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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q470 Dragonborn illumians!
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Races of the dragon:
Other Racial Traits: You lose all other racial traits of your original race, including bonus feats, skill bonuses, attack bonuses, save bonuses, spell-like abilities, and so forth. Two specific instances warrant clarification.
Notice the absence of supernatural abilities being explicitly listed. Also note:
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Type, Subtype, and Race: You retain your original type and subtypes, gaining the dragonblood subtype. You still count as a member of your original race for the purpose of any effect or prerequisite that depends on race....
The loss of racial traits might mean you no longer meet the prerequisites for a prestige class, feat, or some other feature. In general, you lose any special ability for which you no longer qualify, and nothing is gained in its place. A couple of exceptions exist.
• If you no longer qualify for a feat due to the transformation, you lose the feat and immediately select a new feat for which you qualify in its place. You must also replace any feat for which the lost feat was a prerequisite.
Now look at illumians.
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Luminous Sigils (Su): The sigils that orbit an illumian's head glow softly, providing illumination equal to that of a candle. Illumians can make their sigils disappear by concentrating for a moment (a standard action), but they don't receive the sigils' benefits and can't use any special abilities granted by illumian words (see below) while they're doused. Restoring the sigils to visibility is a free action. Luminous sigils (including power sigils; see below) are insubstantial and disappear into any matter they touch. An illumian's sigils remain present and in effect even when the illumian takes another form, unless she would lose her supernatural abilities as a result of the form change. An illumian wizard who casts a polymorph spell on herself retains her sigils, but an illumian who becomes a zombie loses them.
and the subtle sigil feat:
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Subtle Sigil (Races of Destiny, p. 154)
You are able to fade your sigils into invisibility, but still tap their magical energy.
Prerequisite Illumian,
Benefit You can make your sigils disappear or reappear as a free action. You gain the full benefits of your power sigils even when they are not visible.
Normal Illumians can douse their sigils or make them reappear with a standard action, and they lose the benefits of their power sigils as long as they are doused.
can it be argued that you can douse your sigils, go dragonborn, and re-upload them through the use of the feat for which you still qualify?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
A470
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Benefit You can make your sigils disappear or reappear as a free action. You gain the full benefits of your power sigils even when they are not visible.
You can make your sigils disappear or reappear just fine, you just don't have any of them anymore, so it won't do anything. You'll make 0 sigils reappear, and 0 sigils disappear, at-will.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
daremetoidareyo
Aspect of the wolf changes the type of the recipient to animal. Attune gem allows the spell to be activated by people who aren't personally casting the spell.
Thank you sir! Although Attune Gem actually doesn't work for this purpose (it only works for arcane spells), the key ingredient of Aspect of the Wolf can achieve the same effect with the Inscribe Rune (FRCS) feat, or via a roundabout way with the Craft Skull Talisman (FrB) or Craft Talisman (OA) feats.
For talismans and skull talismans, it would require a normal fiend with the extra possession ability (+2 CR), which don't have restrictions on what they can possess, to possess the target in question, gain control, then activate the (skull) talisman of Aspect of the Wolf, and then have the target creature knocked unconscious once again, so the Guecubu could possess it while it was under the effect of AotW. Excellent.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q 471
From the Planar Handbook, the 10th level Wizard planar substitution level offers the Planar Spellcasting ACF.
This allow a Wizard to infuse her spell with planar energy, giving them the alignement descriptor of her choice. The feature describes what happen if you use a spell having already the same alignement descriptor, but (unlike the Aligned Spellcaster feature from Dragon Magazine) NOT what happens if you try to infuse a spell of the opposite alignement descriptor with the planar energy.
Would that be even possible? Does they cancel out? What happens exactly?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
St Fan
Q 471
From the Planar Handbook, the 10th level Wizard planar substitution level offers the Planar Spellcasting ACF.
This allow a Wizard to infuse her spell with planar energy, giving them the alignement descriptor of her choice. The feature describes what happen if you use a spell having already the same alignement descriptor, but (unlike the Aligned Spellcaster feature from Dragon Magazine) NOT what happens if you try to infuse a spell of the opposite alignement descriptor with the planar energy.
Would that be even possible? Does they cancel out? What happens exactly?
Then the spell has two alignment descriptors. It still gains all the normal benefits of the Planar Spellcasting ability.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q472: The Residual Magic feat from one of the completes allows you to add a metamagic feat that was applied to a spell in the last round to the same spell in this round. How does this affect casting times of spontaneous spells? Is the second spell a standard action or full-round action to cast?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
timeeater14
Q472: The Residual Magic feat from one of the completes allows you to add a metamagic feat that was applied to a spell in the last round to the same spell in this round. How does this affect casting times of spontaneous spells? Is the second spell a standard action or full-round action to cast?
Only the spell level adjustment is changed. The casting time is as normal for the metamagic version of the spell. You'd need a full-round action.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
Troacctid
Only the spell level adjustment is changed. The casting time is as normal for the metamagic version of the spell. You'd need a full-round action.
