A595
No in both cases. Character A has total concealment, and you cannot take attacks of opportunity against foes who have total concealment whether or not you know where they are or what they are doing.
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A595
No in both cases. Character A has total concealment, and you cannot take attacks of opportunity against foes who have total concealment whether or not you know where they are or what they are doing.
Q 596
What PrCs or classes give a dimension door ability as a class feature? I'm aware of Horizon Walker, Shadowdancer, and the Blink Shirt meld for Totemists. Are there any others? Specifically, PrCs that get it with a quick 1 or 2 level dip.
Q 597
Was there ever any LA released for the creatures in the Monster Compendium: Monsters of Faerun?
Specifically, PC-like races such as the Shalarin and Bullywug?
A 597
I haven't checked the book personally, but I believe that either a web enhancement or the Players' Guide to Faerun updated these creatures with 3.5stats, which would include LA for any that the designers thought were PC-quality. That probably includes the Shalarin; the Bullywug I'm less sure of, since they're sort of intentionally sucky, but the option might exist.
Q598
Is there a list anywhere of races and Prestige Classes whereby the former can automatically qualify for the latter, based solely on their mandatory racial HD and built-in abilities? (Exclude the dragon-specific PRCs of Draconomicon, as I know about those; I'm thinking more along the lines of, say, a 5-HD wyrmling spending its racial feat on Endurance and its skill points on K:Geography, so it can take a Horizon Walker level as its first class level ever. Not a great idea, obviously, but there are some PRCs which might be worth it, especially for creatures with fewer advantages than dragons.)
A 596 additional: The Mountebank PrC from Complete Scoundrel gets an ability similar to a limited dimension door, but not until 4th level. Once you get to 10th level in the PrC, it allows you to use dimension door as the spell (but as a swift action) 2/day. Though it's not quite what you're looking for, the Lesser Mark of Passage from Eberron gives dimension door 1/day. The Dragonmark Heir PrC from Eberron Campaign Setting grants the Lesser Mark of Passage at first level and, at third level, allows you to use it 2/day.
A 598: I'm afraid that falls outside the purview of the Simple Q&A by RAW thread and would encourage you to create a new thread for that discussion.
A595 No (in all cases).
Even if the spell cast is an attack and thus ends the invisibility, the invisibility is still up whilst the spell is cast and thus (as you specified unobserved) the caster has total concealment for the full duration of the casting.Quote:
Originally Posted by SRD
Edit: seriously swordsaged - I probably missed the page break :(
Q599
Any guidelines about adding appropriate creatures from supplements to the options for Sorcerer/Wizard familiars, Druid/Ranger companions, and Paladin Mounts, if the supplement itself doesn't discuss doing so? For example, I didn't see anything in Stormwrack about whether a Merfolk wizard can have an Eel as a familiar.
@ OMG Ponies, Re Q598 - Doing it right now!
A599 partial: Answering to the specific question of the eel, rules for aquatic familiars can be found on page 52 of Stormwrack. The wizard section on familiars refers back to the sorcerer heading, where an eel is explicitly listed as an allowable option. I do not know of any general guidelines for adding familiar choices.
Q600
How many individuals (what %) of a population of an "Always Alignment X" species are actually that alignment? I know that MM1 gives numbers for "Usually Alignment X" and "Often Alignment X" but is there a RAW value for the other option?
A 600 I assume
Always means always. There might be some aberrant individuals (at the DM's discretion) but those are statistically irrelevant.
A 596 additional
The Monk class has Abundant Step:The Paladin class can gain Dimension Door, limited to starting/ending points in contact with stone or earth, with the Underdark Knight ACF (Complete Champion, page 49).Quote:
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
A 600 additional info
The Monster Manual Glossary entry for "alignment" (also page 305) says this:Quote:
Always: The creature is born with the indicated alignment. The creature may have a hereditary predisposition to the alignment or come from a plane that predetermines it. It is possible for individuals to change alignment, but such individuals are either unique or rare exceptions.
A600 additional
So, depending on your CW's population levels, figure something in the neighborhood of 99.9% at a bare minimum (unless the race consists of fewer than 1K individuals). 99.999 is probably more likely for anything planet-sized, and that's with the assumption that the total population of all humanoids is comparable to Earth's numbers of humans (there are a hundred or more races likely to have decent populations, so the chances are millions of each exist on an Earth-sized world with all of them in play). A few dozen or hundred exceptions to a rule of a billion (counting all such races worldwide) would probably not stop the description from remaining "Always" when speaking generally.
Q601: Does the spell dweomer of transference (XPH/SRD) only affect spells you cast, or does it affect any spell, no matter the source? The text of the spell seems to imply the latter, but then goes on to say "any spells cast at the subject don't have their usual effect."
