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).
Q1236
Isn't there a rule somewhere about skill training (gaining skills without levelling up)? I'm pretty sure it was something to do with spending a week with someone trained in the skill you're trying to learn, and you gain +1 skill points or something like that. It could've been a house rule a DM used when I was learning the game and never questioned it. But if the rule exists, does anyone know the source for the rule?
A1236 Clarification: There is an optional rule, described in detail on pages 197-198 of the 3.5 DMG, where the character must receive training of some sort after earning the level in order to gain skill ranks and feats. But this does not earn you skill points without leveling up.
You could, of course, visit the Oytugh Hole, Chaos Shuffle Iron Will into Open Minded, and get 5 skill points, but that is no longer a simple question/answer.
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Quote:
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.
Spoiler
Characters: Grath - Southern Comfort Campaign
Prizes: Eglath - 2nd Place Iron Chef XXXII
Thank you for your quick and clear responses! Here is a follow-up question.
Q 1238
If you have the Ride-By Attack feat and you are mounted, can you take the overrun action during a move at the velocity of running, so that you can travel up to twice your "speed," provided that you move in an unobstructed straight line?
No. You cannot overrun while charging whether you are mounted or not.
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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.
Last edited by KillianHawkeye : 11-01-2012 at 03:47 PM.
Q 1239: Does the power boost from the Flood of Shadow mystery (which boosts all variable numeric effects of mysteries and shadow-based spells cast in its area by 50%) stack with the Empower Mystery feat?
Q 1240 If someone with a penalty to STR (for this example, -2) is being inspired, does the automatic adjustment to 1 for damage apply before or after the extra damage?
Say someone's melee damage is 1d3-2. On a roll, he gets a 2. If the inspire applied before the adjustment, the result would be 1. If it applied after, it would be a 2.
Q 1240 If someone with a penalty to STR (for this example, -2) is being inspired, does the automatic adjustment to 1 for damage apply before or after the extra damage?
Say someone's melee damage is 1d3-2. On a roll, he gets a 2. If the inspire applied before the adjustment, the result would be 1. If it applied after, it would be a 2.
All of the physical damage an attack does (as opposed to the energy damage added by some weapons) is calculated under the normal mathematical rules. Only if the final value is <1 do you increase it to 1.
In your example, the character would do only 1 damage.
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Spoiler
Quote:
Originally Posted by ThiagoMartell
Kelb, recently it looks like you're the Avatar of Reason in these forums, man.
Quote:
Originally Posted by LTwerewolf
[...] bringing Kelb in on your side in a rules fight is like bringing Mike Tyson in on your side to fight a toddler. You can, but it's such massive overkill.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
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Quote:
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.
Spoiler
Characters: Grath - Southern Comfort Campaign
Prizes: Eglath - 2nd Place Iron Chef XXXII
The thing is, the Celestial/Fiendish Creature Template does not add the [Good]/[Evil] Subtype. At least according to the SRD Summon Monster refers to the [Good]/[Evil] Subtype, not the alignment.
The thing is, the Celestial/Fiendish Creature Template does not add the [Good]/[Evil] Subtype. At least according to the SRD Summon Monster refers to the [Good]/[Evil] Subtype, not the alignment.
In the description of the spell itself, it gives the alignment of the creature you are summoning.
In the description of the spell itself, it gives the alignment of the creature you are summoning.
I know, the question is whether a good/evil alignment is sufficient to make it a [good]/[evil] spell. The SRD links the words good/evil in the sentence mattie_p quoted to the [good]/[evil] subtypes. Celestial/fiendish creatures while "always" of good/evil alignment do not have that subtype.
The text of the spell itself just says that summoning a good creature makes it a good spell. The d20srd.org site links to the page for subtypes for convenience, but that doesn't change the fact that the spell, as written, doesn't specify the subtype.
So basically creature of good alignment=good creature? Interesting.
Q 1245
Is the Purple Worm the closest thing to the sand worms from Dune or is there something similar that actually lives in the desert?
Q 1246
Are there rules for detecting a burrowing purple worm or other burrowing creature?
1245: there's the ashworm in sandstorm and another much larger sandworm creature in the same book.
1246: A burrowing creature is still a moving creature and should be detectable via listen check. The DC will be kinda steep until the critter's right on top of you though.
__________________
I am not seaweed. That's a B.
Praise I've received
Spoiler
Quote:
Originally Posted by ThiagoMartell
Kelb, recently it looks like you're the Avatar of Reason in these forums, man.
