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Ask the RoA Sage (All Rules/RoA/D&D Questions Welcomed)

Posted by DM HackDocFor group 0
PC Kaladorm
player, 34 posts
Dwarven Chunkmonster
Halfling Loon
Tue 1 May 2007
at 15:35
  • msg #1573

Re: This is a public service announcement.

Couple of other questions I'm afraid.

1. Does the Divine Metamagic feat (copied below) let you choose 'any' metamagic feat for it to apply to (when taking the feat) or only a metamagic feat that you already know.

2. The shield bonus from Two Weapon Defense increases when 'Fighting defensively or taking the total defense option'. Does fighting defensively include the use of combat expertise (as combat expertise mentions fighting defensively as the 'normal' clause). edit: just noticed that for the feat 'Deadly Defense' it has a clause that it applies when using combat expertise to take a -2 penalty or more, not sure what bearing this has on the above question.


Divine Metamagic (Divine)
You can channel energy into some of your divine spells to make them more powerful.
Prerequisite: Ability to turn undead or rebuke undead.
Benefit: When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you’re using. For example, Jozan the cleric could sacrifice three turn attempts to empower a holy smite he’s casting. Because you’re using positive or negative energy to augment your spells, the spell slot for the spell doesn’t change.
Special: This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to which to apply it to.
This message was last edited by the player at 15:58, Tue 01 May 2007.
DM HackDoc
GM, 656 posts
ROA Sage
Defender of the Truth
Wed 23 May 2007
at 15:44
  • msg #1574

Re: Divine Metamagic feat/Two Weapon Defense

PC Kaladorm:
Couple of other questions I'm afraid.

1. Does the Divine Metamagic feat (copied below) let you choose 'any' metamagic feat for it to apply to (when taking the feat) or only a metamagic feat that you already know.


Official Errata from Wizards of the Coast

http://www.wizards.com/default.asp?x=dnd/er/20040125a

Complete Divine Errata:
Page 80: Divine Metamagic feat
The boldface text needs to be added to the Benefit
paragraph of the feat description:
When you take this feat, choose a metamagic feat that
you have
. This feat applies only to that metamagic feat.
As a free action, you can take the energy from turning
or rebuking undead and use it to apply a metamagic feat
to divine spells that you know. . . .


The errata specify that you have the Metamagic Feat already.

PC Kaladorm:
2. The shield bonus from Two Weapon Defense increases when 'Fighting defensively or taking the total defense option'. Does fighting defensively include the use of combat expertise (as combat expertise mentions fighting defensively as the 'normal' clause). edit: just noticed that for the feat 'Deadly Defense' it has a clause that it applies when using combat expertise to take a -2 penalty or more, not sure what bearing this has on the above question.


No.

Fighting Defensively and Total Defense are separate actions from Combat Expertise. Two Weapon Defense refers specifically to these, but not Combat Expertise.

The 'Normal' section of Combat Expertise refers to what you'd do without that feat. I don't know what Deadly Defense does, but that use of Combat Expertise would be a special option of the feat.
This message was last edited by the GM at 15:48, Wed 23 May 2007.
PC Kaladorm
player, 44 posts
Dwarven Chunkmonster
Halfling Loon
Thu 10 May 2007
at 16:43
  • msg #1576

Re: This is a public service announcement.

Have another question :D

Does the max dex bonus apply to the maximum dex bonus to AC you can get, or does it apply to any dex modifier (i.e. if you had a max dex bonus of 2, and dex 18, your ranged attacks would only get a +2, your initiative would only be +2, etc?)

Also if there are any thoughts about my second question above that would be helpful :)
DM HackDoc
GM, 656 posts
ROA Sage
Defender of the Truth
Wed 23 May 2007
at 15:49
  • msg #1577

Re: DEX Bonus

Max Dex is for AC..if you have a max dex of 2, and an 18 dex (+4 modifier) you can only apply 2 points towards your AC, but the full 4 points towards ranged attack, balance checks (armor check penalty  applies) and other things.
This message was last edited by the GM at 15:49, Wed 23 May 2007.
PC Kaladorm
player, 45 posts
Dwarven Chunkmonster
Halfling Loon
Fri 11 May 2007
at 10:54
  • msg #1579

Re: This is a public service announcement.

So essentially having improved two weapon defense is useless with combat expertise? And two weapon defense itself is even worse.

