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  1. - Top - End - #1321
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    Quote Originally Posted by Kuulvheysoon View Post
    A 661

    RAW, yes. The class feature only has 2 prerequisites:
    1. That it's from your chosen school
    2. That it has to be of a spell level that you can cast
    As a follow up, am I allowed to choose a spell on the Sorc/Wiz list that also appears on another class's list, at a lower spell level? For example, Mass Reflective Disguise is both a 5th level Bard Spell and a 6th level Sorc/Wiz spell - may I use Expanded Spellbook to learn this spell as a 5th level spell?
    Last edited by Menteith; 2012-08-08 at 04:35 PM.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    Q662.

    Hi! Dumb question because a friend of mine wants to get away with it. He needs proof from this forum.

    Exalted feats. While in the exalted feats introduction it mentions a character must be good, it never says so in the specific feats. The introduction has a lot of fluff, it's still considered RAW?
    Last edited by Fenryr; 2012-08-08 at 04:46 PM.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    Q663

    The celestial creature template is applied to a suitable creature, possibly changing the CR and/or adding damage reduction.

    Does adding hit die or class levels to the resulting creature retroactively increase the CR and/or damage reduction added from the template, or are the bonuses set when the template is added?

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

    Q 664

    Which prestige classes (other than arcane hierophant) progress both animal companion and divine spellcasting (or progress animal companion and grant new spellcasting progression — while less desirable, it probably won't hurt to take a look)?
    Last edited by Lord Haart; 2012-08-08 at 05:16 PM.
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  5. - Top - End - #1325
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    A 661

    By RAW, I would say that you could (see similar class features, such as the Unseen Seer's additional divinations).

    A 662


    No. A character MUST maintain a Good alignment in order to benefit from any [Exalted] feat.

    A 664

    Many Druid prestige classes advance both animal companions and spellcasting. Two examples are the Abolisher (LoM) and the Lion of Talisad (BoED).

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

    Q 665

    If, for some silly reason, you take levels in 2 separate martial adept classes, can you be in 2 stances at once, 1 from each of them? I'm 98% certain that I read that you can't, and even more certain that that'd be silly, but per RAW, is it possible?

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

    Q 665

    If, for some silly reason, you take levels in 2 separate martial adept classes, can you be in 2 stances at once, 1 from each of them? I'm 98% certain that I read that you can't, and even more certain that that'd be silly, but per RAW, is it possible?


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

    Again, bumping up this one:

    Quote Originally Posted by Piggy Knowles View Post
    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 former, but then goes on to say "any spells cast at the subject don't have their usual effect."
    For clarification, in case the original question was just worded awkwardly... if I have cast the spell dweomer of transference on myself and an enemy casts, say, fireball at me, what happens?

    In the description, it first says:

    Quote Originally Posted by SRD
    For the duration of the spell, any spells cast at the subject don’t have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers.
    ...then goes on to say:

    Quote Originally Posted by SRD
    You can cast any spell you like at the subject... The spells don’t do anything other than provide the subject with power points
    (Emphasis mine in both instances.)

    So again, does dweomer of transference only convert spells I cast into psionic energy, or does it convert ANY spells cast into psionic energy?
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    Default Q: 666

    Q 666

    Questions themselves are bolded if you just wanna skip to them

    I'm having trouble figuring out how to create a psionic item, calculate the cost and/or whether or not I'm even eligible to use it as a non-psionic, like you can tattoos (in one source I see it saying every 2 points spent to boost power increases Power Level by one, and in another I see it saying every 1 point spent increases the Manifester Level by 1).

    In particular, I'm trying to create a Belt of Expansion, a once per day use that is augmented by an extra 8 or 10 points (dependent on cost). The first 6 would be to increase the size by two size categories, the next 2 points to make it 1min/level instead of 1round/level, and if cost is not too prohibitive (price would be at or under 4,500g after this augment), another 2 points to be able to use it as a swift action.

    A) Am I able to buy/have someone create a psionic item (belt) with a range of personal and be able to use it as a non-psionic, like can be done with tattoos?

