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Thread: Simple Q&A D&D 3.5 (by RAW) XX
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2012-02-04, 07:34 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 058 None.
Chameleons prepare and cast arcane spells just as a Wizard does, and they know only the spells which they have successfully learned via the required Spellcraft checks. There are no automatically known spells for this prestige class.
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2012-02-05, 07:30 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q59
Dire Weasel is attached to a spellcaster. What kind of implications does attachment have if the caster tries to cast a spell? What sort of concentration check (if any) is required?
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2012-02-05, 07:53 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q60
How does rerolling knowledge checks work for the purposes of determining Knowledge Devotion bonuses?
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2012-02-05, 08:07 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
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2012-02-05, 10:35 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q61
Two connected questions about spellguard rings (from Complete Mage):
a) Do they take up a ring slot on both wearers?
b) If you wanted to add the properties of a spellcaster's spellguard ring to an existing magic ring, what would the price be (the normal price of a pair of rings is 4,000 gp)?
I guess the underlying question here is: is this one magic item, or two?
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2012-02-05, 11:43 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 60 It doesn't.
Originally Posted by KnowledgeOriginally Posted by Knowledge Devotion
All magic rings require the standard body slot to function.
A 61 b) You can't.
There is no detail for component pricing for Spellguard Rings ─ just a total cost. Since the rules do not provide the formula required for your goal, the RAW does not permit it. You could do it the other way around (add additional magical properties to one or both Spellguard Rings) in a limited fashion, using the Adding/Improving Common Item Effects rules in Magic Item Compendium on pages 233-234.Last edited by Curmudgeon; 2012-02-05 at 11:50 AM.
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2012-02-05, 12:49 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q 62
When an Anti-Magic Field is cast, it creates a 10ft. radius centered on the caster and moves with the caster. What happens to the caster in the middle, do they have any magical abilities suppressed or would they not be affected by it and how would it affect their ability to cast spells. New to wizards so i'm just curious.
Q 63
Do you know of any suggestions to stop or keep a Beholder's central eye or any being with the Third Eye Beholder Graft from suppressing someone's magic items and spell casting?
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2012-02-05, 03:16 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 062
All spells origin points are actually at grid intersections. A character casting a spell "centered on you" can pick any of the grid intersections their character touches, and this relative centering of the spell continues. For example, if they are Medium size and pick the "northeast" one of their 4 grid intersections, the spell continues to be centered on their "northeast" corner as they move. A Large creature (10'x10') would have 9 grid intersections to pick among.
Any area spell affects all the creatures in all squares it covers unless there's a specific exception. (See page 307 of Dungeon Master's Guide for the grid squares covered by various area effects of different sizes.) Antimagic Field does not list such an exception, so it affects the portion of the spellcaster within its 10 grid squares. For a Medium spellcaster that would prevent them from spellcasting. A Large creature could select a spell center that would cover them completely, or they could instead pick an offset spell center that would allow them to originate magic in the other direction.
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2012-02-05, 08:08 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q64
Where exactly does it state that prepared casters can leave spellslots blank, and fill them in 15 minutes at a later point in time?
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2012-02-05, 09:22 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 64
It is here.Dex
SpoilerRegarding my Necrotic Apprentice trick:
Regarding my Non-Epic Hidecarved Dragon:
Check out the Versatile Domain Generalist.
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2012-02-06, 12:55 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q65
The Celestial template cannot be applied to outsiders.
If you take an outsider who happens to be your familiar, Polymorph it into an animal, say (which changes its Type to Animal accordingly), could you then use the Planar Familiar spell to apply the Celestial Template to it?
(I am assuming this would stick even after the polymorph spell expires, since a template only checks for legality of target at time of application.)
Q65b
The Planar Familiar spell saysit gains energy resistance, fast healing, damage reduction, and additional damage for its smite attack as though its Hit Dice were equal to your character level.
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2012-02-06, 01:28 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q65
The Celestial template cannot be applied to outsiders.
If you take an outsider who happens to be your familiar, Polymorph it into an animal, say (which changes its Type to Animal accordingly), could you then use the Planar Familiar spell to apply the Celestial Template to it?
(I am assuming this would stick even after the polymorph spell expires, since a template only checks for legality of target at time of application.)
Q65b
The Planar Familiar spell saysit gains energy resistance, fast healing, damage reduction, and additional damage for its smite attack as though its Hit Dice were equal to your character level.
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2012-02-06, 03:07 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 65
The templates referred to in the Planar Familiar spell are in Manual of the Planes, a 3.0 D&D supplement, so this is a spell specific to 3.0 D&D. In 3.0 D&D the Celestial template could be added to any corporeal creature of nonevil alignment; it was thus available as either an inherited or acquired template. In 3.5 D&D the Celestial template is only available as an inherited template; see Monster Manual on page 31. Your desired scenario is not possible by the 3.5 RAW.
A 65b
A creature modified by the 3.5 Celestial template gains only what is listed; that does not include fast healing.
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2012-02-06, 06:46 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q66
The warshaper's multimorph ability states that you can transform repeatedly during your wildshape duration as often as you want as a standard action. Is this modified by the feats fast and swift wildshape? or do they only function for the initial wildshape?
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2012-02-06, 01:21 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 066
Fast Wild Shape and Swift Wild Shape affect only wild shape, and provide no benefit to multimorph.
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2012-02-06, 03:12 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q67
Does Tremorsense give benefits similar to Blindsense, or Blindsight?
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2012-02-06, 03:37 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 067
Tremorsense is closer in capability to blindsense than blindsight, because it lets the sensor know just the locations of other creatures. This isn't adequate to target any detected creature ─ only their location (squares).
