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RoA Ask the Sage: Ordered Questions, OCT '03 - MAR '04.

Posted by DM HackDocFor group 0
DM HackDoc
GM, 196 posts
ROA Sage
Defender of the Truth
Mon 26 Jul 2004
at 19:08
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RoA Ask the Sage: Ordered Questions, OCT '03 - MAR '04

DISCLAIMER
I made all attempts to link all questions and answers to the appropriate authors, many apologies to anyone I missed. I also edited these questions to the most relevent parts and went over spelling, again apologies if I missed anything. Thanks to DM HackDoc for his time and effort in answering everyone and all the queries, regulars or no.

Other than that, enjoy!
-PC StephN


Skills

Q: Sense Motive, while a nice skill to have, does cause one to wonder sometimes. I´ve never taken ranks in the skill before the game I´m currently in and I´ve got a question about how to use the skill.
-PC Omonoth

A: Sense Motive:
This skill is actually a very important skill. This skill represents the ability of your character to have an intuitive feel about someones body language, speech habits, and mannerisms. Are you being bluffed or lied too. Is the person you are dealing with trustworthy.
Depending on how you roll..you can get a range of information spanning from you cannot tell anything at all. To having a gut feeling that somthing is not right. And of course with a high enough skill and roll, you can tell whether someone's behavior is being influenced by mind affecting ability.
There will be times, by your actions alone and the way you roleplay, the DM will ask you to roll a Sense Motive check. Or if you are a situation that you feel should warrant a roll, you could tell the DM that you are trying to determine if the NPC is dealing with you in good faith. (Then you would roll the dice, just like you do when you attempt any other skill). No one goes around senseing motives all the time, that would be unreasonable. Of course the DM has the final word.

Rolling Dice:

Who rolls the dice is usally decided by the DM of the game. There is no real right or wrong way. some DM's even role attacks rolls so tha tthe players cannot determine by what the roll what the opponents AC...or more imortanatly whether or not it might be magic and what the bonus is. So you see there are very good arguments for all dice rol being hidden.
But, on the other hand. Rolling your own dice is part of the fun of the game. As you may have already seen. On these boards (unless somthing changes) the players roll there dice and post the results using the built in dice bot.
–DM HackDoc

Sourcebooks

Q. Are dm's going to use any stuff from new Unearthed arcana in RoA?
–DM littlewing

A. Like all other new material, it will be reviewed by the DM’s and decided upon whether our not it will fit within the RoA World. As new rules or classes are allowed, they will be posted. There is a lot of material out there and it takes time to go through it. If there is something specific you would like to see used in the game. You should place that request in the "Players, have a request?" thread.
–DM HakDoc

Races

Q. An Air gensi's ability to levitate is as per the spell correct?
-PC maggous

A. Air Genasi
Levitate (SP): Air genasi can levitate once per day as cast by a 5th-level sorcerer.
–DM HackDoc

Q. If I create 2lvl half-drow ranger, then do my char is counted to qualify for twin blade style (because ranger gets combat style in 2lvl)? Also does twin blade style work in 2-bladed sword?
–PC Kazzaroth

A. The Ranger Combat Style (Ex) [Two-weapon Combat] would give you the feat of Two-Weapon Fighting.  And yes this applies when wielding a double weapon.
Now as far as Twin Sword Style [Regional} feat goes. This feat can only be taken at 1st level.  And a half-Elf would have to be from the region of Waterdeep. But this feat only pertains when using Dagger, longsword, rapier, scimitar or short sword (in any combination).
–DM HackDoc

Q. Can my half-drows start from anywhere on Faerun, and so choose a feat regarding to that region if it is their home region and they fill reguirements for region feat?
–PC Kazzaroth

A. In most lands, half-drow are rare. Since so many drow are irredeemly evil, they only mate with humans by way of rape or slavery. The only exception are the half-drow of the land of Dambrath in the Shinning South.

Regions  half-drow may be from: Dambrath, Elf (drow), Half-drow, the North.
Racial Feat available: Drow Eyes
–DM HackDoc

Q. Which regions would be most likely to be origin for an Aasimar?  If Aglarond is a valid choice which are the regional languages/feats/items available?
–PC Ileana

A. The most likely region's for an Aasimar to be from per the PGtF are Mulhorand, Chessenta or Unther.
–DM HackDoc

Feats

Q. ManyShot Feat.  The feat is described as a single attack. Can this be used with Hunter's Mercy [ed. See Magic]? Of course only 1 arrow get's critical damage, but do the 2nd, 3rd or 4th arrow auto-hit as well, correct?
–PC adiaven