    B) If so, how much would a Psionic Belt of Expansion (1st level spell) cost, assuming a manifester level of 1, and using 8 points to augment the spell, and then 10 points, to compare it to?

    C) Is there an extra cost for putting spells with a range of personal into a psionic item like there is with doing tattoos?

    The assistance is appreciated, thank you.
    Last edited by Narse; 2012-08-08 at 08:02 PM.

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

    A601: Unknown. Since the wording of the spell is unclear within itself, you should ask your DM. You correctly point out that the spell starts by specifying "you" as the caster, then seemingly widens its scope by saying "any spells cast" without isolating a particular caster. However, at the end of the description it seems to go back to suggesting that only spells cast by the caster of dweomer of transference can be converted into power points, as it reads:

    Quote Originally Posted by Expanded Psionics Handbook, pg 220
    For each spell you cast into the dweomer of transference, the psionic creature gets temporary power points, according to the following table.
    There is no such reference for spells cast upon the target creature by third parties, either friendly or hostile. I would suggest that a literal reading of the description would suggest that any spells cast upon the target creature by any party do not have their normal effect, so in your example the enemy fireball would dissipate. Only spells cast by the individual who initiated the dweomer of transference can then consult the table and convert into power points. However, that is simply my opinion of what a literal reading entails, and I'm not sure if others agree that it's RAW. Just my best crack at it.

    A662 citation: The relevant text is quoted below.

    Quote Originally Posted by Book of Exalted Deeds, pg 39
    This book introduces a new type of feat: the exalted feat. Only
    intelligent characters of good alignment and the highest moral
    standards can acquire exalted feats, and only as a gift from powerful
    agents of good—deities, celestials, or similar creatures.
    These feats are thus supernatural in nature (rather than being
    extraordinary abilities, as most feats are).
    A character must have the DM’s permission to take an
    exalted feat.
    A 665: No, you may only be in one stance at a time.

    Quote Originally Posted by Tome of Battle, page 38
    You initiate a stance as a swift action. A stance remains in effect indefinitely and is not expended. You enjoy the benefit your stance confers until you change to another stance you know as a swift action.
    There is no differentiation due to the source of the stance--the first one ends as soon as you begin another stance you know, irrespective of how you came to know it.
    Last edited by OMG PONIES; 2012-08-08 at 08:21 PM.
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  11. - Top - End - #1331
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    A 661 No.

    Absolute, invariant levels is not a feature of spells; outside a known context, a spell's level is undefined ("─" in D&D terms). As an example of how the level of a spell will vary based on its context, consider Control Water: that's a 6th level spell when cast by a Wizard, but a 4th level spell when cast by a Cleric. You cannot determine the level of a spell without knowing the context, and the Expanded Spellbook class feature does not supply any information to determine a spell level for any spell which a Master Specialist does not have a context (i.e., already have on their class list(s)). Expanded Spellbook cannot function with an undefined spell level, so it doesn't work with spells not on the Master Specialist's class list(s).

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

    Q 667

    What is the black and red giant/creature on the cover of "Secrets of Xen'drik" from the Eberron Campaign?
    Last edited by Pandyman; 2012-08-08 at 09:10 PM.

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

    Quote Originally Posted by Pandyman View Post
    Q 667

    What is the black and red giant/creature on the cover of "Secrets of Xen'drik" from the Eberron Campaign?
    A667: I think it is just a normal fire giant.
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    Default Re: Q: 666

    Quote Originally Posted by Narse View Post
    Q 666

    Questions themselves are bolded if you just wanna skip to them

    I'm having trouble figuring out how to create a psionic item, calculate the cost and/or whether or not I'm even eligible to use it as a non-psionic, like you can tattoos (in one source I see it saying every 2 points spent to boost power increases Power Level by one, and in another I see it saying every 1 point spent increases the Manifester Level by 1).

    In particular, I'm trying to create a Belt of Expansion, a once per day use that is augmented by an extra 8 or 10 points (dependent on cost). The first 6 would be to increase the size by two size categories, the next 2 points to make it 1min/level instead of 1round/level, and if cost is not too prohibitive (price would be at or under 4,500g after this augment), another 2 points to be able to use it as a swift action.

