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Thread: Rules You Never Noticed
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2016-12-23, 07:10 PM (ISO 8601)
- Join Date
- Jun 2012
Re: Rules You Never Noticed
There is no change. My argument was never about epic bards. I never said the class gives you higher spell slots; I merely commented that they normally aren't available until epic level. And yes, by taking feats to advance spellcasting, that level of spell power becomes available to an epic-level bard.
And if you read that full post instead of stopping at Improved Spell Capacity, you might have noticed the second feat, which does let you learn new spells of up to Xth level.
But like I said, my argument was never about epic levels. I only suggested that the Sublime Chord's spell selection grants access to a gray area in the rules, which may also eventually be reached by an epic level bard, which offers a window of creativity if someone was inclined to look for it.
But perhaps the concepts of "gray areas" and "creativity" are beyond your comprehension.Last edited by Vaern; 2016-12-23 at 07:11 PM.
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2016-12-23, 10:06 PM (ISO 8601)
- Join Date
- Jul 2009
Re: Rules You Never Noticed
You know how a wizard gets two more spells added to their spellbook every time they level up? If you're a specialist wizard, one of those spells must be from your specialty school.
With reach weapons, with regards to cover or concealment, you are treated as wielding a ranged weapon, which means you can gain the benefits of Improved Precise Shot with a spiked chain or glaive or whatever. It also means a rogue using a spiked chain (or any actual ranged weapon, for that matter) can sneak attack enemies with concealment (they still need to be able to see clearly).
Armor spikes let you deal their damage on top of your unarmed damage when you grapple somebody.
It's not a "rule", but a bard with 18 Int can have max ranks in every knowledge skill.
One of the options for weapon focus/specialization is "grapple"
Craft Magic Arms & Armor/Wondrous Item let you fix broken items at 1/2 their normal creation costs (1/4 their market costs); sunder ain't so bad after all
Improved Turning doesn't just add +1 to your turning damage, it also adds to your level as per table 8-9
Spirited charge triples your damage with a lance; this means any flat bonus as well, naturally, so power attack and even smite evil for some truly prodigious damage
A halfling under the reduce person spell is tiny and can therefor ride an eagle (such as a druid's animal companion, or a 1st level summon natures ally); giving a party some access to flight as early as 1st level
The snare spell requires a search check to notice it (not a spot check), with a DC high enough to require trap finding, and allows no save and no SR. Breaking free requires a full-round action, meaning this spell is a guaranteed way to inhibit even the most powerful enemies, for at least a round (unless they can teleport).
Tripping a flying creatures causes it to stall.
Most flying creatures have a minimum forward speed; a net slows your speed to half, therefor using a net on a flying creature may take away it's ability to fly at all, or maybe just force it to fly in a straight line until landing.
Protection from X spells prevent summoned creatures from touching you, meaning many can't attack you at all, this includes summon natures ally.
Due to uncanny dodge, rogues and barbarians retain their dex bonus to AC against surprise attacks. This means they retain any dodge bonuses, such as from trap sense, total defense, or combat expertise. So, a rogue or barbarian, with a shield, taking a total defense action, can walk down a trapped hallway without worrying about trap attacks (pits and magic ones are still deadly, of course).
A monk retains their unarmed damage while using a gauntlet, though they can't flurry with it.
Improved cover grants a +10 bonus to hide checks, so peeking around a corner is actually a thing in the rules.
Deafened enemies suffer a -4 penalty to intiative, giving thunderstones a decent surprise round use in parties containing rogues.
Feinting bypasses dodge bonuses, so if you can't hit that damn swashbuckler, try feinting.
You can dismount a mounted character with a trip check (though they can use their ride check to oppose). Still trying to figure out how this ties into jousting...
Wanna take out a big monster with the swallow whole ability? Use resist energy (acid), stoneskin, and maybe shield other, get swallowed, and start attacking at max capacity, but don't actually make a hole to escape with. (technically not a "rule" either)
Implosion is not a death spell, so it bypasses death ward.
Restoration heals fatigue, allowing one to continue sprinting or traveling long distance (good for mounts).
I'll stop there. I'm always finding new things in core 3.5.
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2016-12-24, 05:15 PM (ISO 8601)
- Join Date
- Jul 2007
Re: Rules You Never Noticed
Well, if I ever creatively posted a sorcerer / silver pyromancer then claimed the extra slot feat lets me learn the 9th level paladin spell mass heal because the DM can rule 0 it for me in a thread discussing rules people haven't read I'd hope you realized I wasn't being serious just based off the irony of the topic.
