both had speed? Would that get you the attacks?

Lord Lorac Silvanos
2007-03-15, 08:42 AM
A. 103A

The description of Speed (and Haste) is quite clear; Speed effects do not stack, so you won't get the benefit of two extra attacks if you combine two Speed weapons or a Speed weapon and a Haste effect.


Speed: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)


Multiple haste effects don’t stack.

Fax Celestis
2007-03-15, 10:14 AM
Q104 I remember seeing somewhere (I thought it was the paragon classes, but it's not) something that would allow a half-orc or half-elf to qualify for human-only, elf-only, or orc-only (as appropriate) feats, PrCs, et al. Where is it, if it exists?

Lord Lorac Silvanos
2007-03-15, 10:19 AM
A. 104

Half-Orcs and Half-Elfs already qualify for "effects" with Orc and Elf prerequisites, respectively.

As described in the Races chapter of the PHB:


Elven Blood: For all effects related to race, a half-elf is considered an elf.

Orc Blood: For all effects related to race, a half-orc is considered an orc.



Qualifying for things with Human as a prerequisite:

The Human Heritage feat from Races of Destiny.

Or the variant rule from the same book (page 150)

Fax Celestis
2007-03-15, 11:07 AM
Aha! There it is! Half-Orc Chameleon, here I come!

Rykaj
2007-03-15, 07:36 PM
Q 105

Some simple questions regarding grappling.

-A bear attacks someone and hits with his claw. Does he have to use his improved grab ability immediately or get to finish his full attack and resolve the grapple later on?
-The bear succeeds the grapple. How and how often can he injure the opponent?
-How does shooting into a grapple work exactly, with miss chances and everything?

Dhavaer
2007-03-15, 11:15 PM
Q106: If a roll that would normally have automatic passes or fails becomes opposed, does it still have the automatic passes and fails? Example: An opposed attack roll, one character has a +21 attack bonus and the other has +10. The character with +21 rolls a 1, the other an 8. Which succeeds?

marjan
2007-03-15, 11:41 PM
A105
- He doesn't have to use it but he cannot delay grapple. Meaning if first claw hits and the second doesn't he cannot start grapple.
- He can deal damage with succesful grapple check or by hiting with natural attacks. If he deals damage with oposed grapple cheks he deals unarmed damage.
- You roll randomly to see which one of those engaged in grapple you strike.

marjan
2007-03-15, 11:42 PM
A106 Automatic success doesn't work with opsed rolls or checks. In your case the one with +21 attack bonus wins.

Lapak
2007-03-16, 10:33 AM
Q107 A ring of sustenance "continually provides its wearer with life-sustaining nourishment", among other things. Does this mean that the wearer does not need to eat? Does not need to drink? Or both? Is the actual effect defined more explicitly anywhere in the RAW?

Lord Lorac Silvanos
2007-03-16, 10:53 AM
A. 107

Both.
I do not think it is described in further detail.

clockwork warrior
2007-03-16, 02:33 PM
q. 108

the circlet of persuasion says it gives a +3 bonus for charisma based checks, does that include cha. based skills like perform?

Fax Celestis
2007-03-16, 02:36 PM
A108 Yes. Skill-checks are ability-based.

Raum
2007-03-16, 04:23 PM
A106 Automatic success doesn't work with opsed rolls or checks. In your case the one with +21 attack bonus wins.Do you have a RAW reference for this?

Rigeld2
2007-03-16, 04:29 PM
From the SRD under attack rolls:


Automatic Misses and Hits

A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit (http://www.d20srd.org/srd/combat/actionsInCombat.htm#criticalHits).
Since a grapple is a modified attack roll, a natural 20 will result in an automatic hit - which doesnt mean anything.

Shhalahr Windrider
2007-03-16, 05:06 PM
Re: 106

Although grapple checks use one's BAB in their value, they do not an actual type of attack roll.


Can you score a critical hit with a grapple check made to damage your opponent?

No. Despite its similarity, a grapple check is not an attack roll, and thus can’t score a critical hit (nor does it automatically succeed on a natural 20 or fail on a natural 1).

Not sure how it applies to actual opposed attack rolls, such as those made to disarm.

Lord Lorac Silvanos
2007-03-16, 05:21 PM
Rigeld2 is correct.

The concept of a succesful hit is meaningless in an opposed roll situation.

Raum
2007-03-16, 05:49 PM
Since a grapple is a modified attack roll, a natural 20 will result in an automatic hit - which doesnt mean anything.

Rigeld2 is correct.

The concept of a succesful hit is meaningless in an opposed roll situation.Declaring something meaningless is hardly RAW. And if there aren't rules to cover the situation it's probably best to simply say so and then suggest your house rule.

Thread opened for discussion here (http://www.giantitp.com/forums/showthread.php?p=2205719#post2205719).

Edit: As pointed out in the discussion thread, the terminology used is "hit" and "miss" for attack rolls as opposed to "success" and "failure" for disarms and sunders. The initial responders had the correct answer. :)

Kyace
2007-03-16, 08:11 PM
Q109:

It seems that the act of holding a second weapon in your other hand doesn't incur the two weapon penalties unless you use the extra attack per round, otherwise any fighter holding a torch and a sword would suffer. So, could the same fighter while holding a mace and a dagger attack with the dagger as a standard action and with the mace for attacks of opportunity without penalties?

Would switching hands to avoid the -4 off hand penalty be four move actions (sheathe a weapon both weapons then draw both), two move actions (drop both weapons as a free action then pick them up) or something else?

Matthew
2007-03-16, 08:15 PM
A 109

You can find the answer here:

Rules of the Game - Two Handed Fighting 1 (http://www.wizards.com/default.asp?x=dnd/rg/20060829a)
Rules of the Game - Two Handed Fighting 2 (http://www.wizards.com/default.asp?x=dnd/rg/20060905a)
Rules of the Game - Two Handed Fighting 3 (http://www.wizards.com/default.asp?x=dnd/rg/20060912a)




Some attack penalties you voluntarily assume, such as the penalty for defensive fighting (see pages 140 and 143 in the Player's Handbook), apply until your next turn, but two weapon penalties are not one of them.
If, after you made two-weapon attacks with your sword and torch, a foe later provokes an attack of opportunity from you that same round, you can strike that foe with your longsword with no two-weapon penalty at all. (You also can use just the torch, also with no two-weapon penalty, though you still take the -4 penalty for an off-hand attack; you also still take the -4 penalty for an improvised weapon for a total penalty of -8.)

crazedloon
2007-03-16, 11:20 PM
Q 110

When a frenzied berserker inspires a frenzy in allies do they gain the normal frenzy (+6 to strength) or improved frenzy (if she has it) I also assume they do not gain any other benefit from the frenzy.

Q 111
If you have shock trooper and you Domino Rush can you hit more then 1 person (say you get 10 extra feet can you trip 3 people if they were in a nice line the pushed and 2 behind)


Q 112
Can you enchant 1 weapon with the same ability more then one time and do these abilities stack if they did not provide damage (or does damage even stack)

marjan
2007-03-17, 03:40 AM
A110-112 You may have to open discusion threads for those questions since your questions don't have answers by the RAW as far as I can see.

But IMO:
A110 They get +6 STR and none of the other abilities.

A111 You could since it says that you may try to trip both oponents (the unclear part is: do you have to trip both of them and not just one).

A112 I would say no but in DMG they nothing about it. For most abilities you would have no use of enchanting it more than once.

These are my opinions and I can't find anything in books to support the claims.

Jasdoif
2007-03-17, 03:54 AM
A112

They don't stack. As mentioned in combining magical effects (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#combiningMagicalEffects), effects that provide bonuses to attack rolls, damage rolls, or other such things don't usually stack with themselves. Since nothing says weapon abilities are an exception to the general case, that applies to magic weapon abilities, thus flaming doesn't stack with flaming.

I suppose if you really wanted to you could add an ability twice to the same weapon, but you'd get no benefit and would only be wasting your own gold and XP from the cost of the higher bonus equivalency.

tensai
2007-03-17, 06:10 AM
Q113: The Loremaster PrC has the class feature Lore at 2nd level. the DMG states that "the loremaster adds her level and her intelligence modifier to the lore check." Is this referring to the number of levels taken in Loremaster, or is it my ECL?

Q114: Would the +2 synergy bonus for bardic knowledge from 5 ranks in Knowledge: History apply to the Loremaster's class feature as mentioned above?

Lord Lorac Silvanos
2007-03-17, 07:40 AM
A. 113

It refers to Loremaster levels.

A. 114

That would not be an unreasonable interpretation.


... which functions otherwise exactly like a bardic knowledge check.

Enlong
2007-03-17, 09:53 AM
Q 115

If a Shadowdancer covers himself with a bedsheet (picture a kid with a "ghost costume", minus the eyeholes) does that count as a shadow to hide/jump in, or does it count as "his shadow"?