A. ManyShot Feat
The many shot feat takes a standard action, so there would not be enough time to use this feat and cast Hunter's Mercy.
–DM HackDoc

Q. Hey, i was reading ovre the feats list from the Unnaproachable east (I really have to buy that book now), and I was slightly confused by the description for "craft contingent item".  how exactly is the "cost of a spell" calculated?  Is tehre a formula?  A cahrt someplace?  Is it assumed to be the same as teh cost of paying an NPC to cast it?  Am i missing somethign completly (that seams to be a trend with me lately)? Is a contingent spell perminantly contingent (I.E. whenver the conditions are met for the rest of a character's life), or is it a one-shot deal?
–PC Fernandez

A. Craft Contingent Spell
To craft a contigent spell you must spend 1/25 of its base price in XP and use up raw materials costing half its base price. In addition, you must still incur the extra costs in material compenents to cast the spell as well.
"Contingent spells are subject to Dispel Magic and similar spells.  If a contingent spell is affected by Dispel Magic (made against the caster level of the contingent spell's crafter), it is destroyed rather than suppressed."
They are single-use, one spell magic items.
–DM HackDoc

Q. The new PG to Faerun seems to have revised the Luck of Heroes feat.  It now seems to have limited the feat (at least at first level) to certain races, namely humans, elves, half-elves, and halflings, as well as regions.  The older version of the feat had only the regional limitation.  Since this may affect one of my characters, I'm just wondering what the ruling is on this.
–PC PrestonG

A. Yes, we will be using the updated 3.5 version of the feat as soon as it is posted on these boards. And per the book (Dm Mike will have the final word, any characters of the wrong race that have chosen that feat will need to be retro-fitted at that time.
–DM HackDoc

Q. The latest version of the Innate Spell feat has me asking a few questions:
1) Can you take it more than once? (I'm guessing yes, giving up a slot each time)
2) It seems to remove the need for any components except foci, expensive materials, or XP.  Does this mean you can use it while wild-shaped (or polymorphed, etc.) without having the feat Natural Spell? (I'm guessing yes)
3) Can you use the 3/day ability uses to spontaneously cast cures, summons, and/or signature spells depending upon your class/feat selection. I.e. a Cleric takes Dispel Magic as an Innate Spell with 3 uses/day for giving up one 3rd level slot.  Can he/she use any or all of those 3/day to spontaneously cast Cure Serious Wounds? (I'm guessing probably not!)
–PC PrestonG

A. Innate Spell
1) You can choose this feat more than once, selecting another spell each time. You have to pay the cost in spell slots, focuses, and material components each innate spell you aquire.
2)You can cast the spell you chose three times per day as a spell-like ability without needing to prepare it. One spell of the appropriate spell level to the innate spell is permanently used to power it. If the innate spell has an XP component, you pay the XP  cost each time you use the spell-like ability. If the innate spell has a focus, you must have the focus to use the spell-like ability. If the innate spell has a costly material component, you use an item 50 times that cost to use as a focus for the spell-like ability.
3)Since an innate spell is a spell-like ability and not an actual spell, a cleric cannot convert it to a cure or an inflict spell.
Note: Divine spell casters who become unable to cast divine spells cannot use divine spells.
–DM HackDoc

Q. Leadership:  Do you acquire your cohort when you take the feat, or does it simply give you the ability to acquire a cohort if you ever mean an amenable character?  Who controls the cohort, the DM or the PC?  Do you get to design your cohort, or do you have to pick from among builds, or do you even know builds?
–PC mith

A. At 6th level or higher a character can start attracting cohorts and followers by taking the leadership feat. They do not automatically appear. They have to be recruited. What/who is recruited is based on many factors that your DM will have at his disposal. Once you get a cohort, he is basically another PC in the party under the player’s control.
The DM will create a pool of possible people to follow the PC. A cohort is effectively another PC in the party under the player's control. This cohort/follower will get a share of the XP, treasure, and spotlight; thus reducing the amount the regular PC's get.
A player who was interested in having a follower should give ideas about what types of followers they'd want to their DM's. But remember that cohorts are in no way be slaves to the PC, though.  They won't act charmed or do things that would out and out harm themselves.
–DM HackDoc

Q. Does Spell Focus apply to Spell-like abilities that mimic a specific spell.  For example, an Illusionist with Spell Focus (Illusion) takes the Innate Spell feat to turn one of his 3rd level spell slots into Major Image as a SLA 3/day.  Does his DC boost apply in this case?  There is a feat in the MM 3.5 (Spell-like ability focus) that seems to apply...would you need to take this feat instead to boost the ability?
 –PC PrestonG

