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  1. - Top - End - #511
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    AssassinGuy

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A 299 No.

    You only have the capabilities described in the spell. It's always a mental ping, or the sound of a hand bell, without any other distinction.

  2. - Top - End - #512
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A 295
    The duration starts in the round you cast it in. In your example, expansion would run until your next turn starts (non-inclusive) but still affects your AC and any attacks of opportunity you make until then.

    See 'Actions in Combat: The Combat Round' in the Player's Handbook or SRD.

    In short:

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  3. - Top - End - #513
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Quote Originally Posted by Sniper View Post
    Q 219

    Rhine Hide deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge. If I have the Pounce special ability, would this extra damage be on all attacks made, or just once as long as one of the attacks hit?
    MY first shot on answering one, be gentle with me :P

    A 219

    Charge is already its own attack action, it happens once. From the SRD

    Attacking on a Charge

    After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a -2 penalty to your AC until the start of your next turn.

    A charging character gets a +2 bonus on the Strength check made to bull rush an opponent.

    Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
    Like most special abilities pounce is an exception to the charge rule of only attack once after the charge.

    Pounce

    When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability.
    You still have only made one charge, not several, so a bonus based on charging would only apply once.

  4. - Top - End - #514
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q301

    How do magic items interact with feat prerequisites? For example, if I have 15 DEX and gloves of dexterity +2, can I take the Improved Two Weapon Fighting feat which requires 17 DEX? Or if I have an item that grants Mind Blank on a rogue will Craven still function?
    Last edited by pfz555; 2012-03-06 at 12:17 AM.

  5. - Top - End - #515
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A 301

    Feat prerequisites do not make distinctions: either you qualify or you don't. If you qualify while you have a magic item, you qualify. Similarly, if your status changes you also follow the rules:
    A character can’t use a feat if he or she has lost a prerequisite.
    As for Mind Blank, its benefit is specific:
    The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects.
    Similarly, Craven's requirement is also specific:
    Prerequisite: Sneak attack class feature, cannot be immune to fear.
    For Craven to not still function while the subject is affected by Mind Blank would require proof that fear is always caused by either a spell or some other effect that's described as mind-affecting. That is a substantially more difficult issue to address.

  6. - Top - End - #516
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Quote Originally Posted by Curmudgeon View Post
    For Craven to not still function while the subject is affected by Mind Blank would require proof that fear is always caused by either a spell or some other effect that's described as mind-affecting. That is a substantially more difficult issue to address.
    All fear attacks are mind-affecting. The only possible hair to split there is whether the phrasing "fear attacks" refers to a subcategory rather than all things that cause fear. In my opinion it is a valid interpretation of RAW that all causes of fear are inherently attacks (and thus "fear attacks") due to the harmful nature of all three fear conditions, and I also think that this interpretation is the meaning intended by the designers. Thus, immunity to mind-affecting includes immunity to fear and prevents Craven from working.
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  7. - Top - End - #517
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Quote Originally Posted by douglas View Post
    All fear attacks are mind-affecting. The only possible hair to split there is whether the phrasing "fear attacks" refers to a subcategory rather than all things that cause fear. In my opinion it is a valid interpretation of RAW that all causes of fear are inherently attacks
    Since the procedures for this thread require answers based on the rules as written rather than opinion, here's the actual RAW definition:
    attack

    Any of numerous actions intended to harm, disable, or neutralize an opponent. The outcome of an attack is determined by an attack roll.
    If it causes fear but does not involve an attack roll, it does not generally qualify as an attack. (There are situational definitions that differ, such as for conditions to end the Invisibility spell, but those do not change the general rule.)
    Last edited by Curmudgeon; 2012-03-06 at 08:35 AM.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q302a
    Do I qualify for the feat Ranged Weapon Mastery (PHBII) with dagger as selected weapon for Weapon Focus and Weapon Specialization?

    if so..

    Q302b
    Can I select the feat twice? Once for piercing and once for slashing damage because the dagger counts as: "slashing or piercing". In that case I'd apply the feat twice to a thrown dagger.
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  9. - Top - End - #519
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q303
    For a maximized, explosive fireball, would any extra d6's received from the 'explosive' knockback be maximized? (See spoiler for maximize, explosive text)

    Q303b
    That is, is the way 'Empower' works separately from 'maximize' (ie a maximized empowered CL 10 fireball, 60 + 5d6, rather than 60 + 30) unique? I can't think of any similar exceptions off hand (ie, a maximized repeating admixtured split ray is maximized across the board).

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    Maximize:
    Benefit: All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. An empowered, maximized fireball cast by a 15th-level wizard deals points of damage equal to 60 plus one half of 10d6.

    Explosive (excerpt)

    On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone...Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved...If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier...
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  10. - Top - End - #520
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q304
    If you ready an action, are you required to take it when the triggering condition presents itself that round? For instance, say you ready 'Stab the next person who walks in the door', expecting a bandit. Your mother then unexpectedly enters. Does the readying action necessitate your stabbing her (like a Contingency spell)? Or does readying merely give you the *option* to act on a given condition?
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  11. - Top - End - #521
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A 302a Yes.