(See, I'm wondering if I really do have to rig up some kind of makeshift flag and a lantern, of if I can just use the sheet)

Lord Lorac Silvanos
2007-03-17, 10:06 AM
A. 115

Anything he is wearing would definately be considered his shadow.

How else would parents keep track of their baby-Shadowdancers when it is time for bed....

Myatar_Panwar
2007-03-17, 01:32 PM
Q 116

I'm pretty sure I already know the answer to this question, but I've got to ask anyway: If a weapon has 2 energy property's, such as flaming and shock, can you activate them both at once?

Lord Lorac Silvanos
2007-03-17, 01:46 PM
A. 116

The activation requires a command word (standard action), but the FAQ suggest that you can use the same command word to actiavte several power.


... There’s nothing illogical about a flaming, frost, shock
weapon (at least not within any framework that allows weapons
to generate energy in the first place), and there’s no rule against
such weapons (think of the weapon as having fiery, frosty,
shocking flames). The character creating such a weapon
decides how it can be activated. Most such weapons probably
are made so that the wielders can activate all three powers
simultaneously, or activate them one at a time, as desired.

AmberVael
2007-03-17, 02:13 PM
Q 117

According to the SRD:

Psi-like abilities are subject to power resistanceand

A few psi-like abilities are unique; these are explained in the text where they are described.So where do the Pyrokineticist's (http://www.d20srd.org/srd/psionic/prestigeClasses/pyrokineticist.htm) Psi abilities describe their reaction to Power/Spell Resistance?
Do I assume that they aren't affected by PR/SR?

Fax Celestis
2007-03-17, 02:15 PM
A117 Psi-like abilities that do not specify whether or not they are subject to PR are considered to be subject to PR. The same holds true for Spell-like abilities and SR.

AmberVael
2007-03-17, 02:25 PM
Q 117 Cont.
What manifester level does one use for those powers?

Myatar_Panwar
2007-03-17, 02:47 PM
A. 116

The activation requires a command word (standard action), but the FAQ suggest that you can use the same command word to actiavte several power.

What I meant to ask was if you could activate them both and, for example, have a +1 flaming longsword of shock which deals 1d8+str and 2d6 (1d6 from fire, 1d6 from shock). You know, have both deal damage at the same time. But I guess the FAQ answers my question. My friend will be so happy that he can now, once again use his blue, white, and red d6's all with his melee attack.:smallsmile:

Lord Lorac Silvanos
2007-03-17, 03:06 PM
What I meant to ask was if you could activate them both and, for example, have a +1 flaming longsword of shock which deals 1d8+str and 2d6 (1d6 from fire, 1d6 from shock). You know, have both deal damage at the same time. But I guess the FAQ answers my question. My friend will be so happy that he can now, once again use his blue, white, and red d6's all with his melee attack.:smallsmile:


That was a given, so I thought were asked the slightly more complicated question of whether you could activate both with the same standard actions, as implied by your "at once". :smallsmile:

But yes, do flame, shock and chill away at the same time. :smallwink:

Raistlin1040
2007-03-17, 03:39 PM
Q 118
Can two templates (Half-Fiend and Half-Celestial) Be added to the same base creature?

Q119
Can a dragon ((Or a half-dragon)) contract lycanthropy?

Lord Lorac Silvanos
2007-03-17, 03:45 PM
A. 118

Yes, but alignment is restricted to neutral.


“Half-fiend” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature).


“Half-celestial” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonevil alignment (referred to hereafter as the base creature).

A. 119

No.


“Lycanthrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature).


Size and Type: The creature’s type changes to dragon.

Raistlin1040
2007-03-17, 04:40 PM
Hmm. Well then I'm screwing the rules with my half-red dragon werewolf. Hooray for screwing the rules!

martyboy74
2007-03-17, 05:25 PM
Q 118
Q119
Can a dragon ((Or a half-dragon)) contract lycanthropy?

Specifically, they cannot contract lycanthropy. They can, however, be naturally born with it.

Lord Lorac Silvanos
2007-03-17, 06:03 PM
Specifically, they cannot contract lycanthropy. They can, however, be naturally born with it.

This is supported by Savage Species page 144

crazedloon
2007-03-17, 06:55 PM
RAW reference?

"Half-dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).

(emphasis mine)

"Lycanthrope" is a template that can be added to any humanoid or giant

(emphasis mine)

So you could start with a human that is born a Lycanthrope (thus still human) and half dragon (but then that is sort of bending the rules and it depends exactly how templates stack and in what order)

cupkeyk
2007-03-17, 06:58 PM
I think he used logic on it. Since Were-X is an acquired Template, a half-dragon cannot get it after character creation, but the template may be applied to the base creature before slapping the half-dragon template on it, which is perfectly valid. But then the same could be done with afflicted lycanthropy and rationalizing that the half-dragon template came from a ritual/alchemical process like that acid themed half-black dragon wizard in that article or splatbook somewhere.

martyboy74
2007-03-17, 07:38 PM
I think he used logic on it. Since Were-X is an acquired Template, a half-dragon cannot get it after character creation, but the template may be applied to the base creature before slapping the half-dragon template on it, which is perfectly valid. But then the same could be done with afflicted lycanthropy and rationalizing that the half-dragon template came from a ritual/alchemical process like that acid themed half-black dragon wizard in that article or splatbook somewhere.
However, that's nowhere near RAW, and thus not a valid answer for this thread.

Dhavaer
2007-03-18, 03:20 AM
Q 120: Does indomitability (SC, pg121) protect from Massive Damage?

Lord Lorac Silvanos
2007-03-18, 06:58 AM
However, that's nowhere near RAW, and thus not a valid answer for this thread.


This is supported by Savage Species page 144, which is the only RAW source that covers this.

Lord Lorac Silvanos
2007-03-18, 07:26 AM
A. 120

It reduces damage.
If it reduces the damage below 50 it indirectly protects you, but if you still take at least 50 HP of damage you are still subject to the rules for Massive Damage.

Winged One
2007-03-18, 07:24 PM
Q121
Does the bonus from a Ciclet of Persuasion affect things like a binding check, which is based on charisma but is not a skill check?

Jasdoif
2007-03-18, 07:49 PM
A121

Yes. The circlet's bonus applies to all Charisma-based checks, not just Charisma-based skill checks.

crazedloon
2007-03-18, 09:26 PM
Q 122

Does damage resistence stack from diffrent sources such as Acid Resistance, Greater on both shield and armor equate to 60 total or just 30.

Fax Celestis
2007-03-18, 11:59 PM
A122 Multiple applications of the same effect overlap, not stack. Only the strongest applies.

Charity
2007-03-19, 04:15 AM
Q123 Is Silvanos getting paid to answer all our questions?
Q124 If not should I recomend him for sainthood?
Q125 Can you elect an all out defence against missile fire, (specifically when there is no-one in melee range)?

Edit Oooo, new avi Fax, very nice.

marjan
2007-03-19, 04:31 AM
A123 I believe not.
A(Q)124 Isn't he already?:smalltongue:
A125 If you mean does AC bonus from total defense count against ranged attacks then yes, unless you would for some reason lose dexterity bonus to AC.

Dhavaer
2007-03-19, 04:36 AM
A125: Yes, I believe so. Total Defence applies to all attacks, as long as you have your Dex bonus.

Myatar_Panwar
2007-03-19, 09:18 AM
Q 126 Can a unarmed strike be a kick instead of a punch?

Q 127 Is it considered a weapon if you have imp. unarmed strike?

Q 128 Could you, thus, take the multiweapon fighting feat while using an unarmed strike (kick) and both ends of a quarter staff (for example)?

Q 129 If its not considered an attack, but a natural attack, could you take multi attack to hit with two punches, etc. Or could you hit with multiple unarmed strikes (such as 2 kicks and two punches. I guess what I'm asking is, what defines an unarmed strike?)

Lord Lorac Silvanos
2007-03-19, 09:44 AM
A. 126

Yes. (See SRD reference below)

A. 127

Yes. (It is alse considered a weapon without the feat, but you are not considered armed unless you have the feat)


IMPROVED UNARMED STRIKE [GENERAL]

Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it.
A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.


A.128

No.


MULTIWEAPON FIGHTING [GENERAL]

Prerequisites: Dex 13, three or more hands.


A. 129

It is not a Natural Weapon. It follows the rules for manufactured weapons and can be used as part of the itereative attacks gained from high BAB.



Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:

Attacks of Opportunity: Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes nor does it provoke an attack of opportunity from an unarmed foe.


An unarmed character can’t take attacks of opportunity (but see “Armed” Unarmed Attacks, below).




Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

Rykaj
2007-03-19, 10:26 AM
Q. 130

From SRD:
Rake
A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.