    A) Am I able to buy/have someone create a psionic item (belt) with a range of personal and be able to use it as a non-psionic, like can be done with tattoos?

    B) If so, how much would a Psionic Belt of Expansion (1st level spell) cost, assuming a manifester level of 1, and using 8 points to augment the spell, and then 10 points, to compare it to?

    C) Is there an extra cost for putting spells with a range of personal into a psionic item like there is with doing tattoos?

    The assistance is appreciated, thank you.
    Found the answers to my own question; seems even my information about the spell was wrong.

    A 666

    A) Yes.

    B) The augment values and base duration of the spell were incorrect. The item I was looking for was to increase two sizes for 1 minute duration. Augmentation increases the manifester level by 1 per point used, so it'd go from a 1st level manifester spell to 7th level, making this item cost 5,600g.

    C) No.
    Last edited by Narse; 2012-08-10 at 09:57 PM.

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

    Q:668
    I believe I have found a flaw, Combining The Champions Of ruin Splitting Enchantment with the Raptor Arrows. It would Appear that You would get a duplicate Raptor Arrow For each shot fired. If someone would let me know if this was an error In the wording, Or if Splitting Isn't intended for Player use.

    Splitting = Champions Of ruins Pg 42
    Raptor Arrow = Magic Compendium
    *Arrow Returns And restrings itself At the start of the next turn or round. Is Unbreakable* (Cant Remember Page)

    What should a DM Do in this Situation?

    Ahh thanks :)
    Last edited by jasonmbrown; 2012-08-09 at 04:13 AM.

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

    A668 - this seems to have already been addressed. Let us know if the following does not answer your question

    Quote Originally Posted by Cute_Riolu View Post
    Q94: How does the splitting weapon enhancement for bows and suchlike interact with magical arrows, particularly, for instance, Raptor Arrows which are not destroyed when shot?
    Quote Originally Posted by Curmudgeon View Post
    A 094

    The interaction will depend on the particulars of the magic involved. After splitting happens in mid-flight neither identical missile is the raptor arrow which was fired. As such that arrow no longer exists and cannot restring itself.

    The tricky part is "sharing the nonsplitting property" of "not destroyed when used". The original raptor arrow was used, but both missiles after splitting are new magical creations and were never used. So the standard rules apply. If you always miss your target you will average 1 raptor arrow preserved after splitting.

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

    Q669

    Can a character teleport/shadow jump/dimension door/etc. next to a caster with an antilife shell cast upon themselves?

    If so, does the antilife shell push the character to the edge of the barrier or collapse the barrier?

    This assumes the character is affected by an Antilife shell.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    A 669

    Teleporting inside the Antilife Shell will work (because the spell prevents entrance, not being), but only if the teleporting character fits completely inside the spell radius. Remember that "centered on you" means centered on one of the grid intersections inside or bordering your spellcaster's space; this choice remains constant relative to the character as the spellcaster moves. (The squares affected by a 10' radius effect are shown on Dungeon Master's Guide page 307.) A teleporting creature which arrives partly within and partly outside the Antilife Shell will be hedged outside the spell radius.

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

    Q670
    I can't manage to find the attack penalty for your off-hand attack. I mean, the rules are very clear about what happens when you try to attack with both main and off hand, but never states which your attack bonus is when you make an attack only with your off hand.

    The reason I want to know this is because of shield bash. I use a bastard sword and a heavy shield. For a fighter untrained in the two weapon fighting feats the penalty is -6/-10, being -6 the main hand and -10 the shield hand. A huge penalty for a blow you don't happen to make often, but a shield bash could be a nice blow for a skeleton or some other monsters with dr/bludgeoning, so is effective to make an attack only with your off hand. I think that the fact that you don't make a main attack in the same turn should decrease the penalty. I believe that, considering -6 is the penalty for a hand that normally doesn't have penalty, -4 could be a reasonble number for the off-hand attack, but I can't find any rule in srd20 to confirm or discard this intution.

