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16:27, 4th May 2024 (GMT+0)

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

Posted by DM HackDocFor group 0
DM HackDoc
GM, 80 posts
Fri 5 Mar 2004
at 05:27
  • msg #1

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

Realms of Adventure has its very own sage!

DM HackDoc is here to answer any and all D&D rules questions, questions about RoA, and questions about the Forgotten Realms setting.

PLEASE NOTE that in some cases regarding questions about RoA, DM HackDoc's response will be "Because the rules say so".

For example, PC Putz comes on and asks "Hey, why can't I play a drow?", to which DM HackDoc will reply "Because the rules say so".

Requests for us to consider rules or PrCs or to re-consider things we have ruled in favor of or against are still to be made in the "Players Have a Request" thread.

Information on where there are spots available for a PC can be found in the thread "Available Space for PCs" thread.

Details about which PrCs are allowed for use in RoA by players can be found in the "PrCs for RoA" thread.

Feats available for PC use are found in the "Feats for RoA" thread.

DM Mike:
Think of our Sage and the final authority on the rules as we will be running with them in Realms of Adventure.

Other DMs on RPoL or your neck of the real world may do things one way, but we are going to do things the right way.

The right way will be what DM HackDoc, as Sage, says they are.  Period.

I disagree with a ruling a few months back, but I play with that ruling, since Doc said it was thay way.

Now, is the sage able to be mistaken once every blue moon?  Sure.  But we'll go with it and adapt as need be.

The game of D&D, just like the world of Faerun is changing all the time, and we in RoA also have to be able to change.

This fourm, though, is for answers to rules questions.  And Doc's words are final.


DM BadCatMan:
DM HackDoc and DM Halaster are the primary Sages, as they are considered wisest in the ways of D&D rules. Their decisions can not be argued with, though new information relevent and significant to an issue can be submitted for reconsideration. Other DMs can answer a question, but may be overridden by HackDoc or Halaster. HackDoc has final say on all rules issues.

To keep the process of questioning and answering tidy and efficient, I urge all players to resist debating a rules issue, unless it is really quite trifling. Whether right or wrong, a long debate before a Sage arrives on the scene confuses the issue. Sorting through theories takes time that could be better spent searching through rulesbooks.

Many questions that get asked can be easily solved by simply looking it up in a D&D book, WotC errata or FAQ, or simply reading the actual rule in question. If you cannot find an answer, then come here.

This message was last edited by the GM at 14:44, Mon 30 Apr 2007.
Rudrol
player, 1 post
Sat 6 Mar 2004
at 02:21
  • msg #2

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

I have a question,
How do I.. get a free MW warhammer?
*confused*
Sorry, being seperated from my book is.. unsettling.
DM HackDoc
GM, 81 posts
Sat 6 Mar 2004
at 12:57
  • msg #3

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

In the Forgotten Realms Campaign  Setting your character is more than just the race and class you have chosen. Your region of birth determines in part your persoanlity, outlook on life and what sort of abilities you may have. A character starts with additional equipment from his home region. This equipment is in addition to any equipment you purchase with your starting money. Your region of birth also helps decided the knowledge skill synergy you may learn.

You may keep this equipment or sell it for 50% of its listed cost.

Now in your case...Your charctaer race is allowed as an example:
 A MW Warhammer or a MW dwarven waraxe.
or
A breastplate and potion of cure light wounds.

So to state it simply ..if you want the  MW War hammer, it is yours...You inherited it from  relitive.
This message was last edited by the GM at 17:30, Wed 09 June 2004.
PC Omonoth
player, 1 post
Sat 13 Mar 2004
at 10:24
  • msg #4

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

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.

When should it be rolled? As I cann´t know if someone is lying before I use the skill, is every player (it can be used untrained) supposed to roll it everytime someone speaks? Or should you only roll it when you suspect that a person is lying?

Who should roll it? Should should the player roll it or should the DM roll it and do so secretly whenever he/she has a NPC lie to you?
DM HackDoc
GM, 83 posts
Sat 13 Mar 2004
at 11:48
  • msg #5

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

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 littlewing
GM, 20 posts
And his hands felt like
ice exciting And I moved
Sun 14 Mar 2004
at 01:29
  • msg #6

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

q. are dm's going to use any stuff from new uneartahed arcana in roa?
thx :)
lw
This message was last edited by the GM at 02:30, Sun 14 Mar 2004.
DM HackDoc
GM, 84 posts
Sun 14 Mar 2004
at 10:00
  • msg #7

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

Like all other new material. It will be reviwed by the DMs 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 requestin the "Players, have a request?" thread.
PC joshae
player, 15 posts
Sun 14 Mar 2004
at 23:12
  • msg #9

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

I have two questions:

1) 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?  (believe it or not, I have a level 3 conjurer who hasn't yet cast any of his summon spells...)

and

2) 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 aquired a pheonix feather [a wild example, I know], could they use that to reduce the cost of the item?
DM HackDoc
GM, 85 posts
Mon 15 Mar 2004
at 07:51
  • msg #10

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

1)
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.

Note: At present the Variant summoning mosnter spell would need to be researched.

2)
The rules per say do not have a provison 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.
PC adiaven
player, 1 post
Tue 16 Mar 2004
at 05:15
  • msg #11

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

Hi, I have a few questions/rulings for a character I am planning to play.
I just wanted to make sure this is fair and legal in your world...

The question revolves around the ranger spell Hunter's Mercy (Magic of Faerun pg 101) and it's interaction with other feats and abilities.
- Full round attack. After casting Hunter's Mercy, only the first shot from a full round attack automatically hits and threatens criticals, correct?
- 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?
- 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? (I believe it can get up to x6 damage, which is pretty scare damage when combined with Hunter's Mercy)
- Peerless Archer PrC(Silver Marches page 116) class ability Powershot. Since the next shot after using Hunter's Mercy 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.
- ManyShot Feat.  The feat is described as a single attack. Can this be used with Hunter's Mercy? Of course only 1 arrow get's critical damage, but do the 2nd, 3rd or 4th arrow auto-hit as well, correct?

I also wanted to know if this character build is legal and without multiclass XP penalty under your rules.
Race: Wood Elf (favored class: ranger)
Fighter 1/Ranger 4/Deepwood Sniper 2/Peerless Archer 10

Thanks! and I can't wait to play (your ruling doesn't affect my playstyle, I love playing elven archer/rangers with or without the Hunter Mercy killer combos)
DM HackDoc
GM, 86 posts
Tue 16 Mar 2004
at 10:27
  • msg #12

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

Hunter's Mercy
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.

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.

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.

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.

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.
PC adiaven
player, 2 posts
Tue 16 Mar 2004
at 15:31
  • msg #13

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

Thanks for the quick reply!

There are no XP penalties for the build I posted, correct?
DM HackDoc
GM, 87 posts
Tue 16 Mar 2004
at 22:52
  • msg #15

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

There would be no Exp penalties.....But you will not be able to take  the Deepwood Sniper Class until you have taken at least 60% of a PrC before taking a level in any other. So in your case 60% of the Peerless Archer Class before you are allowed to take your first level of Deepwood Sniper.
PC Xtrem_Gal
player, 12 posts
Red Ronja of the Shining
Sun
Thu 18 Mar 2004
at 09:21
  • msg #22

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

Here's my question: I want to play an Aasimar and would like to know if I can take two Aasimar feats with first level and if so what they are. I know of Outsider Wings and Improved Energy resistance but also that there are other feats as well.
This message was last edited by the GM at 18:24, Sat 03 Apr 2004.
DM HackDoc
GM, 89 posts
Thu 18 Mar 2004
at 11:10
  • msg #23

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

Per the book:
An Aasimar can chose from the following racial feats:
Celestial Bloodline, eyes of Light, Improved energy Resistance, Light to Daylight, Planetouched Animal Affinity, Outsider wings.

To see what Feats are apporved for use, read the FEATS FOR ROA thread in the OOC section. (Note some approved feast are also listed in the PC CREATION RULES  thread.  If you would like to chose a feat that is not approved, place the request for said feat in the PLAYERS HAVE A REQUEST thread.\

You can only take one feat at first level + 1 ECL.

____________________________________________________________________

Outsider wings
You have sprouted wings appropriate to your heritage, revealing the power of your supernatural bloodline.
Prerequisites: Aasimar or tiefling, base Fortitude, Reflex and Will saves +2, Celestial Bloodline or Fiendiish Bloodline (other feats from Races of Faerun)

Benefit: You gain wings (feathered if an aasimar, batlike if a tiefling), allowing you to fly at your land speed (average maneuverability).  A medium or heavy load that would reduce your land speed reduces your fly speed a proportionate amount.

Celestial Bloodline
Some of your latent celestial abilites have matured
prerequisites; aasimar, base fortitude, reflex and will saves +1
Benefit:You gain the ability to use protection from evil three times per day and bless once per day as spell-like abilities with a caster level equal to your character level.

________________________________________________________________________
Notes from DM Mike:

Due to the prerequisites of this feat, you can't take it at 1st level.
I'm pretty sure this feat MIGHT be allowed.  (Gee thanks, right?)

The reason I say "might" is because we do not allow PrCs that alter the basics of the PC too radically, like Dragon Disciple and Ooze Master (for 2 examples).  And this feat seems to alter the physique of the PC in radical ways.

I will need to see the Celestial Bloodline feat to make a rule on this one.

Sheesh!  Sorry to be wishy washy.

I know YOU are a non-abusive player, but if we allows one player to use a rule, we have to allow all players, munchkins or not, to use the rule.
This message was last edited by the GM at 19:09, Sat 03 Apr 2004.
dm littlewing
GM, 29 posts
And his hands felt like
ice exciting And I moved
Thu 18 Mar 2004
at 21:46
  • msg #29

ODE TO FIRST EDITION *sniff,sniff* :(

Dear RoA Sage,
How do you pronounce "IXITXACHITL"?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IXITXACHITL
FREQUENCY: Very rare
NO. APPEARING: 10-100
ARMOR CLASS: 6
MOVE: 12"
% IN LAIR: 60%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: Evil clerical spells
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to High
ALIGNMENT: Chaotic Evil
SIZE: M
PSIONIC ABILITY:Nil
   Attack/Defense Modes: Nil

Ixitxachitl are a race of intelligent rays which dwell in shallow tropical seas.  They are of evil disposition, and clerical in nature.  For every 10 encountered there will be one which is the equivelant of a 2nd level human cleric with regard to spell use; and for every 50 encountered there will be a 5th level equivelant.  If more than 50 are encountered, there will be the following additional ixitxachitl with the group: a leader with 8th level clerical spell ability and quadruple normal hit dice, two guards with 6th level clerical ability and triple normal hit dice.  Also, some of these monsters are vampiric.  For every 20 ixitxachitl encountered there is a 50% chance that there will be a vampiric form in the group.  Vampiric ixitxachitl are similar to thier fellows, but they regenerate 3 hit points per melee round and drain an energy level each time they strike an opponent, and they have double hit dice.

Discovering an ixitxachitl lair is difficult,  for they are typically made in coral reefs and hidden by a secret entrance.  Inside the lair will be various items as shown for treasure types P, R, and S.  If a leader is encountered there is the possibility that it and its guards will posess type U magic items which can be worn, or used without hands if the creatures are in their lair.
DM HackDoc
GM, 90 posts
Thu 18 Mar 2004
at 22:41
  • msg #30

Re: ODE TO FIRST EDITION *sniff,sniff* :(

The "generally accepted" pronunciation of the word "ixitxachitl" is: ICKS-it-ZA-chi-tul, with the "ZA" sound as in "Zack," and the "chi" as in "chips," but you can pronounce it as you like.
PC Rizzele
player, 1 post
I'm no superman.
Sat 20 Mar 2004
at 10:25
  • msg #41

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

Excuse me, since I don't have any Forgotten Realms Setting Sourcebook.
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?
DM HackDoc
GM, 99 posts
Sat 3 Apr 2004
at 18:51
  • msg #44

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

Shadow weave magics are not used by PCs here in RoA.
_______________________________________________________________________________

The shadow weave

During the course of her eternal war with the goddess Selune, the goddess Shar created the Shadow weave in response to Selune's creation of Mystra and the birth of the Weave. If the Weave is a loose mesh permeating the reality, the shadow weave is the pattern formed by the negative space between the Weave's strands. It provides alternative conduit and methodology for casting spells.
Shar being the goddess of secrets has mostly kept the secret of the Shadow weave to herself. Over the millennia some mortals, mainly her servants have been allowed to discover the Shadow Weave or have stumbled across it in their researches.

Shadow Weave users enjoy several advantages. First, they ignore disruptions in the Weave. A Shadow Weave effect works normally in a dead magic or wild magic zone. (An antimagic field, which blocks the flow of magic, remains effective against Shadow Weave magic, as does spell resistance.) Skilled Shadow Weave users are able to cast spells that are extraordinarily difficult for Weave users to perceive, counter, or dispel.

Shadow Weave users also suffer some disadvantages. First, Shar has full control over the Shadow Weave and can isolate any creature from it or silence it entirely without any harm to her. Second, the secrets of the Shadow Weave are disquieting and injurious to the mortal mind. Without assistance from Shar, a Shadow Weave user losses a bit of his or her mind. Third, while the Weave serves equally well for any kind of spell, the Shadow Weave is best for spells that sap life or muddle the mind and senses, and is unsuited to spells that manipulate energy or matter-and cannot support any spell that produces light.

Finally, the more familiar a mortal becomes with the secrets of the Shadow Weave, the more divorced she becomes from the Weave. An accomplished Shadow Weave user can work spells that Weave users find difficult to detect, dispel, or counter, but the Shadow Weave user also becomes similarly unable to affect spells worked through the weave.
This message was last edited by the GM at 18:54, Sat 03 Apr 2004.
PC joshae
player, 21 posts
Wed 24 Mar 2004
at 01:42
  • msg #50

Re: Ohh, now I see

Here's a question:
Do creatures summoned by the summon monster spell possess free will (total or partial)?


My interpretation:

The creatures are subservient, doing what they believe you to wish (attacking your enemies), unless you instruct them otherwise (provided you can communicate).

The alignments are only listed due to the part of the spell description that states that the spell is an evil spell if the creature summoned is evil, chaotic if the creature is chaotic, etc.

Summoning creatures is the realm of controlled beasts, while calling creatures is the realm of those wonderful higher level spells were you bring in those big guns with their free will and wonderful abilities to wreak havoc if you negotiate right.

Alternate interpretation:

Creatures are not totally under your control, they have alignments listed also so that there is a guideline of how they will act in a non-combat situation.  Summoning a Dretch to help you rescue some children could end badly, VERY VERY badly.

Though the creature will pretty much do what you want them to, they are not a slave or a thrall.


As it's no longer going to change what's happening in the adventure in the waterdeep taverns...(I've decided that regardless of how much fun it could be, having a demon save gnome children just wouldn't be good for a man being spit on) I guess it's time to find out the 'official ruling'.
DM HackDoc
GM, 94 posts
Wed 24 Mar 2004
at 08:06
  • msg #51

Re: Ohh, now I see

Summon Monster Spell

When you cast this spell, the cretaure will appear where you designate. It will attack your oppenent to the best of its ability. Now, if you are actually able to communicate with the summoned outsider, you can direct it not to attack and perform other actions.  So to answer your question, they are subserviant. So in the Waterdeep example the summon creature, if you could communicate with it, would have rescued the child. (Of course the creature leaves at the end of spell, regardless of whether or not the task is completed.)
PC Geryon
player, 1 post
Thu 25 Mar 2004
at 17:16
  • msg #53

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

Howdy, I was needing the racial bonuses for a moon elf.

And yes, being seperated from one's books is an unsettling experience. :(

Thanks
DM Mike
GM, 281 posts
My uncle has a country
That no one knows about
Fri 26 Mar 2004
at 01:52
  • msg #54

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

Just helpin' ol' Doc out.

We have a link to the 3.5 Player's Handbook, DMG, and MM SRD here in RoA: OOC, and since Moon Elves have the same racial modifiers as elves as presented in the PH, the link would work for you.

But here's run-down from that link:



+2 Dexterity, –2 Constitution.

Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

PC Geryon
player, 3 posts
Sat 27 Mar 2004
at 01:10
  • msg #55

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

Here's a question for the/a Sage:

There are two feats, both choosable at 1st level that give +4 to Concentration checks. One is Combat Casting, with applies when casting a spell or using a spell-like ability. The other is Combat Manifestation which applies when attempt to manifest a Psion power in combat. The question is, if there was a 1/1 Soc/Psion that took the two above feats at 1st level, would that character be getting +8 Concentration to cast a spell and/or use a Psi power? Or, +8 on Psion powers and just +4 on a spell?

The reason I ask the second question is because manifesting a Psion power, in my opinion, would qualify as a spell-like ability, if not an actual spell.

Anyway, DM's, any ruling?

(All my info has come from the link at the bottom of this forum.)
DM HackDoc
GM, 95 posts
Sat 27 Mar 2004
at 06:32
  • msg #56

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

The Psionic Handbook  is not used in this game. So the feat Combat Manifestation may not be taken.

COMBAT CASTING [GENERAL]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

______________________________________________________________________________
Now, our supervising DM has decided that we will be using the standard rule were psionics are spell-like abilities. And not Chapt 4 of the PsiHB which makes a distinction between spells and psionics.

Now with the above intrepretation: The general feat combat casting described in the PHB is essentially the same as comat manifestation, and taking either one serves the same purpose, whether casting spells or manifesting powers. But the do not stack.