Quote:
Originally Posted by LTwerewolf
[...] bringing Kelb in on your side in a rules fight is like bringing Mike Tyson in on your side to fight a toddler. You can, but it's such massive overkill.
Q1247
Under the description of the special material Riverine in Stormwrack, it says that it costs 2,000gp per pound of it. If I were to make an item out of less than a pound, how much would it cost, specifically for a ring, which has no specified weight?
Q1248
Also, if I were to enchant a ring to cast certain spells per day, and that ring was intelligent/my item familiar, could it also counterspell those spells?
Last edited by MehMuffin : 11-02-2012 at 05:15 PM.
I meant without tremorsense, are there any Listen DCs? Can PCs without any special forms of perception detect a purple worm burrowing into reach before combat and biting and grabbing one in the surprise round?
Q 1249
How does Improved Grab/Swallow Whole work with mounted characters and their mounts?
A1250
The ring of sustenance makes it that you don't need to eat or drink anymore (and that you only need to sleep for 2 hours to gain the benefits of 8 hours of sleep) once it is attuned to you.
These abilities work against single creatures. Either the mount is unaffected, or the rider is unaffected (other than automatically falling when the mount is pulled into the enemy creature's space).
Q1251
The spell Greater Teleport specifies that "there is no chance that you arrive off-target". Do you still roll the same percentages to see if you get the correct destination, but treat all "Off-Target" results as "On-Target" (so a "Very Familiar" location still has a 1% chance of producing a "Somewhere Else" result)? Or is the roll eliminated altogether and you always arrive exactly where you want to?
Q1252
Darkvision does not seem to get an entry in the Monster Manual. Is it an {Ex} or {Su} ability?
Q1253
When an Erinyes throws her animated rope to entangle a target, do they get a Reflex save to avoid it? How is the DC determined? For some reason, the entry for the rope lists a different Caster Level than for the erinyes's SLAs.
Darkvision is covered in the Player's Handbook (page 307):
Alright, that's what I thought. A follow-up and a couple new questions:
Q 1252b
Just to confirm, this means that a Baatezu, whose See in Darkness ability is (Su)pernatural, but who also has Darkvision out to 60 feet as do all Outsiders, can see 60 feet into a pitch-black Antimagic Field? Or is it rather that his See in Darkness remains active at any distance up until the moment he steps into the AMF, at which point everything beyond 60 feet away from him instantly disappears from his sight, and reappears when he steps back out of the AMF?
Q 1254
The Erinyes's animated rope ability says that she can throw it 30 feet away with no penalty, but it doesn't clarify whether she needs a ranged attack roll to do so, as do other users of the Animate Rope spell (those other users take range penalties at any range beyond 10 feet, but can throw the rope up to 50 feet by accepting such penalties). Since the text also seems to indicate a Reflex save, and very few effects both require a hit roll and offer a save, I thought I should check whether I'm reading this correctly. So, to generalize the question, exactly how does the Erinyes's "throw animated rope to entangle target" maneuver work?
Q 1255
For any character entangled by a thrown rope or the like, while it's a full-round action to use Escape Artist to get free, what kind of action is needed to burst the ropes with a Strength check? What about when you're tied up, when Escape Artist would require 1 minute? More generally, is there a default rule for how long Ability Checks usually take?
When an Erinyes throws its rope to entangle a target, it operates as an Animate Rope spell except for a 30' range limit. There is no Reflex save involved in this. The Reflex save is determined by the usual formula: DC = 10 + 1 (spell level) + 5 (ability bonus for CHA 20) = 16.
A 1254
See above. The Erinyes must follow the rules for Animate Rope except for the 30' range limit. That includes the ranged touch attack requirement.
A 1255 Ask your DM.
There is no default time for ability checks, so this is up to each individual DM to adjudicate.
Last edited by Curmudgeon : 11-04-2012 at 03:13 AM.
If a ghost who has manifested attacks with a magic+1 ghost touch weapon, does it ignore an opponent's physical armor?
For reference - I'm reading Monster Manual 3 pp 117-118: "A manifested ghost can pass through solid objects at will, and its own attacks pass through armor." and later "A weapon of +1 or beter magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon."
I'm hoping this is a simple yes and I'm just being stupid, but it seems contradictory to me for the ghost touch weapon to ignore armor (presumably by becoming incorporeal) and then injure the opponent (by becoming corporeal again?). My apologies if this has been asked before - new to the forum, searched around, and couldn't find an answer.
Last edited by Velorian : 11-03-2012 at 10:00 PM.
Reason: bolding the question number