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    OldWizardGuy

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

    Q185 I have some monsters that have 3.0 DR, how do I upgrade them to 3.5?
    The DRs in question are
    a) DR 5/+1
    b) DR 10/+2
    c) DR 20/+4

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

    A 185

    This isn't a question with a simple answer, I'm afraid; there isn't a direct translation system. Instead, there are the following guidelines from the Dungeons & Dragons Free D&D® v.3.5 Accessory Update booklet, which you can download here.
    • Make the damage reduction amount (the number before the slash) 5, 10, or 15. As a general rule, use 5 for weaker monsters, up to CR 4 or 5. Use 15 for strong monsters, CR 13 or higher. Use 10 for everything in between.
    • Alignment: Allow aligned weapons to bypass the damage reduction of outsiders of the opposite alignment. Demons and devils have damage reduction #/good, celestials have damage reduction #/evil, slaadi have damage reduction #/lawful, and inevitables (despite being constructs) have damage reduction #/chaotic.
    • Magic and Epic: If nothing else fits, allow magic weapons to bypass a creature’s damage reduction. For monsters at very high CRs (minimum 20), consider using epic weapons instead.

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

    Q 186

    Am I correct in assuming that if you are already in a place of cover or concealment, or if you can hide in plain sight, then you don't have to move in order to make a Hide check – but you do have to take a move action?

    Q 187

    Suppose you don't have to move in order to make a Hide check. When you take a move action to hide, do you provoke attacks of opportunity, even if you don't actually move from one game square to another?

    Or do these questions belong on a separate thread?
    Last edited by Duke of Urrel; 2012-12-10 at 04:25 PM.

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

    Q 188: What is the most up to date info about Summon Undead 1-5? This weekend we had a mage with a scroll of Summon Undead 4, and my source had a Huge Zombie as one, but we could not find that stat block anywhere.

    After googling it, it appears this is in a lot of different books.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    Quote Originally Posted by killem2 View Post
    Q 188: What is the most up to date info about Summon Undead 1-5? This weekend we had a mage with a scroll of Summon Undead 4, and my source had a Huge Zombie as one, but we could not find that stat block anywhere.

    After googling it, it appears this is in a lot of different books.
    A 188

    Huge Zombie is a holdover from 3.0 that was accidentally included in the Libris Mortis version of the spell. The correct list is in the Spell Compendium.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    Re: 185

    If you check the 3.5 update pamphlets, the specific monsters you are using may have had their DR officially updated to match the new standards.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    Q189
    When a Master Transmogrifist uses its Reflexive Change, the details say it loses its next action. What kind of action does it lose? Its next swift action, standard action, or whole turn?


    Q190
    Does physical ability point damage carry over through spells like Polymorph, in which you assume the new creature's stats? If you took 4 Str damage, and Polymorphed into a wyrmling Red Dragon, would that dragon's strength be 4 lower than normal? What if you shifted to a form immune to ability point damage? If you were in a Polymorphed form when you took Str damage, and shifted back, would you retain that damage?

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

    A 186 No.

    The only provision for taking a non-moving move action to be allowed to Hide is for Sniping; in every other case, you must take one of the listed actions which allows you to Hide as part of that action. It's non-intuitive (since you'd expect that staying still would make stealth easier), but D&D usually requires you to move in order to Hide. You may stay in the same square if you can satisfy the Hide requirements only if you Hide while attacking. Without attacking you must at least move to another square to Hide as part of movement; you cannot stay still and Hide.

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

    Q190: The SRD says:
    Quote Originally Posted by SRD
    Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
    Does this mean that if I have a such as a Halfling Were-Ferret in hybrid form(A small creature), and I bite a medium-sized human, would the human become an afflicted were-ferret, as the halfling (the lycanthrope, by RAW) is currently within one size category of the human?
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    Q191
    If playing at ECL 4, is it legitimate to build a level 1 Half-Dragon Paragon with no other classes? In other words, apply the Half-Dragon template to the same humanoid HD which you are exchanging for 1 level in a Paragon class which you only qualify for because of the template? Or do the two operations have to be performed in a specific order which would make the first one illegal? As far as I'm aware there's no specific point in the character-building sequence when templates have to be added.

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

    Q106 (repost):

    Character A has the Epic feat Spell Stowaway: Time Stop. Character B casts Time Stop. How does this resolve?