As to get an extra +2 bonus to AC, you would have to fight defensively, taking -4 to attack and +2 to ac, for an overall bonus of +4ac -4attack? Whereas taking -4 on combat expertise will also give you the same +4ac?


Deadly Defense
When fighting defensively you deal an extra d6 points of damage with any light weapon or with any weapon to which the weapon finesse feat applies. This feat only applies when you are unarmored or wearing light armor and not using a shield
Special: If you ahve the combat expertise feat you also gain the benefit of Deadly Defense when taking a penalty of at least -2 on your attack roll from that feat.
This message was last edited by the player at 10:57, Fri 11 May 2007.
PC esc
player, 51 posts
I'll admit it...  I'm a
Rules Lawyer...  :)
Fri 11 May 2007
at 12:28
  • msg #1580

Re: This is a public service announcement.

PC Kaladorm:
So essentially having improved two weapon defense is useless with combat expertise? And two weapon defense itself is even worse.


Not necessarily.  There's nothing in the rules that I can find that says you can't use both combat expertise and fighting defensively together, since the rules do state that dodge bonuses stack.  It says you can't take total defense and combat expertise, since you have to attack with CE, but AFAIK you can use 2wd, CE, and FD all together.

So, if you used the 2 weapon defense, +3 to combat expertise, and fought defensively, you'd have increased your AC by 7 while taking a -7 to attack.  While there's a good chance you might not hit, there's the same chance you won't get hit.  <shrug>  that's not useless in my book.
PC jake4405
player, 7 posts
Tue 15 May 2007
at 17:04
  • msg #1584

Re: This is a public service announcement.

I'm an old AD&D player who has over the last few months gotten back into the new D&D 3.5 and was wondering about elemental mages.  I used to have the Tome of Magic and I enjoyed playing a mage dedicated to one of the elements.  Is there a elemental wizard class in 3.5?  If there is, what book do I have to buy to look it up?
DM BadCatMan
GM, 329 posts
I am the Master
and you will obey me.
Wed 16 May 2007
at 03:30
  • msg #1587

Re: This is a public service announcement.

There's several, actually:
http://www.wizards.com/default...;tablefilter=element

Bonded Summoner, Elemental Archon (though that better suits clerics) and Elemental Savant would suit a spellcaster. Elemental Warrior would suit a warrior. There are others, that suit specific themes and types (frost, lightning, etc).

It depends on what you're looking for.
PC esc
player, 53 posts
I'll admit it...  I'm a
Rules Lawyer...  :)
Wed 16 May 2007
at 13:16
  • msg #1588

Re: This is a public service announcement.

And if you're looking for a base class, Wu-Jen has an elemental theme to it, with its elemental mastery, as well.
PC jake4405
player, 10 posts
Wed 23 May 2007
at 04:28
  • msg #1590

Re: This is a public service announcement.

Does anyone have the particulars on the spell 'familiar pocket'?
DM Halaster
GM, 114 posts
You don't know.
Wed 23 May 2007
at 04:59
  • msg #1591

Re: This is a public service announcement.

The Spell Compendium:
FAMILIAR POCKET
Universal
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One container or garment with a pocket touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You move your hand along the mouth of the pocket intended for your familiar, and a line of glowing white energy follows in its wake. The glow fades, and the space seems strangely larger inside than a normal pocket.

When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar. The spell turns the target pocket into a comfortable extradimensional space (about 1 cubic foot). The familiar can fit inside the space without creating any noticeable bulge in the item. Whenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast. If the familiar can speak, it can command itself inside. As a free action, you can call the familiar forth or it can leave the space on its own.
   Once inside, the familiar has total cover and total concealment, and as a free action, you or the familiar can further seal the space to make it airtight and waterproof. The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely. The familiar cannot attack or cast spells from within the space, but can use supernatural or spell-like abilities as normal (provided they don’t require line of sight, which the pocket blocks). You continue to gain the special ability granted by your familiar. While inside the pocket, the familiar continues to benefit from the share spells ability as if it were adjacent to you.
   The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole). If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), the familiar appears in your space unharmed.
   Material Component: A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.