Q602
By RAW, can someone with an active effect that causes them to automatically succeed on a certain check still intentionally fail that check? In particular, the issue at hand involves someone who wants to use a ring of freedom of movement to switch back and forth between being able to be grappled and not being able to be grappled at will without requiring the action to remove the ring.
Q603:
If my character has a climb speed, can I Jump onto a wall/cliff, and start climbing from there? Or do I still need the Leaping Climber Skill Trick?
Q 604
Can someone with leap attack charge someone who is farther away than twice his movement speed?
If so, when does the Charge hit?
Q 603: Yes
You do not need the leaping climber skill trick. The jump skill contains the information you need, namely:
Add your jump height to your vertical reach as given in the jump skill, a DC 15 climb check (which, as a creature with a climb speed, you receive a +8 racial bonus to the climb skill, and the ability to take 10 under any circumstances for climb, meaning you can always succeed in grabbing on at the height of your jump, assuming you jump that high) will allow you to start your climb there, at the cost of your movement action. You can, of course, choose to use a double move, in which case you climb as normal from there.Quote:
A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.
If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.
Q 604: Probably not.
Obviously reach, travel devotion, the extreme leap skill trick, and other methods to enhance/give alternative movement modes may all pertain, but let us assume that even with those you cannot reach your target.
Leap attack specifically states it follows all normal rules for the jump skill and making a charge. Charge limits you to moving double your speed as part of the charge. Should you jump at or near the end of double move, the following applies:
So if, despite your best efforts, you cannot reach them this turn, you cannot make a charge and instead make a double move (or run, I guess). The following turn, if you can them reach them, you may make your charge.Quote:
A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.
Q605
If protected by a spell such as resist energy (Acid) powerful enough so that a PC could wade through a pool of acid. Would the PC's gear be protected as well?
or would it take damage and the PC walk out of the pool safe but rather naked?:smallbiggrin:
Q606
Is there a way I can ignore some of the restrictions on the "were" template? I want a Halfing Were-T-Rex...
Q607
When casting a spell altered by the Smiting Spell feat, does the caster lose the free attack that normally goes with a touch spell, or can the feat be used with a weapon in the same way Improved Unarmed Strike+Touch spells work with a punch (one action to cast and attack)?
q608
In the stronghold builders guide it introduces a new unit of measurement, stronghold spaces (SS) well it does not say how many 5 foot squares are in a SS, answer?
A 608
Yes it does:
Quote:
Originally Posted by Stronghold Builders Guidebook
Q 609
Do the Prestigious Classes still qualify for Alternative Class Features/Racial Substitution Levels if they get those features at the same level (for example, taking the 1st and 3rd levels of the Vigilant Eye of Helm ACF (CoV) or all three Warforged Paladin levels)?
Q610
Treants are Plants, and in the MM glossary it says "Plants breathe and eat, but do not sleep". Does this mean treants can be strangled? Can they starve to death, and what do they eat? (I'm assuming "shoot and leaves" is right out....)
Q611
Is using a Psi-Like Ability of a power the same as manifesting that power, for the purposes of a Prestige Class entry requirement that demands the ability to manifest that specific power?
You may have to settle for being a Werevelociraptor or something. :smallbiggrin:
A611
Psi-like abilities are referenced as being "manifested" several times in their summary, so the ability to use a psilike ability of a power should count as the ability to manifest that power.
A 602
There are very few opportunities in the D&D rules which allow you to intentionally fail.From page 112 of Rules Compendium:Quote:
Originally Posted by Freedom of Movement
This is a big expansion in scope from what the core rules allowed for voluntary failure, which was limited to spells only.Quote:
VOLUNTARILY FAILING
A creature can voluntarily forego a saving throw and willingly accept a consequence.
Since neither of these Freedom of Movement automatic successes are saving throws, there is no option in D&D to voluntarily fail a grapple check or Escape Artist check. A Freedom of Movement effect cannot be bypassed by choice.Quote:
Voluntarily Giving up a Saving Throw
A creature can voluntarily forego a saving throw and willingly accept a spell’s result.
A 607Smiting Spell does not change the special rules about delivering a touch attack spell in the casting round, so you can make a weapon attack in the same round you cast a touch attack spell modified by Smiting Spell. However, you're mistaken that this is "one action".Casting the spell and making the attack are allowed in the same round, but not in a single action; the explicit statement that you can take a move action between casting and attacking should make that clear. Casting a touch attack spell awards you an attack as a special rules case, which can be regarded as a "bonus" attack with the restriction that it can only be used to (try to) deliver the spell charge. You may perhaps be confusing willing touch spells, which do make the touching part of the spellcasting action, and touch attack spells, which have this different rule. While both types of touch spells are described in close proximity in the rules, they have dissimilar characteristics under the RAW.Quote:
Touch Spells in Combat
Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject, either in the same round or any time later. In the same round that you cast the spell, you may also touch (or attempt to touch) the target. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.