    Possibilities:
    Characters A and B effectively share the Time Stop, acting in their relative initiative and can affect each other normally.
    Characters A and B share the Time Stop as above but each character is prevented from affecting the other under the Time Stop restrictions.
    Characters A and B each have their own separate but identical Time Stops that execute in succession. This raises the question of which executes first.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    A189
    By RAW, it could be any of those. The reading implies that it should be the action that would have been required to cast the spell on your next turn, normally a Standard Action for a spell, or a free action if you already have Shapechange cast.

    A190 (Nettlekid)
    Quote Originally Posted by Polymorph
    Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

    The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores.
    Relevant bits highlighted. No, ability damage doesn't carry over, because you get the new form's physical ability scores. Yes, you retain it when you change back.

    A191 (ninjamaster1991)
    Yes, since the medium size creature is within 1 size category of the lycanthrope at the time the ability activates.

    A192 (willpell)
    No, by RAW you can't do that because Dragons don't have the ability to trade features from their first HD for class features like Humanoids do.
    Edit: The posts below indicate this isn't a simple question, but a controversial topic that may deserve its own thread.

    A106
    You share the Time Stop, as the feat's name suggests. The spell Time Stop only makes you move very quickly for 1d4+1 rounds. The two still can't target each other with spells or attacks, as per the text of Time Stop.
    Last edited by rockdeworld; 2012-12-12 at 05:58 AM.

  13. - Top - End - #343
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    Quote Originally Posted by rockdeworld View Post
    A192 (willpell)
    No, by RAW you can't do that because Dragons don't have the ability to trade features from their first HD for class features like Humanoids do.
    A192 Dispute According to Monsters as [PC] Races, this is not so (emphasis added):
    Quote Originally Posted by SRD Monsters As Races
    Other Statistics for Monsters
    Creatures with Hit Dice of 1 or less have normal, class-based Hit Dice and features. They get skills and feats appropriate to a 1st-level character (even if they have a level adjustment).

    Those with 2 or more Hit Dice have statistics based on these Hit Dice plus Hit Dice for class levels (if any).

    Experience for Monsters
    A monster with Hit Dice of 1 or less, no level adjustment, and class levels uses the same tables as standard PC races when determining experience needed.

    A monster with Hit Dice of 1 or less, a level adjustment, and class levels adds its class levels, and level adjustment together when determining experience needed (class level + level adjustment).

    A monster with more than one Hit Die, a level adjustment, and class levels adds its Hit Dice, class levels, and level adjustment together when determining experience needed (HD + level adjustment + class level).
    Note that this is not in the section titled Humanoids and Class Levels; it applies to all playable monstrous races of whatever type.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    Quote Originally Posted by tuggyne View Post
    A192 Dispute According to Monsters as [PC] Races, this is not so (emphasis added)
    Do you have a citation from a Wizards of the Coast source for that? I haven't found it in Monster Manual or the WotC Revised (v.3.5) System Reference Document. The source makes a difference here. The d20 SRD incorporates OGL content beyond what's in the SRD, and often you can't discern the original source. Wizards of the Coast has established a rules hierarchy for precedence (the Primary Sources Errata Rule) when there's something (such as the content you cited) that disagrees with other rules.

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

    Q192

    Are there any classes besides Monk that increase base speed? Including prestige classes, including epic PrCs. Feats would work, too.

    Q193

    Are there any epic PrCs for wizards other than the epic summoner one?
    Last edited by Proud Tortoise; 2012-12-11 at 07:49 PM.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    Q 194

    Does Mindblank negate morale modifiers?
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    A 194

    Yes. Page 21 of Rules Compendium states that all morale bonuses are the results of mind-affecting effects, which mind blank blocks.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    Q 195

    If you use an activated Ring of Force Shield, can you still wield a two-handed weapon or use the hand with the ring to hold another object?

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

    A 192

    Yes, many. From the Lists of Stuff:
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    Speed increase - aka Fast Movement, +10' land speed each unless otherwise noted