PCs do not have access to any psionics in RoA.
This message was last edited by the GM at 19:06, Sat 03 Apr 2004.
DM HackDoc
GM, 97 posts
Thu 1 Apr 2004
at 16:30
  • msg #62

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

PC cozmikmunki:
What are the major racial differences between the 3 other elves? The moon being the elf as we all know it, but what are the major racial advantages/disadvantages of being a Sun, Wild or Wood elf? Thanks in advance.


Moon Elves
Per PHB

Sun Elves
+2 Int, -2 Con

Wild Elves
+2 Dex, -2 Int

Wood Elves
+2 Str, +2 Dex, -2 Con, -2 Int, -2 Cha

Note: All of the above races are per PHB with the exceptions shown above and they all have special FR racial/region languages.
DM HackDoc
GM, 98 posts
Thu 1 Apr 2004
at 16:32
  • msg #63

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

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


Air Genasi
Levitate (SP): Air genasi can levitate once per day as cast by a 5th-level sorcerer.
PC shinimajining
player, 1 post
Fri 2 Apr 2004
at 17:11
  • msg #65

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

I don't have any idea what kind of place faerun.  Well I actually manage to read the first elminister book [making of a mage..can't remeber its title] and played neverwinter night [never finished the game.]

I could borrow the icewind dale trilogy.

well any suggestion?
DM HackDoc
GM, 99 posts
Fri 2 Apr 2004
at 22:16
  • msg #66

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

Since this is a campaign where you have the opportunity to switch regions....(and Dm's) I would suggest you just chose a race and class you enjoy playing (That is allowed) and the rest will just fall into place.
PC Scion of Darkness
player, 1 post
Sun 11 Apr 2004
at 21:42
  • msg #79

Re: Familiar Boosting Spells

Hello! I'm kind of new to the FR settings and what not, but not 3.5. DM Mike kindly pointed me to this section for help on the regoinal stuff.
DM HackDoc
GM, 103 posts
ROA Sage
Defender of the Truth
Mon 12 Apr 2004
at 11:40
  • msg #80

Re: Familiar Boosting Spells

The main diff. is that you will need to pick a region of origin.

This region will provide you with a langauage, regional starting items and a small base of regional feats you may include in your choice of feats for your character.
PC shinimajining
player, 3 posts
Tue 13 Apr 2004
at 02:23
  • msg #81

High Damage Probability Attacks

HDPA styles

What if I get one level of monk and then cross class all the way to rogue?

What would I have is a charrie that shouts, STUNNING ATTACK~!

Next turn he ask if the oppenent is open for sneak attack, if the DM approves.

He then declares. Sneaky Flurry~! [dealing about 2d6 if one flurry hits...]

is this within the bounds of the rule?
PC Niles Tuomas
player, 23 posts
Tue 13 Apr 2004
at 02:44
  • msg #82

Re: High Damage Probability Attacks

You mean Multi-Class? I can't seem to remember there being any rules against it, except that a Monk that takes a level in another class cannot go back (though there are exceptions for monks of certain "orders," I can't seem to remember an order that allows a Monk to freely multiclass with Rogue.) But yeah, generally you can sneak attack a stunned apponent, and I can't seem to remember anything against using Flurry of Blows with Sneak Attack.

You'll also suffer Multi-classing experience penalties later on unless you're Human, Half-Elf, Halfling or Tiefling (or another race with either Monk or Rogue as its favored class). Also, taking a level in a bottom heavy class (that is, a class that rewards players with lots of class abilities at lower levels) for its first level abilities, while effective, is considered twinking. ~_^ You can get Stunning Attack, which is the same as the Monk's class ability, if you don't mind waiting until your BAB is +8.
PC CatKnight
player, 1 post
Tue 13 Apr 2004
at 05:48
  • msg #83

Re: High Damage Probability Attacks

Can you tell me what the regional language and item options for a character coming from the Moonsea is?

Thanks!
DM HackDoc
GM, 104 posts
ROA Sage
Defender of the Truth
Tue 13 Apr 2004
at 06:34
  • msg #84

Region of Moonsea

Automatic Language:
Damaran

Bonus Languages:
Chondathan, Chessantan, Draconic, Giant, Goblin, Midani, Orc

Regional Feats:
Foe Hunter, silver Palm, Street Smart, Thug

Equipemnt:
Choose one of the three:
(A) Masterwork Short sword or two-bladed sword
(B) Masterwork Light Crossbow
(C) Hand Crossbow and 2 doses greenblood oil
PC Fernandes
player, 4 posts
Thu 15 Apr 2004
at 01:45
  • msg #90

Re: Player's Guide to Faerun

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)?
PC Fernandes
player, 5 posts
Thu 15 Apr 2004
at 05:03
  • msg #93

Re: Player's Guide to Faerun

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?
This message was last edited by the GM at 05:42, Thu 15 Apr 2004.
DM HackDoc
GM, 105 posts
ROA Sage
Defender of the Truth
Thu 15 Apr 2004
at 05:36
  • msg #96

Re: Player's Guide to Faerun

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.
This message was last edited by the GM at 05:40, Thu 15 Apr 2004.
DM HackDoc
GM, 106 posts
ROA Sage
Defender of the Truth
Thu 15 Apr 2004
at 05:48
  • msg #97

Re: Player's Guide to Faerun

PC PrestonG:
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 v ersion 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.

Thanks.

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 charcters of the wrong race that have chosen that feat will need to be retro-fited at that time.
This message was last edited by the GM at 07:22, Sat 17 Apr 2004.
PC PrestonG
player, 6 posts
Thu 15 Apr 2004
at 20:55
  • msg #98

Re: Player's Guide to Faerun

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!)

Thanks!
DM HackDoc
GM, 107 posts
ROA Sage
Defender of the Truth
Fri 16 Apr 2004
at 07:28
  • msg #99

Re: Player's Guide to Faerun

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.
This message was last edited by the GM at 17:09, Fri 16 Apr 2004.
PC Mith
player, 13 posts
Sat 17 Apr 2004
at 21:50
  • msg #103

Leadership and Mercantile Background Adjudication

I was wondering how these two feats will be adjudicated in RoA.

Leadership:  Do you aquire your cohort when you take the feat, or does it simply give you the ability to aquire 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?

In other words, suppose my character takes leadership at level 10 or something.  IIRC, I should be able to get a level 8 cohort.  So, which of these happens?

Situation 1:  DM:  An aquaintence who says he is a mercenary offers to follow you.  (You don't even know class/stats and so forth)

Situation 2:  DM:  An old friend offers to follow you on your adventures.  He's a Fighter 4/Rogue 4.  (You know stats, but don't get to design your cohort, you have to choose among those the DM makes available.)

Situation 3:  DM:  Now that you have the leadership feat you can get a cohort, so design one and we'll work it into the game.  (You get to design the cohort)


The other feat I'm curious about is Mercantile Background.  It's a regional feat that allows a character to sell all loot at 75% of value.  My question is, will DMs cut the ammount of treasure that a character with the feat gets?  If so, it sort of defeats the purpose of the feat.

I'm still waiting to get some more info before I submit my character, and these are two feats I've considered incorporating into my build.  I just wanted to make sure that I know what I'll get if I take them.

Thanks,

Mith
DM HackDoc
GM, 109 posts
ROA Sage
Defender of the Truth
Sun 18 Apr 2004
at 09:41
  • msg #104

Re: Leadership and Mercantile Background Adjudication


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 players 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.


-------------------------------------------------------------------------------


Whether or not your character has the Mercantile Background will have no effect on what is found nor its value. (So if you would have found it without the feat....you will still find it with the feat.)
This message was last edited by the GM at 08:18, Mon 19 Apr 2004.
PC Mith
player, 19 posts
Sun 18 Apr 2004
at 23:08
  • msg #107

Re: Leadership and Mercantile Background Adjudication

Sounds great on Leadership - Leadership can be a lot of fun, right up till the DM decides to have your cohort abandon you "because he's an NPC, and I say he would never go along with that."  If the player essentially has control over the cohort, it takes a lot of the worries out of it.

I have one more question:  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.

Thanks,

Mith
DM HackDoc
GM, 110 posts
ROA Sage
Defender of the Truth
Mon 19 Apr 2004
at 08:20
  • msg #108

Racial Paragon classes

The Racial Paragon classes are not Prestige Classes. And do not affect your 2 PrC limit.
PC PrestonG
player, 14 posts
Mon 19 Apr 2004
at 16:07
  • msg #110

Wild Shape

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 extrordinary abilities.  Does this also imply that you keep your own extraodinary 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?
DM HackDoc
GM, 111 posts
ROA Sage
Defender of the Truth
Mon 19 Apr 2004
at 19:09
  • msg #111

Re: Wild Shape

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.

In your example, changing into a hawk, if you had darkvison so would you as a hawk. And you would fly and fight as a hawk. But of course in the hawk form you could not speak. Nor would you be able to cast spells that required the use of verbal or somatic components.
DM HackDoc
GM, 112 posts
ROA Sage
Defender of the Truth
Mon 19 Apr 2004
at 19:27
  • msg #112

Re: Animal Companions

PC PrestonG:
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.  Thanks.


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.
PC PrestonG
player, 15 posts
Mon 19 Apr 2004
at 20:03
  • msg #113

Re: Animal Companions

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?

Thanks for the replies so far!
DM HackDoc
GM, 113 posts
ROA Sage
Defender of the Truth
Mon 19 Apr 2004
at 21:45
  • msg #114

Re: Animal Companions

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 monter's Hit Dice.
PC jll1024
player, 24 posts
Mon 26 Apr 2004
at 18:15
  • msg #115

Re: Animal Companions

Can a vine be used as a whip?
DM HackDoc
GM, 114 posts
ROA Sage
Defender of the Truth
Tue 27 Apr 2004
at 06:18
  • msg #116

whip

The rules do not allow for vines to be used as a whip.
dm littlewing
GM, 51 posts
Oh, mama... Can this
really be the end?
Wed 28 Apr 2004
at 07:22
  • msg #117

Subdual Damage Question.

I do not know where to put this question, so...
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 HackDoc
GM, 115 posts
ROA Sage
Defender of the Truth
Thu 29 Apr 2004
at 16:28
  • msg #122

Re: Subdual Damage Question.

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 unconsccious you are helpless.

You heal nonlethal 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 nonlethal damage.

Note: As your charcater 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.
PC Sicnarf
player, 1 post
Fri 30 Apr 2004
at 13:43
  • msg #125

Re: Knocked out and loaded...

Hiya guys! Just got into here so I thought maybe I should pop in!

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.

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?

Thanks a lot. Looking forward to my first game.
DM Mike
GM, 345 posts
LEADER OF ALL THINGS
CUTE AND FUZZY WUZZY
Fri 30 Apr 2004
at 17:47
  • msg #126

Re: Knocked out and loaded...

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.

Work that can be done?  You could come over and clean my car out...

Oh, you mean here in RoA...

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.

Thanks!
PC PrestonG
player, 19 posts
Fri 7 May 2004
at 21:44
  • msg #132

Spell Focus Question

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?

Thanks in advance!
DM HackDoc
GM, 117 posts
ROA Sage
Defender of the Truth
Fri 7 May 2004
at 22:06
  • msg #133

Re: Spell Focus Question

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.
PC Raken
player, 1 post
Fri 14 May 2004
at 16:06
  • msg #136

Disarming with dire flails

Two-handed wepons get +4 bonus on disarming opposed rolls, and flails get a +2 bonus. Do these stack for a dire flail?
DM HackDoc
GM, 123 posts
ROA Sage
Defender of the Truth
Fri 14 May 2004
at 17:26
  • msg #137

Re: Disarming with dire flails

When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy. This weapon my also be used to make trip attacks.

In most cases, multiple bonuses from the same source or same type in effect on the same character or object do not stack.  PHB pg 313 also states that in most cases, modifiers do not stack if they have the same descriptor or come from the same source. The best or wrost modifer penalty would apply. So in the case of the flail two handed, you have a two-handed weapon with a disarm bonus of +4. But the flail has a speical rule bonus of +2. Therefore, all flail regardless of size get only the +2 bonus roll on opposed attack rolls made to disarm an enemy. Including the roll to avoid being disarmed.

Now on to the practical side. Yes to look at the weapon you would think that it would be better at disarming (and in many games some may interpret it as an extra bonus). But the actually case is it is an unwieldy weapon with poor balance. If it does get tied up with another weapon, you would both most likly be disarmed. And a well controlled sword is much better to use to disarm with. I know because I have fought with these weapons in Real life. But that has nothing to do with the rules.
This message was last edited by the GM at 21:04, Sat 15 May 2004.
DM Mike
GM, 350 posts
LEADER OF ALL THINGS
CUTE AND FUZZY WUZZY
Sat 15 May 2004
at 16:41
  • msg #142

Healing

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.

Thanks, Sage!
This message was last edited by the GM at 09:55, Sun 16 May 2004.
DM HackDoc
GM, 125 posts
ROA Sage
Defender of the Truth
Sat 15 May 2004
at 21:09
  • msg #150

Re: Healing

In 3.5 rules the restriction on the amount of HPs 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 HPs higher than your full normal hit points. (people need to stop thinking about how we use to play.)
PC clarence-sc
player, 1 post
+3,  14/11/14 
14/14,  +2/+5/+1
Sun 16 May 2004
at 15:34
  • msg #152

Innate Ability

Hi Doc,

Just a quick question, I have not be able to find in the PHB.  It may be there, but I have not found it.

If a character has certain innate abilities that are cast as the 1 level spell.  Can the character cast more than one, such as dancing lights duration 1 minute followed immediatly by the same ability before the duration of the first spell runs out.

Such as trying to use dancing lights to show a phantom force in the darkness carrying torches.  At most only about 4 torches would be seen with a single spell.  Could a second innate ability of the same be used immediately to create the illusion of a greater force (i.e. 8 torches in the distance)?

Thanks,

Keltar  (clarence-sc)
DM HackDoc
GM, 126 posts
ROA Sage
Defender of the Truth
Sun 16 May 2004
at 20:21
  • msg #153

Re: Innate Ability

What you are talking about are your Special Abilities. And in this case "Spell-Like" abilities (Sp).

Spell-like abilities are magical and work just like spells. A spell-like ability usually has a limit on how often it can be used. Using a spell-like ability is a standard action unless noted otherwise, and doing so while threatened provokes an attack of opportunity. A spell-like ability can be disupted just as a spell can be.

So as you can see from above, you must use a standard action for each use of your ability. So there would be a delay between uses...
PC Vash
player, 1 post
Mon 17 May 2004
at 20:48
  • msg #154

Re: Player's Guide to Faerun

Hey, could you tell me what the regional info is for a character from the Dalelands? Thanks a bunch. Also, could you tell me what the free starting equipment is for the FRCS? Sorry to be so much trouble, and thanks for the help. Also, why the nonallowance (if thats a word) of PrC's that change the pc's physical description? Thanks again for the help.
DM HackDoc
GM, 127 posts
ROA Sage
Defender of the Truth
Tue 18 May 2004
at 07:11
  • msg #155

Re: Player's Guide to Faerun

The Dalelands

Automatic Language: Chondathan
Bonus Langiages: Damarab, Elven, Giant, Gnome, Orc, Sylvan
Regional Feats: Blooded, Caravanner, Forester, Luck of Heros, Militia
Bonus Equipment: Composite Longbow (Str +2) or
       Masterwork (Longbow, spear or quarterstaff)

_________________________________________________________________________

PrC's that are allowed are listed in the appropriate thread. Please look there. Because of the complexity of a multi-DM world, some things will not be allowed like it might at a table top game.
PC BoxcarWilly
player, 1 post
Thu 20 May 2004
at 04:46
  • msg #158

Re: Player's Guide to Faerun

hey i was just wonderin whats a sun elf and how do they differ from moon elf. thanks
DM HackDoc
GM, 129 posts
ROA Sage
Defender of the Truth
Thu 20 May 2004
at 09:13
  • msg #159

Re: Player's Guide to Faerun

This has been answered in a previous post in this thread. Once as a thourgh description of a Moon Elf. And then that is followed up with a post about the differences of all the allowed elf races.



Sun Elf

+2 Intiligence, –2 Constitution.

Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Automatic Languages: Common, Elven and home language. Bonus Languages: Auran, Celestial, Chondathan, Gnome, Hafling, Illuskan  and Sylvan.

Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
This message was last edited by the GM at 00:42, Fri 21 May 2004.
PC Leong
player, 2 posts
Sun 23 May 2004
at 02:43
  • msg #161

Re: Unearthed Arcana

Sorry, one more question :-)
I'm planning to take the feat: Luck of Heroes and I deciding to play a human fighter.
So which region do you think best to come from?
(In the feat thread, I can come from Aglarond, Dalelands, Tethyr, Turmish or the Vast)
DM HackDoc
GM, 130 posts
ROA Sage
Defender of the Truth
Sun 23 May 2004
at 08:10
  • msg #162

Re: Unearthed Arcana

I know what region I would come from. But this is very subjective and depends on the concept you want to pursue for role playing. There is no worng answer.
DM HackDoc
GM, 131 posts
ROA Sage
Defender of the Truth
Sun 23 May 2004
at 08:46
  • msg #163

Re: Unearthed Arcana

PC Leong:
Two questions about the Unearthed Arcana rules
1. How did class variant stack with its class?
For example, my PC take a level in (Fighter Variant: Thug) at 1st lvl, then a Fighter in 2nd lvl.
How many Weapon Groups can I choose?
Did I get +2 on fort save at 1st lvl and another +2 at 2nd lvl?

2. What the stastistic on heavy poleaxe, elven double bow, great bow, butterfly sword, maul, warfan, triple dagger and warmace?

Your help on these questions will be greatly appreciated, DM Hackdoc.


1.