    A 302b.

    Yes, you can select the feat twice for each damage type; Ranged Weapon Mastery explicitly says so. This would allow your thrown dagger to benefit from the feat with either piercing or slashing damage. As you'll note from Table: Weapons, the dagger deals only one type of damage with each attack. (Contrast with a morningstar, which deals two types of damage each attack.) Having the feat twice for both damage types would allow you the option to select either damage type and then receive the feat's benefits with your thrown dagger attack.

    A 304 No.
    To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition.
    Ready is a plan of action, which allows you the option to interrupt another creature's turn by virtue of having mentally rehearsed what you will do. Triggering that plan is solely based on your senses and your judgment. If you do not trigger your readied action when a triggering condition exists you may simply have wasted the opportunity to act that round.
    Last edited by Curmudgeon; 2012-03-06 at 03:33 PM.

  12. - Top - End - #522
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q305

    Can you delay your move action after taking a standard action (or vice versa)? The text does not seem to contradict this notion, since it talks about 'actions' throughout the passage, and not 'turns'.

    Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again).
    For instance, Bob casts Fireball. Bob delays his remaining Move action to fall immediately after Billy's turn. Billy spends his action stabbing an orc, and opening a door. Bob picks up the remainder of his actions for the round - a Move - to walk through the door that Billy just opened.
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  13. - Top - End - #523
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Quote Originally Posted by Ditto View Post
    Q305

    Can you delay your move action after taking a standard action (or vice versa)? The text does not seem to contradict this notion, since it talks about 'actions' throughout the passage, and not 'turns'.



    For instance, Bob casts Fireball. Bob delays his remaining Move action to fall immediately after Billy's turn. Billy spends his action stabbing an orc, and opening a door. Bob picks up the remainder of his actions for the round - a Move - to walk through the door that Billy just opened.
    A305

    Delay specifies that you take no action, then act normally at a later initiate. So having cast the fireball Bob no longer qualifies for the delay action.

    The mechanic you are looking for is 'Ready', if you expect an ally to open a means of egress you may ready your move action to take advantage.

    Bob could in this case cast a fireball, then Ready a move action to exit through the door if opened. (provided he still has a move action that turn to use).

  14. - Top - End - #524
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A 305 correction

    Readying an action is a Standard Action. You can ready an action to move, but not if you've already spent your Standard Action casting a spell.

    Quote Originally Posted by SRD
    The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
    source

    EDIT: TypoNinja's comment about having to delay your entire turn when taking the delay action is still correct.
    Last edited by KillianHawkeye; 2012-03-06 at 06:10 PM.
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  15. - Top - End - #525
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A305 dissent

    I'm looking for confirmation that the Delay action refers to the entire turn. Consider:
    When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)
    So normally, your initiative requires that you take a ROUND's worth of actionS, on your TURN. The exceptions are listed under AoOs and Special Initiative ActionS. The plurals in these sentences are very important, especially considering how nitpicky the rules are when it comes to 'able to cast 3rd level spells', etc.

    Since there are exceptions under the heading of Special Initiative Actions, PLURAL, and not just 'See AoOs and the Ready special initiative action', it appears to me that Delay is also an exception under which a turn can be divided into less than 'a full round's worth of actions'. Delay specifies you take no action, SINGULAR, at that indicated time.

    Thus the only functional difference is that Ready allows you to act instantly, with the Standard action cost; Delay lets you take your actions at a pre-set initiative interval, regardless of the actions that fall in between.
    Last edited by Ditto; 2012-03-07 at 12:09 AM.
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  16. - Top - End - #526
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Re: A 305 dissent
    When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)
    Quote Originally Posted by Ditto View Post
    So normally, your initiative requires that you take a ROUND's worth of actionS, on your TURN. The exceptions are listed under AoOs and Special Initiative ActionS.
    Both of these special initiative actions are exceptions to "When a character’s turn comes up in the initiative sequence", and that's sufficient to require the plural form. Ready and AoOs are exceptions to "on your turn", which again requires plural construction.

    Delay does indeed refer to delaying your entire turn's actions, after which you act normally. Acting normally can include using Ready, so you can combine these special initiative actions if you want to split your actions across multiple initiative counts. For instance: you could Delay to see what else is happening that round, take a move action, and then use Ready to prepare a plan of action based on some later anticipated event.
    Last edited by Curmudgeon; 2012-03-07 at 01:35 AM.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Bah, ninaj'd.
    Last edited by TypoNinja; 2012-03-07 at 01:33 AM.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q306

    Looking for some clarification on the Prismatic Wall spell. The description is less than precise.

    The first item on the chart ('Stops ranged attacks, stops mental attacks', etc.) I assume applies regardless of any saves or SR. The second listed effect (Fire Damage, turned to stone, etc.) only impacts persons moving THROUGH the wall, and appears to be subject to first SR, then a Saving Throw if the SR check fails for each later. Is this accurate?