A. Spell Focus will not apply to Spell-like abilities. So in the example you gave, if you had Spell Focus, you would not get the +DC for any spell-like abilities regardless of school.  And at present, no Monster Manual Feats have been approved for use in RoA.
–DM HackDoc

Q. If a spellcaster takes the feat Weapon Focus(Melee Touch Attack), would his/her attack bonus apply when utilizing the spell Spectral Hand to make touch attacks?  Also, are melee touch attacks "finessable" (using Weapon Finesse feat) like a normal unarmed attack?  Are attacks made using Spectral Hand "finessable"?
–PC PrestonG

A. You have to pick weapons, unarmed strike (which is not the same as a touch attack), grapple (again, not the same), or ray (if you are a spellcaster) with weapon focus and weapon specialization.
For weapon finese it states you must use a light weapon, spiked chain, whip, or rapier when using that feat, so again, touch attacks are not part of use of this feat.
–DM HackDoc

Q. If you have improved bull rush would you then get a +4 on your shield bash, if it acts like a bull rush?
-PC Mlost

A. It has the effect of a Bull Rush. It is not a Bull Rush. So the Improved Bull Rush Feat would not enhance the Improved Shield Bash.
-DM HackDoc

Magic

Q. Would it be possible for a character to research a spell that was basically just the DMG variant of the summon monster spell.  One where they summon the same creature each time?  Either that or would it be possible for a caster to have their summoning spells obey this variant?
–PC Joshae

A. Yes, spell research can be accomplished....You would need the appropriate day units and gold to accomplish it. This research requires a very well stocked libray. And it takes 1 week and 1,000 gp per level of spell to research. At the end of the required time and gold, the player rolls a Spellcraft check (DC 10+ spell lvl). If you succeed, the charcater learns the new spells if the research produces a viable spell. If the roll fails you gain nothing.
Now the kicker....Even if you succeed and the DM feels the spell is not viable for the  game world, or too unbalancing, you will fail. So it is possible after all the time and gold spent researching the new spell....that even if you succceed in the roll. You will have no spell to show for it. So I would say go forward in your research with modertaion....and at your own risk.
–DM HackDoc

Q. Is it possible to reduce magic item crafting costs by aquiring components for the item.  For example [though I don't have a character with this feat] if someone had brew potion, and wanted to make some potions of cure light wounds, and through a series of adventures acquired a phoenix feather [a wild example, I know], could they use that to reduce the cost of the item?
-PC Joshae

A. The rules per say do not have a provision for you to go out and find the necessary components in order to reduce your gold cost in making said item. So the straight answer would be no. But logically I would say that it would reduce the gold cost, but it would not affect any exp cost. The amount of reduction, if any, would have to be decided upon by the DM.
–DM HackDoc

Q. Full round attack. After casting Ranger Spell Hunter's Mercy (Magic of Faerun pg 101), only the first shot from a full round attack automatically hits and threatens criticals, correct?
–PC adiaven

A. You do not automatically hit with this spell. The way it works is upon casting this spell, it will automatically make the next arrow shot (if shot within the spells duration) do CRIT damage if you hit. If you miss nothing happens.
–DM HackDoc

Q. Can you explain what is a Shadow Weave magic and how they work?
Do they have different spells or they just empower evil & necromancy spells?
–PC Rizzele

A. Shadow weave magics are not used by PCs here in RoA.
–DM HackDoc

Q. How does True Strike is being interpreted here in RoA?
Example:
Mage cast true strike on 1st round
2nd round, Mage fire bow, strike critical due to +20 (the spell) to the attack rolls. Does this said mage still get +20 on his rolls to confirm critical?
Or (diviner's worst nightmare) does true strike spell only add +20 to the attack modifiers?
Different people have different ideas about this.
–PC Leong

A. When you make a critical roll, you use whatever bonuses apply to the attack roll that made the threat, no matter where those bonuses came from.
True strike affects only one attack; a critical roll is not a separate attack for this purpose.
–DM HackDoc

Q. Just wanted to clarify which other DC modifiers, if any, are applicable to a spell-like ability.  For example, a 6th level Gnome Illusionist has satisfied the requirements for Innate Spell, and takes Major Image as his spell-like ability. Does his INT bonus apply to the DC, does his Gnome racial ability apply?
-PC PrestonG

A. Spell-like abilities have the same properties of the spells of their respective schools when pertaining to DC's. So a gnome would add +1 to the DC fo all saving throws vs their illusion spells/spell-like abilities per their racial trait.
-DM HackDoc