First I'd like to say that this class combination is not allowed in ROA. You cannot multiclass between variants of the same class.

But if you were 2nd level ( thug 1 / fighter 1) using weapon group feats you would have a total of Basic Weapons, plus any
  other 8.

  Fort Save +4

  A 1st level thug does NOT get a bonus feat.




2.

Heavy Pole axe       2 hand   2d6   x3  P or S  20gp  15lb
elven double bow
great bow                     1d10  20/x3 P    150gp  6 lb
butterfly sword      1 hand   1d6  19-20/x2 S   10gp  2 lb
Maul                 1 hand   1d10  x3    P     15gp  20 lb
warfan               1 hand   1d6   x3    S     30gp  3 lb
warmace              2 hand   1d12  x2    B     25gp   10lb
triple knife         1 hand   1d4   19-20/x2 P  10gp    1 lb
This message was last edited by the GM at 05:08, Tue 25 May 2004.
PC clarence-sc
player, 2 posts
+3,  14/11/14 
14/14,  +2/+5/+1
Sun 23 May 2004
at 13:58
  • msg #165

Re: Unearthed Arcana

Good Morning Doc,

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.

Thanks,

Clarence-sc
DM HackDoc
GM, 132 posts
ROA Sage
Defender of the Truth
Sun 23 May 2004
at 19:40
  • msg #166

Deities of Faerûn

"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)
PC clarence-sc
player, 4 posts
+3,  14/11/14 
14/14,  +2/+5/+1
Tue 25 May 2004
at 11:10
  • msg #170

Initial Stats.

Hi HackDoc,

Just a quick question (I hope).  In setting up a new PC for their HPs. If the PC is a multi-class (i.e. cleric/fighter).  Do both classes get max 1st level HPs or just the first class and dice roll for the second?

Thanks
DM HackDoc
GM, 135 posts
ROA Sage
Defender of the Truth
Tue 25 May 2004
at 14:36
  • msg #172

Re: Initial Stats.

Cut and pasted From the  PC Creation Rules -- Updated 9 May 2004 from the OOC Forum:

quote:
HIT POINTS

You have maximum hit points at first level, and will roll for them on the dice roller thereafter, re-rolling 1's.


You can only have one first level....if you are a 1 cleric/ 1 fighter...then one of those classes were taken at first level. While the other was multiclassed into at second level.

So as Forar shared..."Just pick which class you took first.  This can often be important for other reasons as well, such as with starting skills.  A rogue/fighter would have vastly different skill points to work with depending on which class was taken first."
DM HackDoc
GM, 136 posts
ROA Sage
Defender of the Truth
Tue 25 May 2004
at 15:15
  • msg #173

weapon group

PC Leong:
In which weapon group does net falls into and in which weapon group does armor spikes fall into?
I'm now putting in like this in my sheet,
the net is in weapon group : exotic weapons (for slings & thrown)
the spikes is in weapon group : basic
Please tell us, oh wise sage, your answer.


Net   -  You have that right it is Weapon Group (Exotic Weapons)
                                   Weapon Group (Slings & Thrown)

Armor Spikes - Weapon Group (Exotic Weapons)
               Weapon Group (Basic Weapons)

Spikes - are not a weapon per say. So you would have minus to use.

Spiked Chain - then it is  Weapon Group (Exotic Weapons)
                           Weapon Group (Flails & Chains)



PC Kazzaroth
player, 1 post
Wed 26 May 2004
at 11:48
  • msg #175

Re: Celestial Stuffs

Hello, I am new player around here :). I am just planning what kind of char's I am going to play. I have two questions regarding them;

1) 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?

2) 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?
DM HackDoc
GM, 139 posts
ROA Sage
Defender of the Truth
Wed 26 May 2004
at 16:25
  • msg #176

Re: Half-drow

1) 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).

2) 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
This message was last edited by the GM at 14:32, Thu 27 May 2004.
DM HackDoc
GM, 140 posts
ROA Sage
Defender of the Truth
Wed 26 May 2004
at 16:34
  • msg #177

Re: Celestial Stuffs

PC Leong:
Hmmm....,
I'm very interested in rping an Aasimar, what are it race stats?
From
  The Curious Leong


Aasimar

ECL +1
+2 Wisdome, +2 Charisma
Medium Size
Base Speed 30 feet
Acid, Cold, and Electricity resistance 5
Light (Sp) 1/day
+2 racial bonus on Listen and Spot checks
Darkvision 60'
Outsider
Automatic Languages: Common, home region
Favored Class: Paladin
PC novarama
player, 6 posts
On the banks of the
Mighty Columbia
Thu 27 May 2004
at 06:26
  • msg #179

Ye Gods!

Hiya Doc,
I recently got started in Waterdeep, and chose a god for my character to worship. Apparently, she's dead. oops ;-o So I need to choose a new one. Could I trouble you for some info on a deity or three. Well ok, four. They are; in no particular order...
Shar
Dumathain
Nephthys
Vergadain
I just need basic stuff, you know appearance, symbol, alignment...
My characters a rogue not a cleric so it's not critical but it'd be good to know a few things. Thanks in advance   :-)
DM HackDoc
GM, 141 posts
ROA Sage
Defender of the Truth
Thu 27 May 2004
at 14:47
  • msg #180

Re: Ye Gods!

Shar
 Mistress of the Night, Lady of the Loss, Dark Goddess
 Symbol: Black disk with deep purple border
 Alignment: Neutral evil

DWARVEN PANTEHEON

Dumathain
 Keeper of Secrets under the Mountain, the Silent Keeper
 Symbol: Facedted gem inside a mountain
 Alignment: Neutral

Vergadain
 Merchant King, the Short Father, the Laughing Dwarf
 Symbol: Gold Piece
 Alignment: Neutral

MULHORANDI PANTHEON

Nephthys
 Guardian of Wealth and Commerce, Protector of teh Dead, the Avenging Mother
 Symbol: A golden offering bowl topped by an Ankh
 Alignment: CG, CN, NG
DM HackDoc
GM, 142 posts
ROA Sage
Defender of the Truth
Thu 27 May 2004
at 14:53
  • msg #181

Re: Half-drow

PC Kazzaroth:
I have a new question; what regionall feats can hald-drows choose?


You can chose one regional feat from the list of any of those allowed from the region that your Half-drow comes from.

A half-elf is raised by one parent. You could reasonably call any human or elf region home. However half-drow are most common in Dambrath. A handful are known to live in The High Forest, in the ruined city of Karse.
PC Vash
player, 4 posts
Thu 27 May 2004
at 17:39
  • msg #182

Re: Half-drow

Could you tell me if a rangers divine spells sre affected in any way by who his patron diety is?
DM HackDoc
GM, 143 posts
ROA Sage
Defender of the Truth
Thu 27 May 2004
at 17:49
  • msg #183

Re: rangers divine spells

Rangers, druids, paladins, and divine bards need not designate a specific diety as their source of their spells.
PC novarama
player, 7 posts
On the banks of the
Mighty Columbia
Fri 28 May 2004
at 00:20
  • msg #184

Re: Ye Gods!

Thanks for the help... one more question. Could I get the same info for Ervan Ilesere?    *crosses fingers that Ervan's not some full on evil creep*
DM HackDoc
GM, 144 posts
ROA Sage
Defender of the Truth
Fri 28 May 2004
at 17:43
  • msg #185

Re: Ye Gods!

ELVEN PANTHEON

Ervan Ilesere
 The Chameleon, the Green Changeling, the Fey Jester
 Symbol: Starburst with asymmetrical rays
 Alignment: Chaotic neutral
PC Vash
player, 5 posts
Fri 28 May 2004
at 18:33
  • msg #186

Re: Ye Gods!

Thanks a lot for the help Doc.
PC Leong
player, 8 posts
Fri 28 May 2004
at 21:13
  • msg #187

Stone Age Feat

Thanks DM HackDoc for your replies so far.
One question.
How did the DMs here intepret the feat Primitive Casting?
Let's say a wizard with this feat want to cast a spell that doesn't have a material component.
He want to add it in using the feat.
Now, here the problem.
Does the said wizard need to roll a Profession:Herbalist check everytime he attempt to add a material component to a spell that doesn't got it?
Or does he roll the check in any outdoor surrounding to get the material component needed for the feat?
If he have to get the material first, does the component have any weight or
enforced quantity(For example : DM ruled that you could only get how much that component in a succesful check and how many time can you roll that check in a single day(game)).
Just curious. :-)
DM HackDoc
GM, 146 posts
ROA Sage
Defender of the Truth
Fri 28 May 2004
at 21:55
  • msg #188

Re: Stone Age Feat

The Feat Primative Caster is not used in this game.

To see what Feats are allowed, please refer to the approved feats listed in the thread 'PC Creation Rules'.

Now if it was used, The extra material component you add with this feat must be a rare plant found in the forest with a successful Profession (Herbalist) check (DC 15). You must have already have the rare material compnent in your possession to use this feat. If you fail your skill check, you may try again. The amount of time required for a check and the amount you find is determined by the DM based on various factors, like the area in which you are looking, the time of year, etc. And if you collect a large supply, yes eventually they would add weight and encumberance.
PC novarama
player, 8 posts
On the banks of the
Mighty Columbia
Fri 28 May 2004
at 22:51
  • msg #189

Re: Ye Gods!

DM HackDoc:
ELVEN PANTHEON

Ervan Ilesere
 The Chameleon, the Green Changeling, the Fey Jester
 Symbol: Starburst with asymmetrical rays
 Alignment: Chaotic neutral

Perfect! I think I'll use it. She's not Elven but she is chaotic!  ;-)
Many thanks for all your help.
PC Kazzaroth
player, 3 posts
Sat 29 May 2004
at 10:26
  • msg #193

Re: Mage Prcs

Aleigth, I have made my char, but Joshae wants a confrimation onto this; Is mithral shirt accetable starting gear if you can afford it? I have 1,200gp as starting gold (900 starting gp+ 300gp from region bonus).
DM HackDoc
GM, 147 posts
ROA Sage
Defender of the Truth
Sat 29 May 2004
at 18:44
  • msg #195

Re: Starting Equipment

Equipment

Mundane items can be of any value affordable (this includes masterwork items, or items constructed of different material, such as mithril).
DM HackDoc
GM, 148 posts
ROA Sage
Defender of the Truth
Sat 29 May 2004
at 19:30
  • msg #196

Re: Mage Prcs

PC Leong:
Hehehehe, sorry if I bother you too much.
While you at it, Doc
Can you tell me the goodies(class abilities) of the PrCs, Havoc Mage and Candle Caster to be specific?

Havoc Mage
LEVEL    BAB     FS  RS  WS    SPECIAL           SPELLS PER DAY
1st      +0      +2  +0  +2    Battlecast 2nd
2nd      +1      +3  +0  +3                      +1 lvl of existing arcane class
3rd      +2      +3  +1  +3    Battlecast 4th
4th      +3      +4  +1  +4                      +1 lvl of existing arcane class
5th      +3      +4  +1  +4    Battlecast 8th


Candle Caster
LEVEL    BAB     FS  RS  WS    SPECIAL           SPELLS PER DAY
1st      +0      +0  +0  +2    Scribe Candle     +1 level of existing class
2nd      +1      +0  +0  +3    Extend Candle     +1 level of existing class
3rd      +1      +1  +1  +3    Unfettered Candle +1 level of existing class
4th      +2      +1  +1  +4    Enlarged Candle   +1 level of existing class
5th      +2      +1  +1  +4    Dipped Candle     +1 level of existing class
6th      +3      +2  +2  +5    Empower Candle    +1 level of existing class
7th      +3      +2  +2  +5    Quick Light       +1 level of existing class
8th      +4      +3  +3  +6    Heighten Candle   +1 level of existing class
9th      +4      +3  +3  +6    striped Candle    +1 level of existing class
10th     +5      +3  +3  +7    Maximize Candle   +1 level of existing class
DM HackDoc
GM, 149 posts
ROA Sage
Defender of the Truth
Sat 29 May 2004
at 19:39
  • msg #197

Re: Snilloc's Snowball Swarm

PC Leong:
And what is description of Snilloc's Snowball Swarm? I heard the name but not known the spell.


Evocation [cold] Sor/Wiz 2  Efec: 10' radius

A flurry of magic snowballs erupts from a point you select. The swarm of snowballs deals 2d6 points of cold damage to creatures and  objects within the burst. For every two caster levels beyond 3rd, the snowballs deal an extra die of damage, to a maximum of 5d6 at 9th level or higher.
This message was last updated by the GM at 19:41, Sat 29 May 2004.
dm littlewing
GM, 13 posts
Out on Highway 61
Sat 29 May 2004
at 19:47
  • msg #198

Re:

Dear Sage,
I thought this might be of use, to anyone, someone
maybe.
http://www.enworld.org/forums/news.php
they sortof have a sage thing themselfs there, here's an exeample:
http://www.enworld.org/forums/news.php

xox's
dm lw
DM HackDoc
GM, 150 posts
ROA Sage
Defender of the Truth
Sat 29 May 2004
at 20:19
  • msg #199

Re: True! It's True

PC Leong:
Another question.
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.


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.
PC LadyPhoenix
player, 2 posts
Sun 30 May 2004
at 15:15
  • msg #202

Re: True! It's True

Reading through the list here, I noticed that Half drow have some very limited regions.

why isn't Waterdeep (Promenade of Eilistrae in skull port), Dalelands (from prisoners or slaves in cormanthyr, or High forest (another Eilistraee encampment) allowed for their home regions.
DM HackDoc
GM, 151 posts
ROA Sage
Defender of the Truth
Sun 30 May 2004
at 19:07
  • msg #203

Re: Half-drow regions

PC LadyPhoenix:
Reading through the list here, I noticed that Half drow have some very limited regions.


What are you talking about.

DM HackDoc:
A half-elf is raised by one parent. You could reasonably call any human or elf region home. However half-drow are most common in Dambrath. A handful are known to live in The High Forest, in the ruined city of Karse.


That is more region choices than any other race in the game. And yes the rules state that Half-drow are more common in just those two regions.
DM HackDoc
GM, 152 posts
ROA Sage
Defender of the Truth
Sun 30 May 2004
at 19:13
  • msg #204

Re: True! It's True

PC Zasz:
Dear Sage,

Can you give me a description of the deity named Solonor Thelandira? Thanks.


Solonor Thelandira is always in pursuit of quarry, and he rarely remains in one location for very long. Unlike many hunters, the Great Archer stalks prey only out of concern for the overall balance between the species and to destroy evil-doers, particularly the drow. His serious, somtimes grim, demeanor reflects the difficulty he faces in forging a wrokable compromise between competing forces of civilization and wilderness, instinct an dknowledge, and savagery and domecticity. Solonor's word his his bond, and his pledge is never given lightly.
PC PrestonG
player, 24 posts
Mon 31 May 2004
at 00:52
  • msg #205

Regional Equipment

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?

Thanks in advance!
DM HackDoc
GM, 153 posts
ROA Sage
Defender of the Truth
Mon 31 May 2004
at 08:07
  • msg #206

Re: Regional Equipment

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.
PC Vash
player, 6 posts
Fri 4 Jun 2004
at 17:59
  • msg #207

Item Familiars

I have no idea how these are supposed to work, and my books haven't arrived as yet. Could you fill me in please, that is, give me an overview of what these are, how they work, etc? I would really appreciate it. I checked the UA thread, but I didn't find anything there about these.
DM HackDoc
GM, 154 posts
ROA Sage
Defender of the Truth
Fri 4 Jun 2004
at 23:30
  • msg #208

Re: Item Familiars

FEAT

Item Familiar [General]
Choose a permanent magic item that you possess. You establish a link to that magic, and the item improves in capability as you gain levels.

Prerequisite: A charcater must be at least 3rd level to take this feat.

Benefit: By establishing a link to a particular item,you enable that item to gain power as you gain levels. The exact nature of the item and the powers are described in the following text.

Special: If you ever lose the chosen item (have it removed from your possession for a continuous period of more than one day per level) or if the item is destroyed, you automatically lose 200XP per level as well as all the benefits derived from possessing the linked item (plus any resources you put into the item.) If you recover the item, you regain these XP. You may replace a lost or destroyed item familiar after you have advanced one level, as if you were gaining an item familiar for the first time.
_______________________________________________________________________________

In order to be an item familiar, a magic item must:
 *Have a price of at least 2,000gp
 *Be usable by the character (if a weapon, the character must be proficient with the appropriate category of weapon)
 *Have a permanent magical effect that the character can (and knows how to) use.

Item Familiar Abilities
 Character       Ability
  Level
__________  ________________
 1st        Invest life energy; invest skill ranks; invest spell slots
 7th        Sapience; senses; communication
10th        Special ability
14th        Special ability
18th        Special ability
21st or +   One additioanl special ability per three charcter levels above 20th
PC Vash
player, 7 posts
Sat 5 Jun 2004
at 17:22
  • msg #210

Re: Item Familiars

'kay, thanks. One other thing. Does the items increasing as the character levels up mean the characters total levels, or his/hers levels in a particular class?
DM HackDoc
GM, 157 posts
ROA Sage
Defender of the Truth
Sat 5 Jun 2004
at 17:58
  • msg #211

Re: Item Familiars

It is the Character level, not levels gained nor levels per class.
DM HackDoc
GM, 158 posts
ROA Sage
Defender of the Truth
Sat 5 Jun 2004
at 18:08
  • msg #212

Re: Familiars

PC Ileana:
Question:
I just wondered: Should a wizard or sorcerer get a familiar, would it raise in levels as he takes up the arcane trickster prc?


when a new arcane trickester level is gained, the character gains new spells per day as if she had gained a level in a spellcasting class she belonged to before adding this prestiage class. You gain no other benefit a character of that class would have gained except for an increased effective level of spellcasting.  A familiar does not gain levels from any levels gained in this prestiage class.
PC PrestonG
player, 25 posts
Sun 6 Jun 2004
at 00:27
  • msg #213

Gnome Artificer from Magic of Faerun

Two of the pre-requisites for the Gnome Artificer PRC are Knowledge (Architecture) 4, and Knowledge (Engineering) 4.  However, the 3.5 PHB (p 78) appears to combine these two skills into one, Knowledge (Architecure and Engineering).  My question is, does this PRC still require those two as separate skills, or has it been combined into one?

