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2013-07-19, 06:22 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 521 additional info
In 3.5 D&D the primary source books are the three 3.5 books with "CORE RULEBOOK <Roman Numeral> v.3.5" on the front cover: Player's Handbook, Dungeon Master's Guide, and Monster Manual.
In addition to obvious replacements (same name as older content), D&D has a few listed replacements with different names. You'll find a list of renamed spells in Spell Compendium on pages 5-6. There is also an online list of official replacements from the early days of 3.5 here where feats, prestige classes, and spells from 3.0 are shown next to their 3.5 replacements. For instance, the 3.5 Exotic Weapon Master replaces all of the following 3.0 prestige classes:
- Exotic Weapon Master
- Master of Chains
- Weapon Master
Last edited by Curmudgeon; 2013-07-19 at 06:23 AM.
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2013-07-19, 03:39 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q522
Does the Intimidate skill work on mindless creatures?
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2013-07-19, 04:51 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 522
SRD.
A character immune to fear can’t be intimidated, nor can nonintelligent creatures.Awesome Cyborg Doom Monkey avatar by Lord Fullbladder, Master of Goblins. Offer up your robo-bananas to him.
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2013-07-19, 09:28 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q523
Can an unintelligent undead or construct use the Use Magic Device skill to activate a scroll or wand?
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2013-07-19, 09:44 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 523
No. From
http://www.d20srd.org/srd/typesSubtypes.htm
Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.
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2013-07-19, 09:44 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 523
SRD.
You must consciously choose which requirement to emulate.Awesome Cyborg Doom Monkey avatar by Lord Fullbladder, Master of Goblins. Offer up your robo-bananas to him.
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2013-07-19, 11:35 PM (ISO 8601)
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- Apr 2010
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- Hell's Heart
Re: Simple Q&A D&D 3.5 (by RAW) XXIII
By the way, there was a numbering error a while back, so:
Q 525
Are there any official rules for exorcizing a ghost with the Malevolence ability (see SRD)? If so, then please cite book and page number.
Q 526
How does a ghost manifest onto the Material Plane or return to the Ethereal Plane? They have the Manifestation ability, but I can't find what action it would be to shift back and forth.
And, again, a few that were missed. Sorry, they're a bit urgent.
Last edited by Lateral; 2013-07-20 at 12:16 AM.
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2013-07-20, 02:38 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q 527
If a multiclassed sorcerer/shadowcaster takes the shadow familiar feat does the shadow familiar replace the familiar granted by sorcerer or can the character obtain two familiars?Last edited by NeoPhoenix0; 2013-07-20 at 02:46 AM.
Extended signature (Includes Giantitp regulars as... links, avatar showcase, homebrew, and other stuff.)
Current avatar by me
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2013-07-20, 05:45 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q528 Is there any way to create a construct with an arm cannon? I don't mind whether it is a creature with one already or a graft/feat/item that can be added to a construct.
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2013-07-20, 01:14 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q529
Synad's Multitask
With this ability Synad can make 2 swift action per round?Beware my incredibly noobish questions!
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2013-07-20, 02:16 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q530
Is there any way to identify diseases?
For example: There's goo on the ground. There's valuable loot on the goo. In fact this man/woman has been killed by slimy doom disease. Touching the stuff will infect you and ruin your upcoming day. Is there any way to realize this?My Red Hand of Doom Campaign Journal (Completed)
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2013-07-20, 02:36 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Standard action.
Spoiler
Manifestation (Su): A ghost on the Ethereal Plane can partially enter the Material Plane at will.Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance. Supernatural abilities cannot be dispelled. Using a supernatural ability is a standard action unless noted otherwise and generally does not provoke an attack of opportunity.
Warforged with a Wand Chamber.
SpoilerWand Sheath: (Embedded Component) This narrow sheath is embedded in the forearm and hand of a warforged, occupying the space of a bracer. The warforged can insert a wand into the sheathe whereupon it merges with the warforged body. Once inserted, it cannot be removed until all of the charges are used up. Any character that could normally activate the wand can do so simply by pointing his finger and thinking about activating it. Faint transmutation; CL 4; Craft wonderous item, craft wand; polymorph; price 4000gps.
Yes, the text states you gain an extra swift action to do purely mental tasks with. Using Multitask is not an action, so you have a net gain of 1 swift action.