    Barbarian 1
    Monk 3/6/9/12/15/18, +10 each
    Paladin 5, class variant, Complete Champion, +10' all speeds
    Ranger 6, class variant, Complete Warrior, +10'
    Scout 3, 11/20, Complete Adventurer +10 (land)
    Animal Lord (horselord) 3, ecl 8, Complete Adventurer, +10, +20 at level 7, see text
    Bloodhound 3, 6, 9, ecl 7, Complete Adventurer, +10 each when chasing mark
    Wild Plains Outrider 2, ecl 8, Complete Adventurer, +10 for mount (all modes)
    Dash, feat, Complete Adventurer, +5' (does not specify land only)
    Celerity, domain, Complete Diving, +10'
    Wildrunner 1, ecl 6, Races of the Wild, +10'
    Whisperknife 6, ecl 11, Races of the Wild
    Pregrine Runner 5, ecl 12, Races of Stone
    Reachrunner 1, 4/5 (+5/+10), ecl 6, Races of Eberron
    Shadow Scout 2 (OA) ecl 8
    Dervish 2/5/8 (+5/+10/+15)
    Gnome Giant-Slayer 6, ecl 11, Complete Warrior
    Atavist 5 (cautious spirit), ecl 10, Races of Eberron, +5' for all movement modes
    Elemental Warrior (fire) 4, ecl 11, Planar Handbook
    Cloud Anchorite 4, 8/10, ecl 10, Frostburn, +10' each
    Primeval 8, ecl 16, Frostburn, +10'
    Cheetah's Speed, wild feat, Complete Divine - speed becomes 50' for 1 hour, once per hour can move at 10X speed
    Geomancer 3 (stage 2 drift), ecl 9, Complete Divine, +5'
    Geomancer 9 (stage 5 drift), ecl 15, Complete Divine, once per hour move at 10X speed
    Shifter w/Longstride trait, Eberron Campaign Setting, +10', while shifting
    Longstride Elite, feat, Eberron Campaign Setting, +10', while shifting
    Nentyar Hunter 2, ecl 7, FR: Unapproachable East, +10'
    Improved Speed, feat, Draconomicon - fly speed improves by 20', all others improve by 10'
    Speed of Thought, feat, XPH - +10' insight bonus
    Divine Vigor, divine feat, Complete Divine - temporary +10'
    Barbarian 3 (Fangshield substitution level), Champions of Valor - +10' while charging
    Marshall 2, Miniatures Handbook - +5' per aura bonus
    Incarnate 3 (chaotic), Magic of Incarnum - +10' +10'every five levels, share with allies at 7th level
    Totemist 8 (halfling substitution level), Magic of Incarnum - +10'
    Barbarian 1 (Duskling substitution level), Magic of Incarnum, +10'/essentia (enhancement)
    Dread Carapace, soulmeld, Magic of Incarnum - +60' +10'/essentia (enhancement) once per minute
    Incarnate Avatar (chaos), soulmeld, Magic of Incarnum - +30' (enhancement)
    Lamia Belt, soulmeld, Magic of Incarnum - +10' (enhancement) plus spring attack feat
    Worg Pelt, soulmeld, Magic of Incarnum - +5' +5/essentia (unnamed)
    Cerulean Sandals, soulmeld, Magic of Incarnum - +5'/essentia (unnamed)
    Knight of the Sacred Seal 4, ecl 9, Tome of Magic - +10' temporary
    Shadow Creature, template, Lords of Madness - all speeds x1.5
    Fast Leg, Fiendish Graft, Fiend Folio - +10'
    Quick, character trait, Unearthed Arcana - +10'
    Fleet of Foot, regional feat, Player's Guide to Faerun - +10'
    Abberant Limbs (legs), unique NPC ability, DMG 2 - +20', LA+2
    Nimble Bones, feat, Lords of Madness - +10', applies to undead created by someone with this feat
    Vandalis Beastkeeper 10, ecl 14, Eberron: Dragonmarked - +10', does not specify land only
    Divine Alacrity, divine feat, Faiths of Eberron, +30' (enhancement) for 1 round
    Wild Soul 6, ecl 11, Complete Mage - +10'
    Minor Shapeshift, reserve feat, Complete MAge - +5' enhancement, limited duration, see text
    Swiftness of Orien, feat, Player's Guide to Eberron (p.48) - +20' to 90' enhancement to all speeds, see text
    Freedom, Mantle, Complete Psionic - +10' (untyped) to all speeds
    Berserk 1, ecl 6, Deities and Demigods - +10'
    Extreme Leap, skill trick, ecl 2, Complete Scoundrel, +10' see text
    Mark of Malbolge, feat, Fiendish Codex II, +10' for 1 round, see text
    Absolute Steel, stance, Tome of Battle, +10' (enhancement) to all speeds
    Bloodclaw Master 2, ecl 8, Tome of Battle, +10' while in Tiger Claw stance
    Dark Creature, template, Tome of Magic, +10' to all moves of movement
    Animal Devotion, feat, Complete Champion, +5-30' once per day, see text
    Imbued Healing, metamagic feat, Complete Champion, +5', see text
    Fist of the Forest 1, ecl 5, Complete Champion, +10' land
    Forest Reeve 1, ecl 6, Complete Champion, +10' land
    Holt Warden 2, ecl 7, Complete Champion, +10' land speed if already have woodland stride
    Mythic Examplar 2 (Orsos), ecl 6, Complete Champaion, +20' all movement
    Sanctified One (Kord) 1 or 3 or 5/5, ecl 6, Complete Champion, +10' foot speed
    Jaunter 2, ecl 6, Expedition to the Demonweb Pits, +10' land
    Swift Tumbler, feat, Cityscape, tumble at half speed +10'
    Paragnostic Apostle 1, ecl 6?, Complete Champion, +10' from any spell that grants speed or increase, not just land

    A 195 No.
    An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC).
    Shield, Heavy, Wooden or Steel

    You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else.
    The Ring has the same use characteristics as any heavy shield, whether those characteristics are from actual weight or due to the magic in the item.