Vaern's entire point, without the needless convolution and desperation to find something supportive, is more of a question of if a 9th level druid takes extra spell and chooses a 6th level ranger spell then what happens? And he provides the answer of homebrew to fill in the "gray areas" but if you disagree with that then he insults you for not having enough vision and I'm supposed to be the one with a problem?
I suppose Christmas can be very stressful to some people.
But what about knowledge[psionics]? OA also added a few, S&F has Knowledge[code of martial honor] and ToB also added one. That one site I can't link has a couple uncited ones I didn't cover too so a couple more Int points are needed, you're probably better off using the Factotum for the synergy.
Does anyone have a complete list of all the possible knowledge skills?
Dire bats are medium creatures and have a small price tag so you don't need reduce person.Last edited by Mato; 2016-12-25 at 12:18 AM.
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2016-12-25, 02:16 AM (ISO 8601)
- Join Date
- Jun 2012
Re: Rules You Never Noticed
But that's not the same thing. It may be an accurate comparison if those classed were reversed, though: If ranger the ranger gains access to 6th level spells, though his spell list normally only goes up to 4th level, could he use the slots to learn certain druid spells? The druid's spell list has a full 9-spell-level progression, and then proceeds to epic spellcasting; the ranger, on the other hand, only gains up to 4th level spells, leaving a large gap between standard spell progression and epic spellcasting. Just like the bard, these spell levels are a gray area which the rules don't accommodate for, and thus the druid's spell list - being nature-themed like the ranger's - would be a likely place to look for substitute spells to fill the empty space, just as I'm suggesting that higher level healing spells might be an acceptable possibility to fill the bard's otherwise empty 7th- through 9th-level spell levels.
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2016-12-25, 02:18 AM (ISO 8601)
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- Oct 2015
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- Ohio
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2016-12-25, 02:37 AM (ISO 8601)
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- Jun 2012
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2016-12-25, 07:38 AM (ISO 8601)
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- Aug 2007
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- Imagination Land
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Re: Rules You Never Noticed
One that I didn't learn about until a couple months ago is that you can't take an Attack of Opportunity against an enemy who has cover, so doing something like fighting from around a corner or through a doorway is pretty safe for taking certain actions in melee range.
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2016-12-25, 07:47 AM (ISO 8601)
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- Apr 2007
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- Boston, MA
Re: Rules You Never Noticed
Where is this? I can't find it at http://www.d20srd.org/srd/classes/so...ard.htm#wizard
My homebrew:
Spoiler
Completed:
ToB disciplines:
The Narrow Bridge
The Broken Blade
Prestige classess:
Disciple of Karsus -PrC for Karsites.
The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
Master of the Hidden Seal - Binder/Divine hybrid
Knight of the Grave- Necromancy using Gish
Worthwhile links:
Age of Warriors
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2016-12-25, 10:08 AM (ISO 8601)
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- Nov 2009
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- Freiburg, Germany
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Re: Rules You Never Noticed
It is here: http://www.d20srd.org/srd/magicOverv...zardsSpellbook
Originally Posted by SRD
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2016-12-25, 10:17 AM (ISO 8601)
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- Feb 2011
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- Texas
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Re: Rules You Never Noticed
I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.
Check out my NEW sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New expansion featuring rules for ships! New book here NOW!
Iron Chef Medals!
Amazing Princess Mononoke avatar by Dispozition
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2016-12-25, 10:18 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- Boston, MA
Re: Rules You Never Noticed
My homebrew:
Spoiler
Completed:
ToB disciplines:
The Narrow Bridge
The Broken Blade
Prestige classess:
Disciple of Karsus -PrC for Karsites.
The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
Master of the Hidden Seal - Binder/Divine hybrid
Knight of the Grave- Necromancy using Gish
Worthwhile links:
Age of Warriors
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2016-12-25, 10:29 AM (ISO 8601)
- Join Date
- Nov 2009
- Location
- Freiburg, Germany
- Gender
Re: Rules You Never Noticed
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2016-12-25, 10:38 AM (ISO 8601)
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- Aug 2007
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- Imagination Land
- Gender
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2016-12-25, 11:53 AM (ISO 8601)
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- Feb 2011
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- Texas
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Re: Rules You Never Noticed
Huh. How about that? Good spot.
One of my favorites is this gem
Originally Posted by searchI've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.
Check out my NEW sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New expansion featuring rules for ships! New book here NOW!
Iron Chef Medals!
Amazing Princess Mononoke avatar by Dispozition
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2016-12-25, 11:58 AM (ISO 8601)
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- Mar 2008
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- NYC
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2016-12-25, 12:10 PM (ISO 8601)
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- Jun 2016
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Re: Rules You Never Noticed
Active abjuration spells within 10 feet of each other for 24 hours or more create barely visible energy fluctuations. These fluctuations give you a +4 bonus on Search checks to locate such abjuration spells.