Q 525
Are there any official rules for exorcizing a ghost with the Malevolence ability (see SRD)? If so, then please cite book and page number.
SpoilerExorcism (Su): As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If the exorcist's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.
Q 509
Does a ghost get iteratives with its draining touch, or alternatively, is it treated as a natural weapon (i.e. added onto an attack routine at -5)?
Q531
What happens if a Ghost plane shifts to a plane that is not connected to the ethereal planes, like the outer planes? Does it become corporeal?
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2013-07-20, 02:59 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 530 Usually no.
The Knowledge (nature) skill would let you identify plant-based diseases, but most communicable disease agents are prokaryotes or viruses rather than animals or plants. Knowledge (dungeoneering) would let you identify infectious oozes. The Appraise skill would let you determine if the goo has some resale value (as a nasty weapon, for instance) but not elicit any other details.
While disease identification is difficult, bypassing diseases is fairly easy. Purify Food and Drink will remove contaminating substances from organic goo, leaving pure water and whatever is safely digestible from the biomass. (You might end up with "cannibal paste" if the goo is the diseased remains of people, but that's a moral problem rather than a health issue.)
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2013-07-20, 03:20 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q 525 Con't.
Okay, but are there any rules for exorcising ghosts that don't require a specific prestige class?
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2013-07-20, 07:44 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q 532 ; are there any easier ways to get supreme cleave instead of having to take 2-3 levels in a random class?
Q 533 ; what are good steps to take after grabbing a keen weapon, taking improved, greater and savage critical?
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2013-07-20, 07:53 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
take a (half?) iron golem, replace one of its limbs with a bombard from stormwrack with returning ammunition...
ull still have a problem with needing crew to fire the thing
better option would be a firespout wich does 6 d 6 dmg in a line..... but again, it needs reloading for 5 rounds done by a crew member (aka random hired/dominated goon)
or try modern era weapons from the DM guide (p 146)Last edited by kaaskeizer; 2013-07-20 at 08:09 PM.
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2013-07-20, 08:10 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
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2013-07-20, 08:16 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 527 i believe you keep the same one.. however, your familiar will start changing over a couple of days gaining the dark template
fyi the extra familiar feat from the Net Book of Feats (NBoF) allows you to have multiple familiars (unless ur DM doesn't allow this as source of course)
aslo..
oh noes!! =(Last edited by kaaskeizer; 2013-07-20 at 08:28 PM.
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2013-07-20, 08:48 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q 534
are there any other ways to move after cleaving besides supreme cleave?
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2013-07-20, 09:06 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 534 Yes.
A 19th level Barbarian with the Streetfighter ACF (found here, in a Cityscape web expansion) gains a "cleaving charge".
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2013-07-20, 09:30 PM (ISO 8601)
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2013-07-20, 09:49 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q 536
Does several Bardic Music effects can stack? For example, can you stack 2 Inspire Greatness effects made by two different bard at the same time to gain 4+ HD?Que tous les anciens dieux et les nouveaux protègent la France.
Resistance Data in MM, Volo's, MToF. -- -- Petrocorus's 3.5 Paladin Builds List. -- -- French vs. EnglishOriginally Posted by King Louis XIII in The Musketeers
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2013-07-21, 12:52 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q 537
For weapon enchantments, if I stack 2 different +1 enchantments onto the same weapon; does it become a +2 with those two abilities or just +1 with two abilities?
Ex: +1 defender and +1 keen on a sword. Would it be +2 Keen defender, or a +1 Keen defender?
My D.M. was unclear and the books kind of didn't mention it out of what I read...though I may have missed it.Just smash them with a handful of D6's!
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2013-07-21, 01:13 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 537:
Weapon enchantments don't really work like that. You get a +1 weapon, and then you put keen on it, making it an effective +2 weapon, and then you put defender on it, making it an effective +3 weapon. +1 defender isn't a single enchantment; it's two discrete enchantments. Thus, you'd be left with a +1 keen defending weapon, and it would be priced as a +3. Alternatively, you could make it a +2 keen defending weapon at your discretion, by tossing a standard enchantment bonus onto it. If that's what you want, it's a thing you can have, and it'd be priced as a +4 weapon. Also note that you can only put these non-standard enchantments after you've already put the +1 on. Thus, a keen defending weapon without a +1 attached is an impossibility. I think that covers everything.Last edited by eggynack; 2013-07-21 at 01:14 AM.