Also from SRD (actions during grapple):
Damage Your Opponent
While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check.

This confuses me, why wouldn't a monster be able to use all their attacks in a grapple to damage their opponent?

Lord Lorac Silvanos
2007-03-19, 10:43 AM
A. 130

This is really a design question. (And I think the Grapple rules could have used slightly different rules)

By the RAW you are limited to one natural attack in a grapple unless you have a special ability like Rake.


Attack Your Opponent: You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a –4 penalty on such attacks. You can’t attack with two weapons while grappling, even if both are light weapons.




How many attacks does a creature with multiple natural weapons get while it’s grappling? How many grapple checks can it make in a round?

Under normal circumstances, a creature can can attack with only one of its natural weapons while grappling (and it takes a –4 penalty on such attacks; PH 156). A grappling dire bear can
attack with either a claw or its bite.
The rake special attack gives the creature “two additional claw attacks that it can use only against a grappled foe” (and which don’t take the normal –4 penalty to such attacks; MM
314).
A creature that chooses to make grapple checks in place of attacks—that is, to damage its opponent, escape from the grapple, move, pin its opponent, or use its opponent’s weapon—is allowed one grapple check for every attack that its base attack bonus would allow (even if it doesn’t normally make multiple attacks in this manner). These attacks deal damage as an unarmed strike made by a creature of that size (1d3 for Medium, 1d4 for Large, 1d6 for Huge, and so forth, plus its Strength modifier).
A creature with BAB +0 to +5 may make one grapple check in place of an attack, BAB +6 to +10 two, BAB +11 to +15 three, and BAB +16 to +20 four. The dire bear, for example, may make two grapple checks in place of attacks, thanks to its base attack bonus of +9: one using its full BAB
and the second using its BAB –5.

Fax Celestis
2007-03-19, 11:24 AM
Q131 How do set-price magical items affect the total effective bonus of a weapon or armor? That is, is a silent moves glamered mithral breastplate +1 still considered a +1 piece of armor, or is it +2 (or +3) even though the enchantments it has aren't technically worth a +1?

Lord Lorac Silvanos
2007-03-19, 11:37 AM
A. 131

They don't.

Charity
2007-03-19, 12:09 PM
Q132 piqued my curiosity here, so how much would it cost to further enchant a sunblade with a keen enchantment then?

Lord Lorac Silvanos
2007-03-19, 12:24 PM
A. 132

Not a RAW question, but around 22000 GP would be my ballpark suggestion (Difference between a +5 and +6 enhancement).

tobian
2007-03-19, 06:54 PM
Q 133

Do "person" (charm person, reduce person, ect.) spells work on creatures with the augmented humanoid subtype? (If their type was something else i.e. Outsider)

Lord Lorac Silvanos
2007-03-19, 07:23 PM
A. 133

No.

Type (not subtype) determines what a type-specific spell/effect can target.

jonnyjmboy
2007-03-19, 09:33 PM
Q 134

This may be an incredibly dumb question, but I figure that's acceptable on this thread! (hopefully)

When I use a tower shield's cover feature, I get +4 to AC from cover, so it stacks with the shield bonus, right?

What else, if anything, does it do? (And by that I mean attack penalties, protection from a feat or ability, etc.)

Jasdoif
2007-03-19, 10:22 PM
A134
When you use a tower shield for cover, you get total cover. You simply can't be targeted for attacks, except by spells (as mentioned in the tower shield's description) since they can affect you by targeting your shield.

You can't attack while using a tower shield for total cover.

Morty
2007-03-20, 10:28 AM
Q 135

Does the speed bonus from Expeditious Retreat multiply in case of full-round run?

AmberVael
2007-03-20, 12:24 PM
A 135

Yes. Expeditious Retreat is an enhancement to your base speed, and it therefore increases your total base speed (for the duration of spell), which is what you multiply to get your run speed.

Altair_the_Vexed
2007-03-20, 12:38 PM
Q136
Are there rules in the SRD for multiple doses of the same poison? Like, if you were to injest poison X from (poisoned) eating food, and nearly simultaneously also injest more poison X from drinking (poisoned) wine. I can't find any, aside from the need to make two saves and take two lots of damage.

Lord Lorac Silvanos
2007-03-20, 12:52 PM
A. 136

No, each application of a dose of poison is tracked separately.
There is no rules for the amount needed, so it is left to DM discretion to decide in a circumstance like you describe.

Jasdoif
2007-03-20, 02:33 PM
Q137

Can you use contingency to make a true strike take effect when you threaten a critical hit, so the +20 bonus applies to the critical roll (which is described as "another attack roll")?

Raool
2007-03-20, 02:38 PM
Q 138
How much would a Cure Moderate Wounds spell cure if cast by a multiclassed Cleric level 5/Ranger level 5 ?
I'm guessing 2d8 + ( 5(cleric's caster level)+2.5(ranger's caster level equal to half his ranger level) ).
I want to be sure though.

Jasdoif
2007-03-20, 02:41 PM
A138

It would cure 2d8+5 if cast from the cleric's spells, and 2d8+2 if cast from the ranger's spells.

The spellcasting doesn't stack, each class has its own caster level and spell slots and such.

EDIT: Just realized...you can't cast it as a ranger, it's a 3rd-level spell for a ranger and you don't have those slots with only 5 ranger levels.

So it would cure 2d8+5 since you have to be casting it as a cleric.

Lord Lorac Silvanos
2007-03-20, 06:05 PM
A. 137

Yes, that would be a valid contingency.

weenie
2007-03-21, 05:40 PM
Q. 138

Am I to understand correctly, that a character who contracts lycanthropy automatically gains HD and a level adjustment? That's pretty much like gaining a few levels out of nowhere!

Shhalahr Windrider
2007-03-21, 05:47 PM
A. 138

That is indeed the case. Though, remember, such a character would gain less XP than his compatriots for a period of time.

If this still rubs you the wrong way, you can use one of the Savage Class Progression (http://www.wizards.com/default.asp?x=dnd/arch/sp) offered on the WotC website to slow the growth of power. It could make things interesting even in the case of an infected lycanthrope to have the abilities come to the character slowly over time.

Douglas
2007-03-21, 06:27 PM
Q140 (there were two 138s)
Does Tremorsense (http://www.d20srd.org/srd/specialAbilities.htm#tremorsense) negate the miss chance from invisibility, or does it only reveal which 5 ft. square the target is in?

Jasdoif
2007-03-21, 06:44 PM
A140

Tremorsense allows you to know which square the invisible creature occupies (its location, as mentioned in the tremorsense description), but it still has total concealment. The miss chance remains.

Gorbad the Limb Rippa
2007-03-22, 11:18 AM
Q 141:Can a spellthief steals spells from a spellcaster that is immune to sneak attack?

Fax Celestis
2007-03-22, 11:30 AM
A141 Funnily enough, this very question is answered in the new WotC FAQ. The answer is no, unless that caster is friendly to you. A spellthief can steal a spell or an ongoing spell effect from a friendly target by touch, rather than by foregoing dice of sneak attack. However, in order to steal a spell (or similar) effect from a hostile target, he needs to get sneak attack.

This is why Greater Manyshotting Spellthieves with Greater Invisibilty pwn.

Lord Lorac Silvanos
2007-03-22, 11:40 AM
A. 141

No, Steal Spell only works after a successful sneak attack, unless used against a willing target.



Edit: Why so late with the simu-post you are thinking now?
Answer: I need a new computer :-(

Fax Celestis
2007-03-22, 11:43 AM
Not quite, my Floating Eyeball friend:


If the target is willing, a spellthief can steal a spell with a touch as a standard action.

In this case only, you do not need to Sneak Attack.

Lord Lorac Silvanos
2007-03-22, 12:33 PM
Not quite, my Floating Eyeball friend:



In this case only, you do not need to Sneak Attack.

I agree, I agree. Your first post was a thorough answer, while mine was both late and incomplete.

Late; because my hardware is... :smallsigh:

Incomplete; because it failed to account for willing targets.

LotharBot
2007-03-22, 06:06 PM
A string of questions about magical arrows. (I hope this isn't too complex for this thread; if so, let me know and I'll ask elsewhere.)

Q142 how much do magical arrows cost? The DMG seems to say that I'd get a bundle of 50 for 350 + the cost of enchantment (so, for example, 8350 for a bundle of 50 +1 shocking arrows.) Did I read that right?

Q143 how do special materials affect that cost? For example, adamantine says it adds +60gp to "ammunition"; is that per arrow or for a bundle of 50? Cold iron doubles the cost and adds 2000 to the cost of enchanting; does that make a bundle of 50 arrows cost 700+enchantment+2000?

Q144 if I get a bundle of spell-storing arrows, can I put a spell in each one of them? If so, can I use this with rapidshot or arrowstorm to cast a whole lot of fireballs / magic missiles / hold persons per round?

