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Thread: Simple Q&A D&D 3.5 (by RAW) XXI
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2012-10-11, 08:33 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q1053 What creatures are immune to both sneak attack and fire?
Q1054 What creatures are immune to sneak attack, but vulnerable to fire?
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2012-10-11, 09:24 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Originally Posted by SRD
Q1056 Are the augments mutually exclusive? Meaning if I augment the power with 6 power points, do I get both effects, or do I have to choose one or the other?
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2012-10-11, 10:05 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A1052
The lizardman is suffering a -2 Armor Check penalty to his skills because he is carrying a Heavy Shield; the penalty is doubled in the case of Swim, which is why that skill is lower than Jump (the fact that it isn't exactly 2 lower is either an error or indicates the presence of a rank in Jump, I'm not sure which since I haven't done an exact breakdown of the skills). This is a somewhat annoying case because d20SRD is showing the lizardman's Armor class as either having or not having the shield, but the skills clearly only reflect the shield-carrying version.
For the more general version of your question, the statblocks usually show fixed racial bonuses, although variable bonuses are not usually listed (except I think for Swim, which is technically a variable bonus but is treated as fixed in the case of monster with a swim speed, as they don't usually have to make Swim checks to which the bonus wouldn't apply). There may be rare cases in which a monster deliberately does not display a skill which gets a racial bonus (since any skill listed in its statblock is a class skill for its monster Hit Dice; this can matter if you're building a monster PC with a high Intelligence), deliberately denying that skill's status as a class skill for the monster, but I suspect that Wotco seldom if ever put that much thought into monster Skills. In either case, if the skill is listed, it should virtually always include all "always on" modifiers.Last edited by willpell; 2012-10-12 at 01:58 AM.
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2012-10-11, 10:08 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Balance: 2 skill ranks + 4 racial + 0 dexterity - 2 armor check = +4
Jump: 2 skill ranks + 4 racial + 1 strength - 2 armor check = +5
Swim: 1 skill rank + 4 racial + 1 strength - 4 armor check (ACP is doubled for swim) = +2
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2012-10-11, 11:18 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Wikipedia gives her Domains as "Air, Chaos, Charm, Good, Healing, Plant".
He should have a total of 6 skill ranks, since he's a 3-HD creature; it's not possible to have fewer than 6 skill points at that HD (unless of course you're mindless and have none at all), and no skill listed in a Monster Manual statblock is ever cross-class.Last edited by willpell; 2012-10-11 at 11:21 AM.
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2012-10-11, 11:55 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
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2012-10-11, 12:51 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A1024 continued
I cannot speak for Wikipedia, but:
Originally Posted by LG Deities List v2.0Last edited by Khedrac; 2012-10-11 at 12:52 PM.
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2012-10-11, 05:42 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 1053: Is there a way to have Unlimited Uses per day of Turn Undead, Other then having a massive pile of Night Sticks or Dark Chaos Shuffling for massive numbers of the extra turning feat?
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2012-10-11, 06:45 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q1054:
Tome of Battle. Is it possible to give Mighty Throw (Setting Sun school) to a Crusader with Slippers of the Setting Sun? If it's possible, it is my own maneuver? It will recharge after I have no more maneuvers to be granted?But the strong man is stronger when alone.
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2012-10-11, 09:12 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 1054
Yes, as long as you meet the prerequisites. Yes, it's your maneuver (as long as you have those slippers, of course). It will be granted randomly, along with the rest of your maneuvers.
Q 1055
If you have Hide in Plain Sight (the Su version) and are hiding successfully, and you attack some creature and get to a place where it can't see you (in a single turn), and at no point move anywhere that would disqualify you for HiPS, can you make a Hide check to hide again at the end of the turn?Last edited by Lateral; 2012-10-11 at 09:19 PM.
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2012-10-12, 12:42 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 1055
Yes, you don't even need to get out of sight. That is the beauty of hiding in plain sight. You could even stand next to a creature and as a full round action attack, hide, attack, hide ... until all the attacks of your Full Attack are resolved.
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2012-10-12, 01:50 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
This post is off by one number. I think you misstyped Cicciograna's Question number.
The posts above (and their responses) are all off by two numbers.
A 1053 & 1054:
I don't feel quite up to giving a complete list, but all Elemental type creatures are immune to critical hits and all Fire subtype creatures are immune to fire damage. You can probably see why my first thought was fire elementals.
Plant type creatures are also immune to critical hits, and treants specifically are vulnerable to Fire damage.
There are certain oddballs (like the treant), but I believe that (in addition to Elementals and Plants) all Constructs (excluding the Living Construct subtype), Oozes, and Undead are immune to critical hits, all Fire subtype creatures are immune to fire damage, and all Cold subtype creatures are vulnerable to Fire damage.Are any of my tables still broken?Visit Beautiful Gatazka Today!Extended Signature
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2012-10-12, 02:00 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
So I did. Y'know, why exactly do we use answer-numbering instead of just quoting the question? (Being that this isn't a RAW question, I'm not numbering it.)