    Also, with the Violet layer - the barrier aspect says 'destroys all objects and effects'. What exactly does this mean? Does someone who makes their SR/Save passing through the wall, having avoided a Plane Shift, still get impacted by the 'destroys all objects' piece? Or do any buffs they had in effect get dispelled? Magical equipment ruined?
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  19. - Top - End - #529
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q307
    Fortification provides a chance to negate critical hits. Stunning fist does not work against creatures immune to critical hits. Does fortification provide a chance to negate Stunning fist attacks?
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q308

    Where I can find the rulebooks for 3.5e? Specifically, the player handbook and the Druid handbook.

    I'm sorry if this is a silly question. I've only played 2nd edition and only once. . .

  21. - Top - End - #531
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A308

    Not sure if you mean the physical hardcopy handbook with all the rules and such... most of core rules are available online for free at this site.
    If the Druid Handbook is a guide to building effective druid characters, I'd just google that. But it's not an actual Wizards rulebook, and that's not a Rules question.
    Quote Originally Posted by zyphyr View Post
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  22. - Top - End - #532
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q308

    I was looking for a pdf form of the book by Wizards that explains Druids. Like The Complete Druid's Handbook for 3.5e. Do you know where I could find that?

  23. - Top - End - #533
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Quote Originally Posted by Turbine View Post
    Q308

    I was looking for a pdf form of the book by Wizards that explains Druids. Like The Complete Druid's Handbook for 3.5e. Do you know where I could find that?
    A 308

    Firstly, this is not a Rules question, secondly, we cannot, legally, tell you where to obtain non-OGL (Open Gaming Liscense) content.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q 309 What happens if an humanoid or giant become a lycanthrope and the "basic" animal has 1/2 HD or a 1/4 HD?

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    ...The lycanthrope
    template can be inherited (for natural lycanthropes) or acquired (for
    afflicted lycanthropes). Becoming a lycanthrope is very much like
    multiclassing as an animal and gaining the appropriate Hit Dice...


    Do they have X and 1/2 HD?
    Last edited by Aeryr; 2012-03-07 at 03:22 PM.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q310: So the Mentor feats in PHB2 mention that they require Apprentice as a prerequisite in the a sidebar which includes the generic description of the feat. Yet it says once you finish a Apprentice you may immediately retrain it to gain a Mentor feat, even though this would remove the Pre-req for the feat.
    Q310.A: If you do retrain the feat do you lose the benefits of the Apprentice feat?
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A 307 Yes.

    A 309 Yes.

    Note that hit dice do not round, either up or down.

    A 310

    I think you're confused. Apprentice and Mentor are feats in Dungeon Master's Guide II (page 176), not Player's Handbook II. The feat retraining rules are in Player's Handbook II (page 193). The only mentions of apprenticeship I know of in Player's Handbook II are related to Duskblade training and organizational membership such as The Golden Helm Guild, but these are not feats. I know of no feat retraining treatment in Dungeon Master's Guide II.

    In general, you have the option to retrain a feat, not a requirement to do so. You lose any benefits of feats which you no longer have. The Mentor feat has Apprentice as a prerequisite, meaning that if you retrain Apprentice you no longer benefit from Mentor. One of the status options of the Apprentice feat is graduating, which is a requirement of Mentor.
    Surpassing the Mentor: Once the apprentice reaches 5th level, he graduates from his apprenticeship. He continues to gain the benefits of the Apprentice feat, but no longer needs to work with his mentor. ...
    If you allow, he can also immediately exchange his Apprentice feat for the Mentor feat (see below).
    The highlighted sentence above is likely the main source of your confusion. This appears to be a suggestion to DMs for a house rule. The actual RAW does not support this "if you allow" suggestion, either in the Mentor feat prerequisites or in the feat retraining rules.
    Last edited by Curmudgeon; 2012-03-07 at 05:28 PM.

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q311
    Is Spellcasting an (Ex) ability?

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A 311 Not generally.

    Spellcasting is an Extraordinary ability when explicitly labeled so. Additionally, when spellcasting is listed as a racial special ability of a monster, the Monster Manual type requirement for special abilities might make that Extraordinary. From page 315:
    Special Abilities: A special ability is either extraordinary (Ex), spell-like (Sp), or supernatural (Su).
    Note that this is specific to monster definitions. There is an entirely different default in the Player's Handbook, which applies specifically to all base class abilities, and generally where not otherwise specified (since the Player's Handbook is the primary source for rules for base classes, and for playing the game). From page 180:
    Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.

  29. - Top - End - #539
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A311 Additional

    This quote from the discern shapechanger in the Spell Compendium adds credence Curmudgeon's answer, it's the only place I know of that comes out and says spells aren't EX:
    "A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability)."

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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    @Curmudgeon: Thanks I wanted to make sure.
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    Currently Glanror in the Political Shenanigans campaign.
    Quote Originally Posted by Rankar View Post
    *I may not teach the paladin communism and the concept of the greater good.
    *It is not within my rights to overthrow the established monarchy using the communist paladin.

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