Q145 magic bows say they confer their magical properties on their ammo. How exactly does this stack? For example, if I had a +3 holy bow and a +2 orcbane arrow, which would it become:
+5 holy orcbane (everything stacks)
+3 holy orcbane (keeping the best of +3 or +2, stacking other properties)
+3 holy (keeping the bow's enchantment)
+2 orcbane (keeping its own enchantment)
or something else / some choice of those?

Q146 if you fire a cold iron arrow from a magical bow, does it get the magical properties as any arrow would?

marjan
2007-03-22, 06:12 PM
A145 All effects except actual enhancment bonus stack so in your case it would be +3 holy orcbane
A146They should since bow confers its enhancement bonus to all projectiles fired from it regardless of the type of projectile fired from it.

marjan
2007-03-22, 06:16 PM
Q147 Recitation spell (from Complete Divine) says that every ally gets +2 to attacks, skills and saves or +3 if he worships the same diety as you. Since you worship same deity as you and you are your ally do you get +3 bonus when you cast this spell(I hope this doesn't sound too confusimg)?

Fax Celestis
2007-03-22, 06:19 PM
A142 Yes, that is correct.

A143 Also correct.

A144 According to This chart (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#tableRangedWeaponSpecialAbilities ), arrows cannot have the Spell-Storing Property.

Fax Celestis
2007-03-22, 06:20 PM
A147 Yes. You are your own ally, and you worship your own deity.

Lord Lorac Silvanos
2007-03-22, 06:30 PM
A. 142 Agreement and comment

Yes.
However, the real price should have been 302.5 GP (+6 gp x 50 + 2.5 gp)

A. 143 Correction or an Answer.....

Adamantine: +60 gp per arrow or +3000 gp for 50 (3002.5 gp total)

Cold Iron: Price of the weapon doubles, so 1 arrow costs 1 sp. Making 50 masterwork cost 305 GP
OR using the erroneous table as a baseline: 50 GP arrows + 50 GP Cold iron + 300 MW = 400 GP. :sigh: I hope it will be errataed eventually.

A. 144 Agreement and comment

You cannot use Spell Storing arrows with a bow. The description suggests that you have to be wielding the weapon to use the ability, so you would have to wield the arrow in melee.

You will also notice the special ability missing from the Ranged weapon speacial abilities table.

If you decide to allow it as a house rule or wield the arrow as a melee weapon you should note that only targeted spells can be stored in a spell storing weapon, so no fireballs and such.


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. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.

Douglas
2007-03-22, 06:41 PM
A142
Almost right. Arrows have a base cost of 1 gp per 20, so 50 +1 shocking arrows (+2 equivalent for pricing) would cost 2.5 (base) + 300 (masterwork) + 8000 (magic) = 8302.5 gp.

A143
The additional cost of special materials is per arrow. Materials such as Cold Iron that multiply rather than add to the cost are applied before the masterwork cost is added. A bundle of 50 magical cold iron arrows would cost 2.5 (base) * 2 (cold iron) + 300 (masterwork) + 2000 (enchanting cold iron) + enhancement cost = 2305 gp plus whatever magical abilities you put on cost.

A144
I'm not sure Spell Storing is legal on ammunition. If it is, which isn't clear to me in the RAW, then yes you could store one spell in each arrow and use them to "cast" the stored spells rapidly at a later time. Fireball would not be a valid spell for this, however, as the ability only works with target spells and Fireball is an AoE.

A145
Enhancement bonus is best of, everything else stacks, though duplicate abilities generally don't have any additional effect for being present twice. In this case, +3 holy orcbane.

A146
Yes. Cold iron has no effect on the difficulty of magically enhancing something unless the cold iron weapon is being enhanced as a permanent magic weapon in its own right.

A147
Yes, you would benefit from the +3 luck bonus to attacks and saves.

martyboy74
2007-03-22, 06:57 PM
Q148
Since spell stroing weapons have been brought, how exactly would a healing shiv work? What about against undead?

Fax Celestis
2007-03-22, 07:01 PM
A148 A spell-storing dagger storing a healing spell would require you to stab someone to heal them. It would damage undead.

Stephen_E
2007-03-22, 09:21 PM
Q149.
If a Paladin becomes a blackguard, Atones and regains his Paladin abilities, does his Blackguard levels stack with hi Paladin levels for the purpose of his Special Mount advancement.

Q150.
The Comp Advent has the feat Devoted Tracker. Part of this feat allows you to designate your Special Mount as your Animal Companion (assuming you have both class features). It states that your mount gains all the advantages/bonuses from been a Animal Companion AND from been a Special Mount. i.e. A 5th lev Paladin/6th lev Ranger +2HD as Special mount and +2 HD as Animal Companion, for a total of +4HD.
The question is how does this work when handling Special Mounts that are Alternative Animal Companions (i.e. have a level adjustment penalty) or simply aren't on the Animal Companion list.

Thanks
Stephen

marjan
2007-03-22, 10:07 PM
A149 Paladin and Blackguard levels won't stack for any purpose (that is assuming you even recieve atonement) except for Blackguard abilities which you wouldn't have access to.
A150 Just substract 3 from your effective druid level to determine special abilities. For example if you are Paladin 5/Ranger 7 your Special Mount will have abilities as 5th lvl Paladin mount and 1st lvl druid Animal Companion.

asqwasqw
2007-03-22, 10:41 PM
Q. 151

If you are a druid worshipping no diety, what do you use as an divine focus for spells?

Stephen_E
2007-03-22, 11:00 PM
A149 Paladin and Blackguard levels won't stack for any purpose (that is assuming you even recieve atonement) except for Blackguard abilities which you wouldn't have access to.


Atoning doesn't lose you your Blackguard abilities.
Per Raw you can be a functional Blackguard and Paladin simultaneously.

Stephen

Jasdoif
2007-03-22, 11:01 PM
A149 clarification

As mentioned by the FAQ, you only gain the benefits of a prestige class as long as you meet its requirements. You can't meet the paladin's lawful good alignment requirement and the blackguard's evil alignment requirement at the same time.

Even if that's disputed, neither Fiendish Servant nor Special Mount have text that says one stacks with the other for advancement; you would have both your Fiendish Servant and your Special Mount abilities based on the corresponding class' level.

A151

The default divine focus for druid spells are "sprigs of holly and mistletoe". This is mentioned in the equipment section in the PHB; the entry appears to be missing from the SRD, however, though holly and mistletoe still appears in the "tools and skill kits" table.

Stephen_E
2007-03-23, 12:54 AM
A149 clarification

As mentioned by the FAQ, you only gain the benefits of a prestige class as long as you meet its requirements. You can't meet the paladin's lawful good alignment requirement and the blackguard's evil alignment requirement at the same time.

Even if that's disputed, neither Fiendish Servant nor Special Mount have text that says one stacks with the other for advancement; you would have both your Fiendish Servant and your Special Mount abilities based on the corresponding class' level.

.

My FAQ is late 06. It has no such restriction that I can find about having to continue to meet a Prestige Classes preqs to get the benifits. If your FAQ says otherwise can you please tell/show me where.

Fiendish Servant is based on Character levels, not class levels, so it does include Paladin levels for working out advancement.

I was not disputing your answer that the Special Mount abilities use reformed Blackguard levels. I wondered if anywhere Wizards had covered more ground on the interelation between the two classes. From your answer, you, like me, haven't seen anything, which means, unless anyone can point to such a thing, they don't.

Stephen

Jasdoif
2007-03-23, 01:19 AM
Alright, as far as meeting prereqs I've started a thread with my findings. (http://www.giantitp.com/forums/showthread.php?t=38355) Let's not clutter this thread about the subject any further.

Esryth
2007-03-23, 02:03 PM
Q. 152. If I gain enough Xp to level 4 times and choose to multiclass(6 lvls in favored class, 4 lvls in other base class, and at least 3 levels in new base class), do I take a 20% penalty for multiclassing from the lump sum of Xp or take the penalty from each level taken? I received this XP from one session in one lump sum, but DM and I are uncertain.

Shhalahr Windrider
2007-03-23, 02:15 PM
A 152

You cannot gain more than one level at a time. If you would earn enough experience to cause you to gain two or more levels, you only gain a number of experience points equal to the number you need to gain a second level minus 1.

See "Advancing a Level" on page 58 of the Player's Handbook.

Lord Lorac Silvanos
2007-03-23, 02:16 PM
A. 152

RAW: you can only advance one level at the time (PHB page 58)

Edit: *sigh*

Roland St. Jude
2007-03-23, 03:03 PM
Q.153

What are the rules for jumping underwater? Do things like Leap Attack and the ToB Maneuvers that require jumping work underwater or are they worthless?

Fax Celestis
2007-03-23, 03:05 PM
A153 Congrats. You've stumped me.