PC wilbur07
player, 6 posts
Wed 23 May 2007
at 15:45
  • msg #1592

Re: spellsword channeling

What exactly are the limitations of a spellsword's channeling class feature?  Can he hold a spell in the sword for a later attack?  Are there any spells he can't cast?  What about chill touch or touch of the graveborn, which allow multiple touches per casting - do they get channeled as seperate melee attacks?  Thanks for your time.
DM Korenth
GM, 28 posts
Wed 23 May 2007
at 23:25
  • msg #1593

Re: spellsword channeling

PC wilbur07:
What exactly are the limitations of a spellsword's channeling class feature?  Can he hold a spell in the sword for a later attack?  Are there any spells he can't cast?  What about chill touch or touch of the graveborn, which allow multiple touches per casting - do they get channeled as seperate melee attacks?  Thanks for your time.


I may be corrected here.  But this is my interpretation of said rule and ability.

First, a spell channeled into the sword stays channeled untill discharged for 8 hours.  So in the morning, you can channel a spell (lets say fireball) into your weapon (lets say it's a great sword)  for the next 8 hours that fireball will stay inside the sword.  if four hours into the day you get into melee and you miss with your attacks.  The spell is not discharged.

You can channel any spell you know or have prepaired into the sword, Fireball, Chill Touch, Bulls Strength, Invisibility.  It then only effects the person hit by the sword.

So said channeling above would at 10th caster level deal 12d6 points of damage for one single attack.

If a spell allows mutiple hits with the spell like chill touch I would say, for that round the sword deals the spells damage to the target.  So if you have two attacks, and are hasted.  And the spell would allow for all three unarmed attacks to be 'chilled' then with the spell channeled into the sword it'll do the same for the sword for that round.

If the spell would last longer than one round though normally, it does not when channeled into the sword.  When it comes back to your action again, the sword's no longer channeling chill touch, or what ever else.

Optimization side note: If you're playing a spellsword, one feat I would suggest picking up if you don't already have it is Arcane strike.  ]

Prereq is ability to cast 3rd level arcane spells.  And what it does is as a swift action you can burn a spell slot to get that spell slot's level as a bonus to hit, and in 1d4/spell level extra damage on every attack that round.
This message was last edited by the GM at 23:29, Wed 23 May 2007.
PC spaceace
player, 63 posts
Sylvia Skylark
Halfling Bard
Fri 25 May 2007
at 01:17
  • msg #1594

Monastic Training

I'm working on a character concept for an Assimar that was found abandoned on the snowy slopes of the Earthspur Mountains by Monks of Ilmater and was raised in the Monastery of the Yellow Rose. He too would be trained as a Monk of the Broken One, but I'd like to dualclass him with equal levels of Favored Soul instead of Cleric.   To do so would mean I could never progress again as a monk, but I found a feat in the Eberron Campaign Setting that would take care of that and was wondering if it would be allowed even though this is Forgotten Realms.


Monastic Training (General)
You are part of am order that combines the monastic discipline of the monk class with another from of training.
Benefit: Pick one class. Taking levels in this class does not prevent you from taking monk levels. If you take levels in any other class, you lose your ability to progress as a monk as usual. If the selected class also has restricted advancement, such as the paladin class, taking monk levels does prevent you from advancing in that class.
Special: A monk can take this feat as his bonus feat at 1st, 2nd or 6th level.
This message was last edited by the player at 13:10, Fri 25 May 2007.
DM Korenth
GM, 29 posts
Fri 25 May 2007
at 12:48
  • msg #1595

Re: Monastic Training

I don't think Ebberon stuff is generally allowed.  But I think there is another feat similar.  Once I get to my own computer i'll look it up.  There were several feats that have come out that allow a player to dual class between monk and (Insert Class) and I think one is cleric.  I don't think it would be too big of a break to allow it to also cover Favored souls.  Specially since there is so little for favored souls everything seems to require the ability to rebuke or turn undead it seems.  *le'sigh*
DM Annihilator
GM, 173 posts
The future
Mr. Windwalker!  :-)
Fri 25 May 2007
at 13:09
  • msg #1596

Re: Monastic Training

Korenth is right - Eberron material will not be allowed in RoA.  We also try to avoid house-ruling anything, so modifying an existing feat is probably not going to work, either, sorry.
PC spaceace
player, 64 posts
Sylvia Skylark
Halfling Bard
Fri 25 May 2007
at 13:12
  • msg #1597