PrC

Q. Deepwood Sniper PrC(Masters of the Wild pg 52) class ability Improved Critical increases a bow to a x4 critical damage. Is this still ok to use with Hunter's Mercy [ed. see Magic]?
–PC adiaven

A. Deepwood Sniper x4 Crit Damage
A 2nd level deepwood sniper does get a +1 critical damage multiplier to all projectile weapons. Thus a normal arrow that has a x3 on a crit would instead do x4 damage. If you cast the above listed spell and hit, then yes you would use the +1 crit multipler, or in the case of a normal arrow a x4.
–DM HackDoc

Q. Also related is the Oathbow (a magic weapon in the 3.5 DMG). If the DM actually places/allows this in the adventure, would the Deepwood Sniper Improved Critical stack with the Critical improvement from the Oathbow? [ed. See Magic]
–PC adiaven

A. Oathbow
If you successfully hit, using a charcater as described in the question, and score a CRIT, or use Hunter's Mecry have automatic Crit damage, you would roll the 2d6 damage and x5 on the critical. </i>
–DM HackDoc

Q. Peerless Archer PrC(Silver Marches page 116) class ability Powershot. Since the next shot after using Hunter's Mercy [ed. See XXX] automatically hits, can you take away your entire BAB to add to damage, is this ok? Of course your chance of landing a critical goes way down, but you are getting guarenteed damage.
–PC adiaven

A. Powershot
You may use this ability with the spell Hunter's Mercy. But you must still roll to hit. Refer to top answer in this posting.
–DM HackDoc

Q. Do the Racial Paragon classes count towards the 2 PrC limit?  They can be taken at first level, and have no prereqs so they are like core classes, but they only have three levels.
–PC Mith

A. The Racial Paragon classes are not Prestige Classes. And do not affect your 2 PrC limit.
–DM HackDoc

Q. Got a question, about the spellsword and some other prestige classes. I read the post, and it says p.classes that has an asterisk requires careful planning with DM, but why so? I do not understand, does that means that class is not opens to players as well? Regarding spellsword class, I find that I liked the Complete's Warrior version, since it's class ability could be used more often, and suits what I had in mind. The Tome and Blood version seems more of a spellcaster that can fight, which ironically, which is what the class can do?
–PC sicnarf

A. When a PrC has to be worked with the DM on, that means the PrC IS allowed in any group/region of RoA, but the DM may set up special circumstances, like the need for a mentor, how the conditions of of PrCs requirements are to be met, and so on.
DMs need a heads up in some cases to make sure they can allow for certain events to occur and be in place for a PrC to come into play.
–DM Mike

Classes

Q. The 3.5 SRD does not say one way or the other in the description of Polymorph, so I wanted to clarify a question regarding Wild Shape.  When you change form you do not gain any of the new forms non-combat extraordinary abilities.  Does this also imply that you keep your own extraordinary abilities in the new form?  I.e. If the druid has darkvision 60' in his base form, and changes to a hawk, is he now a hawk with 60' darkvision? –PC PrestonG

A. This is magic that causes creatures/characters to change their shapes. Polymorhped creatures retain their own minds but have a new physical form. From polymorph you do gain all extraordinary special attacks, but do not gain the extraordinary special qualities possessed by the new form. Nor any supernatural or spell-like abilities. –DM HackDoc

Q. Any ideas on how an animal trained in the 'Track' trick works?  Does it work like the feat (even though it may not possess the feat), or in some other more limited way? I am assuming it would require a Handle Animal check in any case.
–PC PrestonG

A. First you must teach your Animal Companion the trick. You can teach one specific trick with one week of work and a successful Handle Animal check. For example "Track" requires a check vs a DC 20. If successful, the animal will be able to track the scent presented to it. (Note: This requires the animal to have the scent ability).
How the creature "tracks" depends the abilities it has. Does it have only the scent feat, or the scent feat and the Track feat. This will be listed in the cretaures description.
When a creature detects a scent, the exact location of the source is not revealed - only its presence somehwere within range. The creature can take a move action to note direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (Survival) check to find or follow a track. The typcial DC for a fresh trail is DC10. This DC decreases or increases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. The ability is otherwise the same as the Track feat. –DM HackDoc
The animal in question only has the Scent feat.  So for tracking purposes, a successful Handle Animal check on a round-by-round basis would be needed to track a scent, is that correct?  I believe the Track itself feat only requires a Wisdom(Survival) check once per hour, thus the advantage of having that feat. As the Animal gains the appropriate amount of bonus HD, will it eventually be entitled to another feat, say....track? –PC PrestonG
Scent:
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track (once trained) by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the range noted above. Overpowering scents, such as a skunk musk or troglodyte stench, can be detected at triple range.
When a creature detects a scent, the exact location of the source is not revealed - only its presence somehwere within range. The creature can take a move action to note direction of the scent. They may take a move-equivalent action to determine the direction of a scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
So they follow tracks by smell, making a Wisdom check to follow the smell. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the rules for surface conditions and poor visibility.Water, particularly running water, ruins a trail for air-breathing creatures.  False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.
Feats and Skills:
An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice.
-DM HackDoc