Thanks in advance!
DM HackDoc
GM, 159 posts
ROA Sage
Defender of the Truth
Sun 6 Jun 2004
at 01:48
  • msg #214

Re: Gnome Artificer from Magic of Faerun

The requiremnet for the prereq. is now:
Knowledge (Architecure and Engineering) 8 ranks

*This give s the same amount of skill points required for the original feats. And does not affect the earliest level where this PrC may be taken.
PC Fido
player, 1 post
Tue 8 Jun 2004
at 15:30
  • msg #215

Cleric Deities

I want to play a human cleric that worships Moradin. Is this possible? Even if this human was raised by dwarves.
DM HackDoc
GM, 160 posts
ROA Sage
Defender of the Truth
Tue 8 Jun 2004
at 16:06
  • msg #216

Re: Cleric Deities

If you have a good story line/background, and were raised by dwarves, it could make sense that you would worship the same diety of your adopted parents and community. So I would say yes.
PC Ileana
player, 5 posts
Wed 9 Jun 2004
at 08:12
  • msg #217

Regional skills

Hi, I would like to know which are the regional skills for the Anauroch and what does it actually mean, are they considered class skills or cross-class?
DM HackDoc
GM, 161 posts
ROA Sage
Defender of the Truth
Wed 9 Jun 2004
at 08:59
  • msg #218

Re: Regional skills

I can only assume you are asking about how the regions define how far the knowledge a charcter gains with Knowledge (local) skill actually extends. They also give you the opportunity to specialize in other knowledge skills.

When you take ranks in Knowledge (local), you must designate the region to which your local knowledge pertains.

There is also knowledge synergy. If you have 5 ranks in Knowledge (local) for a particular region, you gain a +2 bonus on all other knowledge checks pertaining to that region.
PC Ileana
player, 6 posts
Wed 9 Jun 2004
at 13:26
  • msg #219

Re: Regional skills

DM HackDoc:
I can only assume you are asking about how the regions define how far the knowledge a charcter gains with Knowledge (local) skill actually extends.


Um... no.

I refer to this:
DM Hackdoc:
Each PC in the Forgotten Realms gets a FREE language, a FREE item (usually a masterwork or minor magic item), and can get regional feats and skills not found in the Player's Handbook.

DM HackDoc
GM, 162 posts
ROA Sage
Defender of the Truth
Wed 9 Jun 2004
at 17:15
  • msg #220

Re: Regional skills

Once again, Skills are as I have posted above. The regional skills is the knowledge synergy derived for your region.

Region:   Anauroch

Recommened subraces: Bedine

Automatic Language: Midani

Bonus Languages: Chondathan, Damaran, Draconic, Gnoll, Netherese, Orc

Favored Dieities: Beshaba, Kelemvor, Selune, Talos

Regional Feats: Fearless, Knifefighter, Survivor

Bonus Equipment: MW Scimitar or MW dagger or MW +2 Composite short bow w/10 arrows
DM HackDoc
GM, 163 posts
ROA Sage
Defender of the Truth
Wed 9 Jun 2004
at 17:43
  • msg #221

Multi-classing

Jasmine:
Can somebody tell me how to add a new class when you level 'up'?


A character my add a new class as he progresses in levels. The class abilities from a charcter's different class add together to determine the multiclass character's total abilities. Multiclassing improves the charcater's versatility at the expense of focus.

So if you were a 2nd level rogue and decided you wanted to expanded your repertoire by learning some wizardry, you locate a mentor who will teach you the ways of a wizard. When you have amassed enough experince to become a third level character, instead of become a 3rd level rogue, you would become a 2nd-level rogue/1st-level wizard. Now instead of gaining new benefits of attaining a new level as rogue, you would gain the benefits of becoming a 1st-level wizard (HDs, saves, etc.) These benefits are added to the scores you already had as a rogue.
PC Ileana
player, 7 posts
Wed 9 Jun 2004
at 20:09
  • msg #222

Re: Multi-classing

Hi,

1st of: Thank you for the info on the Anauroch skills etc.

2nd: Thank you for the clarification on adding another class to my PC. However, I would like to know if: A fellow player of the class in question can be my mentor and if/how day units have to be spent to gain that new class benefits.

Thank you in advance.
DM HackDoc
GM, 164 posts
ROA Sage
Defender of the Truth
Thu 10 Jun 2004
at 08:43
  • msg #223

Re: Multi-classing

Day units are spent for training for a Prestige Class (PrC). And none have been required for multi-classing to a normal class. But this is at the discretion of your DM. A player character may not be your mentor. What is required is determined by your DM. You should work with your DM on your plans and role-play appropriately. This should be fun...

Day Units can be saved up and spent as you like and as your DM determines.
PC Ileana
player, 8 posts
Thu 10 Jun 2004
at 09:02
  • msg #224

Re: Multi-classing

DM HackDoc:
This should be fun...

For me or the DM? - just kidding. So that's why I didn't find any reference to day units and level up ;-)

Thanks a million Doc. :-)
dm littlewing
GM, 24 posts
Out on Highway 61
Fri 11 Jun 2004
at 00:16
  • msg #226

Flaws?

Dear Sage,

I have been looking all over, but can't find any links to flaws or lists of them. Do you know of any (links or lists-online) you can refer me to?

Thanks much,
lw
DM HackDoc
GM, 165 posts
ROA Sage
Defender of the Truth
Fri 11 Jun 2004
at 08:21
  • msg #227

Re: CHARACTER FLAWS

There are no links to flaws at present that I know of....But:

CHARACTER FLAWS

Feeble
  You are unathletic and uncoordinated
  -2 penalty on STR, DEX, and CON-based ability checks and skill checks

Frail
  You are thin and weak of frame
  Subtract 1 from the number of hit points you gain at each level.  This flaw
  can reduce the number of hit points you gain to 0 (but not below).  you must
  have a Constitution of 4 or higher to take this flaw.

Inattentive
  You are particularly unaware of your surroundings
  -4 Penalty to Listen and Spot checks

Meager Fortitude
  You are sickly and weak of stomach
  -3 penaly on Fortitude saves

Murky-Eyed
  Your vision is obscured
  In combat, every time you attack an opponent that has concealment, roll your
  miss chance twice.  If either or both results indicate that you miss, your
  attack fails

Noncombatant
  You are relatively inept at melee combat
  -2 penalty to melee attack rolls

Pathetic
  You are weaker in an attribute than you should be
  Reduce one of your ability scores by 2; you cannot take this Flaw if the
  total of your ability modifiers is 8 or higher

Poor Reflexes
  You often zig when you should have zagged
  -3 penalty to Reflex saves

Shaky
  You are relatively poor at ranged combat
  -2 penalty on all ranged attack rolls

Slow
  You move exceptionally slowly
  Base land speed is halved (round down to nearest 5-foot interval); you must
  have a base land speed of at least 20 feet to take this flaw

Unreactive
  You are slow to react to danger
  -6 penalty on initiative checks

Vulnerable
  You are not good at defending yourself
  -1 penalty to Armor Class

Weak Will
  You are highly suggestible and easily duped
  -3 penalty on Will saves
DM HackDoc
GM, 166 posts
ROA Sage
Defender of the Truth
Fri 11 Jun 2004
at 08:31
  • msg #228

Re: Multi-classing

PC LadyPhoenix:
How much of the character history needs to be written before we submit the character?


You must have the sheet fully completed, this includes the charcter background, goals and motivation. This is a great tool for the DM and will be of benefit for you. You can always continue to elaborate on your background. But you must setup a basic outline for the DM to see.  You may be asked to change some items or enhance your background by the DM.  I would suggest you take this opportunity to build your characters background.

PC LadyPhoenix:
Can we have region determined before hand?


If you mean region of origin. You must have it chosen as part of charcter creation.

If you mean the region you will be playing in, you still need to have your charcter completed to apply. But you can see what regions have spaces open for new players by viewing the "Available Space for PCs" thread.

PC LadyPhoenix:
Are our day units required to train for levels when we are already multi-classed?


Day units are spent for training for a Prestige Class (PrC). And none have been required for multi-classing or leveling with standard charcater classes. But this is at the discretion of your DM.
This message was last edited by the GM at 08:34, Fri 11 June 2004.
PC Ileana
player, 9 posts
Fri 11 Jun 2004
at 10:48
  • msg #229

Regional details...

Hi again...

Sorry, I don't have the FR campaign stuff so I kindly ask you to help out:

Which regions would be most likely to be origin for an Aasimar? And if Aglarond is a valid choice which are the regional languages/feats/items available?

Thank you for your help.
DM HackDoc
GM, 167 posts
ROA Sage
Defender of the Truth
Fri 11 Jun 2004
at 17:32
  • msg #230

Re: Regional details...

The most likely region's for an Aasimar to be from per the PGtF are Mulhorand, Chessenta or Unther.
PC Ileana
player, 10 posts
Fri 11 Jun 2004
at 17:57
  • msg #231

Re: Regional details...

Great, I know Mulhorand from a 2nd ed AD&D supplement, what are the relevant feats/items, if I may ask?

Thanks a million for your answer in advance.
DM HackDoc
GM, 168 posts
ROA Sage
Defender of the Truth
Fri 11 Jun 2004
at 18:19
  • msg #232

Re: Regional details...

Mulhorand
 Automatic Language: Mulhorandi
 Bonus Languages: Aglarondan, Celestial, Rashemi, Shaaran, Untheric
 Favored Deities: Mulhorandi pantheon
 Regional Feats: Discipline, Magic in the Blood, Theocrat
 Bonus Equipment: Masterwork Falchion or Masterwork khopesh or
                  Scroll of lesser restoration and spiritual weapon
PC Vash
player, 8 posts
Mon 14 Jun 2004
at 18:41
  • msg #233

Re: Regional details...

Could you supply me with the starting info for a human fighter from the dalelands? Startting gold, bonus languages, etc. Thanks in advance.
DM HackDoc
GM, 169 posts
ROA Sage
Defender of the Truth
Tue 15 Jun 2004
at 07:05
  • msg #234

Re: Regional details...

Most of the information you need, including starting gold, is listed in the PC Creation Rules thread.

__________________________________________________

Dalelands
 Recomeneded subraces: Chondathan, Vaasan
 Automatic Language: Chondathan
 Bonus Languages: Damaran, Elven, Giant, Gnome, Orc, Sylvan
 Favored Deities: Chauntea, Lathander, Mielikki, Oghma, Shaundakul, Silvanus, Tempus, Torm, Tyr
 Regional Feats: Blooded, Caravanner, Forester, Luck of Heros, Militia
 Bonus Equipment: Masterwork Longbow, Masterwork spear, Masterwork quarterstaff,
                  or Composite longbow (Str +2)

DM HackDoc
GM, 170 posts
ROA Sage
Defender of the Truth
Tue 15 Jun 2004
at 15:07
  • msg #237

Re: Regional details...

PC Yenadar:
What is the knife-fighter feat?


The Knifefighter (Regional) feat is listed in the  **FEATS*** thread of this Forum.
This message was last edited by the GM at 15:09, Tue 15 June 2004.
PC Ileana
player, 13 posts
Wed 16 Jun 2004
at 12:11
  • msg #238

Re: Regional details...

Hello again,

I just wondered, often the characters encounter creatures they don't know but the player has knowledge about the monster in question (ie. DR to specific weapons etc.). Is there a way that characters can have knowledge about 'common' monsters? I have heard the skill 'Knowledge Dungeoneering' helps with slimes, oozes and such what skills would grant knowledge about creatures like undead? Or outsiders like demons? Or magical beasts? Is there a list somewhere to be found?

Thanks for your help.
DM joshae
GM, 38 posts
Wed 16 Jun 2004
at 17:46
  • msg #239

Re: Regional details...

Jumping in, as I think I know some of this one...

knowledge: undead was mentioned or suggested in one of the splat books, the cleric/paladin one I believe.

Knowledge: outerplanes, includes knowledge of outsiders i.e. demons and such.

Knowledge: Nature deals with alot of non-magical creatures, and would probably apply to alot of things.

Aswell, I believe a knowledge: dragons skill was put forward in some book or other (probably draconomicon).  Knowledge skills are supposed to be expandable, so any knowledge skill that the sage says exists, or any field that the sage says is large enough for a knowledge skill, I would approve.

(I doubt you'd have much need of knowledge: pure mathematics, or knowledge: Imaskari tax law or such, but if he approves it and you want it, I say go for it)
PC crazykev
player, 1 post
Fri 18 Jun 2004
at 13:36
  • msg #241

Re: Regional details...

Please accept this newbie's apolgies if this is a simple question but I am just starting out on 3.5 and I have not yet received my FRCS so here goes:

1. I am looking at playing an elven ranger - possibly a wood or wild elf. Please could you give me racial differences and possible regions I could come from.

Thanks

Kev
DM HackDoc
GM, 171 posts
ROA Sage
Defender of the Truth
Fri 18 Jun 2004
at 16:27
  • msg #242

Re: Regional details...

Wild Elf

+2 Dexterity, –2 Intelligence.

Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Regions: The Chonadalwood, Elven Court, The Wealdath

Wood Elf

+2 Strength, +2 Dexterity, –2 Constitution -2 Intelligence, -2 Charisma.

Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Regions: Elven Court, Evermeet, The High Forest, The Wealdath, The Yuriwood
DM HackDoc
GM, 172 posts
ROA Sage
Defender of the Truth
Fri 18 Jun 2004
at 16:39
  • msg #243

Re: Regional details...

PC Ileana:
Great, thank you... now is knowledge undead a cross-class skill for a ranger? Or a class skill for a wizard? Maybe prohibited for a rogue? *looks confused*

And how much knowledge can be considered rumors resp. 'common'? I guess most adventurer-wannabes know you have to kill a vampire with a stake and that he's vulnerable to daylight but what about immunities etc...

I GM my own game and know a lot of the monster details and I don't want to use my knowledge as character knowledge. I would like some kind of guideline helping me _not_ to overstep the border.

I am thankful for any input.


The Class Skills for a particular class is referenced under that section in the Players Handbook. So as an Example, a Ranger has 3 knowledge skills that are considered class skills. And they are dungeoneering, geography and nature. Any other knowledge skills would be considered cross-skills. And the same is true for each and every class. A ranger may chose undead as a favored enemy.

Answering a question within your field of study has a DC 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about the monster. For every 5 points by which your check exceeds teh DC, the DM can give another piece of useful information.

You should not use out of game knowledge you have in role playing your charter. Just because you have ubdead sats memorized, does not mean your charcter has any knowledge at all about such creatures.
PC crazykev
player, 3 posts
Sun 20 Jun 2004
at 23:38
  • msg #246

Re: Mighty Bows

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.
DM HackDoc
GM, 174 posts
ROA Sage
Defender of the Truth
Sun 20 Jun 2004
at 23:47
  • msg #247

Re: Mighty Bows

Correct. And it is an or not an and....you can chose between the weapons listed. Not get them all.
Ex:
In the High Forest..

You may chose a Masterwork Longsword, or a Masterwork longbow or a Composite longbow (+2).  [not all three]
PC PrestonG
player, 28 posts
Tue 22 Jun 2004
at 13:04
  • msg #250

Spell Touch Attacks Questions

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"?

 Thanks in advance!

   - PC PrestonG
DM HackDoc
GM, 177 posts
ROA Sage
Defender of the Truth
Sun 27 Jun 2004
at 00:33
  • msg #252

Re: Spell Touch Attacks Questions

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.
This message was last edited by the GM at 00:33, Sun 27 June 2004.
DM HackDoc
GM, 175 posts
ROA Sage
Defender of the Truth
Sun 27 Jun 2004
at 00:07
  • msg #255

Re: Aasimar

PC Ileana:
Hi,
question: in the SRD 3.5 the Aasimar (as a PC) has a spell-like ability called: Daylight (http://geocities.com/sovelior/...ersOtoR.html#aasimar)

In this thread you answer a PC's question about Aasimar stats

DM HacDoc:
Aasimar
...
Light (Sp) 1/day
...


Is this an intentional change or a typo?
Thank you very much!  :-)


I have it listed correctly. We no longer use the SRD 3.5 now that the correct books are out. (Though they can still be of some aid to those without version 3.5 books.)

The Aasimar ability is indeed light, not daylight.

If and when the feat is approved for use here in RoA; an Aasimar may be able to take the feat "Light to Daylight", to gain the ability to have light go to daylight and aquire a few extra usages per day.
DM HackDoc
GM, 176 posts
ROA Sage
Defender of the Truth
Sun 27 Jun 2004
at 00:14
  • msg #256

Chessenta

PC Ileana:
Can you please tell me the regional items for Chessenta? Thank you very much!  :-)


Chessenta
 Recommended subraces: Aasimar, water genasi
 Automatic languages: Chessentan
 Bonus Languages: Aglarondan, Chondathan, Draconic, Mulhorandi, Turmic, Untheric
 Favored dieties: Anhur, Azuth, Hoar, Lathander, Red Knight, Tiamat
 Regional Feats: Arcane Schooling, Knifefighter, Street Smart
 Bonus Equipment: Masterwork Short Sword, or masterwork spear
                  or Brestplate
This message was last updated by the GM at 00:19, Sun 27 June 2004.
DM HackDoc
GM, 177 posts
ROA Sage
Defender of the Truth
Sun 27 Jun 2004
at 00:26
  • msg #257

Re: Ranger favored enemy

PC Ileana:
Sorry to be a bother but there is something that still confuses me...