Q473, follow-up What'd happen if the spell that was last cast was Quickened via Metamagic Specialist ACF in PHB2? Would the Sorcerer get another Quickened spell? Would it cost another use of Metamagic Specialist, and what'd happen if the Sorcerer is out of them?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
Eloel
Q473, follow-up What'd happen if the spell that was last cast was Quickened via Metamagic Specialist ACF in PHB2? Would the Sorcerer get another Quickened spell? Would it cost another use of Metamagic Specialist, and what'd happen if the Sorcerer is out of them?
The restriction of Quicken Spell still applies, preventing you from using it on the second spell.
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This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
Metamagic Specialist creates an exception that bypasses this restriction; however, that exception only applies to a single casting at a time. You would have to expend another use of Metamagic Specialist.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q 474
Okay, for a change, just a "where is that feat?" question.
I'm sure I've seen a feat that increases the maximum armor category to cast spells without arcane spell failure chance, provided you have already the ability to cast spells without arcane failure from your class.
For example, a Bard, who can cast spells in light armor without arcane spell failure, would rise up to medium armor with this feat.
Problem is, I can't any more find the name of the feat or the book it is from...
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
A 474
Battle Caster from Complete Arcane.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
zergling.exe
A 474
Battle Caster from Complete Arcane.
Thanks a lot!
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q 475
From ToB, can stances be used to qualify for maneuvers?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
Goaty14
Q 475
From ToB, can stances be used to qualify for maneuvers?
A 475
Yes, a stance counts as a maneuver known from its school for the purposes of meeting prerequisites of other maneuvers or PrC's.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q 476
what are the damage bonuses for a dwarf fighter with the 2-weapon fighting feat, Strength of 18, fighting with a dwarven urgrosh when he deals a two-handed attack striking with both ends of the urgrosh? What is the damage bonus for each end of the weapon?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
ragnar
Q 476
what are the damage bonuses for a dwarf fighter with the 2-weapon fighting feat, Strength of 18, fighting with a dwarven urgrosh when he deals a two-handed attack striking with both ends of the urgrosh? What is the damage bonus for each end of the weapon?
A 476
You make two attacks:
Attack 1: 1d20+2(STR/TWF)+BaB
Attack 2: 1d20+2(STR/TWF)+BaB
Damage 1: 1d8+4(STR)
Damage 2: 1d6+2(Offhand STR)
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q477
How does the Duom work?
Can i attack adjacent enemies with it without any minus? Is the minus applied only when i attack 2 enemies in the straight line?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
Urudin
Q477
How does the Duom work?
Can i attack adjacent enemies with it without any minus? Is the minus applied only when i attack 2 enemies in the straight line?
A477
I'm assuming the Dragon Compendium one, and not the Sword and Fist one, because DC is newer.
RAW, you get a -2 penalty on any attack made against an opponent adjacent to you if you've attacked another opponent adjacent to you earlier that round. This includes attacks of opportunity (as it's a round and not a turn). You don't get a penalty when attacking enemies at reach, no matter who you attacked before. You also don't get a penalty for attacking people at reach. You also don't get a penalty if you attack the same person repeatedly.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q 478
The Sneak Attack ability of a Spellthief is identical to that of a Rogue (including it working with thrown weapons up to 30'). The various stealing techniques of a Spellthief, now, like Steal Spell, works on the basis of making "a successful sneak attack."
A) Just making sure... this mean a Spellthief can steal a spell from a distance, provided he gets the drop on someone with a thrown weapon and makes it a sneak attack, right?
B) Creatures immune to sneak attacks are sure to prevent the ability from working. Now, what happen if a creature isn't immune, but has instead damage reduction, enough to negate all damage of the sneak attack? Would the Steal Spell power be blocked?
C) Just thought about it now... can you make sneak attacks with touch spells or ranged touch spells?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Originally Posted by
St Fan
Q 478
The Sneak Attack ability of a Spellthief is identical to that of a Rogue (including it working with thrown weapons up to 30'). The various stealing techniques of a Spellthief, now, like Steal Spell, works on the basis of making "a successful sneak attack."
A) Just making sure... this mean a Spellthief can steal a spell from a distance, provided he gets the drop on someone with a thrown weapon and makes it a sneak attack, right?
B) Creatures immune to sneak attacks are sure to prevent the ability from working. Now, what happen if a creature isn't immune, but has instead damage reduction, enough to negate all damage of the sneak attack? Would the Steal Spell power be blocked?
C) Just thought about it now... can you make sneak attacks with touch spells or ranged touch spells?
A478
A: Yes, but he must be within 30 ft. unless Crossbow Sniper, ect. extends that distance.
B: The closest thing I can find are the various ambush feats, which do that, but off the top of my head, as long as you do 1 point of damage you can steal a spell.