Raum
2007-03-23, 03:11 PM
A153 Per Stormwrack pg 85, you can use Jump to jump out of water while swimming. If you have a swim speed, it determines your skill modifier. If your swim speed is less than 30', you take a -6 penalty per 10' short of 30'. So a normal human (with no swim speed) would take a -18 to jump while swimming.

It doesn't seem to discuss remaining underwater while jumping.

Lord Lorac Silvanos
2007-03-23, 03:17 PM
A. 153

If you are running along the bottom and have a Freedom of Movement effect it seems plausible.

Other than that I would say you weren't jumping (save the jumping out of water exception), but the RAW is as silent as a fish on this.

Rigeld2
2007-03-23, 03:30 PM
Edit: *sigh*
Time for a new computer, 11 eyes.

Winged One
2007-03-23, 03:36 PM
Q154

Can Searing Charge be activated by a partial charge action, or does the fact that it's initiatioon action is listed as a full-round action supercede the fact that it's a charge?

Lord Lorac Silvanos
2007-03-23, 03:49 PM
A. 154

By RAW the initiation action is a full round action, not a charge special attack, so it cannot be done with a partial charge.

Allowing it as a house rule does seem in line with fluff and perhaps also intent, however.


Rigeld2: YES!!!

Ohh and I was expecting an insult ala 12 eyes;-)

Fax Celestis
2007-03-23, 03:51 PM
Q154

Can Searing Charge be activated by a partial charge action, or does the fact that it's initiatioon action is listed as a full-round action supercede the fact that it's a charge?

A154
Its initiation action supercedes.

Sutremaine
2007-03-23, 05:59 PM
Q155.
If I have a +5 holy flaming burst bow of distance (+10 effective bonus), can I use it to fire magic arrows?

Lord Lorac Silvanos
2007-03-23, 06:01 PM
A. 155

Certainly.

Roland St. Jude
2007-03-23, 06:33 PM
Q.156 Can a person willingly lose their Dex bonus to AC or otherwise lower their AC in some fashion?

Q.157 Can they do so in regard to a single attack(er) only?

(The situation I have in mind is an Archmage using Arcane Reach to cast a touch spell on an ally. Problem is, he needs to make a ranged touch attack. Presumably his ally nearby could let himself be touched, but can he do so in some way at range?)

marjan
2007-03-23, 06:41 PM
A156 Yes. That's how your cleric always "hits" with healing spells.
A157 Why not. He always can try to get in the way of the attack.

Fax Celestis
2007-03-23, 06:50 PM
A156/157Correlary Spells with the "Harmless" descriptor do not need attack rolls, nor do you need to overcome SR.

Serania
2007-03-23, 06:51 PM
Q158 Ok, in a game I play one of the players wields a Gythka, from the Expanded Psionics Handbook. Let's say he gets one attack and one from his double weapon, does he apply full strength bonus to both? This has been eating at me forever and a day.

Edit: Oh, and in case it matters he's a half giant.

Lord Lorac Silvanos
2007-03-23, 07:06 PM
A. 158

Assuming you are using both ends for the full attack; Attacking with a double weapon is just like using TWF. You incur the penalties of TWF and you only apply half Str bonus to your off-hand.

Jasdoif
2007-03-24, 12:19 AM
Q159

When creating a staff that has multiple spells with an XP component (say, vision (http://www.d20srd.org/srd/spells/vision.htm) and limited wish (http://www.d20srd.org/srd/spells/limitedWish.htm)), are you required to pay the XP component per charge for each spell, or simply the largest one?

Q160

When using a magic item with the effect of a spell with a variable XP component (like true creation (http://www.d20srd.org/srd/divine/spells/trueCreation.htm)), is the item or charge still consumed if the attempted use exceeds the XP put into the item (and the spell fails as a result)? Can the wielder know what the XP limit in an item is?

Lord Lorac Silvanos
2007-03-24, 05:50 AM
A. 159

Strictly speaking you probably have to pay for each spell.


The creator must have prepared the spells to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material and XP component costs sufficient to activate the spell a maximum number of times (50 divided by the number of charges one use of the spell expends).

A. 160

This is not covered by the RAW, but the FAQ suggests a house rule to be used with Permanency that I think would apply equally well here.


... In the case of the permanency spell, however, it’s best to make the scroll user pay the cost of actually making a particular spell’s effect permanent. The scroll creator still pays the XP cost to make the scroll. ...

Generally it is reasonable to assume that you know the limitations and details of a magic item you have successfully identified.

Zherog
2007-03-24, 10:08 AM
Q154

Can Searing Charge ...

Source?


Q155.
If I have a +5 holy flaming burst bow of distance (+10 effective bonus), can I use it to fire magic arrows?

More information.

Not only can you fire a magic arrow, you could fire a +1 icy burst axiomatic keen shocking burst thundering dragon bane arrow. If you shot that arrow with that bow against an evil, chaotic, dragon you would have the following traits:

+7 to hit and to damage (+5 from the bow, +2 from bane)
+2d6 holy damage, and bypass Good DR
+2d6 lawful damage, and bypass Lawful DR
+1d6 fire damage, with an addition +2d10 on a crit confirmation
+1d5 cold damge, with an addition +2d10 on a crit confirmation
+1d6 electricity, with an additional +2d10 on a crit confirmation
+2d6 untyped damage from bane
+2d8 sonic damage on a successful crit confirmation
Crit range increased to 19-20.

The enhancement bonuses on the bow and arrow do not stack (unless you're still playing 3.0); however, everything else works together.

When I play an archer, my preferred tactic is to get my bow up to a +5 and made keen. Then I buy arrows with various special abilities for different situations - some holy, some axiomatic, some bane of different types, etc.

Lord Lorac Silvanos
2007-03-24, 10:19 AM
Source?



Tome of Battle, page 56.

However, it is always nice if the question is accompanied by a source for any non-Core material. :smallwink:

Fax Celestis
2007-03-24, 11:27 AM
Source?



More information.

Not only can you fire a magic arrow, you could fire a +1 icy burst axiomatic keen shocking burst thundering dragon bane arrow. If you shot that arrow with that bow against an evil, chaotic, dragon you would have the following traits:

+7 to hit and to damage (+5 from the bow, +2 from bane)
+2d6 holy damage, and bypass Good DR
+2d6 lawful damage, and bypass Lawful DR
+1d6 fire damage, with an addition +2d10 on a crit confirmation
+1d5 cold damge, with an addition +2d10 on a crit confirmation
+1d6 electricity, with an additional +2d10 on a crit confirmation
+2d6 untyped damage from bane
+2d8 sonic damage on a successful crit confirmation
Crit range increased to 19-20.

The enhancement bonuses on the bow and arrow do not stack (unless you're still playing 3.0); however, everything else works together.

When I play an archer, my preferred tactic is to get my bow up to a +5 and made keen. Then I buy arrows with various special abilities for different situations - some holy, some axiomatic, some bane of different types, etc.

Quick note, Zherog: arrows can't be Keen. ;)

Lord Lorac Silvanos
2007-03-24, 11:33 AM
Quick note, Zherog: arrows can't be Keen. ;)

Pssst, yes they can. Only Bludgeoning weapons cannot be Keen.

You probably meant to say that Keen is not on the table for ranged weapons, but that is an entirely different story.

Fax Celestis
2007-03-24, 12:20 PM
...arrows aren't ranged weapons?

Lord Lorac Silvanos
2007-03-24, 12:25 PM
Arrows are ammunition that can also be used as a light improvised melee weapon.

The fact that a keen arrow won't be randomly generated when rolling for weapon abilities, does not change the fact that it is a piercing and therefore qualifies for Keen.

RMS Oceanic
2007-03-24, 05:42 PM
Q 161 If a human or half-elf is a level 6 fighter/6 rogue, are both those classes his favourite in terms of multiclassing?

Lord Lorac Silvanos
2007-03-24, 05:46 PM
A. 161

No, only one of them.
Taking on a new 3rd class would result in the xp penalty. (Unless it is a prestige class of course)

Wyrmslave
2007-03-24, 08:41 PM
Q.162 Does a Ranger in the Forgotten Realms campaign v3.5 still require a Deity to use Divine Spells at 4th-level?

[Please number your questions. Thank you.]

Dhavaer
2007-03-24, 08:54 PM
A. 162: All divine casters in the Realms require a deity.

Q. 163 When using the spell thunderlance, you use Intelligence for damage instead of Strength. If you wield the lance two handed, do you apply 1 1/2 your Intelligence bonus?

Fax Celestis
2007-03-25, 12:14 AM
A163 It is implied by the statement "...you may wield [a thunderlance] in one or two hands..." that you could indeed get 1.5 times your Int (or Cha mod, depending on which is higher), though the spell does not explicitly say so.