In the SRD for the ranger favored enemy it says:

SRD Ranger:
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.


It explicitly states 'humanoids or outsiders' make it necessary to select a subtype and the table below the paragraph gives choices in brackets. Is it true that I have to chose a particular type of undead (ie. zombies) as fav. enemy even though the table doesn't list a subtype?

I am not a native English speaker and I find it very confusing. Thank you for your clarification.


You may take "Undead" as a ranger's favored enemy. It covers all undead and no subtypes need to be chosen.
evil dm littlewing
GM, 1 post
Tue 29 Jun 2004
at 14:29
  • msg #258

Language Question

Hi,

Is there an 'official' language for Skullport?

I ask this wondering what a character would speak if they were raised from early childhood in Skullport...

Thanks for any possible help with this.

e. lw
DM HackDoc
GM, 178 posts
ROA Sage
Defender of the Truth
Tue 29 Jun 2004
at 22:22
  • msg #259

Re: Language Question

The offical language of Skullport, if such a place even exits, would be "Trade."

No PC can have a history of having been raised in Skullport (For we are not even sure it is not just a tale of lore. )

[And yes, I do know the languages of Skullport....and it has changed many times.]   :)
PC jll1024
player, 27 posts
YOU WILL SURRENDER ALL
YOUR COOKIES TO ME!!!!
Tue 20 Jul 2004
at 03:39
  • msg #260

Re: Language Question

I'd like to add the Celestial Pseudodragon (CR 1) to my character's Summon Monster II list.  Can I do this?
DM HackDoc
GM, 187 posts
ROA Sage
Defender of the Truth
Tue 20 Jul 2004
at 07:14
  • msg #261

Re: Language Question

If the creature fits your theme it could be allowed. But two things, first your DM hs to apporave it. And second, though  CR 1, I would have it on the Summon Monster III list.
PC Ileana
player, 24 posts
Tue 20 Jul 2004
at 15:51
  • msg #262

ECL, how does that work?

Hi Doc,

alright, I figured out how much XP I have to pay to advance in levels but I am still not sure how level dependent benefits are applied (ie. bonus feats and ability gains).

ie. a 1st level tiefling rogue is ECL 2, if the character advances to rogue level two he would be ECL 3, is he granted a feat or later when his rogue levels reach '3'?
DM HackDoc
GM, 188 posts
ROA Sage
Defender of the Truth
Wed 21 Jul 2004
at 14:30
  • msg #263

Re: ECL, how does that work?

Races that begin with one Hit Die base on their class are treated as 1st-level characters in all respects excpet the number of experience points they begin with and the amount of money with which they may equip themselves. They begin play with their 1st level feat, multiply their skill points by 4, and gain maximum hit points for their first class Hit Die. Races that begin with racial Hit Dice are treated a little differently.

So a Tiefling would get its 2nd feat at ECL4.
This message was last edited by the GM at 07:44, Thu 22 July 2004.
PC Ileana
player, 25 posts
Fri 23 Jul 2004
at 17:37
  • msg #264

Re: ECL, how does that work?

Thanks a lot for your help Doc. :-)

Now, since the Aasimar Paragon is allowed *bg* I need a bit of clarification...

Is the Aasimar P. considered a PrC or favored class?

As the A.P. is from the UA and I have a character created using the regular rules only, can I take up this class? If I can, do I have to abide by all the other optional UA rules too (ie sword groups)?
DM HackDoc
GM, 192 posts
ROA Sage
Defender of the Truth
Fri 23 Jul 2004
at 17:43
  • msg #265

Re: ECL, how does that work?

This question was already answered in this thread. :)

No, it is not considered an PrC. Yes you may take the AP class as long as you meet the requiremnets. Taking a Paragon class does not obligate you to use any other section of the UA book. (It is optional).
PC Fido
player, 2 posts
Sun 25 Jul 2004
at 16:22
  • msg #272

Re: ECL, how does that work?

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?
DM HackDoc
GM, 195 posts
ROA Sage
Defender of the Truth
Sun 25 Jul 2004
at 17:13
  • msg #273

Darkness Ability

6 times/day
This message was last updated by the GM at 17:14, Sun 25 July 2004.
PC Dart9317
player, 1 post
Fri 30 Jul 2004
at 10:27
  • msg #275

Re: Darkness Ability

what are the stats for gold dwarves and shield dwarves?
DM HackDoc
GM, 197 posts
ROA Sage
Defender of the Truth
Fri 30 Jul 2004
at 20:29
  • msg #276

Stats for Shield/Gold Dwarves

Gold Dwarf    +2 Constitution, -2 Dexterity

Shield Dwarf  Stats as per dwarven racial stats listed in PHB
dm littlewing
GM, 38 posts
Just put your lips
together and blow...
Wed 4 Aug 2004
at 16:31
  • msg #277

Re: Is Old New again?

Hi,
I'm wondering -
Is the "Wand of Wonder" still used (or allowed) nowadays in V 3.5?

Thanks for all,
dm lw
DM HackDoc
GM, 198 posts
ROA Sage
Defender of the Truth
Wed 4 Aug 2004
at 17:08
  • msg #278

Re: Is Old New again?

There is no Wand of Wonder anymore.......
But there is a Rod of Wonder.
PC Mlost
player, 1 post
Fri 6 Aug 2004
at 01:11
  • msg #279

New question

I was wondering. In Defenders of the Faith there is a feat  improved shield bash.  It states that it affects your opponent like a bull rush.  Here's the question. If you have improved bull rush would you then get a +4 on your shield bash, if it acts like a bull rush?
Thanks for listening.
DM HackDoc
GM, 199 posts
ROA Sage
Defender of the Truth
Fri 6 Aug 2004
at 04:18
  • msg #280

Re: New question

It has the affect of a Bull Rush. It is not a Bull Rush. So the Improved Bull Rush Feat would not enhance the Improved Shield Bash.
DM Scout
GM, 12 posts
Tue 17 Aug 2004
at 21:35
  • msg #281

Re: New question

I just can't seem to find the answer for this question, plus I am usually tired by time I can look in the rule book.

A MW bow only has a +1 to hit, not on the damage unless a MW arrow is used.

Does a +1 magic bow have a +1 to hit and damage?

Thanks, Scout
DM HackDoc
GM, 204 posts
ROA Sage
Defender of the Truth
Wed 18 Aug 2004
at 01:01
  • msg #282

Re: New question

The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
This message was last edited by the GM at 15:46, Fri 10 Sept 2004.
PC nobodez
player, 9 posts
Wed 1 Sep 2004
at 06:13
  • msg #283

Re: New question

What would you say is the effect of a character taking the Tireless feat (from PgtF), and the Desert Terrain Mastery from Horizon Walker? Both eliminate fatigue, and lower exhaustion to fatigue.
DM HackDoc
GM, 217 posts
ROA Sage
Defender of the Truth
Wed 1 Sep 2004
at 16:12
  • msg #284

Re: New question

If you happen to have chosen the (1st level) Regional Feat of Tireless (from PgtF) it will not stack with the effects from the Desert Terrain Mastery ability of the Horizon Walker. You would still get the +1 insight bonus.
PC PrestonG
player, 39 posts
I see the switch, but
where's the blade?
Tue 7 Sep 2004
at 17:11
  • msg #286

Identifying Potions

Is there a DC for identifying potions using Craft:Alchemy or some other skill? The old 3.0 PHB had one (DC=25, I think), but I can't find one in 3.5.

 Thanks in advance!
DM HackDoc
GM, 218 posts
ROA Sage
Defender of the Truth
Fri 10 Sep 2004
at 22:09
  • msg #288

Re: Identifying Potions

You use SPELLCRAFT DC 25 to Identify a potion. This requires 1 minute and if you fail there is no retry.
This message was last edited by the GM at 22:09, Fri 10 Sept 2004.
PC Yenadar
player, 11 posts
Fri 10 Sep 2004
at 20:14
  • msg #294

Re: Acceptable Regions

How much does it cost to get an item (armor mainly) enameled (in general), and how much if there is a design you want enameled in?

This is probably a per-DM answer, but just asking. I am trying to see if I can have my cleric's shield enameled in direct imitation to Tyr's symbol (The blue shield showing the balanced scales resting on a warhammer)
DM HackDoc
GM, 219 posts
ROA Sage
Defender of the Truth
Fri 10 Sep 2004
at 23:00
  • msg #295

Re: Acceptable Regions

You answered your own question...

Your character would need to work this out with the DM of your region. (Via PM's or preferably roleplaying.)
DM HackDoc
GM, 220 posts
ROA Sage
Defender of the Truth
Sat 11 Sep 2004
at 03:01
  • msg #296

Re: Spell-like Abilities...more questions

PC PrestonG:
The 3.5 PHB basically states on p. 180, that apart from a lack of spell components, spell-like abilities are treated just like spells.  A while ago, I had asked if the Spell Focus feat would apply to the spell-like ability granted by Innate Spell.  Given the existence of the feat Spell-like Ability Focus (MM, I think), the answer was 'no'.  However, 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?

Thanks in advance!


Spell focus will not work on Spell-like ability. To achieve that result, you would need to use the appropriate feat, like 'Ability Focus'.

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.
PC PrestonG
player, 46 posts
I see the switch, but
where's the blade?
Mon 20 Sep 2004
at 19:05
  • msg #299

PC Creation Thread

Quick couple of questions regarding the starting CL update in PC creation.

1) Does this apply to all regions? Is it an overall concept change to RoA..PCs start at level 3 instead of the old start at level 2? And why the change? (I can see the reason for the Savage Species region)
2) What about older characters who still have < 3000 exp
3) In ref to #2) if older characters stay where they are gp and exp-wise, how will we balance new PCs coming in?

 Thanks in advance!
This message was last updated by the GM at 02:01, Wed 29 Sept 2004.
DM HackDoc
GM, 234 posts
ROA Sage
Defender of the Truth
Sun 3 Oct 2004
at 23:37
  • msg #302

Re: PC Creation Thread

1.)  Yes.  From the date of the update on, all new PCs in RoA enter play at level 3 (or with 3,000 XPs for conversion sake).  We knew when we started RoA almost a year ago that we would have to up the starting level of in-coming PCs to allow them to play with the more established PCs who have been with us from the start.  This is the first of the "upping"s and will probably stay that way for at least the next 6 months or so, if not longer.

2.)  They progress as normal and will soon catch up to the incoming PCs XP-wise if their players are active posters.

3.)  The balance will work itself out in the game.  I think that a good 90% or more of players here will be smart and divide up loot and treasure and magic items found in adventures evenly so that all PCs have pretty much the same ability to be effective in combat and other encounters.  Also, let's say a party gets 800 XPs for an encounter.  That 800 means a lot more to a 2nd level PC than it does to a 3rd level PC, so soon the PCs will be at around the same level.

Again, this was something in the works, and now, at RoA's one-year mark, it seems like a good time to start it.

Also, a good number of our PCs are at least 3rd level already (some are 4th and higher), so this helps even the field a bit.  And DM Mike feels that those PCs still at 2nd level will soon catch up to the other PCs who are currently at 3rd level and those that enter play at that level.
This message was last edited by the GM at 23:37, Sun 03 Oct 2004.
DM Rocpile
GM, 7 posts
Up in this Ma'
Gnomesayin'?
Mon 27 Sep 2004
at 19:47
  • msg #306

Shield Bash

What penalties apply to your attack when using a shield bash as an off-hand attack, and you want to also attack with your primary weapon?
Do two-weapon fighting feats or the ranger's two weapon fighting style help alleviate those penalties?

Thanks,
DM Rocpile
DM HackDoc
GM, 231 posts
ROA Sage
Defender of the Truth
Wed 29 Sep 2004
at 03:00
  • msg #308

Re: Shield Bash

A shield (excluding tower shields) may be used to bash an opponent, and are used as an offhand weapon. Light shields are considered light martial weapons and heavy shields are one handed martial weapons.  Two weapons fighting penalties are applied using the offhand weapon penalties. When using a shield to bash, you lose all its AC bonus.
PC Ileana
player, 52 posts
Sun 3 Oct 2004
at 19:44
  • msg #328

Re: Shield Bash

Sorry Meb, forgot to enter the link: http://geocities.com/sovelior/srd/home.html

I use it when I don't have access to my books at work. - Thanks to whomever put that much work into the site (sovelior).
PC Ileana
player, 53 posts
Sun 3 Oct 2004
at 19:59
  • msg #329

Re: Shield Bash

Almost forgot: Now I have to ask for help, there have been certain changes to the 'Spell sword' PrC from  the Tome and Blood in 3.5 but I didn't buy an update, can anybody tell me the changes or where I can find the changes made to accept it in RoA?
DM HackDoc
GM, 234 posts
ROA Sage
Defender of the Truth
Wed 6 Oct 2004
at 02:33
  • msg #330

Re: Spell Sword

You can find the details you need in "Complete Warrior."  And that is the version that will be used.
This message was last edited by the GM at 02:33, Wed 06 Oct 2004.
PC Arcacia
player, 3 posts
Tue 5 Oct 2004
at 20:54
  • msg #331

Re: Spell Sword

Question; Energy Substitution says that you can substitute any spell with the Energy descriptor with your favored Energy. Does Force count as an Energy? In other words, can I substitue Fire, instead of Force for Magic Missle?
DM HackDoc
GM, 235 posts
ROA Sage
Defender of the Truth
Wed 6 Oct 2004
at 02:35
  • msg #337

Re: Energy Substitution

Force is not considered an Energy here in RoA...So to answer your question, No.
PC jll1024
player, 43 posts
YOU WILL SURRENDER ALL
YOUR COOKIES TO ME!!!!
Wed 6 Oct 2004
at 14:40
  • msg #338

Re: Energy Substitution

What regions need to be filled up before any part of the Unapproachable East becomes available?
DM HackDoc
GM, 236 posts
ROA Sage
Defender of the Truth
Wed 6 Oct 2004
at 15:33
  • msg #339

Re: Energy Substitution

The UE consist of  five regions and one shared region. If enough DM's were to take regins (from 6-8) and went due east each time they chose one...(and DM Mike allowed a river crossing to be considered adjacent) then you coud reach the first region....

I do not see this happening anytimne in the near future...

DM Mike:
But...

If enough of you gang up on us DMs we may consider something like Thay (etc.) being "connected" to the other regions here in RoA via a portal.

Said portal must be easily reachable by PCs, of public use, etc. too allow for PCs to pass back and forth from Thay to Amn, Waterdeep, the Silver Marches, etc.

This message was last edited by the GM at 03:29, Thu 07 Oct 2004.
PC Jacktucker
player, 22 posts
Thu 7 Oct 2004
at 23:01
  • msg #340

ECL's



This may be a little too general to answer properly, but how much of an ECL would a lycanthrope have.
For example.
Level 3 fighter becomes infected by a weretiger. What would be his final ECL?
I heard they also have certain feats that they can take (Improved Shift control during the change. Resist Call of the moon, etc...)
Are these allowed as characters in ROA?
DM HackDoc
GM, 239 posts
ROA Sage
Defender of the Truth
Fri 8 Oct 2004
at 18:26
  • msg #343

Re: ECL's

Starting a lycanthrope, you would have a +3 ECL.

Of course if you use a monster charcter base with multiple HD's those would need to be added to the +3 ECL and any class levels to attain your ECL.

A 1st Level human fighter Were-boar would be ECL 7. (1 Ftr, 3 HD, 3 lycanthrope).

A Natural lycanthrope can only be played in the Savage Species Regon.

------------------------------

Now, in all other regions...if your charcter becomes infected by a lycanthrope...and you do not get cured..your charcter will become an NPC and you will lose it. (ie. roll up a new charcater).

(Or maybe if there was room,  DM Mike may let you move to the Savage Species region...)
This message was last edited by the GM at 01:05, Sat 09 Oct 2004.
PC NorthernOkie
player, 1 post
Tue 12 Oct 2004
at 22:09
  • msg #344

Gods of Magic?

Are there any other Faerun deities with a Domain of Magic other than Velashroo, Mystra, and Savras?

(My apologies to the gods on the horrendeous spellings...)
DM HackDoc
GM, 243 posts
ROA Sage
Defender of the Truth
Wed 13 Oct 2004
at 05:32
  • msg #346

Re: Gods of Magic?

All dieties are listed in the PC Creation thread  in /ooc.
PC NorthernOkie
player, 2 posts
Wed 13 Oct 2004
at 14:18
  • msg #347

Magic Item Weight

Stupid Question #827:
---Is the encumbrance/weight for miscellaneous/wondrous magical items (staffs, potions, scrolls, etc) the same as the weight of a "normal" item? (Specifically, does anyone know the weight of a wand?)
This message was last edited by the player at 15:44, Wed 13 Oct 2004.
DM HackDoc
GM, 244 posts
ROA Sage
Defender of the Truth
Wed 13 Oct 2004
at 16:45
  • msg #348

Re: Magic Item Weight

Unless stated in the Magic description of the item (some say weight). The item weighs the same as the mundane item.

A wand weighs 1 ounce.
DM Rocpile
GM, 13 posts
Up in this Ma'
Gnomesayin'?
Thu 14 Oct 2004
at 00:09
  • msg #349

Half Drow Traits

What are the racial traits given to Half-Elves (Half-Drow)?  Please list them all, thanks.