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2012-02-06, 04:32 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q 68 My group just finished a converted Temple of Elemental Evil, and it's my turn to DM. Are there any other 3.5 campaigns that span several levels with a first level party? Setting isn't too big of an issue, as long as it's 3.5.
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2012-02-06, 06:27 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q69
Can VoP druids wear Ironwood armor given the wood in the shape of armor has no cost (except for shields) as far as I can tell?
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2012-02-06, 06:46 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 069 No.
Originally Posted by Vow of PovertyOriginally Posted by Vow of Poverty
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2012-02-07, 02:15 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q070
If you apply a template that gives “INT +4” to a base creature with INT as a non-ability “INT –“, does it’s INT score remain “-“, or does it become INT 4?My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2012-02-07, 03:29 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q71
Unobtrusive Spellcasting from Rules compendium PG 117: How does this work if a character is hiding/moving silently? The ability states a character is "muttering" (thus obscuring they are casting a spell, but still making noise) but if they pass the Slight of Hand check they go "unnoticed".
Example: Beguiler is hiding. He casts a minor image and uses slight of hand. Does the guard he is sneaky by get a single spot vs the hide & slight of hand... two spot checks (One for Slight of hand, One for Hide)? Does he get a listen check to notice someone talking?
Thanks.78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
I was magically yanked out of my bed by a Demon Lord, and deposited into a huge dungeon with three strangers. None of them were pyromaniacs :(
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2012-02-07, 07:06 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q 72
Does a Truenamer using option to concentrate as a standart action to deal damage with a Word of Nurturing again has to see his target?
Targetting an Utterance requires Line of Sight, but I would argue that the Truenamer is not targetting a Utterance in this case. The description merely states that the target has to remain in range.
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2012-02-07, 07:45 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q73
If a character qualifies for a prestige class that increases spellcasting, and possesses no spellcasting class levels but does have an effective level through the Magical Training feat from PGtF, can they progress spellcasting as if they were a proper member of the class?Originally Posted by KKL
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2012-02-07, 12:18 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 68
This isn't really a RAW question, so it's not a particularly good fit for this thread. It does strike me as a good topic, though, so I would encourage you to start a new thread to ask your question.
To toss a few things your way, though: when Paizo published the print versions of the magazines, they ran three "adventure paths" that were designed to take characters from 1st level through 20th. The three were The Shackled City (available via magazines or compiled as a hard-cover book here. note that some of the magazines are available as pdf only.), Age of Worms (available in issues 124 through 135), and Savage Tide (available in issues 139 through 150; note that several issues are unavailable and would have to be acquired on the secondary market, such as eBay).
There's 3rd party options as well, including more stuff from Paizo after their agreement with WotC ended. That sort of information is better suited in another thread, though.John Ling
Frog God Games Lead Pathfinder Developer
Note: unless explicitly stated otherwise, opinions in my posts are my own and not those of Frog God Games.
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2012-02-07, 01:50 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 070
Computationally, the quantity "─" is defined as "not a number". You can't perform addition on something which is not a number, and thus you've still got "─" as your value for INT. The template bonus can still be tracked separately and applied if you later get an actual INT score.
A 073 Maybe.
The answer will depend on the specific wording used to advance spellcasting in the prestige class. The language used varies quite a bit, so there is no generic yes/no answer for this one.Last edited by Curmudgeon; 2012-02-07 at 03:00 PM.
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2012-02-07, 02:21 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q 74
Another Truename question:
SR works against Utterances, but the Truenamer can increase the Truespeak DC by 5 to "automatically overcome a target's spell resistance".
So how does this work against creaturs with magic immunity like Golems or Will'o'Whisps? I've heard "immune to magic" just means "SR high enough". So when the Truenamer overcomes the SR can he punch through magic immunity?
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2012-02-07, 03:00 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 071
The answers to this question come from the Action parts of the rules for the Hide, Spot, Listen, and Move Silently skills. Of those, the perception skills are straightforward.Originally Posted by SpotOriginally Posted by Listen
- attempting to obscure the fact that you're casting a spell;
- moving and making noise as part of the spellcasting, both of which can be perceived even if the fact that you're casting a spell isn't detected; and
- trying to stay hidden.
Originally Posted by Move Silently
Now the last and trickiest part. You can't easily "stay hidden", because that's not an option for the Hide skill.Originally Posted by Hide
Given that you're probably not remaining hidden, movement is the most common action type which allows a Hide check. You could use a move action to move at half speed and you won't incur a Hide check penalty, and you could even move back to your initial location if you want to Hide in the same place. Alternatively you could Hide as part of a 5' step if you hadn't moved anywhere. Since you'd be moving at the full speed for this operation (instead of half speed and only moving 2.5') your Hide check would involve a -5 penalty. For movement to your hiding place you would also need a separate Move Silently check.
Finally, remember you must satisfy the two Hide requirements every time to be allowed to make a check: (1) cover/concealment, and (2) not being observed. If you were observed while casting a spell, you pretty much need Hide in Plain Sight to be able to bypass that second requirement.
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2012-02-07, 04:33 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
Q 075: What kind of skill check is required to harvest the poison of a slain foe?
Throw the dice high.
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2012-02-07, 04:49 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XX
A 076
Every attempt to produce a product for a purpose uses a Craft skill. Drow of the Underdark introduces the skill Craft (Poisonmaking) to create poisons (see page 46) and mentions harvesting body parts, but doesn't specify a skill for harvesting raw materials for poisonmaking. Absent RAW guidance, you'll have to talk to your DM about what specific Craft skill is necessary to harvest venom from a particular type of enemy, and then either use the existing Craft (Poisonmaking) DCs for turning the venom into a poison suitable for use outside that foe's body, or your DM will need to establish the DC for a new type of poison.