Further, if you for some reason have Power Attack, you could probably use that with it as well.

squishycube
2007-03-25, 06:56 AM
A163 Addendum
I don't know the specific wording of the spell, but most things that let you use another ability instead of strength for the purpose of bonus damage in melee say something like: "consider [ability score]'s bonus your Strength bonus for these
purposes"

This would mean that you can do anything you'd normally be able to do with a melee weapon, including two-handed wielding for 1.5x damage bonus, Power Attack, etc.

Shaoc
2007-03-25, 11:37 AM
Q. 164

Probably an obvious question, but I am dming a party where one of my pc's wants to play a Dragon-Shaman, the problem is although I have the phb2 I can't find the DS's HitDie or the duskblade and knight for that matter (it mentions the beguiler has the same hit die as the rogue) anyway thanks.

Raum
2007-03-25, 11:40 AM
A 164 The new format puts the hit die above the table of class abilities rather than in the text.

afternoon
2007-03-25, 02:27 PM
Q165 Can a wizard cast Light on an enemy's eyes to effectively blind them?

Raum
2007-03-25, 02:43 PM
A 165 No. The spell's target is "object touched. Even if you could cast it on someone's eyes, it would just shed light. Blindness is not one of the spell effects.

Golem
2007-03-25, 05:18 PM
Q166.

This is in all liklihood a very stupid question, but please bear in mind that I am a very new player, in my first campaign; and only have direct access to the d20 SRD. As I was perusing the section on Magic weapons the other day, I noticed something unexpected. Nowhere on the listed table of possibly generated magic weapons, either common or uncommon, were Sai listed. As a monk who plans to focus on disarming foes, this irks me considerably: kama, saigham, and even shuruiken are listed; yet there is no mention of the Sai. Is this an error, or a deliberate omission (making magical sai impossible to find, or, as a freind suggested, being in a non-listed uncommon ranged table, which I find highly dubious)? Any answer would be profoundly appreciated.

Lord Lorac Silvanos
2007-03-25, 05:30 PM
A. 166

I might be an omission or error, but that does not change the fact that these lists are for randomly generating magic items.
If you as a player or DM have a masterwork Sai you can enchant it as much as you like. (Subject to the other limitations of item creation of course)

Golem
2007-03-25, 05:49 PM
A. 166

I might be an omission or error, but that does not change the fact that these lists are for randomly generating magic items.
If you as a player or DM have a masterwork Sai you can enchant it as much as you like. (Subject to the other limitations of item creation of course)

Ah. Thank you very much!

jonnyjmboy
2007-03-26, 12:59 AM
Q 167

Ummm... what's the DC for creating a masterwork weapon, and where can I find it? All I can find are rules for creating magical items.

Lord Lorac Silvanos
2007-03-26, 03:19 AM
A. 167

It is described under the Craft skill in the skill section.

Myatar_Panwar
2007-03-26, 09:11 AM
Q 168

Can you meet the prerequisites for casting a spell (like having at least a 17 int for casting level 7 spells) by improving your base stat with magic bonuses, like a headband of intelligence?

Lord Lorac Silvanos
2007-03-26, 09:13 AM
A. 168

Yes, just be extra careful you do not lose your Headband.

Saph
2007-03-26, 12:25 PM
Q. 169

Can you cast a spell while swimming? If a wizard fell into deep water, would there be any way she could cast something like Alter Self or Water Breathing to help her survive, or is she just going to have to hope she makes her Swim checks?

Q. 170

If you fall from a mile or two up in the sky, is there anything stopping you from waiting to cast Feather Fall until you're only 30 feet or so above the ground, so as to get out of the air as quickly as possible?

- Saph

Zherog
2007-03-26, 12:32 PM
Q. 169

Can you cast a spell while swimming? If a wizard fell into deep water, would there be any way she could cast something like Alter Self or Water Breathing to help her survive, or is she just going to have to hope she makes her Swim checks?

Yes, you can cast while swimming; however, depending on conditions, you may need to make a Concentration check to successfully cast.


Q. 170

If you fall from a mile or two up in the sky, is there anything stopping you from waiting to cast Feather Fall until you're only 30 feet or so above the ground, so as to get out of the air as quickly as possible?

- Saph

Yep, you can do that. And, in fact, you sort of have to do that it. If you cast feather fall too early, the spell will end before you reach the ground.

I've seen people argue that there should be some sort of check made to allow the caster to know the right time to cast the spell; but that's entirely a house rule.

Lord Lorac Silvanos
2007-03-26, 12:33 PM
A. 169

It is not mentioned directly in the RAW, but both Alter Self and Water Breathing has verbal components.
Providing a verbal component requires that you are able to speak in a strong voice.
Unless you are able to speak an aquatic language I doubt you will be able to speak underwater, ignoring for a moment how your lungs would fill with water if you tried.


Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.

Saph
2007-03-26, 12:36 PM
A. 169

It is not mentioned directly in the RAW, but both Alter Self and Water Breathing has verbal components.
Providing a verbal component requires that you are able to speak in a strong voice.
Unless you are able to speak an aquatic language I doubt you will be able to speak underwater, ignoring for a moment how your lungs would fill with water if you tried.

To clarify, what I meant to ask was whether it's possible to cast while swimming on the surface. For example, your wizard with no Swim ranks has fallen overboard and you'll eventually drown if you can't cast something to get you somewhere safe.

- Saph

Lord Lorac Silvanos
2007-03-26, 12:45 PM
A. 170



I've seen people argue that there should be some sort of check made to allow the caster to know the right time to cast the spell; but that's entirely a house rule.

That would be a house rule, and it seems rather silly considering how well spellcasters normally aim their spells.

However, the tactic can be dangerous since casting the spell while freefalling would constitute violent motion under any reasonable definition and require a DC 15 + spell level Concentration check.

Lord Lorac Silvanos
2007-03-26, 12:48 PM
To clarify, what I meant to ask was whether it's possible to cast while swimming on the surface. For example, your wizard with no Swim ranks has fallen overboard and you'll eventually drown if you can't cast something to get you somewhere safe.

- Saph

I suspected that, but your mentioning of deep water really put me out where I could not feel the bottom and I thought we'd be on the safe side if I covered that contingency. :smallwink:

Saph
2007-03-26, 12:50 PM
I suspected that, but your mentioning of deep water really put me out where I could not feel the bottom and I thought we'd be on the safe side if I covered that contingency. :smallwink:

So how do you think it would work? The reason I'm wondering is that most spells have somantic components, which require use of your hands, and swimming to stay afloat usually requires hands too. Maybe some kind of Concentration check?

- Saph

Lord Lorac Silvanos
2007-03-26, 01:11 PM
So how do you think it would work? The reason I'm wondering is that most spells have somantic components, which require use of your hands, and swimming to stay afloat usually requires hands too. Maybe some kind of Concentration check?

- Saph

The Swim DC to stay afloat (add +5 if you want to move also) in the same spot depends on the conditions of the water

Water Swim DC Concentration DC
Calm water 5 5 + Spell level
Rough water 10 10 + Spell level
Stormy water 15 15 + Spell level (Source SRD - Skills: Swim)

I do not think you should impose any extra concentration checks from using your arms to stay afloat, but rather you should impose a concentration check based on the condition on the water. (Like Zherog also suggests above)

My suggestion for DC's coincide with those of the swim checks, but are a DM judgment call. You could argue that the DC should be raised by 5.

Fax Celestis
2007-03-26, 05:06 PM
Q171 I have been considering a Monk/Kensai (well a Paladin/Monk/Sun Soul Monk/Kensai, to be precise), and am confused on an apparent disparity between class abilities:
A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full....would make me understand that the Kensai's ability to enhance a single weapon would include a monk's "unarmed strike", basically enhancing his whole body.


Signature Weapon (Su): The kensai chooses one of his weapons (it must be one for which he has the Weapon Focus feat) to become a signature weapon. Most kensai choose either a sword or bow for this weapon, but even a kensai's natural weapons can be chosen. If the weapon is a manufactured one, it must be of at least masterwork quality....A Kensai who imbues a particular type of natural weapon must imbue all his natural weapons of that type (so a human Kensai with two fists must imbue both fists).
However, the Kensai's ability states that individual fists must be enchanted, which would lead me to believe that a kick, head-butt, or even a grapple would not be enhanced.

Which is correct? Or, if I'm blind, what's the correct way to handle this?

Lord Lorac Silvanos
2007-03-26, 05:15 PM
A. 171

A Kensai who enhances his/her fists must enhance all of them and pay the extra costs of doing so.
Only the fists are enhanced and any unarmed strike with other body parts does not benefit from this enhancement.

(The process of imbuing natural Weapons are described in detail on page 51 of Complete Warrior)

Rykaj
2007-03-26, 05:32 PM
Q 172

Can you cast spells when you are prone?
And if so, what happens to your concentration check if you have to cast it defensively?