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

    Quote Originally Posted by Curmudgeon View Post
    Do you have a citation from a Wizards of the Coast source for that? I haven't found it in Monster Manual or the WotC Revised (v.3.5) System Reference Document. The source makes a difference here. The d20 SRD incorporates OGL content beyond what's in the SRD, and often you can't discern the original source. Wizards of the Coast has established a rules hierarchy for precedence (the Primary Sources Errata Rule) when there's something (such as the content you cited) that disagrees with other rules.
    Quote Originally Posted by DMG page 172
    Other Statistics for Monsters: Creatures with Hit Dice of 1 or less have normal, class-based Hit Dice and features. They get a feat for their first class level and multiply the skill points for their first class level by four (even if they have a level adjustment). Those with 2 or more Hit Dice have statistics based on these Hit Dice plus Hit Dice for class levels (if any).
    I'm not sure if this is errata'd but it's the ruling you're looking for.

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

    Quote Originally Posted by Kumori View Post
    I'm not sure if this is errata'd but it's the ruling you're looking for.
    Thank you. The source (DMG) is important here, because that book has no say on the topic (monster races and class levels) except in advice to the DM about the difficulty of incorporating such into their game. The Player's Handbook contains the basic rules for playing the game, and for using base classes. The Monster Manual is the authority for monster races. If any part of the DMG disagrees with the primary source on one of these topics: the primary source is correct, and the DMG is incorrect. So sayeth WotC in their procedures for resolving such disagreements.

    Thus rockdeworld's original answer (A 192) is correct, and tuggyne's dispute is based on a secondary source and hence incorrect.

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

    Quote Originally Posted by Curmudgeon View Post
    Thank you. The source (DMG) is important here, because that book has no say on the topic (monster races and class levels) except in advice to the DM about the difficulty of incorporating such into their game. The Player's Handbook contains the basic rules for playing the game, and for using base classes. The Monster Manual is the authority for monster races. If any part of the DMG disagrees with the primary source on one of these topics: the primary source is correct, and the DMG is incorrect. So sayeth WotC in their procedures for resolving such disagreements.

    Thus rockdeworld's original answer (A 192) is correct, and tuggyne's dispute is based on a secondary source and hence incorrect.
    That principle only applies if the two sources actually contradict each other. Unless the Monster Manual states that non-humanoids with 1 hit die cannot trade it for a class level, rather than being silent on the matter, the DMG rule is valid.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    Ooh, it is in that revised SRD Curmudgeon linked to. The section titled "Monsters as Races", just under the two Monster PC's Ability scores charts. Looks like the exact quote from the DMG I posted above.

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

    Quote Originally Posted by douglas View Post
    That principle only applies if the two sources actually contradict each other. Unless the Monster Manual states that non-humanoids with 1 hit die cannot trade it for a class level, rather than being silent on the matter, the DMG rule is valid.
    I don't see your logic there. This would also mean that if you describe a PC (of any race) with a "monster" Rogue entry including a set of hide armor, it's automatically proficient with all Medium armor (Monster Manual, page 5) because the Player's Handbook is silent on the matter (i.e., doesn't say Rogues are not proficient with Medium armor). If you take rules outside the scope wherein which they are defined you'll get unintended consequences.

    Also the Monster Manual isn't exactly "silent on the matter" of non-Humanoids and class levels. That exchange is specified under the Humanoids and Class Levels topic (Monster Manual, page 290), the Humanoid type entry in CHAPTER 5: MAKING MONSTERS, and the Humanoid Type Glossary entry (page 310). All references to the 1 HD exchange are specific to Humanoid creatures. The details for all other creature types, in both Chapter 5 and the Glossary (28 total references), lack any mention of an exchange option. Thus assuming the DMG is correct here means assuming the Monster Manual was incorrect in restricting the scope of this exchange by titling the rule Humanoids and Class Levels and then omitting necessary rules text in those 28 other places (if they were going to specify that exchange redundantly for each creature type).