DM Rocpile
DM HackDoc
GM, 245 posts
ROA Sage
Defender of the Truth
Thu 14 Oct 2004
at 01:37
  • msg #352

Re: Half Drow Traits

 Racial Traits ~ Half-Drow

As per the entry for half-elves on page 18 of the Players Handbook with the following exceptions
  * Dark vision up to 60 ft
  * Drow blood ~ For all special abilities and effects same as drow
DM Scout
GM, 37 posts
He who laughs last,
just got the joke.
Sun 17 Oct 2004
at 21:51
  • msg #353

Cold Iron

Hi Doc,

I have been looking and have not found much concerning Cold Iron weapons and how or what they affect.

Any enlightment?

Thanks,  Scout
DM HackDoc
GM, 254 posts
ROA Sage
Defender of the Truth
Sun 17 Oct 2004
at 23:11
  • msg #354

Re: Cold Iron

Cold Iron weapons are known for their effectiveness against fey cretaures.

Some creatures have a Damage reducition in their description...that only Cold Iron ignores...

They are also expensive to enchant. Any magical enhancemnets cost an additional 2,000 gp.
DM Raven
GM, 71 posts
Thu 21 Oct 2004
at 12:24
  • msg #355

Save DC calculation

Hi Doc,

if you have a save DC calculation that says 1/2 level, will it be rounded up or down on an uneaven level (ie. 3rd)?
DM HackDoc
GM, 258 posts
ROA Sage
Defender of the Truth
Thu 21 Oct 2004
at 15:57
  • msg #356

Re: Save DC calculation

rounding

In general, if you wind up with a fraction, you round down. Even if the fraction is one-half or larger. For example, if a fireball deals you 17 points of damage, but you succeed on your saving throw and only take half damage, you take 8 points of damage.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.
dm littlewing
GM, 168 posts
peacelove+light
...lousy meatbags...
Thu 21 Oct 2004
at 18:19
  • msg #357

Re: ?

Doc?
What's the dammage for a pixie Mw x=bow bolt?
thanks ,
lw
DM HackDoc
GM, 259 posts
ROA Sage
Defender of the Truth
Thu 21 Oct 2004
at 18:35
  • msg #358

Re: ?

Your arrow does 1d6 damage.
DM Raven
GM, 75 posts
Sun 24 Oct 2004
at 17:01
  • msg #362

Re: LA and feats

Hi Doc,

when a character is generated and his race is not recommended for the region, does he still get the regional benefits?

ie. An Aasimar from Cormyr, will he get the bonus equipment? Or is the BE limited to the recommended race?

-DM Raven
DM HackDoc
GM, 272 posts
ROA Sage
Defender of the Truth
Sun 24 Oct 2004
at 19:19
  • msg #364

Re: LA and feats

Your character's homeland (starting region):

The recommened subrace or ethnicity entry on the region table indicates the specific subrace or ethnic group usually found in that region found in the PFtF.

Now with that said...if you are trying to assign your chracter a region that doesn't fit his subrace. You will need a very good background story indeed...and MUST have DM approval. It would have to be a great story for me to allow it. And so far it has not been allowed. Soon you would see every charcter having 'Luck of Heros'... or chosing a region that gives them what they feel is the best equipment for their intended class.  :)

Now with all that said..my general response would be no..you must come from a region indicated/known for your race.

NOTE: This is a very large campaign world with many DM's and players...and we need to stay with the rules as streamlined as possible.
dm littlewing
GM, 208 posts
peacelove+light
...lousy meatbags...
Sun 24 Oct 2004
at 20:27
  • msg #365

Re: another pixie q...

Hi Doc,
...is the damag ethe same too for a pixie shortswd (as dmg is for a regular shtswd?)
thanks
lw
DM HackDoc
GM, 274 posts
ROA Sage
Defender of the Truth
Tue 26 Oct 2004
at 03:35
  • msg #366

Re: another pixie q...


Your short sword does 1d3 damage.
This message was last edited by the GM at 03:35, Tue 26 Oct 2004.
DM Rocpile
GM, 18 posts
Up in this Ma'
Gnomesayin'?
Mon 25 Oct 2004
at 21:39
  • msg #368

Wizard Starting Spells

OK, I have another question on this subject.  I know it says in the PHB that wizards start with all 0-level spells.  Can this include cantrips from books other than the PHB?

Thanks,

DM Rocpile
DM HackDoc
GM, 274 posts
ROA Sage
Defender of the Truth
Mon 25 Oct 2004
at 21:41
  • msg #369

Re: Wizard Starting Spells

Yes (as long as the books are listed as ones we are using).
dm littlewing
GM, 209 posts
peacelove+light
...lousy meatbags...
Mon 25 Oct 2004
at 23:01
  • msg #370

Re: AoO?

hi Doc-
When does a pc get an AoO+when do they not get it?
thanks
lw
This message was last edited by the player at 23:12, Mon 25 Oct 2004.
DM HackDoc
GM, 276 posts
ROA Sage
Defender of the Truth
Wed 27 Oct 2004
at 17:29
  • msg #373

Re: AoO?

Some examples:

When do PCs/NPCs get AoO : mainly whenever a foe sittuated in a controlled area (usually a 5' circle around the PC) does anything that offers an opening in combat :
-Disarm
-Drinking a Potion
-Casting a Spell
-Control a friegtened mount
-Deliver coup de grace
-Escape from net
-Grapple
-Light a torch
-Light a torch with a Tinderwig
-Load a hand crossbow or light crossbow
-Load a heavy crossbow
-Lock or unlock weapon lock in guantlet
-Make a dying friend stable
-Moving away
-Pick up an item
-Ranged attack
-Read a scroll
-Retrieve a stored item
-Run
-Stand up from prone
-Sunder a weapon
-Unarmed attack
-Use spell-like ability
-Use touch spell on up to six friends

...

When do they not get AoO (aka "exceptions"):
-5-foot step
-Acticate a magic item other than potion or oil
-Bull rush
-Cast a quickened spell
-Cease concentraion on s spell
-Charge
-Concentrate to maintain an active spell
-Delay
-Direct or redirect an active spell
-Dismiss a spell
-Draw a hidden weapon (see sleight of hand in  PHB)
-Draw a weapon
-Drop an item
-Drop to floor
-Escape a Grapple
-Estinguish flames
-Feint
-Full attack
-Lower spell resistance
-Mount a horse or dismount
-Open or close a door
-Overrun
-Prepare spell components to cast a spell
-Ready (triggers a standard action)
-Ready or loose a shield
-Speak
-Standard melee attack
-The foe is only moving (not fighting): the initial square he occupied is considered as "not controlled" by the PC (this symbolizes the careful retreat)
-The foe is tumbling around so as to avoid provoking an AoO (with a Tumble check)
-The foe is casting a spell defensively.
-The foe is specially trained with his unarmed attack (Monks, natural weapon...)
-Total defense
-Trip an oppoenent
-Turn or rebuke undead
-Use extraordinary ability
-Use supernatural ability
-withdraw
This message was last edited by the GM at 17:29, Wed 27 Oct 2004.
DM Rocpile
GM, 20 posts
Up in this Ma'
Gnomesayin'?
Wed 27 Oct 2004
at 01:44
  • msg #374

Longbow as a quarterstaff?

Is is possible to use an unstrung longbow as a quarterstaff?  If so, are there any penalties such as those for improvised weapons?

Thanks,

DM Rocpile
DM HackDoc
GM, 275 posts
ROA Sage
Defender of the Truth
Wed 27 Oct 2004
at 04:17
  • msg #375

Re: Longbow as a quarterstaff?

No.
dm littlewing
GM, 212 posts
peacelove+light
...lousy meatbags...
Wed 27 Oct 2004
at 14:51
  • msg #382

Attacks/per rd.?

Doc,

please tell me attacks per rd for:
Composite Longbow (mini)+10 (Masterwork arrows 1d6 damage)

thank you
lw
DM HackDoc
GM, 276 posts
ROA Sage
Defender of the Truth
Wed 27 Oct 2004
at 16:44
  • msg #383

Re: Attacks/per rd.?

Attacks per round are based on your charcater Base Attack Bonus and feats.

Discounting feats, I would think most charcaters at this point could only shoot 1 arrow per round. (and with 10 arrows that is 10 rds).
This message was last edited by the GM at 05:15, Thu 28 Oct 2004.
PC Saint_Meerkat
player, 12 posts
Wed 27 Oct 2004
at 18:03
  • msg #384

Re: Attacks/per rd.?

Doc,

Two questions:

Where are the stats for a halfspear found?

Where can I find the weight and cost of a quiver?
DM HackDoc
GM, 277 posts
ROA Sage
Defender of the Truth
Thu 28 Oct 2004
at 06:37
  • msg #386

Re: Half spear/quiver

Halfspear, 1gp, 1d6, 20/x3 crit range, 20ft. range, 3lbs., piercing
It can be set against a charge using a readied action to deal double damage to the charging character.

Quivers are included with arrows, and have no listed cost or weight
This message was last edited by the GM at 06:37, Thu 28 Oct 2004.
PC Dart9317
player, 23 posts
Wed 27 Oct 2004
at 18:48
  • msg #387

Storytelling

Is there any kind of instrument that can be used in storytelling and give a + to perform? Please help me Dr. Phil I mean Dr. Sage.
DM HackDoc
GM, 277 posts
ROA Sage
Defender of the Truth
Thu 28 Oct 2004
at 06:44
  • msg #392

Re: Storytelling

None that I know of. But, I am sure you could find a Wizard some where that knows how to craft wonderous items.  And you could commission him to construct an item that would provide the desired results. Or a DM might place an item of his own devising...Like a +4 Hand Puppet of story telling... :)
This message was last edited by the GM at 06:44, Thu 28 Oct 2004.
PC Jacktucker
player, 31 posts
Wed 27 Oct 2004
at 22:25
  • msg #393

weight of coins.

dumb question #234 c.

How many coins are in 1 lb of gold.

We just defeated a dragon and I can carry 167 lbs, I want to pick up 50 lbs of gold coins but I'm not sure how to word this in XXX gp's
DM HackDoc
GM, 276 posts
ROA Sage
Defender of the Truth
Thu 28 Oct 2004
at 06:21
  • msg #395

Re: weight of coins.

There are 50 coins per pound for common coins.

There are also Trade bars which come in 1-, 2-, 5-, and 10-lb sizes.

There is also odd currency in the realms in the form of rings, Gond bells, etc...
This message was last edited by the GM at 06:21, Thu 28 Oct 2004.
PC el_master90
player, 3 posts
Thu 28 Oct 2004
at 01:39
  • msg #396

Re: weight of coins.

Mighty DnD sage:

what are action points? i have never played/heard of them so if you with your mightyness would answer me id be happy :)

also having bloodlines, would it lower your level or you just choose from minor, intermidiate or major?

PC el_master90
This message was last edited by the player at 01:57, Thu 28 Oct 2004.
DM HackDoc
GM, 276 posts
ROA Sage
Defender of the Truth
Thu 28 Oct 2004
at 06:14
  • msg #397

Re: Action Points, etc

Action points are from Eberron and are not used in our game.

Bloodlines are from Unearthed Arcana.
A character with a bloodline is more powerful then one without one. Because of this a character with a bloodline must take one or more levels of "bloodline" levels. The character must take a level in bloodline before he reaches the indicated level for his bloodline strength. If you do not take a class level of bloodline before reaching the character level indicated on the table in UA, he/she gains no further bloodline traits and must take a 20% penalty on all future XP gains.  As soon as the minimum bloodline level requirement is met, he/she will gain all bloodline abilities due and no longer suffer the XP penalty.
This message was last edited by the GM at 06:14, Thu 28 Oct 2004.
PC Saint_Meerkat
player, 13 posts
Thu 28 Oct 2004
at 02:39
  • msg #398

Re: weight of coins.

Dear Doc,

The DMG says that a ring of protection provides a deflection bonus.  Does it raise our flat-footed AC?  Does it raise our Touch Attack AC?

Sincerely,

Ringed in the Realms
DM HackDoc
GM, 277 posts
ROA Sage
Defender of the Truth
Thu 28 Oct 2004
at 06:53
  • msg #399

Re: deflection bonus

A deflection bonus raies both....
This message was last edited by the GM at 07:01, Thu 28 Oct 2004.
DM HackDoc
GM, 277 posts
ROA Sage
Defender of the Truth
Thu 28 Oct 2004
at 06:35
  • msg #401

Re: Acid on locks.

PC Dart9317:
Can acid be used to weaken the DR of a lock thus a person would be able to pry it open with a crowbar?


No.

If a strong enough acid was found that could do damage that exceeded the hardness of the lock; it could possibly damage it.
PC Jacktucker
player, 33 posts
Thu 28 Oct 2004
at 11:51
  • msg #402

Re: Acid on locks.

Here is something that I would like to know. It is explained on here, but I need the "For dummies" version of it.

How do the Day Units work. I know what they are used for, but how often do you receive them? Are they cumulative / or a set max? Do the Dm's let you know when you get them or is it automatic? How often?

Thanks Doc
DM HackDoc
GM, 279 posts
ROA Sage
Defender of the Truth
Thu 28 Oct 2004
at 16:09
  • msg #404

Re: day units

Every player gets 10 day units per month of game time (not our real time..but a characters time in the Realms). A day unit is considered to be 1 full day (aka 24 hours).

They can use these day units when traveling from one place to another, making magic items, resting for a significant amount of time, ect.

For example if a mage is looking to make a magic item that will take 4 days, he can simply spend 4 day units, and that will let the item be made, instead of completly stopping play with that character for 4 full days of game time (which would obviously be very difficult to work out). Or if another player wants to travel from Waterdeep to Candlekeep, then the number of days that would take are taken off of his day units.

The day units you earn are cumulative. Your DM should inform you when you earn your day units. Some DM's have preset instructions so that the players know when they are suppose to add the 10 day units. (Also, Day Units should only be accomulated while in Tavern mode; though earned by the time you spend adventuring...)
This message was last edited by the GM at 16:16, Thu 28 Oct 2004.
PC bryan easter
player, 15 posts
Wandering Priest
Sat 30 Oct 2004
at 10:50
  • msg #406

Item Creation

The instructions in the PHB are a little confusing to me, so does anyone have a simple table to calculate the cost of creating items? Specifically looking at Potions, wands, and rings. I'd love something straight forward like: A ring with a 1st level spell costs Xgp, Xexp, and Xtime.
DM HackDoc
GM, 282 posts
ROA Sage
Defender of the Truth
Sat 30 Oct 2004
at 18:31
  • msg #407

Re: Item Creation

It is not that simple..1st you must have the appropriate facilities and the correct Feats.

Even making a magical ring with a 1st level spell....
It has a basic formula of (spell level x caster level x2000 gps) if continuous effect. And it is multiplied again by a fatcor based on the orignal duration time of the spell. And then may have an additional multipler if it requires an expensive component.

So there is no easy answer to your question. I have made many magic items. And it takes more work then making a charcter, when you are calculating the GP and exp cost. Of course once you have the GP cost it is easy to calculate the days required to make the item.

There are also more fatcors that need to be factored into the formulas. Does the item take one of your magic slots (like a ring) or not (like the Luck Stone). Does the slot you are making the item for have the correct affinity for that body slot location. If not, then you have another multipler to the formula.)
DM HackDoc
GM, 283 posts
ROA Sage
Defender of the Truth
Sat 30 Oct 2004
at 18:40
  • msg #408

Re: question

DM Invisible:
PM

This message was last updated by the GM at 18:41, Sat 30 Oct 2004.
PC Saint_Meerkat
player, 15 posts
Sun 31 Oct 2004
at 00:14
  • msg #409

Re: question

Approximately how much gold would it cost to travel by boat from Yhaunn, Sembia to  Samra (or Iljak), Chondath?

I need to know for backstory purposes, not for an actual expenditure, so a ballpark figure is fine.

Thanks!
DM HackDoc
GM, 285 posts
ROA Sage
Defender of the Truth
Mon 1 Nov 2004
at 15:18
  • msg #410

Re: question

Though I like this answer:
PC Jacktucker:
Nothing if you were a stowaway.

There is no set price in the books. So it will need to be determined by your DM.
This message was last edited by the GM at 16:34, Wed 10 Nov 2004.
PC danielchun
player, 1 post
Mon 1 Nov 2004
at 13:58
  • msg #411

Re: question

OK.  I gotta ask this.  Why are so many of the PrC's from Complete Warrior not allowed?  I can understand why many of the PrC's are not allowed like the Aglarondan Griffonrider for example.  Those griffons really make a mess.  :0) And I know that some of the classes are in other sourcebooks but I'm not sure I understand why a Kensai or Master Thrower might not be allowed (for example).  Thanks in advance for the info.
DM HackDoc
GM, 285 posts
ROA Sage
Defender of the Truth
Mon 1 Nov 2004
at 15:17
  • msg #412

Re: question

Because a Player has not requested to play a particular PrC in the players request section..so they have not been looked at.
PC Darksong
player, 1 post
Init.+2  AC 18/16/12
HP 23/23  Saves +4/+3/+6
Mon 1 Nov 2004
at 15:49
  • msg #414

Re: question

The second Dwarf Domain spell = Endurance.  [FRCS62]
Do you know what that refers to?  I don't see a cleric spell called that.  Maybe it's somehow referring to the feat.
DM HackDoc
GM, 287 posts
ROA Sage
Defender of the Truth
Mon 1 Nov 2004
at 17:20
  • msg #416

Re: Endurance

The spell is now known as Bear's Endurance (it is in the PhB, same lvl.)
This message was last edited by the GM at 17:26, Mon 01 Nov 2004.
PC Omonoth
player, 10 posts
Wed 3 Nov 2004
at 15:58
  • msg #418

Re: Endurance

I have a question about the Mystic Theurge PRC.