Lord Lorac Silvanos
2007-03-26, 05:35 PM
A. 172

Yes.
It has no effect on the concentration check.

TomTheRat
2007-03-26, 09:05 PM
Q. 173

My GM seems to believe that an Undead type's immunity to Critical damage and Sneak Attacks makes them immune to a Ranger's Favored Enemy bonus damage. Is this so?

Raum
2007-03-26, 09:08 PM
A 173 No. .

Shhalahr Windrider
2007-03-26, 09:17 PM
Re: 173
That was, however, the case in 3.0, so your DM may be remembering old rules.

Last_resort_33
2007-03-27, 03:27 AM
Q 173 174: When something calls for an Item to make a Fortitude save, How does that work? What is the Fortitude save of, say a masterwork Longsword

Draak_Grafula
2007-03-27, 03:32 AM
Q. 175

I probably already know the answer but just need conformation. Magic enhancement bonusses to damage on weapons are multiplied when scoring a crit just as a stength bonus is right? Or are they not, like sneak damage?

thanks, DG

Lord Lorac Silvanos
2007-03-27, 03:38 AM
A. 174 (Not 173)

Unattended non-magical items do not make saving throws.
Attended non-magical items use the creature's saving throw.
Magical items have their own saving throws (2+½xCL) and use those if they are better than the characters or if they are unattended.


Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they always are affected by spells.



An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character’s saving throw bonus).


Magic items always get saving throws. A magic item’s Fortitude, Reflex, and Will save bonuses are equal to 2 + one-half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.


Note that intelligent magic items have a Will score and tehrefore a higher will save than normally for magic items.

Lord Lorac Silvanos
2007-03-27, 03:44 AM
A. 175

They are multiplied.
Many other special abilities like flaming etc and Sneak Attack are not, because they are extra damage dice.


Static bonuses are multilpied while extra dice are not.




Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.

TomTheRat
2007-03-27, 09:33 AM
Q176

If an evil cleric summons a neutral outsider (say, an elemental), is the summoned elemental evil, and thus vulnerable to the Ranger Favored Enemy(evil outsider) extra damage. And I suppose all other evil-only effects.

Lord Lorac Silvanos
2007-03-27, 09:35 AM
A. 176

No, summoning does not change the alignment of the summoned creature.

Zherog
2007-03-27, 10:12 AM
Also, elementals aren't outsiders. :)

Lord Lorac Silvanos
2007-03-27, 10:15 AM
Also, elementals aren't outsiders. :)
No, they are insiders. :smallwink:

Baalzebub
2007-03-27, 11:22 AM
Q. 178

Let's say I confront a creature with 20 hp... If I deal to it 10 lethal damage to it, and then 10 non-lethal, will the creature fall unconscious? if not, how is this handled?

Fax Celestis
2007-03-27, 11:31 AM
A178 That's how it works.

Douglas
2007-03-27, 11:39 AM
A177 (you skipped a number)
The nonlethal damage is added to lethal damage for most purposes except bleeding and death. In this case, the creature has a total of lethal and nonlethal damage exactly equal to its maximum hit points, and is therefore conscious but staggered. It is limited to a single move or standard action each round just as if it were at 0 hp from lethal damage, but does not take damage for performing a standard action as it would with all lethal damage. If it took any more damage, it would fall unconscious but would not start bleeding unless its lethal damage alone was enough to knock it unconscious.

Zherog
2007-03-27, 11:44 AM
No, they aren't added together - technically. Though it almost always has the same outcome.

Track the two separately. If the total of the nonlethal damage you've sustained is ever equal to or greater than your current hit points, you fall unconscious.

The biggest reason to track them separately is because the rate of natural healing on each is different.

Also remember that if you do add them together, dropping to -10 doesn't necessarily kill the target. Lethal damage needs to reach that level for death to occur.

RMS Oceanic
2007-03-27, 01:22 PM
Real Q. 178

Does wielding a Buckler mean I can't wear bracers and get their effect? (Since they're worn in the same area of the body)

Zherog
2007-03-27, 01:28 PM
You can wear bracers while using a buckler. The buckler is your "shield" slot, even though it's strapped to your arm.

asqwasqw
2007-03-27, 06:30 PM
Q. 179

In a grapple, how do armor spikes work? They say it is extra damage, and so can I make an unarmed strike and add the damage from armor spikes? And what are the penalties for doing this?

Q. 180
Can you used spiked gauntlet damage instead of your unarmed strike? Or would you still have the penalty of using a light weapon?

Lord Lorac Silvanos
2007-03-27, 06:45 PM
A. 179
In a grapple you can either damage your opponent through grapple checks or use light melee weapons to attack your opponent.

Grapple check:
You do not add the damage to you unarmed strike, but you use the damage value of the spikes instead of that of your unarmed strike you would normally deal with a grapple check.

The armor spikes count a s a martial weapon and you take a -4 penalty on your grapple check if you are not proficient with them.

Attack:
Armor Spikes also count as a light weapon, so instead of dealing damage with a grapple check you can instead choose to attack with them as with any other light weapon in a grapple and suffer the normal -4 for using a light weapon. (This becomes -8 if you are not proficient with them)

A. 180

Attacking with a spiked gauntlet in a grapple is an attack with a light melee weapon.

crazedloon
2007-03-27, 11:31 PM
Q181
What would happen if a character hits an opponent in a grapple with a clouting weapon and the opponent failed its checks?

Lord Lorac Silvanos
2007-03-28, 02:21 AM
A. 181

This is not covered by the RAW, but I do not think there is much reason to assume that the weapon would not work as normal if the save is failed.

Bardbarian
2007-03-29, 02:14 PM
Q. 182
Can a fallen paladin use wands (without the use of UMD) as long as the spell in the wand is on the paladin spell list?

Lord Lorac Silvanos
2007-03-29, 02:33 PM
A. 182

No, you lose all Paladin spells and are without a spell list.

Curmudgeon
2007-03-29, 03:06 PM
Q. 170

If you fall from a mile or two up in the sky, is there anything stopping you from waiting to cast Feather Fall until you're only 30 feet or so above the ground, so as to get out of the air as quickly as possible? A. 170 elaboration

Yes, physics. Typical fast human reaction time is about 1/4 second, and in that time you'll fall 44 feet. That has you stopping at the bottom of a 14' crater. :smallwink:

Seriously, though, the rules are silent on the matter of character reaction time in absolute terms as opposed to in relation to other characters' actions. This means your DM gets to decide if you immediately start wafting down, or cut it too close and go splat instead. Ask before you try this maneuver.

Lord Lorac Silvanos
2007-03-29, 03:12 PM
Since the fall is from a "mile or two" I do not really see reaction being the issue....

Curmudgeon
2007-03-29, 03:22 PM
Q. 182
Can a fallen paladin use wands (without the use of UMD) as long as the spell in the wand is on the paladin spell list?A. 182 elaboration

Lord_Silvanos is correct with the basic answer, but there's a very small subset of fallen Paladins and wands for which the answer is yes. This works when:
The fallen character has 11+ Paladin levels.
They meet the Blackguard class entry requirements.
They opt to trade in their Paladin levels for Blackguard levels.
The spell in the wand is on both the Paladin and Blackguard spell lists.
A fallen Paladin with 11+ levels, and who now meets the Blackguard class requirements, may immediately trade in their Paladin levels for Blackguard levels. They don't need to wait until they gain enough XP to gain a new level.

thatguy
2007-03-29, 03:51 PM
Q. 183

When using a weapon to trip, is there any functional difference between a masterwork weapon and a magic one (e.g. a masterwork whip and a whip +1?)

Lord Lorac Silvanos
2007-03-29, 03:55 PM
A. 183

No, both receive +1 on the melee touch attack.

marjan
2007-03-29, 03:56 PM
Q. 183

When using a weapon to trip, is there any functional difference between a masterwork weapon and a magic one (e.g. a masterwork whip and a whip +1?)

Only that you get +1 to hit his touch AC.

Disregard this I was thinking you asked about plane and masterwork weapon.

Ryuuk
2007-03-29, 11:33 PM
Q 184

Could Natural Bond (Complete Adventurer) be used with an animal companion from a stronger list to cancel out the lose of druid levels? For Example, could a druid take it at 3rd Level (for no immediate benefit) and at 4th level replace his animal companion with Black Bear, making his effective druid Level 4 (-3 for the black bear, +3 for Natural Bond)?

Lord Lorac Silvanos
2007-03-30, 03:56 AM
A. 184

Yes, the effective Druid level increases exactly as you say.

Notice that effective level is the wording used about animal companions from the alternative list when determining their benefits from the druid's level.

Shhalahr Windrider
2007-03-30, 07:13 AM
Re: 184 (Aside)

Natural Bond will also provide a benefit to single-classed rangers for the same reason.

