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  1. - Top - End - #121
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    AssassinGuy

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

    Quote Originally Posted by Jon_Dahl View Post
    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?
    A59
    Indeterminate. RAI almost certainly considers it a grapple, but RAW doesn't quite say that - meaning no penalty. Your DM is well within their rights to treat it like a grapple though.
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  5. - Top - End - #125
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    Default 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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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    A 60 It doesn't.
    Quote Originally Posted by Knowledge
    Try Again: No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.
    Absent special abilities, you are not allowed to reroll any Knowledge checks. And even if you could, it wouldn't matter.
    Quote Originally Posted by Knowledge Devotion
    You can make only one Knowledge check per creature type per combat.
    A 61 a) Yes.

    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.

  7. - Top - End - #127
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    Default 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?

  8. - Top - End - #128
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    AssassinGuy

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    Default 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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    Default 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?

  10. - Top - End - #130
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

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    Default 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 says
    it 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.
    The Celestial template does not talk about fast healing. Does the familiar gain fast healing?
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    Default 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 says
    it 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.
    The Celestial template does not talk about fast healing. Does the familiar gain fast healing?
    Quote Originally Posted by zyphyr View Post
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  13. - Top - End - #133
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    AssassinGuy

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    Default 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.

  14. - Top - End - #134
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    Default 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?

  15. - Top - End - #135
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    Default 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.

  16. - Top - End - #136
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XX

    Q67

    Does Tremorsense give benefits similar to Blindsense, or Blindsight?

  17. - Top - End - #137
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    Default 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).

  18. - Top - End - #138
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    Default 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.

  19. - Top - End - #139
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    Default 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?

  20. - Top - End - #140
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    AssassinGuy

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

    A 069 No.
    Quote Originally Posted by Vow of Poverty
    Special: To fulfill your vow, you must not own or use any material possessions, with the following exceptions
    Armor (of any sort) is not on the list of Vow of Poverty exceptions, so a Druid even temporarily owning the result of the Ironwood spell would incur the standard penalty:
    Quote Originally Posted by Vow of Poverty
    If you break your vow, you immediately and irrevocably lose the benefit of this feat.

  21. - Top - End - #141
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    Default 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?

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    Default 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.
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    Default 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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    Default 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?
    Quote Originally Posted by KKL
    D&D is its own momentum and does its own fantasy. It emulates itself in an incestuous mess.

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    Default 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
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  26. - Top - End - #146
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    Default 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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    Default 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?

  28. - Top - End - #148
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    Default 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.
    Quote Originally Posted by Spot
    Action: Varies. Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action.
    Quote Originally Posted by Listen
    Action: Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action.
    If you're trying to cast a spell and remain undetected you're doing three different things:
    1. attempting to obscure the fact that you're casting a spell;
    2. 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
    3. trying to stay hidden.
    The first part is covered by the Sleight of Hand check vs. an opposed Spot check, as described in Rules Compendium on page 117. That Spot check is specifically to notice that a spell is being cast.
    Quote Originally Posted by Move Silently
    Action: None. A Move Silently check is included in your movement or other activity, so it is part of another action.
    You're making noise on purpose while casting a spell with verbal components, so your DM may impose a circumstance penalty to your Move Silently check. Move Silently is included in your movement or other activity, so you make this check along with your spellcasting action (usually a standard action), opposed by a passive Listen check.

    Now the last and trickiest part. You can't easily "stay hidden", because that's not an option for the Hide skill.
    Quote Originally Posted by Hide
    Action: Usually none. Normally, you make a Hide check as part of movement, so it doesn’t take a separate action.
    If you were hidden before spellcasting, that action is likely going to make you not hidden. Because Hide doesn't have a separate action, you must perform one of the limited set of actions which allows a Hide check to be included. Spellcasting isn't one of those actions unless it includes an attack roll; you're allowed to Hide while attacking. Minor Image does not qualify as an attack, so it won't let you Hide. Thus you will not get to oppose any passive Spot checks with Hide; if an enemy has line of sight to your position when you cast a spell, they will only fail to Spot you if they're particularly unobservant. (The Spot DC to see someone Large in plain sight is 0. The DC adjusts for your size, and the usual -1/10' distance penalties apply. However, only if you're still difficult for the observer to see ─ that is, they can't make the static Spot DC ─ will you remain hidden.)

    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.

  29. - Top - End - #149
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    Default 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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    Default 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.

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