Re: Monastic Training

Ah, well, I guess I'll just have to use this concept elsewhere then. Sorry to bother you.
PC spaceace
player, 65 posts
Sylvia Skylark
Halfling Bard
Sat 26 May 2007
at 01:08
  • msg #1599

Re: Monastic Training

Another quick question: Has the Spontaneous Divine Casting variant already been considered and rejected?

http://www.d20srd.org/srd/vari...ousDivineCasters.htm

BTW: We're nearing the 1,000 post limit on this thread.
DM Halaster
GM, 115 posts
You don't know.
Sat 26 May 2007
at 04:48
  • msg #1600

Re: Monastic Training

Spontaneous divine casting is not on the list of rules from Unearthed Arcana that we're allowing, so no.

Also no on the feat from the Eberron rules.  If it's from another setting, we're not using it.  Sorry.

I'll see about starting a new AtS thread this weekend.
DM Korenth
GM, 32 posts
Sat 26 May 2007
at 11:29
  • msg #1601

Re: Monastic Training

DM Halaster:
Spontaneous divine casting is not on the list of rules from Unearthed Arcana that we're allowing, so no.

Also no on the feat from the Eberron rules.  If it's from another setting, we're not using it.  Sorry.

I'll see about starting a new AtS thread this weekend.


Character creation thread:
Variant Character Classes

Variants of certain classes are allowed, as seen in Unearthed Arcana and
elsewhere, but you may not multiclass between variants of the same class.


Just wanted to point that out.
PC Reefy
player, 6 posts
Sun 27 May 2007
at 00:20
  • msg #1602

Re: Monastic Training

I've got a question regarding fighting with a quarterstaff. It's a two-handed melee weapon, and per the SRD: 'Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.'
I'd always taken this as how things should be, but then someone pointed out to me in the quarterstaff's description, it says: 'A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.'
The last sentence of which seems to clearly imply you can wield a quarterstaff in only one hand. This appears to be a contradiction - which is right?
DM BadCatMan
GM, 331 posts
I am the Master
and you will obey me.
Sun 27 May 2007
at 04:00
  • msg #1603

Re: Monastic Training

PHB p113:
Double Weapons: Dire flails, dwarven urgroshes, gnome hooked
hammers, orc double axes, quarterstaffs, and two-bladed swords are
double weapons. A character can fight with both ends of a double
weapon as if fighting with two weapons, but he or she incurs all the
normal attack penalties associated with two-weapon combat, just as
though the character were wielding a one-handed weapon and a
light weapon (see Two-Weapon Fighting, page 160). The character
can also choose to use a double weapon two handed, attacking with
only one end of it. A creature wielding a double weapon in one hand
(such as a human wielding a Small two-bladed sword) can’t use it as a
double weapon—only one end of the weapon can be used in any
given round.


I think the bit about wielding a quarterstaff (and every other double weapon) in one hand refers specifically to using small-sized weapons.

Down-sizing your weapons could have a lot of benefits, like one-handed reach weapons or two attacks in one hand, which is why various clauses and restrictions have been put in place to thwart this. A smaller weapon loses its reach, while a smaller double weapon loses its extra attacks.
DM Korenth
GM, 33 posts
Sun 27 May 2007
at 11:36
  • msg #1604

Re: Monastic Training

Here's my interpretation.

You can weild a quarterstaff in one hand.  But you can only use it as basicly a club.  basicly you're choking up on the piece of wood and swinging one end around.  If you use it in two hands you may choose to attack useing either one or both ends of the weapon.  Downsizing it from Medium to small, does not make it a one handed weapon allowing you to use both ends of the weapon with one hand. (and there for weilding one in each hand and getting 4 attacks)  It is still considered a two handed weapon that just deals less damage.
DM Halaster
GM, 116 posts
You don't know.
Sun 27 May 2007
at 20:57
  • msg #1605

Re: Monastic Training

BCM has it right; the rules mention the one-handed use in case you're wielding a smaller-than-usual double weapon.  In this case, a Small quarterstaff in the hands of a Medium creature is little more than a weak club.
DM Halaster
GM, 118 posts
You don't know.
Sun 27 May 2007
at 21:08
  • msg #1606

Re: Monastic Training

Notice: This thread is reaching the 1000-post limit, and this will be the last message in it.  I'll be leaving it in this state for a week, and then this thread will be closed.  Look for the new "Sage Advice" thread for rules questions.
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