Also, looking at that section, I just noticed:
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.
except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
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2016-12-25, 12:32 PM (ISO 8601)
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- Aug 2009
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2016-12-25, 12:32 PM (ISO 8601)
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- Dec 2015
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Re: Rules You Never Noticed
I just noticed that call weaponry has no provision for losing the weapon at the end of the power's duration; it only goes away if you let go of it for too long. http://www.d20srd.org/srd/psionic/po...llWeaponry.htm
So you use the power, and you get a permaweapon, though you can re-call it later to upgrade it or change its ability options (via soulbound weapon).⚣ Tanuki in the Playground. ⚣
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2016-12-25, 01:01 PM (ISO 8601)
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- Jan 2014
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- California
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Re: Rules You Never Noticed
One that I overlooked at first that I'm betting other people did the same is that the scout's uncanny dodge ability is different from most other versions of the ability. It doesn't just prevent you from being denied your Dex to AC when you're flat-footed. It prevents you from being caught flat-footed...period. Foresight, eat your heart out.
Another one is that soulmelds are subject to spell resistance when they target another creature. Or at least they're supposed to be—none of them have a target line, so the rule is highly dysfunctional. Still, it exists, and it's easy to miss.
I didn't notice that either, but it looks like you're right.
A power of the teleportation subdiscipline transports one or more creatures or objects a great distance. The most potent of these powers can cross planar boundaries. Usually the transportation is one-way (unless otherwise noted) and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.Last edited by Troacctid; 2016-12-25 at 01:06 PM.
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2016-12-25, 01:18 PM (ISO 8601)
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- Sep 2015
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- The Old World
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2016-12-25, 01:24 PM (ISO 8601)
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- Dec 2015
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Re: Rules You Never Noticed
And yet it's a teleportation power, which explicitly does not return the affected subject at the end of the power, since it's not stated to do so. The only thing that actually happens, RAW, is the weapon no longer returns from whence it came if you drop it at the end of the power's duration, I think, because the power is no longer affecting the weapon.
⚣ Tanuki in the Playground. ⚣
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2016-12-25, 01:38 PM (ISO 8601)
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- Oct 2014
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- Sub-Prime Material Plane
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Re: Rules You Never Noticed
I suppose that depends on if the returning is a quality of the weapons or a function of the power. With that reading, a Psychic Warrior could expend all their power points on any given day to make as strong a weapon as they can, hold it for X minutes, and then be set to adventure the next day with a marked power increase. Sounds like a fun trick to buff a non-full-casting class (although I'm not super familiar with psionics, I assume a psychic warrior isn't the equivalent of a psion).
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2016-12-25, 01:46 PM (ISO 8601)
- Join Date
- Nov 2016
Re: Rules You Never Noticed
I would highly advise looking at the Brambles spell (Complete Divine pg 156). It gives up to a +10 enhancement bonus for wooden weapons (at caster level 10) with a second level spell slot, though you need a bit of work to Persist it. Thankfully, you can pass the weapon to someone after you buff it. You can also use it on a Treant's natural weapons.
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2016-12-25, 03:37 PM (ISO 8601)
- Join Date
- May 2011
Re: Rules You Never Noticed
This rule was for summoning specific creatures. For example, if you summoned an earth elemental to go scout a cave, and it died in the cave, you couldn't summon the same elemental again to learn what it saw for 24 hours. There is also an optional rule in the DMG about having set summons, where instead of summoning random creatures, it's the same ones every time, and you can even deck them out with gear by plane shifting it to them, but as you guessed, if they die, you lose access to them for 24 hours.
World of Madius wiki - My personal campaign setting, including my homebrew Optional Gestalt/LA rules.
The new Quick Vestige List
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2016-12-25, 04:03 PM (ISO 8601)
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- Feb 2014
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Re: Rules You Never Noticed
Creator of the LA-assignment thread.
Come join the new Junkyard Wars and build with SLAs and a breath weapon!
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Extended signature!
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2016-12-25, 04:09 PM (ISO 8601)
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- Dec 2015
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Re: Rules You Never Noticed
⚣ Tanuki in the Playground. ⚣
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2016-12-25, 04:50 PM (ISO 8601)
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- Jun 2013
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2016-12-25, 07:02 PM (ISO 8601)
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- Oct 2006
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Re: Rules You Never Noticed
www.WorldOfPrime.com and Sword of the Bright Lady (Flintlock Fantasy!)
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2016-12-25, 07:45 PM (ISO 8601)
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- Jul 2009
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2016-12-25, 07:49 PM (ISO 8601)
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- Aug 2014
Re: Rules You Never Noticed