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2013-07-21, 02:14 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q 538
As a Kensai do you have to enchant your signature weapon with +5 before being allowed to add special abilities?
Q 539
Is the cost of imbuing an Unarmed Strike as a Signature Weapon 110% as the rule says or 120% as per the example?
Q 540
Can a monk imbue his Unarmed Strike for the cost of a manufactured weapon or is the cost infinite as every part of the monk's body is a natural weapon?
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2013-07-21, 02:27 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 535 Ask your DM.
Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
A 536 No.Stacking
In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies.
A 539 120%.For example, a human kensai who has Weapon Focus (unarmed strike) may turn his fists into signature weapons for 120% of the XP cost.
A 540
That would be effectively infinite. The Kensai Signature Weapon ability, as written, cannot be used to enhance the entirety of your unarmed strike; it directly affects only particular striking surfaces. (This would be logistically akin to individually enhancing the many various blunt and pointed bits of a morningstar.) Fists aren't normally weapons in the game, and this text is inconsistent with the treatment of unarmed strikes elsewhere in the RAW, but the hierarchy of D&D rules have specifics overriding general principles. Your Kensai character would necessarily need to keep track of which parts of their body they use for each unarmed strike, and treat those surfaces with Signature Weapon enhancements differently.Last edited by Curmudgeon; 2013-07-21 at 02:51 AM.
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2013-07-21, 02:37 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 534 I think you may have misunderstood the rules of moving and attacks an cleaves.
Normally one can either make a single attack (as a standard action) and a move in a round or make multiple attacks (as a full attack/full round action) and take a single 5' step (at any point in the round).
Cleave attacks are "non-actions" and do not count as attacks for the purposes of changing a standard action single attack into a full round action full attack.
So with cleave (assuming every hit drops a foe) the options for a standard action single attack become:
move, attack, cleave
or
attack, cleave, move
Great Cleave makes this:
move, attack, cleave, repeat cleave until no foes
or
attack, cleave, repeat cleave, move
If the move becomes a move-equivalent action (that does not involve moving) then a 5' step may be added at any point except before a cleave.
Supreme Cleave enabled the 5' step to be taken before a cleave. Many people argue that it allows extra 5' steps in a round, I disagree but that is a topic for a different thread.
Full attacks are a bit different: (Assuming 2 attacks)
attack, cleave, attack
or
attack, attack, cleave
with Great Cleave
attack, cleave, (cleave,) attack, cleave, (cleave)
again the 5' step cannot be taken before a cleave - it must be first, last or before a normal attack.
Supreme Cleave removes the restriction on 5' steps.
So yes, one can always move after a cleave if you haven't yet moved in the round, the question on whether it is a 5' step or a move depends on how many attacks you have made.Last edited by Khedrac; 2013-07-21 at 02:38 AM.
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2013-07-21, 02:52 AM (ISO 8601)
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2013-07-21, 04:17 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
Q 541 (537 Cont.)
SpoilerWeapon enchantments don't really work like that. You get a +1 weapon, and then you put keen on it, making it an effective +2 weapon, and then you put defender on it, making it an effective +3 weapon. +1 defender isn't a single enchantment; it's two discrete enchantments. Thus, you'd be left with a +1 keen defending weapon, and it would be priced as a +3. Alternatively, you could make it a +2 keen defending weapon at your discretion, by tossing a standard enchantment bonus onto it. If that's what you want, it's a thing you can have, and it'd be priced as a +4 weapon. Also note that you can only put these non-standard enchantments after you've already put the +1 on. Thus, a keen defending weapon without a +1 attached is an impossibility. I think that covers everything.
So for Ex: I have a +1 Spiked Gauntlet already in possession, And wish for +1 Defending and +1 Keen; It would rank itself as a +1 Keen Defending. Will it get a +3 enhancement bonus or just +1 now?
Just making sure I get everything covered for my next session.Just smash them with a handful of D6's!
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2013-07-21, 04:28 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXIII
A 541
Special Abilities only cost as if they were enhancement bonuses, they do not actually grant an Enhancement Bonus to attack or damage.
A +1 keen defending weapon does exactly what the name says: It is a magic weapon, it gives a +1 enhancement bonus to attack and damage, its crit range is doubled and you can forgo the +1 enhancement bonus to get +1 AC.
You might want to clear with your DM that you can put the defending ability on a spiked gauntlet. By strict reading it can only be applied to swords.