Telonius
2007-03-30, 09:28 AM
Q 185

The SRD on the Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric)says:


Class Skills
The cloistered cleric's class skill list includes Decipher Script, Speak Language, and all Knowledge skills (from the Knowledge domain, see below). The cloistered cleric gains skill points per level equal to 6 + Int modifier (and has this number x4 at 1st level).

Is this in addition to the normal Cleric class skill list, or does the CC only get Decipher Script, Speak Language, and Knowledge (from the domain)?

Fax Celestis
2007-03-30, 09:42 AM
A185 That is in addition to the standard cleric's list.

Gorbad the Limb Rippa
2007-03-30, 02:54 PM
Q 186:
Scenario:You're a character with improved trip and a spiked chain and some one charges you,you get an attack of oppotunity,you use your attack of opportunity to trip the guy.
Now my question is;if you succesfully trip the charger,do you still get the free attack improved trip gives you?

Fax Celestis
2007-03-30, 02:55 PM
A186 Yes. Why wouldn't you?

Gorbad the Limb Rippa
2007-03-30, 03:16 PM
*Re-reads feat description,
slaps forehead*

Missunderstood the way its written,thanks anyway.

Serania
2007-03-31, 12:17 PM
Q. 187 Okay, here's a pretty simple one, if I'm a rogue, and I get evasion, then I take levels as a Shadowdancer and also get Evasion, does that count as Improved Evasion? Does it stack like Uncanny Dodge does? I need an answer fast before my DM takes me to the vet and gets me Spayed for being a horrible person.

BTW - If possible I need a page number, my DM is insane.

Fax Celestis
2007-03-31, 12:21 PM
A187 It only stacks if it says it does. Unfortunately for you, Shadowdancer is one of the few Prestige Classes with Evasion that does not automatically upgrade to Improved Evasion.

Fax Celestis
2007-03-31, 12:21 PM
Q188 How do maximum skill ranks and Level Adjustment interact?

Lord Lorac Silvanos
2007-03-31, 01:02 PM
A. 188

Maximum ranks are determined by character level, not effective character level. In other words level adjustment has no influence on your maximum ranks.

marjan
2007-03-31, 02:52 PM
Q. 187 Okay, here's a pretty simple one, if I'm a rogue, and I get evasion, then I take levels as a Shadowdancer and also get Evasion, does that count as Improved Evasion? Does it stack like Uncanny Dodge does? I need an answer fast before my DM takes me to the vet and gets me Spayed for being a horrible person.

BTW - If possible I need a page number, my DM is insane.

You could try to persuade your DM to let you switch Evasion for that option in Complete Mage.

Serania
2007-03-31, 04:18 PM
Q. 189 Okay, here's a new one. We looked at the Shadowdancer levels and the Rogue levels and just my character in general for a while, I decided I had made several mistakes and a lot of dumb choices, so we just nuked the whole thing. I'm remaking as a wizard now, that's what I've always been and it's what I'm good at. My question is this, do 0th level spells, the little cantrips, use up space in my spellbook? Because it says I get ALL of them, and we have about eighty million sourcebooks, which adds up to more than three fourths of my spellbook in 0 level spells I don't even want.

Lord Lorac Silvanos
2007-03-31, 04:23 PM
A. 189

Yes, one page per 0th level spell.
Buy additional spell books for 15 gp a book or do not add those you do not want.

Serania
2007-03-31, 04:27 PM
Q. 190 I'm sorry, this one is probably blatantly obvious or already asked, but does intelligence granted by magic items get me bonus spells? I already have 24 natural, I'm looking to hit 30 without even trying.

Lord Lorac Silvanos
2007-03-31, 04:28 PM
A. 190

Yes, certainly.

Roland St. Jude
2007-03-31, 04:42 PM
Q.191 Are there any creatures, published by WotC, with the fey type that could pass for human?

Lord Lorac Silvanos
2007-03-31, 05:08 PM
A. 191

I think a Nymph is the closest you get.
A hooded cloak would help a lot though.... for the elven-like ears of course ;-)

Zherog
2007-03-31, 07:22 PM
A. 188

Maximum ranks are determined by character level, not effective character level. In other words level adjustment has no influence on your maximum ranks.

Technically not correct. Max ranks is determined by total hit dice, whether they're class levels or racial hit dice.

Lord Lorac Silvanos
2007-04-01, 04:18 AM
Technically not correct. Max ranks is determined by total hit dice, whether they're class levels or racial hit dice.

Technically I am correct, but maybe I should have written "character level / HD" to avoid any confusion.
However, you are right about how max ranks are determined. Character level = Class levels + Racial HD.



Character Level: The total number of class levels you have in all your classes, plus any racial Hit Dice you have.

Zherog
2007-04-01, 10:45 AM
http://boards1.wizards.com/images/smilies/doh.gif I know you wrote character level, but for whatever reason I read it as class level...

http://boards1.wizards.com/images/smilies/banghead.gif I hate when I do things that make me look stoopid... Of course, by now you'd think I'd be used to it... http://boards1.wizards.com/images/smilies/dozey.gif

Lord Lorac Silvanos
2007-04-01, 10:58 AM
I know you were just testing me Zherog ;-)

Sutremaine
2007-04-01, 12:51 PM
Q192

For mithral and darkwood objects, is the price decided by the weight as given on the equipment table, or the weight of the new object? I presume it's the second, but I'd hate to be surprised.

Q193

Darkwood and mithral can't be used for items that aren't primarily one or the other, but they give similar benefits (masterwork & half weight). Is there anything that could be used to price items that are part metal and part wood, or is it entirely up to the DM?

Q194

Where are the properties of dragonhide armour found? In the 'special materials' part of the SRD/DMG it talks about the crafting of such armour, but there doesn't seem to be any difference between dragonhide and masterwork hide except the hitpoints.

Q195

Mithral armour reduces ACPs by 3 and increases the max Dex bonus by 2. Is this in addition to the masterwork quality, or is that quality accounted for in the description?

Fax Celestis
2007-04-01, 01:02 PM
A192 Weight of the new object.

A193 You use Mithral in cases of objects that are more than 50% metal, and darkwood in cases of objects that are more than 50% wood. There's no clear distinction for an even combination.

A194 That's...essentially it, except that druids can wear dragonhide when they can't wear metal.

A195 Included.

Tyrael
2007-04-01, 06:16 PM
Q196


According to the Momentum Swing ability of the Combat Brute in the Complete Warrior v.3.5, "To gain the benefits of this ability, you must charge a foe in the first round, and you must make an attack using your Power Attack in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x 1-1/2, or x3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands."

We have a contradiction here. According to the text of the benefit itself, you take an attack penalty...to boost your attack? Riiight. Yet, according to the text of the example given immidiately afterwards, you take an attack penalty to boost your damage. Which is it?

Also, it says that the attack in the second round must be made with a Power Attack. It says nothing about attacks in the first round. It does not say that you cannot do anything in the first round, so technically, would it be legal to charge and attack in the first round, and then do a Power Attack in the second round and still gain the benefits of Momentum Swing?

Douglas
2007-04-01, 06:26 PM
A196
"Attack" is not the same thing as "attack roll". In this case, the "attacks" you underlined just means that some characteristic of your attack gets a bonus. The example clarifies that the bonus is to the attack's damage.

Not only would it be legal to charge and attack in the first round, it would be illegal to not do so. Attacking is part and parcel of the charge action. If you move up to an opponent without attacking him, it is not a charge.

asqwasqw
2007-04-01, 07:53 PM
Q197

As a cleric with the good domain, what does it mean by You can cast good spells at +1 caster level?

Douglas
2007-04-01, 09:23 PM
A197
It means whenever you cast a spell that has the [good] descriptor your caster level is 1 higher than normal for that spell. For example, if a level 10 cleric with the good domain cast Dispel Evil (http://www.d20srd.org/srd/spells/dispelEvil.htm), it would last 11 rounds unless discharged, would have a +11 bonus on caster level checks to defeat SR, would have a DC of 22 for Dispel Magic to dispel it, and any other effect or roll involving the spell would be determined as if the cleric were level 11 instead of his actual level of 10.

Serania
2007-04-02, 12:07 AM
Q. 198 Does Reduce Humanoid effect pixies? They're small fey.

If at all possible I really need a page number or something with this one. My DM's always a total turd when it comes to proving him wrong. If I'm wrong then oh well.

Fax Celestis
2007-04-02, 12:09 AM
A198 No. As fey, they are not affected by Reduce Person, since it targets humaniods only

A191 You could try the Joystealer or Lunar Ravager out of the MM-IV.

Serania
2007-04-02, 12:53 AM
Q. 199 What might I use instead to shrink a small fey to tiny? I need to be able to make it permanent.