In the ROA rules for PRC's you wrote.

"PrC's that are not genetic (ie, most all of them) will cost a player 3 day units per total levels of the PrC. This accounts for the training that the character must have in order to take the PrC. These day units must be paid before taking a level in that PrC. It will essentially take 1 full month (of game time) of training for a normal 10 level PrC, or 1/2 of a month for a 5 level PrC."

Now, would this be required for Mystic Theurge? I ask, because the PRC doesn't really let you learn anything new, as other PRC's do´; it just lets you not learn stuff (like turning undead and bonus wizard feats) and focus on other things that you are already learnig (caster progression). It's really pretty much just a mechanic to let divine/arcane spellcasters not suck, and I can't see why a PC would need a trainer or some special training to learn it, as it doesn't grant any new abilities of any sort.

Oh, and by the way, if your answer is postitive (ie. it is required), how does a PC get new day units?
This message was last edited by the player at 15:59, Wed 03 Nov 2004.
DM HackDoc
GM, 288 posts
ROA Sage
Defender of the Truth
Wed 3 Nov 2004
at 17:10
  • msg #419

Re: Endurance

Yes for Mystic Thurge you would need to spend the Day Units to train. And you are learning a lot...How to channel your energies so that you can advance in knowledge in both arcane and divine spell casting at the same time.

As far as how are day units earned..I  have answered that many times. in this thread...LoL
DM HackDoc::
Day Units
Every player gets 10 day units per month of game time (not our real time..but a characters time in the Realms). A day unit is considered to be 1 full day (aka 24 hours).

They can use these day units when traveling from one place to another, making magic items, resting for a significant amount of time, ect.

For example if a mage is looking to make a magic item that will take 4 days, he can simply spend 4 day units, and that will let the item be made, instead of completly stopping play with that character for 4 full days of game time (which would obviously be very difficult to work out). Or if another player wants to travel from Waterdeep to Candlekeep, then the number of days that would take are taken off of his day units.

The day units you earn are cumulative. Your DM should inform you when you earn your day units. Some DM's have preset instructions so that the players know when they are suppose to add the 10 day units. (Also, Day Units should only be accomulated while in Tavern mode; though earned by the time you spend adventuring...)

DM HackDoc
GM, 289 posts
ROA Sage
Defender of the Truth
Wed 3 Nov 2004
at 17:26
  • msg #421

Re: Endurance

PC Saint_Meerkat:
This came up in the Dalelands OOC:

Does Faerun or any part of it have a customary tipping convention for food (or other) service?

Well you  got me here...No where that I remember is there set up a custom for tipping that covers the Realms. So unless somone finds one. Tip as you see appropriate.
PC rgutzmer
player, 4 posts
Wed 3 Nov 2004
at 18:22
  • msg #424

Re: Endurance

DM HackDoc::
Day Units
Every player gets 10 day units per month of game time (not our real time..but a characters time in the Realms). A day unit is considered to be 1 full day (aka 24 hours).

They can use these day units when traveling from one place to another, making magic items, resting for a significant amount of time, ect.

For example if a mage is looking to make a magic item that will take 4 days, he can simply spend 4 day units, and that will let the item be made, instead of completly stopping play with that character for 4 full days of game time (which would obviously be very difficult to work out). Or if another player wants to travel from Waterdeep to Candlekeep, then the number of days that would take are taken off of his day units.

The day units you earn are cumulative. Your DM should inform you when you earn your day units. Some DM's have preset instructions so that the players know when they are suppose to add the 10 day units. (Also, Day Units should only be accomulated while in Tavern mode; though earned by the time you spend adventuring...)


so if a day unit is 24 hours - how does time spent enchanting magic count?  where you have to use a full day, but only spend 8 hours at the work?

Just being a pain here - I'm pretty sure I know the answer, but Wondered why the 24-hour phrase was even included.

RE:  PrC's - I hearby request to be a Radiant Servant of Peor(Lathander)  from the Complete Divine book.  I'm willing to post all the PrC's from CD here if that's what it takes.
DM HackDoc
GM, 291 posts
ROA Sage
Defender of the Truth
Wed 3 Nov 2004
at 19:01
  • msg #425

Re: Endurance

Well, this will answer your queton...You may not use day units in increments of less then 1 day. So if a task requires 2 hrs, a day unit used.

So when time spent enchanting magic as you give in your example is 8 hours...you spend the rest of the day gathering supplies to perform you work, preparing yourself to focus on the task at hand, eating and sleeping. So that 8 hrs takes a day unit.
PC Saint_Meerkat
player, 22 posts
Wed 3 Nov 2004
at 22:24
  • msg #426

Re: Endurance

Do you only get a critical hit when you roll a natural 20 (or in some cases 19 or 20)?  Or do you also get a critical hit when you roll a 16 and have a +4 attack modifier?
DM HackDoc
GM, 292 posts
ROA Sage
Defender of the Truth
Wed 3 Nov 2004
at 23:06
  • msg #428

Re: Critical Hit

To score a critical hit, an attacker must first score a threat (Usually a natural 20 on an attack roll. But this depends on weapon)and then succeed on a critical roll (just like another attack roll.)
PC nobodez
player, 34 posts
20 year old
Whipper Snapper
Thu 4 Nov 2004
at 05:43
  • msg #430

Re: Endurance

Okay, how about "What prestige Classes are considered generic enough to not need a Day Unit expenditure?"
DM HackDoc
GM, 295 posts
ROA Sage
Defender of the Truth
Thu 4 Nov 2004
at 06:10
  • msg #431

Re: PrC Day Units

None. You must use Day Units to train for any PrC.
PC nobodez
player, 35 posts
20 year old
Whipper Snapper
Thu 4 Nov 2004
at 17:55
  • msg #432

Re: PrC Day Units

I must apologize. I've read that sentence in the PC creation rules like ten, twelve times, and I just now read the proper "genetic" rather then my previous "generic". So, that begs the question, what PrCs are considered genetic?
DM HackDoc
GM, 296 posts
ROA Sage
Defender of the Truth
Thu 4 Nov 2004
at 18:01
  • msg #433

Re: PrC Day Units

Since DM Tripp had written that part and is no longer here..the thread has been updated and all PrC classes must train...
PC bryan easter
player, 24 posts
Wandering Priest
Sat 6 Nov 2004
at 17:53
  • msg #435

Re: Multiple Attacks

As I read the handbooks I am a little confused on multiple attacks.

To get a mutliple attack you BAB has to equal 6 or greater. That calculated BAB is my question. A 3rd lvl fighter using a bow with a dex of 16 so Base BAB is +3 then +3 for dex =+6 BAB does he then did an extra shot at a +1? or is the Base BAB the important number?

What about adding in weapon focus for the bow?
DM HackDoc
GM, 297 posts
ROA Sage
Defender of the Truth
Sat 6 Nov 2004
at 18:15
  • msg #437

Re: Multiple Attacks

Your BAB is determined by class and level, which can be found in the appropriate column in the class table. So in your example. Your 3rd level fighter has a BAB of +3.  If you stayed as a fighter you would reach BAB +6/+1 at 6th level. Now any modifiers on attack rolls apply to all BAB normally, but bonuses do not grant extra attacks.

Of course you could always try fighting with two weapons. Getting one attack with each hand, but then all the penalties come into affect. Which can be reduced by chosing the appropriate feats.
This message was last edited by the GM at 21:06, Sat 06 Nov 2004.
DM HackDoc
GM, 298 posts
ROA Sage
Defender of the Truth
Sat 6 Nov 2004
at 18:18
  • msg #439

Re: PrC Day Units

PC Saint_Meerkat:
Does a ring of feather falling have a finite number of charges, or is it an unlimited use item?


There are no charges with a ring of feather falling. It's effect is continuous.
This message was last edited by the GM at 18:19, Sat 06 Nov 2004.
DM Invisible
GM, 44 posts
D'ya feel lucky punk?
Poke and I shoot!
Tue 9 Nov 2004
at 02:45
  • msg #440

Re: PrC Day Units

Does RoA support the Level Adj buyback as described in Unearthed Arcana?

For a simpleton, could you explain how it works?

Many thanks!
DM HackDoc
GM, 299 posts
ROA Sage
Defender of the Truth
Tue 9 Nov 2004
at 05:40
  • msg #441

Re: PrC Day Units

Yes we use it. And it is one of the UA rules posted as approved in the ooc 'Unearthed Arcana in RoA' thread.

Example is for an ECL +1 race: When reaching 3rd level (ECL 4) (6000 XP) you may subtract the current ECL (4) -1 x 1000, so 3000 xp. The character would still be 3rd level, but now your character would follow the normal level progression chart.
This message was last edited by the GM at 05:40, Tue 09 Nov 2004.
PC bryan easter
player, 26 posts
Wandering Priest
Tue 9 Nov 2004
at 16:55
  • msg #443

Combined Spell Casting

Is it possible in 3e for a group of clerics to get together and cast a spell that would individually be of too high a level for them to get?

For example 3-3rd level clerics working together can they, by sacrificing spells get a cure disease spell?
DM HackDoc
GM, 300 posts
ROA Sage
Defender of the Truth
Wed 10 Nov 2004
at 12:21
  • msg #444

Re: Combined Spell Casting

No. Not that I am aware of in version 3.5....
Though I have seen that used in other games.
DM HackDoc
GM, 301 posts
ROA Sage
Defender of the Truth
Wed 10 Nov 2004
at 12:23
  • msg #445

Re: PrC

PC LonePaladin:
New topic.

Will the DMs here consider allowing a custom-made prestige class?  I've got one that I've made specifically for the item-creation fiends (primarily wizards, but any spellcaster can benefit).  It initially looks overpowering, but it only gets one ability that can be used in adventuring -- everything else the class gets is strictly for item creation.

If there's any interest, let me know where to post it.


My answer would be NO. We do not even allow all of the WOTC PrC's.
But if you want it considered you would need to type your request with all the information that the DM's would need to make an informed decision in the Players Request Thread.
DM Raven
GM, 88 posts
Wed 10 Nov 2004
at 22:34
  • msg #446

Re: PrC

New question: Are PrCs subject to calculation if XP penalties are being applied for different classes?

ie. a rogue3/wiz5 decides to take up the arcane trickster PrC and eventually reaches level 7 would that mean you get the penalty to xp? Or even earlier when he is level 1 arcane trickster?
DM HackDoc
GM, 301 posts
ROA Sage
Defender of the Truth
Thu 11 Nov 2004
at 09:24
  • msg #447

Re: PrC

PrC's and Paragon classes do not count in reference to XP penalties.
So take your 10 levels of your PrC in peace....(and full XPs)  :)
This message was last edited by the GM at 09:24, Thu 11 Nov 2004.
PC Kurgon
player, 1 post
Fri 12 Nov 2004
at 19:54
  • msg #452

Re: PrC

Where can I find the Dwarf Cleric Domain?
DM HackDoc
GM, 304 posts
ROA Sage
Defender of the Truth
Fri 12 Nov 2004
at 20:13
  • msg #453

Re: PrC

It was asked about and referenced about a dozen question's ago...

It can be found in the Forgotten Realms Campaign Setting, page 62.
PC Kurgon
player, 2 posts
Sun 14 Nov 2004
at 07:06
  • msg #454

Another Domain Question

In the FRCS it says that the granted power of the Fate Domain is Uncanny Dodge.  Someone recently told me that in the PGtF that it was changed to Evasion.  Could someone please verify that.
DM HackDoc
GM, 304 posts
ROA Sage
Defender of the Truth
Mon 15 Nov 2004
at 09:19
  • msg #455

Re: Another Domain Question

No it did not change. The Fate Domain Granted Power gained is still the uncanny dodge ability.  If you already have it, you gain improved uncanny dodge instead.  These abilities are identical to those described in the barbarian and rogue class descriptions in the Player's Handbook.
This message was last edited by the GM at 09:19, Mon 15 Nov 2004.
PC shinimajining
player, 7 posts
Sun 14 Nov 2004
at 15:20
  • msg #457

Re: A Question of an entirely diffrent Domain

is the sword saint PrC[call of duty] approved in RoA?  Can anyone please tell me where I can find it?
DM HackDoc
GM, 307 posts
ROA Sage
Defender of the Truth
Tue 16 Nov 2004
at 01:55
  • msg #460

Re: A Question of an entirely diffrent Domain

Only feats highlighted in BLUE are apporved for RoA play. None of the PrC's from Call of Duty are approved.

Call of Duty is published by CBG, Ltd. It was bought in 2002. And I am sure there are some copies floating around out there....
This message was last edited by the GM at 01:55, Tue 16 Nov 2004.
DM HackDoc
GM, 305 posts
ROA Sage
Defender of the Truth
Mon 15 Nov 2004
at 09:22
  • msg #461

Re: PrC

PC LonePaladin:
DM HackDoc:
But if you want it considered you would need to type your request with all the information that the DM's would need to make an informed decision in the Players Request Thread.


Thanks for the directions, Doc.  Problem is, it's been posted there and the conversation hasn't even acknowledged it.  Maybe someone's playing around with it, to see how it pans out?

Everything type there is discussed..I assure you.
DM HackDoc
GM, 306 posts
ROA Sage
Defender of the Truth
Mon 15 Nov 2004
at 09:33
  • msg #462

Re: A Question of an entirely diffrent Domain

PC Lord Psynister:
I'm currently playing a ranger in the Dragon Coast game where we're in need of a cleric.

I happen to be in a mood to retire the ranger a bit early, and have offered to take up the cleric as it is one of my favorite classes anyway.

My question is, do I start with the minimum XP with my cleric, or can I transfer over the XP that I've got with my ranger? We're still only lv 3, but we're not all that far away from level.

Thanks.


When ever you start a new character, regardless of the reason, you start fresh. As a new charcater. (Minimum XP. XP is never transferable from one character to another.)
This message was last edited by the GM at 22:25, Tue 16 Nov 2004.
PC Ghost Dog
player, 2 posts
Knowledge is Power.
Ignorance is Death.
Tue 16 Nov 2004
at 16:14
  • msg #473

New Question

I just got my character approved for play pending one last issue and had an equipment related question.  My character has a Two-Bladed Sword that he carries.  I had wanted to modify the weapon so that I could break it down into two longswords for easier carrying.  What would the cost for such a modification be?  I'd imagine it's not a tremendous amount of work to either create it from scratch or modify and existing one to split in the middle and come apart.  Anyway, thanks in advance.
DM HackDoc
GM, 307 posts
ROA Sage
Defender of the Truth
Wed 17 Nov 2004
at 18:02
  • msg #474

Re: Weapon Modification Cost

A separating double weapon costs an additional 100 gold over the cost of a normal double weapon of its type.  To acquire a masterwork separating double weapon, the extra cost of masterwork weapons must be added as well. Separating or connecting such a weapon is a move-equivalent action unless the wielder has the Quick Draw feat.  Combined with this feat, the weapon can be separated or connected as a free action once per round.
This message was last edited by the GM at 20:52, Wed 17 Nov 2004.
PC polsemager
player, 27 posts
Wed 17 Nov 2004
at 19:24
  • msg #475

Re: New Question

I cannot seem to find the general feat Abilty Focus from monster manual (it's core) in the list of available feats, is that on purpose?

I'm specifically considering Ability Focus (Stunning Fist).
This message was last edited by the player at 19:27, Wed 17 Nov 2004.
DM HackDoc
GM, 308 posts
ROA Sage
Defender of the Truth
Wed 17 Nov 2004
at 20:21
  • msg #476

Re: Feats

Yes. Any feat not listed in the Character creation thread is not approved. If a player wishes for any rule to be added to the RoA realm, he/she should post a request in the 'Players have a request' thread.
This message was last edited by the GM at 20:53, Wed 17 Nov 2004.
PC polsemager
player, 33 posts
Thu 18 Nov 2004
at 20:58
  • msg #477

Re: Feats

Another monk question. How will flurry of blows work together with the two weapon fighting feats?
DM HackDoc
GM, 309 posts
ROA Sage
Defender of the Truth
Thu 18 Nov 2004
at 23:24
  • msg #480

Re: Flurry of Blows

The Players Handbook is not clear on this. I would rule that you can make Flurry of Blows and Two-Weapon-Fighting combined attacks if you are only using monk special weapons (so no unarmed attacks with off hand.) To add an off-hand attack to a flurry of blows, stack whatever two-weapon penalty the monk has with the penalty from the flurry's. Attacks from the flurry's has the monks full damage bonus from strength, but the off-hand attack gains only half strength bonus to damage. The off-hand attack weapon cannot be used in a flurry at all.
DM Fido
GM, 40 posts
Bark! Bark!
Give me a bone!
Mon 22 Nov 2004
at 01:03
  • msg #481

Re: Flurry of Blows

If a Barbarian character uses the two skill points to gain literacy, does he get them back if he gains another class?
DM HackDoc
GM, 313 posts
ROA Sage
Defender of the Truth
Mon 22 Nov 2004
at 02:22
  • msg #482

Re: literacy

No you do not get back those 2 skill points if you take another class.
PC shinimajining
player, 13 posts
Tue 23 Nov 2004
at 14:12
  • msg #483

Re: literacy

Umm how many characters can play/use with in ROA?
DM HackDoc
GM, 313 posts
ROA Sage
Defender of the Truth
Fri 26 Nov 2004
at 00:17
  • msg #484

Re: lNumber of charcters in RoA

Each player may, if they chose, play up to 2 characters.  These characters cannot be in the same region, nor should they ever interact with one another.
This message was last edited by the GM at 00:17, Fri 26 Nov 2004.
PC Jafar
player, 2 posts
Thu 25 Nov 2004
at 19:05
  • msg #485

BoED and Rage Feats

I have a couple of questions about feats.