    Short version: the DMG text necessarily contradicts the MM rule labeled Humanoids and Class Levels if it states that that rule isn't specific to Humanoids. This disagreement is resolved with the MM being correct.

  25. - Top - End - #355
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    AssassinGuy

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

    A193
    This question is too vague to answer, as RAW doesn't distinguish between PrCs for wizards and any other class. You can find epic PrCs here.

    If you mean Epic PrCs that the wizard can enter immediately at level 21, then there are none.

    If you mean Epic PrCs that offer full spellcasting advancement, there is only the Agent Retriever.
    Last edited by rockdeworld; 2012-12-12 at 06:11 AM.

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

    Q196

    I have a +0 chainmail shirt (AC 4) and bracers of armor (AC +7).
    Do their AC bonus stack ?

    (i was under the feeling that the bracers, built with armor mage, do not stack with any other bonus but that the base AC from armor didnt count as a bonus)

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

    A 196

    No.

    Like actual armor, Bracers of Armor supplies an armor bonus to AC. Most of the time, bonuses of the same type do not stack.
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    Default Re: Simple Q&A D&D 3.5 (by RAW) XXII

    Q 197

    If a warlock uses Empower/Maximize Spell-like Ability on the Eldritch Glaive invocation, is the damage of all attacks empowered/maximized?

    Q 198

    What happens if a character with Ur-Priest levels uses another PrC to advance his Ur-Priest Casting beyond level 10, pre epic?

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

    Re: Q192

    Quote Originally Posted by Curmudgeon View Post
    If you take rules outside the scope wherein which they are defined you'll get unintended consequences.
    I would say the same thing right back at you. The difference is that we appear to have different ideas of the scope being defined. I think one should look at the message being sent by the RAW as a whole, and not treat contradictions as a mandate to ignore everything save the primary source, but rather treat them as evidence that the situation is too complex to be properly described by any single source. There are legions of examples throughout the books which contradict your interpretation, and only one book whose failure to explicitly do so, because only that one had the responsibility of doing so (according to you), you take as proof that you are correct. I contend instead that the rules are nowhere near as proscriptive as you are taking them as being, and that this is simply an overlooked detail which was never corrected because the writers assumed nobody woudl notice it (admittedly a bad assumption on their part).

    Quote Originally Posted by Curmudgeon View Post
    All references to the 1 HD exchange are specific to Humanoid creatures.
    Close...they are specific to "humanoid" creatures. It's never capitalized, and none of the non-Humanoid example creatures have 1 HD, so it is not clear that they wished to exclude a 1-HD Monstrous Humanoid or Giant or the like. Any creature with a generally humanlike body plan might have been the intended subject of these clauses, provided it also meets the qualification of having only one racial HD. The existence of 1-HD nonhumanoids such as the Goliath is a later development in the rules; it's possible out of the MM alone only with template creatures, and there are no examples walking you through the application of a template to a 1-HD creature. But there are examples of a half-black-dragon level fighter; he has 4 fighter levels (as evident by his Weapon Specialization feat) and 4 HD, with absolutely no mention of him also having one dragon HD which his fighter levels had to be stacked on top of (this would have given him a BAB of +5 rather than +4, as well as affecting his HD line). He had to have started his life as a 1-HD creature since Half-Dragon isn't an acquired template; short of plot-mandated homebrew spells, there's no way he could have first been a humanoid Fighter 4 and only then gained Half-Dragon.

    Quote Originally Posted by Curmudgeon View Post
    Thus assuming the DMG is correct here means assuming the Monster Manual was incorrect in restricting the scope of this exchange by titling the rule Humanoids and Class Levels
    I would not interpret it as being obvious that the word "humanoid" is being used as a restriction here; it seems to be an informal usage of the English word, rather than a specific instance of the game term.

    ****

    Even if Curmudgeon's interpretation is the technically correct RAW, I believe that I am justified in saying I would like to hear a "RAW as apparent to the community as a whole" answer from someone else...call it "de facto" RAW rather than "de jure", or something to that effect. In a "typical" campaign, rather than Curmudeon's, would it be deemed reasonable per RAW-as-commonly-interpreted to start as a 1-HD Half-Dragon with 1 class level? If so, would this allow you to select "Half-Dragon Paragon" as your class for that level?
    Last edited by willpell; 2012-12-12 at 11:17 AM.

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

    Q 199
    How does enchanting works within the 3.5 edition?
    Some enchantments demand to be payed in gold, others with +1, +2 and other such bonuses and only masterwork weapons can be enchanted.
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