    Actually, I'm pretty sure that it got to be somewhere, but i just can't find it. Thanks in advance.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    Q 671

    Regarding the Good subtype, the SRD says:

    Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is.
    Does a character who has acquired the Good subtype qualify for a prestige class which has a Good alignment requirement, even if their alignment isn't good?


    -----------------------------------
    (Repost)
    Q651

    What, if any, are the limitations on mitigating the Spellcraft DC's of epic spells? E.g., could a character make an epic spell with a Spellcraft DC of 1? (thus minimizing research costs to only 9000g, 360xp, and one day)

    Q 653

    Regarding the epic Seed: Transform, the SRD says:

    For each normal extraordinary ability or supernatural ability granted to the transformed creature, increase the Spellcraft DC by +10.
    Is it required to grant every extraordinary ability and supernatural ability of the new form, and thus increase the Spellcraft DC, or is this done at the option of the creator of the spell?

    Q 653a

    For instance, the spell creator is using the epic Seed: Transform to create a spell which changes him into a Solar. He already has Darkvision in his natural form. Does he need to include Darkvision in the spell creation (and thus increase the DC) since it is an ability of the assumed form, or does he have the option to leave it off?

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

    A670 In 3.5, offhand is simply the second weapon you attack with. If you are only attacking with the shield, there is no offhand, so no penalty, regardless of what you are holding in your other hand. Never mind, wishful thinking.
    Last edited by Boci; 2012-08-09 at 06:07 PM.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    Quote Originally Posted by Boci View Post
    A670 In 3.5, offhand is simply the second weapon you attack with. If you are only attacking with the shield, there is no offhand, so no penalty, regardless of what you are holding in your other hand.
    great! do you know where this is stated in srd20?
    but just as some things can be right and useless at the same time, can’t something be wrong...and priceless?


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

    A 671 No.

    Qualifying for a feat or a prestige class is not an effect.



    Re: 670
    Quote Originally Posted by zql View Post
    great! do you know where this is stated in srd20?
    It is not stated anywhere because that is not the way rules work.

    Off-hand attacks are only mentioned in association with the rules for Two-Weapon Fighting. If you are not using Two-Weapon Fighting, then you don't make off-hand attacks. For a penalty to apply even when making an attack with the "wrong" hand, there would need to be a general rule stating so.
    Last edited by KillianHawkeye; 2012-08-09 at 06:04 PM.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    A670 - Amendment.

    If only. Upon further examination, by RAW zql's initial guess was in fact correct. Presumably ported over from 3.0, the glossery of the 3.5 PHB has this to say:

    off hand: A character’s weaker or less dexterous hand (usually the left). An attack made with the off hand incurs a –4 penalty on the attack roll. In addition, only one-half of a character’s Strength bonus may be added to the damage dealt with a weapon held in the off hand.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    Q654

    So okay, I'm bringing a Dread Necromancer into a campaign, and I've been trying to put together a few pre-built undead minions I can pal around with that use bodies I can obtain without straining credibility (Using planar binding to pull in < 12HD outsiders has been a helpful starting point). There were a few bits I'm honestly a bit unclear on though.

    He'll be 12th level, so I'll have just gotten Awaken Undead via my Advanced Learning (6th level cleric spell), which opens up some fun but unclear options.

    When you awaken an undead, it states you get feats for every so many HD, like a PC would get for their levels (ignoring any bonus feats). But can undead minions get monster-feats? For instance, would an undead with 4 arms have access to Multiattack, or Multihanded Weapon? Or are they, being a PC's minions, restricted to PC avalible feats?

    Q654b
    Also, am I correct in assuming that a zombie of a 10HD creature (thus becoming a 20HD zombie) would get feats for all 20 HD? Or would he only get the feats for the base creature's HD?
    Last edited by Arkusus; 2012-08-10 at 03:45 AM.