Q. Could you tell me if a rangers divine spells sre affected in any way by who his patron diety is?
–PC Vash

A. Rangers, druids, paladins, and divine bards need not designate a specific diety as their source of their spells.
–DM Hackdoc

Q. If a 2nd level tiefling paragorn had the regional feat 'Magic in th Blood', how many times would he be able to use his darkness ability?
-PC Fido

A.6 times/day.
-DM HackDoc

Misc.

Q.What is subdual damage?  Example:  My character has 7 max. hit points and she takes 3 points of 'real' damage, and then on top of that 6 points of 'subdual' damage.  Is she then unconcious/at negatives?
–DM littlewing

A. When your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious.
When staggered you are so roughed up that you can only take a standard action or move action in each round. You cease being staggered when your current hit points once again exceed your current hit points.
When unconscious you are helpless.
You heal non-lethal damage at the rate of 2 hit point per hour per character level. When a spell or magical power cures hit point damage, it also removes an equal amount of non-lethal damage.
Note: As your character takes damage, you subtract that damage from your hit points, leaving you with current hit points. Current hit points go down when you take damage and go back up when you recover.
–DM HackDoc

Q. And one final question, about the player contribution thingy. I am free for the next few days and I have some of the books so I thought I could help out. Any person that I must look for?
–PC sicnarf

A. Well, any rulebook that you see we need help with would be cool.
You mention Complete Warrior, and if you think you can contribute to filling in any of the PrC information we already have posted in the PrCs thread, that would help, same with Unearthed Arcana.
Just post your information in the appropriate forum and one of the DMs will eventually cut and paste it into the right thread.
–DM Mike

Q. Okay, say a PC who normally has 20 hit point max is at -5. A fellow party member manages to drizzle a potion of cure moderate wounds down the unconscious PC's throat. The postion provides 15 points of healing. Is the PC at 10 hit points?
The reason I ask is the old (2nd ed.) rules had it that the PC would be at 0 or 1 (I forget which) hit points and now had to rest or get further healing to get back more hit points.
A GM I run with in a different 3.5 D&D game on RPoL played the healing as above (2md ed.) and that sent me flying to my rulebooks, and I could not find anything like that in 3.5.  I always thought healing brought PCs who are in  negative hit point range back up to positve numbers with no trouble in 3.5.
–DM Mike

A. In 3.5 rules the restriction on the amount of HP’s that can be regained by magical healing is that you cannot be healed beyond the hit points you lost. Magical healing will not raise your current HP’s higher than your full normal hit points. (people need to stop thinking about how we used to play.)
–DM HackDoc

Q. I have a simple question (I hope anyway).  In the game is the deity Pelor allowed?  I did not see him in the Player's Guide to Faerun, but he is listed in PHB. These are the only current references I have.
–PC Clarence sc

A. "It is well known in Faerûn that those who die without a patron deity to send a servant to collect their souls from the Fugue Plane at their death will spend eternity writhing in the Wall of the Faithless or disappear into the hells and infernos of devils and demons.
Having a patron deity does not preclude a mortal from worshiping other deities as need arises. A wizard heading into battle is well advised to give obeisance to both Tempus and Mystra."
(With that said....Pelor is not a diety of Faerûn)
–DM HackDoc

Q. Is it possible to modify regional equipment received as a starting character? For example, if you take an option for breastplate, can you pay the extra 150 gp to make it masterwork?
–PC PrestonG

A. No you cannot modify equipment. But you can upgrade it. If you are allowed a Breastplate as your regional item, you may sell if for 50% of its value. So you make take the Breastplate itself or 100 gps. Then you could purchase a Masterwork Breastplate for 350 gps as an example.
–DM HackDoc

Q. FRCS under Character region it says "the table lists equipment your character starts with.....The equipment is in addition to any equipment with your starting money" Each region has two or three items.
–PC crazykev

A. Correct. And it is an or not an and....you can chose between the weapons listed. Not get them all.
Example: In the High Forest..
You may chose a Masterwork Longsword, or a Masterwork longbow or a Composite longbow (+2).  [not all three]
–DM HackDoc
This message was last edited by the GM at 00:06, Thu 17 May 2007.
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