D&D 3e/3.5e/d20The forum for conversations specifically related to the rules and procedures of Dungeons & Dragons 3rd Edition, 3.5 Edition, or any fantasy game using the d20 system or a variant thereof (commercially published or not).
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Originally Posted by Kazyan
Nah, the material component of that spell is a Mindraped Ice Assassin of a Rudimentary Intelligence Shadesteel Golem with a Craft Contingent Shapechange on it. Not worth the trouble.
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Characters: Grath - Southern Comfort Campaign
Prizes: Eglath - 2nd Place Iron Chef XXXII
Q 184: A character with 1 level in Abjurant Champion gains Extend Abjuration. Could that character apply the Extend Spell feat to an abjuration spell affected by said class feature, tripling (quadrupling?) the duration of the spell?
No - the exact wording of the Extended Abjuration ability says "Double the duration of abjuration spells you cast, as if you had applied the Extend
Spell feat to them", so it would be like trying to stack Extend Spell with itself.
A186
No - under the section on Divine Feats (CD p. 77), it specifically says "Second, the force that powers a divine feat is the ability to channel positive or negative energy to turn or rebuke undead.", meaning that other types of Turn or Rebuke attempts cannot be substituted. Specific feats (such as Elemental Healing and Elemental Smiting) override this limitation under the "specific trumps general" ruling.
The Fiend-Blooded PrC (HoH, p.102) gets the ability Fiendish Companion, which adds the Fiendish template to your familiar. If you don't have a familiar at the time you get this class ability, but gain one later (say, through the Obtain Familiar feat), could you apply this ability at that time?
i'm trying to make sure i got the advantages of disarming right. if you disarm with a weapon, the opponent's weapon falls to the ground in the Defender's square. so that means he can pick it up on his turn?
if so the disarm seems to provide 3 advantages:
- you coast the disarmed defender a move action to pick up their weapon.
- you prevent using full round actions with said weapon.
- you gain an AoO when they pick up the weapon.
a) are there any other advantages?
b) can you get the weapon away from the defender? either on you or some distance away?
a) If you were unarmed before, you now have a weapon.
b)If you were unarmed, when you started the disarm attempt, you end up with the weapon in your hand. You could drop the weapon as a free action or throw it away (to a square of your choice) as an attack.
The divine prankster from races of stone has the following requirement:
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Special: The character must be a worshiper of Garl Glittergold.
Other classes, such as radiant servant of Pelor
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Special: Must have Pelor as a patron deity
If I remember correctly a character can worship as many gods as he wants to but can only have a patron deity. I am correct? Can a radiant servant of Pelor worship Garl Glittergold and be a divine prankster?
No, A shield crafted from darkwood already is a masterwork item. You do not need to add the 150 gp and the additional craft check to make it masterwork.
A +1 darkwood shield costs Shield Price+10gp*original weight of the shield+1000gp (+1 Enchantment)
That would make:
+1 darkwood buckler: 1065 gp
+1 light wooden shield: 1053 gp
+1 heavy wooden shield: 1107 gp
+1 tower shield: 1480 gp
Interesting that all darkwood shields, except the tower shield, are better and cheaper than masterwork shields of normal wood.
Your memory is a bit off. The worship options are not quite so free-form. The WHAT DO YOU SERVE? section of Complete Divine (page 6) sets the following options:
a single deity
a pantheon of related deities
a principle
Nature
Having a divine patron, and worshiping a deity, are the same thing.
For your particular application (worshiping both Pelor and Garl Glittergold) this is workable if it fits one of the above options. Because both deities are in the core D&D pantheon, if your character worships that pantheon you could satisfy both requirements. However, there are other restrictions based on race, class, and alignment which could make doing so nonviable. An example, from Player's Handbook on page 32:
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If the typical worshipers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not clerics.)
Since this list (Table 3–7: Deities) includes the core deities and multiple different races, you cannot be a Cleric and worship the whole core pantheon (because you cannot be all of those races simultaneously); you may only pick a single deity from the list to worship. Clerics have the additional restriction that their alignment must be within 1 step of the deity they worship, which requirement is also impossible with all the alignments of the core deities.
If you found a way to qualify for both Radiant Servant of Pelor and Divine Prankster, with no Cleric levels, you might be able to accomplish your aim.
The cost of a darkwood item is calculated by adding 10gp per pound (original weight) to the cost of a masterwork version of that item (DMG pg. 283).
So to the original question, you don't have to add the 150gp masterwork cost again (it's included in the 257gp). A +1 heavy darkwood shield (as your example) would cost 1,257gp.
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D&D Characters Past and Present:
Spoiler
The Honest Man (3.5 LG human fighter), Princess Kailee (4e Good elf cleric), Elric (4e Good human paladin)
Talia Dakashnit (3.5 CE human fighter), Gabriel Stryfe (d20 Modern fast hero), Tacin Willow (3.5 NG human fighter//bard)
Q193 Is the natural attack (for instance, a claw or a bite) from an evil aligned monster is considered Evil for bypassing damage reduction (for instance 10/evil)?
And BTW, what then about the unarmed attack from a good-aligned character? (Against a monster with DR 10/good - would my LG character be better off dropping the non-aligned longsword an attacking with bare hands?