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

    Quote Originally Posted by Arkusus View Post
    Q654
    When you awaken an undead, it states you get feats for every so many HD, like a PC would get for their levels (ignoring any bonus feats). But can undead minions get monster-feats? For instance, would an undead with 4 arms have access to Multiattack, or Multihanded Weapon? Or are they, being a PC's minions, restricted to PC avalible feats?
    A654
    PCs who happen to be monstrous and meet other prerequisites have every right to take feats that come from the Monster Manual; as far as I know there are no PCs which are verboten to any and all PCs. I haven't read the Dread Necro ability but based on what you've quoted there shouldn't be any reason that your zombies shouldn't be entitled to any feat whose prerequisites they meet. (PS: There are a wealth of specific feats for Undead in a supplement called Libris Mortis, if you need more choices for how to customize these guys. Do check with your DM, of course.)

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

    Q 672

    Does "maximum dex bonus" limit on armor also apply in case of negative dexterity modifier? For example, does a character in half-plate (maximum dex bonus 0) with dexterity 4 have less AC than same character in same half-plate with dexterity 10 would?
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    Quote Originally Posted by Elitarismo View Post
    Complaining about martial characters dipping many different classes is like complaining that the sun is hot.
    Quote Originally Posted by ArqArturo View Post
    When I first wanted to build a gish, I wanted to be the guy that threw fireballs, lightning bolts, wore spiked fullplate and reigned death and destruction (…)

    So I rolled a cleric.

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

    A 672 No.

    The limit is on the character's Dexterity bonus. If they instead have a Dexterity penalty, it is always applied in full (even when flat-footed) regardless of what type of armor is worn.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXI

    Q 673

    I'm attempting to create a psionic tattoo of expansion (playing 3.5e), and I'm unsure of a couple of things. For ease, I will post relevant information pulled out of Expanded Psionics Handbook at the bottom of the post in the spoiler tag, stressing what I feel to be important factors in bold/italics (which to my understanding of the Open Gaming License should be permitted, but if not, please mod out):

    A) Am I capable of augmenting the psionic power Expansion with an additional 6 power points and placing that version into the tattoo? Everything I read seems to state so, until I get to Effects of Metapsionic Feats on a Power, which states in part, "Level limits for psionic tattoos apply to the power’s higher metapsionic level. Thus, a 3rd-level power modified with the Empower Power feat could not be stored in a psionic tattoo, because the power would be equivalent to a 5th-level power for the purpose of limiting manifestation, and a psionic tattoo can hold a power of only up to 3rd level.". To the best of my ability, I can't find any statement of Empower Power altering the power level of the spell, just increasing the cost by two, which should increase the MANIFESTER LEVEL by two (and even then, it should only be for purposes of calculating the cost), which should be ok, but this specifically states that it can't be put into the tattoo.

    B) If it is indeed ok to augment a spell by as many power points as I'd like for the purposes of putting it into a tattoo, would I be able to augment the spell to make it usable as a swift action, and therefore be able to trigger the tattoo as a swift action? I speculate that I am not able to do this, as the activation of the tattoo itself is what takes a full action, and is irrelevant of the spell's manifesting time, but I could be mistaken on that.

    Any help is appreciated. Thank you.

    Spoiler
    Show

    Scribe Tattoo, p.51:

    SCRIBE TATTOO [ITEM CREATION]
    You can create psionic tattoos, which store powers within their designs.
    Prerequisite: Manifester level 3rd.
    Benefit: You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level × its manifester level × 50 gp. To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price.

    When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power. Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo.

    Creating Psionic Tattoos, p.182:

    Creating Psionic Tattoos
    The creator of a psionic tattoo must have a patch of uncovered skin free of hair and fur, and at least a few containers in which to mix dyes. In addition, he needs special materials, usually to create dyes. The costs for materials and dyes are subsumed in the cost for scribing the psionic tattoo—25 gp × the level of the power × the level of the manifester. All ingredients and materials used to scribe a psionic tattoo must be fresh and unused. The character must pay the full cost for scribing each psionic tattoo. (Economies of scale do not apply.)