When you say "vulnerable", did you just mean "capable of being affected by", or were you specifically looking for the Vulnerability quality? The latter list is much shorter.Last edited by willpell; 2012-10-12 at 09:25 AM.
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2012-10-12, 07:10 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 1055 follow-up question
Don't you have to take a standard action to activate the supernatural Hide in Plain Sight ability? That would make you unable to attack in the same round, unless you also benefit from magical Haste or something like that.
According to the RAW, "Using a supernatural ability is a standard action unless noted otherwise." I've always assumed that a standard action is generally not the same thing as an attack action. Am I wrong?
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2012-10-12, 07:41 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
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2012-10-12, 09:20 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Re: A 1055
Unless you use bluff to create a distraction, hiding (or more specifically performing a Hide check) is a Non-Action. As KillianHawkeye already pointed out HiPS whether supernatural or extraordinary only allows you to ignore some of the conditions usually required to make a hide check. It is not activated itself.
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2012-10-12, 12:27 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
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2012-10-13, 03:50 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q1056
I'm having trouble putting together exactly how Scare works; it says it's "as Cause Fear except", but the "except" part directly contradicts Cause Fear ("all creatures of less than 6 HD become frightened", implying that the Will-save-to-be-Shaken-instead part no longer applies) and leaves me confused. So tell me if this synthesis is correct:
Scare
Necromancy [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: Verbal, Somatic, Material (A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
The affected creatures become frightened. If a subject succeeds on a Will save, it is instead shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
Scare counters and dispels remove fear.
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2012-10-13, 10:11 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A1056 This seems correct. Scare is basically "Cause Fear, Mass", with a different duration and range.
Okay, the "mass" part is mostly pointless at 1/3 levels, when the spell is useless above 5HD
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2012-10-13, 10:45 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 1057 Is it possible to tumble while prone?
Q 1058 If a rogue with a penalty to strength makes a melee sneak attack, does the minus apply before or after the sneak attack damage (if the original attack would be reduced to less than one and therefore be one on a normal melee attack)?78% of all DM's start their first campaign in a tavern. If you're among the 22% who didn't, copy and paste this into your signature and tell us where you DID begin.
I started in the keep of a baron who was hiring the characters as his personal lackeys. It allowed me to give them some simple beginner quests, such as go kill this group of bandits to save this town.
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2012-10-13, 10:58 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 1058
All damage gets added (even the negatives) and then you check whether the total is less than 1. Only if that is the case, it gets rounded up to 1.
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2012-10-13, 11:39 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 1059 Fun Question!
You cast Planar Binding and trap a Nightmare. What requested service could you ask of him/her to let you ride him till the end of days without making it a "open-ended task" to affect it one day per caster level?
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2012-10-13, 02:06 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 1057 No.
You can use Tumble as part of normal movement with the appropriate check. Unless your character has crawl as a specific listed movement mode, that is not normal movement for them.
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2012-10-13, 05:31 PM (ISO 8601)
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2012-10-13, 06:18 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A1045 Without PrCs (several options there)? There isn't an ACF I'm aware of but there are feats that can get you close.
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2012-10-13, 06:22 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 1060: How many Hit Dice does an Intelligent Item have?
Last edited by NeedsAnswersNao; 2012-10-14 at 12:53 AM.
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2012-10-13, 06:40 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 1061 I recall hearing about a trick were a psionic character can with some combo of feats/powers use there Psi Crystal to only ever take half Damage when ever there hit. Anyone know what this might be?
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2012-10-13, 07:28 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 1062
Does the Transmuter Variant Spell Versatility allow a wizard to bypass Mind Blank's effect by effectively changing any scrying spell's school (from Divination to Transmutation)?
A 1061
Use Share Pain with your familiar. Share Vigor to your familiar as well to get extra tanky. Seriously, Psions can get VERY beefed up with this trick
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2012-10-13, 07:51 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 1062 Ask your DM.
The Transmuter treats the spell chosen for Spell Versatility as a Transmutation spell; this allows them to cast a spell normally prohibited to them. The RAW makes no mention of the spell school changing for anyone else. As such, it's going to be up to each individual DM to decide if the school stays the same or changes where other creatures are concerned.
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2012-10-13, 10:29 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q1063
The cleric attacks the unconscious goblin with a greatsword. The ranger is trying to stop the cleric from hitting the goblin, by throwing herself in front of it. Both know what the other is trying to do. Neither was in combat, and so neither has an initiative score yet. Neither has a readied action. How do I resolve this? I feel that an Aid Another doesn't make sense here as the ranger doesn't need to maintain her own AC, just defend the goblin.