Your memory is a bit off. The worship options are not quite so free-form. The WHAT DO YOU SERVE? section of Complete Divine (page 6) sets the following options:
a single deity
a pantheon of related deities
a principle
Nature
Having a divine patron, and worshiping a deity, are the same thing.
For your particular application (worshiping both Pelor and Garl Glittergold) this is workable if it fits one of the above options. Because both deities are in the core D&D pantheon, if your character worships that pantheon you could satisfy both requirements. However, there are other restrictions based on race, class, and alignment which could make doing so nonviable. An example, from Player's Handbook on page 32: Since this list (Table 3–7: Deities) includes the core deities and multiple different races, you cannot be a Cleric and worship the whole core pantheon (because you cannot be all of those races simultaneously); you may only pick a single deity from the list to worship. Clerics have the additional restriction that their alignment must be within 1 step of the deity they worship, which requirement is also impossible with all the alignments of the core deities.
If you found a way to qualify for both Radiant Servant of Pelor and Divine Prankster, with no Cleric levels, you might be able to accomplish your aim.
My wrong assumption was probably caused by the "Religion" section of the forgotten realms campaign setting (pg. 39).
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Originally Posted by FRCS
The selection of a patron deity does not mean that your character only worships or makes praying offerings to one deity.
I know that Pelor is not a deity in Faerun so...
Q193
Any idea on how to make a gnome Harmonious Knight paladin of freedom, that has Milil as patron and later on takes levels in divine prankster?
Q194
If somehow an Harmonious Knight becomes a divine prankster would its inspire courage provide bonuses as the inspire courage of a bard equal to the paladin levels and divine prankster levels?
Q 195 The Factotum class says he get's all skills as class skills. Would this include the skills used by the Binder, Shadowcraft mage, and Truenamer in Tome of Magic to run there class features? And would this grant them the ability to use those skills to preform Utterances and Bind Vestiges and such?
For the first question (Truespeak as a class skill), the Factotum standard class has a specific rule which gives them all skills as class skills. However, the Truespeak skill has a built-in exception to the usual skill rules.
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Of the standard classes, only the truenamer has Truespeak as a class skill.
Both of these statements are absolutes. The usual order of rules application is from general to specific to exception (see Rules Compendium on page 5), which means the Truespeak exception would hold. However, Dungeonscape wasn't printed until after Tome of Magic. Frankly, the Factotum authors created a problem by not addressing prior conflicting rules. As a result this mess has to be adjudicated by each individual DM, with no clear RAW answer.
As for the second question (using Truespeak), any character can use the skill to identify utterances being spoken. But only spellcasters can add truename speech to augment their spells, and the Factotum is not a spellcaster. The Truespeak skill by itself does not convey the ability to speak utterances; various Truenamer class abilities and/or feats are required in addition to that. Since those Truenamer abilities are Spell-like, the Factotum Cunning Brilliance ability cannot duplicate them. The Factotum has no ability to replicate a feat except where such a feat is granted as a standard class ability explicitly labeled as Extraordinary.
A vestige binding check has no skill requirement, and the Factotum cannot gain any such ability through their class. The Binder class ability which allows this is Supernatural and thus also cannot be replicated via Cunning Brillilance.
Creatures with an alignment-based subtype (such as many Outsiders) will bypass the relevant form of Damage Reduction with their natural attacks and wielded weapons.
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"Nothing you can't spell will ever work." - Will Rogers
"What you must learn is that these rules are no different than the rules of a computer system. Some of them can be bent. Others can be broken." - Morpheus, The Matrix
Quote:
Originally Posted by Krellen
Remember, Evil isn't "selfish". It's Evil. "Look out for number one" is a Neutral attitude. Evil looks out for number one while crushing number two.
Q 196: When you are a medium character making your self large, then onto huge with the likes of Expansion, which huge template do you use in the back of the DMG? The long one or the tall one?
Q 197: Can expansion be augmented to grow past huge, such as if you spend 6 more points, can you grow to gargantuan?
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Originally Posted by Gotterdammerung
I weep for all the GM's and players who come here for help and instead get taught how to be prejudice towards classes. D&D is supposed to be a game that plunges you into a world of imagination and instead people around the world are standing around a table arguing over "tiers".
That depends on your body type. If you are a humanoid or other creature which stands upright, you are tall. If you are a horse or centaur or similarly proportioned creature (mostly quadrupeds/multi-legged creatures and snake- or worm-like creatures which slither across the ground), then you are long.
A 197 No.
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"Nothing you can't spell will ever work." - Will Rogers
"What you must learn is that these rules are no different than the rules of a computer system. Some of them can be bent. Others can be broken." - Morpheus, The Matrix
Quote:
Originally Posted by Krellen
Remember, Evil isn't "selfish". It's Evil. "Look out for number one" is a Neutral attitude. Evil looks out for number one while crushing number two.
Animal companion advancement is a Druid class feature, different from that of a normal animal. The companion gains exactly those characteristics specified in the Druid class description, and no others.
A 200 Yes.
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If the chained spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not).
There is no limitation to damage by type, so ability damage is included.