    The user of the psionic tattoo is both the manifester and the target; therefore, powers that target another creature, such as energy ball, cannot be stored in psionic tattoo form. Powers with a range of personal can be made into psionic tattoos, but they cost double the price of standard psionic tattoos.

    The creator must know the power to be placed in the psionic tattoo (or must have the power available in some other form). If manifesting the power would reduce the manifester’s XP total, he pays the XP cost upon beginning the scribing in addition to the experience point cost for making the psionic tattoo itself. The act of scribing triggers the power as if it had been manifested, costing the character an appropriate number of power points. Scribing a psionic tattoo requires one day.
    Item Creation Feat Required: Scribe Tattoo.

    Psionic Item Creation Feats; Item Cost, p. 40:

    Item Cost: Craft Dorje, Imprint Stone, and Scribe Tattoo create items that directly reproduce the effects of powers, and the strength of these items depends on their manifester level—that is, a power from such an item has the strength it would have if manifested by a manifester of that level.

    Often, that is the minimum manifester level necessary to manifest the power. (Randomly discovered items usually follow this rule.) However, when making such an item, the item’s strength can be set higher than the minimum. Any time a character creates an item using a power augmented by spending additional power points, the character’s effective manifester level ***for the purpose of calculating the item’s cost*** increases by 1 for each 1 additional power point spent. (Augmentation is a feature of many powers that allows the power to be amplified in various ways if additional power points are spent, as described on page 69.) All other level-dependent parameters of the power forged into the item are set according to the effective manifester level.

    For example, a dorje of concussion blast created without augmentation is a 2nd-level power that deals 1d6 points of damage with a base save DC of 12, requiring a minimum manifester level of 3rd. If a dorje is crafted with concussion blast augmented by spending 6 additional power points, the minimum effective manifester level for the purpose of determining cost would be 6th ***(the power level remains unchanged at 2nd)***, and the dorje would create concussive blasts that deal 5d6 points of damage with a base save DC of 15 (see the Augment section of this power description, page 85). All manifester level-dependent effects of the power are enhanced—in this case, the range of concussion blast increases from 130 to 160 feet.

    Metapsionic Feats; Effects of Metapsionic Feats on a Power; Psionic Items and Metapsionic Powers, p. 41

    Effects of Metapsionic Feats on a Power: In all ways, a metapsionic power operates at its original power level, even though it costs additional power points. The modifications to a power made by a metapsionic feat have only their noted effect on the power. A manifester can’t use a metapsionic feat to alter a power being cast from a power stone, dorje, or other device. Manifesting a power modified by the Quicken Power feat does not provoke attacks of opportunity. Some metapsionic feats apply only to certain powers, as described in each specific feat entry.

    Psionic Items and Metapsionic Powers: With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo, or dorje. Level limits for psionic tattoos apply to the power’s higher metapsionic level. Thus, a 3rd-level power modified with the Empower Power feat could not be stored in a psionic tattoo, because the power would be equivalent to a 5th-level power for the purpose of limiting manifestation, and a psionic tattoo can hold a power of only up to 3rd level.

    Expansion, p. 105-106

    Expansion
    Psychometabolism
    Level: Psychic warrior 1
    Display: Olfactory
    Manifesting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 min./level (D)
    Power Points: 1

    This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –1 size penalty on attack rolls, and a –1 size penalty to Armor Class due to your increased size. If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet (see Table 7–1, page 314 of the Monster Manual). This power doesn’t change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size.

    All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage (see Table 2–2, page 28 of the Dungeon Master’s Guide). Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself.

    Augment: You can augment this power in one or more of the following ways:

    1. If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size.
    2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.

    3. If you spend 2 additional power points, this power’s duration is {10 minutes per level rather than 1 minute per level.} - Errata
    Last edited by Narse; 2012-08-10 at 12:28 PM.

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

    Q 674
    Can a Construct use the run action? In particular an Astral Construct.

    Can't find anything that gives such a restriction, but I read things like 'Unlike normal constructs, a living construct can use the run action' etc.
    Last edited by Silkspinner; 2012-08-10 at 02:36 PM.
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