C: Yes. Weaponlike Spells, Complete Arcane. The damage from the sneak attack also changes types to the type done by the spell.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q. 479
Can Necropolitans suffer ability damage? The following text about them states the following:
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Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.
Nowhere else is such weakness written down, but Unnatural Resilience points it out clearly. Maybe it's a typo?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
A 479
In general, Undead are only immune to damage to their physical ability scores, but because they aren't living they lack a built-in method for recovering from Int/Wis/Cha damage. The necropolitans' Unnatural Resilience ability essentially gives that natural healing rate back to them.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q 480
I'm a bit unsure when exactly the multiplier of Empower Spell is factored in.
Lets assume a Fireball cast at CL 10. The caster has Warmage Edge (WE), Knowledge Devotion (KD) and also the Firery Spell (FS) feats applied to the fireball.
At a non-empowered state, this fireball would deal 10d6+WE+KD+FS points of fire damage.
What is the exact damage formula for the empowered version?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Quote:
Originally Posted by
Zombimode
Q 480
I'm a bit unsure when exactly the multiplier of Empower Spell is factored in.
Lets assume a Fireball cast at CL 10. The caster has Warmage Edge (WE), Knowledge Devotion (KD) and also the Firery Spell (FS) feats applied to the fireball.
At a non-empowered state, this fireball would deal 10d6+WE+KD+FS points of fire damage.
What is the exact damage formula for the empowered version?
A480: You apply the bonus of Empower Spell once you have the result of the variable numeric effect. Basically, no matter how many levels of "random" or "static" numbers you get, the +50% happens when you have all the other things worked out (with the only exception I can think of being the combination of Empower and Maximize specifically saying that you have to roll a non-functional set of dice to determine the total by giving you a virtual random amount that you would have rolled without Maximize being in play.)
As such, in your example...
Fireball of CL 10 gives us 10d6.
Warmage Edge gives us a boost equal to Intelligence. If we assume an Int of 16 or 17, that'd be 10d6+3.
Knowledge Devotion gives us... does Knowledge Devotion affect spell damage? I forget. Assuming it does, let's say you roll well enough to give a +2 bonus, making the result 10d6+3+2(?) damage.
Then Fiery Spell is easy, adding 1 point of damage per die rolled, and since we know the caster level we can just drop that in for a result of 10d6+3+2(?)+10.
So when you roll 10d6, assuming average rolls, let's say you get 35. With everything else, that becomes 35+3+2(?)+10=50 points of big, big damage.
For Empower Spell, you halve this damage and add it back in. Half of 50 is 25, so that becomes 50+25 = 75 points of damage.
If Knowledge Devotion doesn't affect spell damage, this becomes 10d6+3+10. On a rolle of 35, that's 35+3+10=48, and half of 48 is 24, for a total of 72.
And speaking of Fireball...
Q481
Is is possible to "catch" or "intercept" the bead of a Fireball by RAW? I feel like a combination of readied actions, Sleight of Hand, and Arrow Catch should do it, but is there anything that would prohibit a DM from saying "Yeah, okay, you can do that, make a check."
Alternatively, could a similar person take some sort of encapsulating device (like an adamantium bowl or something) and quickly throw it (and themselves) onto the bead to try and contain the explosion?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q482 - Could a scout with the hurling charge feat activate skirmish on the thrown weapon by choosing to throw after 10ft (or more) of the charge?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
A482 - Unclear, probably not, ask your DM.
The feat Hurling Charge does not appear to state at what point in the attack the thrown attack is made, which gives three possibilities:
- Throw, Move, Melee
- Move, Throw, Melee
- Start Move, Throw, Finish Move, Melee
Option 2 would be a "yes" but the thrown attack would provoke AoOs from the charged opponent (if they threaten).
Option 3 would be a "yes" (if you have moved far enough).
Option 1 is obviously a "no" (and your questions makes it clear you know that).
My reading of the feat is that it implies option 1 because your movement is busy drawing the melee weapon (I know normally you could draw it at the end of the movement, but normally you cannot throw in the same action). This is, however, MY READING - I do not think RAW is clear making this a DM call.
Someone else may be able to post something I have missed resolving this issue.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q483
A player character is subject to an attempted trip by an enemy monster.
Both the character and the monster have identical applicable stat modifiers, and both rolled the same result. In the case of a tied opposed roll like this, who wins? The attacker or the defender?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
A483:
From player's handbook:
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Opposed Checks
An opposed check is a check whose success or failure is determined
by comparing the check result to another character’s check result.
In an opposed check, the higher result succeeds, while the lower
result fails. In case of a tie, the higher skill modifier wins. If these
scores are the same, roll again to break the tie.
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
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Re: Simple RAW Thread for 3.5 #33: Doesn't everything popular die when 33?
Q 484
About the Clone spell...
A: If the subject was physically crippled or missing members before the piece of flesh is taken, is the clone suffering from the same or is it whole?
B: If the subject sported one or several grafts (from the Fiend Folio or Lord of Madness), are they considered equipment or do they carry over to the cloned body?