1)  I'm interested in Righteous Wrath and Nymph's Kiss.  Both these feats are listed in the Feat thread, but not in the PC Creation thread.  Are these feats available to PCs?

2)  In our home game, we allow the multiple rage feats (Extra Rage, Extend Rage, etc.) to apply to the Rage Mage ability of Spell Rage.  Our thought process was that 'Extra Turning' applies to all turning attempts and grants multiple uses for each category, undead and elemental.  How does RoA rule on the rage feats that modify rage, frenzy and spell rage?

Thanx
DM HackDoc
GM, 314 posts
ROA Sage
Defender of the Truth
Fri 26 Nov 2004
at 00:40
  • msg #486

Re: BoED and Rage Feats

1) All Feats that exist will eventually appear in the Feats thread. They are for reference only. The feats that are approved for use in RoA are listed in the Charcater Creation thread. If you wish a feat not listed to be considered for use in the Realm's, please ask in the Player's have a Request Thread.

2)Yes those feats would apply to Spell Rage. (If that PrC is ever approved.)
DM jll1024
GM, 1 post
Sat 27 Nov 2004
at 23:18
  • msg #487

Geomancer Spell Versatility

In CD, it states that a Geomancer can mix and match aspects of spell-casting from both his divine class and arcane class.  It then states, as an example, that a Geomancer/Cleric can expend any of his arcane class' spell slots to use the Cleric's spontaneous cure ability.

For a Geomancer/Cleric/Sorcerer, can a Cleric spell slot be used to spontaneously cast any of the spells that the character knows as a Sorcerer?
DM HackDoc
GM, 314 posts
ROA Sage
Defender of the Truth
Sun 28 Nov 2004
at 07:39
  • msg #488

Re: Geomancer Spell Versatility

No. You may only spontaneously convert any prepared arcane or divne spell (excpet a domain spells) of an appropriate level into a cure or inflict spell of equal or lower level, though you must be capable of casting the later as a cleric.
This message was last edited by the GM at 07:39, Sun 28 Nov 2004.
PC xaka
player, 23 posts
Sun 28 Nov 2004
at 11:08
  • msg #489

Re: Order of the Bow Initiate

I'm a little confused about wich version is used : Complete Warrior or Sword and Fist ? Cause it is liste in both, (unlike the Archmage).

Edit : Thx for the quick answer
This message was last edited by the player at 18:26, Sun 28 Nov 2004.
DM HackDoc
GM, 315 posts
ROA Sage
Defender of the Truth
Sun 28 Nov 2004
at 17:37
  • msg #490

Re: Order of the Bow Initiate

Complete Warrior
PC danielchun
player, 8 posts
Tue 30 Nov 2004
at 05:59
  • msg #491

Re: Order of the Bow Initiate

What happens if you have Gloves of Dexterity (or any other ability enhancing magic item) and you want to gain a feat that requires you to have an ability greater than your un-enhanced ability but less than your enhanced ability?  Can you still choose the feat and what happens if you try and use the feat without the magic item on?
DM HackDoc
GM, 317 posts
ROA Sage
Defender of the Truth
Tue 30 Nov 2004
at 07:40
  • msg #492

Re: Order of the Bow Initiate

Yes you can take magical enhancement into affect when chosing PrC or feats. But....if you ever lose that enhancement (like gloves of dexterity) you lose all abilities of that feat/PrC until such a time as you once again meet those requirements.

NOTE: You are not affected like this if you had the required stat naturally and lost if from adventuring for some reason...
PC ShadowArchon
player, 12 posts
Wed 1 Dec 2004
at 03:13
  • msg #493

Shade

Heya, sorry if this is mentioned somewhere in other threads, but are 'Shades' allowed as a playable race/template (whatever they would be considered)?
This message had punctuation tweaked by the player at 03:14, Wed 01 Dec 2004.
DM HackDoc
GM, 317 posts
ROA Sage
Defender of the Truth
Wed 1 Dec 2004
at 06:41
  • msg #494

Re: Shade

No. The shade template has not been approved for use in RoA at present.
This message was last edited by the GM at 06:41, Wed 01 Dec 2004.
PC Saint_Meerkat
player, 34 posts
Fri 3 Dec 2004
at 14:16
  • msg #495

5-Foot Step

I want to reload and fire my crossbow in a round, but I am in a threatened square.  I know reloading invites an attack of opportunity.  Can I take a 5-foot step backward (into a non-threatened square) before reloading and avoid this attack of opportunity?
DM HackDoc
GM, 320 posts
ROA Sage
Defender of the Truth
Sun 5 Dec 2004
at 00:21
  • msg #497

Re: 5-Foot Step

Yes per the rules you would avoid an AoO on you if the five foot move is your only move for that round. The five foot move would put you out of range of a normal size foe with medium or smaller weapon and you could then reloaded your crossbow without threat of AoO.
This message was last edited by the GM at 08:52, Mon 06 Dec 2004.
PC Kazzaroth
player, 11 posts
Sat 4 Dec 2004
at 09:27
  • msg #499

Question about resources.....

Well, I ask will be the Complete Arcana accepted as usable source for feats, spells and char classes? If so, but whit limitation, then what limitations it will have?
DM HackDoc
GM, 321 posts
ROA Sage
Defender of the Truth
Sun 5 Dec 2004
at 01:17
  • msg #500

Re: Question about resources.....

All request for rules to be included within this game are to be made in the 'Players have a Request' thread. And when approved, they will appear in the 'PC Creation' thread.
PC Hamster
player, 6 posts
Sun 5 Dec 2004
at 18:43
  • msg #501

Re: Question about magic

Magical question: if you multi-class as a Sorcerer/Wizard can you copy the spells you lean naturaly as a Sorcerer into your Wizard's spellbook? I realize that this is prolly the first time that anyone has asked this since nobody in their right mind will play Sor/Wiz. Also do you get 2 familiars and if you get 2 toads do the bonus hp stack?
DM HackDoc
GM, 321 posts
ROA Sage
Defender of the Truth
Mon 6 Dec 2004
at 09:00
  • msg #502

re:Question about magic

Sorcerers and Wizards distinctly differrent in how they are learned and cast.

A Sorcerer may only gain new spells by attaining new levels.

A Wizard may gain new spells by attaining a new level or by copying a spell that he has been able to deceipher from a scroll or another wizards spellbook. And the final way a wizard may learn a new spell is by doing independent research. But you may not write a sorcerers spell into a wizards spellbook.


You may only have one familiar.
This message was last edited by the GM at 09:00, Mon 06 Dec 2004.
DM Mike
GM, 517 posts
RAARGH! HULK WANT
DONUTS! RAARGH!
Sun 5 Dec 2004
at 22:59
  • msg #503

Re: 5-foot step (again)

Please reserve your contributions to this thread as questions for the SAGE ONLY. He's our answer man, and while you may want to help by providing your take on the answer, please wait for DM HackDoc's (and therefore RoA's Official answer).
Thanks.
This message was last edited by the GM at 23:02, Sun 05 Dec 2004.
PC danielchun
player, 9 posts
Mon 6 Dec 2004
at 22:33
  • msg #504

Re: 5-foot step (again)

Oh mighty Sage, are special materials from sourcebooks allowed?  I was looking at some of the speical materials from Magic of Faerun and they are looking pretty good.  Thanks.
DM HackDoc
GM, 322 posts
ROA Sage
Defender of the Truth
Mon 6 Dec 2004
at 22:42
  • msg #505

Special Materials

Yes the special materials listed in the books exist in the world of Fareun...Whether they are avialable in your region is up to your DM.
This message was last edited by the GM at 23:33, Mon 06 Dec 2004.
PC bryan easter
player, 29 posts
Wandering Priest
Tue 7 Dec 2004
at 02:35
  • msg #506

Re: Wands

At what caster level do wands fucntion for the purpose of damage, range, and AOE?
DM HackDoc
GM, 323 posts
ROA Sage
Defender of the Truth
Tue 7 Dec 2004
at 03:26
  • msg #507

Re: Wands

A wizard creating a Wand must be at least 5th level to do so, as the minimum level to cast the spell is 1st level and the minimum level at which the wizard can take the feat is 5th. If the wizard in question is 9th level, he can set the "Caster Level" of that wand at anything between 1st and 9th, with all level-dependent effects being set accordingly.

So in a Wand of Magic Missiles set at 9th "Caster Level" would get you 5 magic missiles per charge. The "Caster Level" listing of the magic item description would be 9th, even though the minimum necessary to create the item was only 5th.  If he picked 1st, in order to save on costs, the "Caster Level" listing of the magic item description would be 1st, even though the minimum caster level necessary to create the item was actually 5th.

If a wand is found in treasure or bought...the level "caster level" will be determined by the DM.
This message was last edited by the GM at 03:29, Tue 07 Dec 2004.
PC Kazzaroth
player, 12 posts
Tue 7 Dec 2004
at 10:16
  • msg #508

Warlocks and such.....

Well, I ahd asked this already twice (in other threads), so I ask again; Does the Complete Arcana materials ever allowed into this game? If so, what things would be allowed?
DM Mike
GM, 519 posts
RAARGH! HULK WANT
DONUTS! RAARGH!
Tue 7 Dec 2004
at 15:03
  • msg #509

Re: Warlocks and such.....

I answered this here and in other threads:

We're working on it!

We're only able to do so much.

We DMs run regions here, have families and jobs and car problems and health problems and other real world (you know, that place where none of this matters for squat) situations that have to come BEFORE running out and getting the latest rulebook, decipher it for the worth of RoA (as opposed to our other games on RPoL or in real life), then post it here.

So please, give us time.

Until you see something allowed, guess what: it is NOT allowed.  Live with it.

Now on to page 111 of Complete Arcane...
PC rgutzmer
player, 22 posts
Tue 7 Dec 2004
at 22:19
  • msg #511

Re: Warlocks and such.....

How does a martial weapon proficiency work when using weapon groups anyway?
Do you just get another group?
DM HackDoc
GM, 324 posts
ROA Sage
Defender of the Truth
Wed 8 Dec 2004
at 03:06
  • msg #512

Re: Weapon Group Proficiencies

It doesn't

You either use the weapon proficiencies as you are use to in the Players Handbook. Or you may use Weapon Group Proficiencies per the Unearthed Arcana. You cannot mix and match them. You chose one method at charcter creation and must stay with it.
PC rgutzmer
player, 23 posts
Wed 8 Dec 2004
at 03:10
  • msg #513

Re: Weapon Group Proficiencies

If you pick Weapon Group Profiencies at character creation, and then later gain a class or Prestige class that gives you martial weapon profiency - do you gain another weapon group, or are you 'stuck' with the groups you get at creation?
DM HackDoc
GM, 325 posts
ROA Sage
Defender of the Truth
Wed 8 Dec 2004
at 03:21
  • msg #514

Re: Grp Weapon Prof - Battle Sorcerer

If you chose a new class, you get the group Weapon Proficiency for that class listed in the UA table.  As far as a PrC class you would normally have the proficencies you started with, which can happen with regular weapon proficiencies as well. But we can review this on a case by case basis.

DM Fido:
Instead of the martial weapon proficiency a battle sorcerer gets for free, could they instead use it to gain a profiency with a bastard sword, but only when weilded two-handed? Such as the player does not have the proficiency when using it one-handed.


The rules are not spelled out for this class using Weapon Group Proficiencies. So as an RoA rule, I would rule that a Battle Sorcerer would be allowed:
  Weapon Group (Heavy Blades [Bastard Sword two-handed use only])

This would be your only starting weapon proficiency. And your background needs to explain why you have this feat as well...
This message was last edited by the GM at 08:46, Wed 08 Dec 2004.
PC bryan easter
player, 30 posts
Wandering Priest
Wed 8 Dec 2004
at 04:38
  • msg #515

Re: Wands

DM HackDoc:
A wizard creating a Wand must be at least 5th level to do so, as the minimum level to cast the spell is 1st level and the minimum level at which the wizard can take the feat is 5th. If the wizard in question is 9th level, he can set the "Caster Level" of that wand at anything between 1st and 9th, with all level-dependent effects being set accordingly.

So in a Wand of Magic Missiles set at 9th "Caster Level" would get you 5 magic missiles per charge. The "Caster Level" listing of the magic item description would be 9th, even though the minimum necessary to create the item was only 5th.  If he picked 1st, in order to save on costs, the "Caster Level" listing of the magic item description would be 1st, even though the minimum caster level necessary to create the item was actually 5th.

If a wand is found in treasure or bought...the level "caster level" will be determined by the DM.


Follow up if I purchased one to start the game what level caster is the wand of color spray or burning hands assumed to be? or is that also up to my DM?
DM HackDoc
GM, 326 posts
ROA Sage
Defender of the Truth
Wed 8 Dec 2004
at 04:45
  • msg #516

Re: Wands

If you bought one using the DMG..It is the lowest level required to cast that spell...  SO if you bought the wand of color spray or burning hands for 750gp each, they would have a "Caster Level" of 1.
PC Jacktucker
player, 38 posts
Wed 8 Dec 2004
at 11:54
  • msg #517

Re: Wands

What would be the time issue (if possbile) to recharge a wand. (ie. Wand of M.Missles CL=1) Could a mage that could cast the MM spell be of high enough level to recharge the wand, or would it be considered as needing the Wand Creation Feat?

What are the cost assoc. with recharging a wand/rind/etc.. I assume it would be a lot cheaper to recharge the item rather than just purchase a new one.
DM HackDoc
GM, 327 posts
ROA Sage
Defender of the Truth
Thu 9 Dec 2004
at 07:17
  • msg #518

Re: Wands

Charged items in D&D cannot be recharged. A handful of items can be used again once the spells stored in them have been expended, such as a ring of spell storing, but this item is not chraged. It is a long-term spell storage device.

The game dispenses with rules for recharging items mostly as a matter of play balance. That's because most players expect that recharging something like a wand should be a little cheaper than making one from scratch. A fireball from a wand of fireballs, however, has the same impact on play no matter how many charges happen to be in the wand at the time or how many times the wand has been used before. Magic item costs in the D&D game reflect their game utility, not just the value of magic as commodity.
PC shinimajining
player, 22 posts
Ego elemtal
eyesman.deviantart.com
Fri 10 Dec 2004
at 11:41
  • msg #519

about kara-tur

do any of the majestic DM has any web-based info regarding the region of kara-tur?

for some weird reason I feel like I'm given an assignment to study histories again.
DM HackDoc
GM, 328 posts
ROA Sage
Defender of the Truth
Fri 10 Dec 2004
at 11:57
  • msg #520

Re: about kara-tur

Any game related link that we are aware of is listed in the "GAME-ORIENTED LINK Sites Only' Thread.
PC Saint_Meerkat
player, 38 posts
Thu 23 Dec 2004
at 08:52
  • msg #521

Longbow confusion

The PHB and SRD are very clear about it taking a move action to reload a light crossbow and a full round action to reload a heavy crossbow.  It is also plainly listed that reloading a crossbow while in a threatened square invites an Attack of Opportunity.  It is considerably less clear about the use of longbows and shortbows.  This is all we get:

SRD:
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.


1) Does using a longbow in a threatened square invite an attack of opportunity?

2) Is there a reason that nocking arrows to the string of a longbow (or shortbow) is not listed in the table on PHB p. 141?  Is it because nocking the arrow to a longbow or shortbow is included in the Attack (ranged) standard action?

3) Can I draw my longbow (move action) and use it in a ranged attack (standard action) in a single round?

4) Without having previously used a move action to nock an arrow, can I move my full movement (move action) and use it in a ranged attack (standard action) in a single round?
This message was last edited by the player at 19:49, Fri 24 Dec 2004.
DM HackDoc
GM, 335 posts
ROA Sage
Defender of the Truth
Wed 5 Jan 2005
at 02:52
  • msg #522

Re: Longbow confusion

The answer to all four questions is Yes.  :)
This message was last edited by the GM at 02:52, Wed 05 Jan 2005.
PC Darklotr
player, 5 posts
Thu 30 Dec 2004
at 04:08
  • msg #523

New PC

I was wondering what books include the tables that include poisons and what bonuses they give. Also are there any that aren't allowed?
DM HackDoc
GM, 331 posts
ROA Sage
Defender of the Truth
Thu 30 Dec 2004
at 17:12
  • msg #524

Re: New PC

The DMG has  a table....(And some odd posions show up in other books). But the availability is based upon the region DM...all the poisons listed are legal for RoA use...But are they avaialable is a matter left up to your DM...
DM Fido
GM, 45 posts
Bark! Bark!
Give me a bone!
Fri 31 Dec 2004
at 07:42
  • msg #525

Re: New PC

If a desert gnome were to be created, would he have to be in the regions specified in the Players Guide to Faerun or can he actually come from somewhere with actual deserts, such as Anaroch?

Can a single PC be a varient class and have a major bloodline?
DM HackDoc
GM, 332 posts
ROA Sage
Defender of the Truth
Sat 1 Jan 2005
at 02:41
  • msg #527

Re: New PC

First, the rules in the UA are not mutually exclusive. So yes you can use any of the rules we have adpoted.  A variant race and a bloodline, for example, would be approved.


Yes it makes sense that a desert gnome would come from a desert area. With a slight modification. I would have to decide on a case by case basis. In your example:

Anaroch  You would speak Gnome and Midani
         Favored diety: Gond
         Regional Feats (as Anaroch)
         Bonus Equip.: Masterwork Dagger or Masterwork Heavy crossbow
PC shinimajining
player, 24 posts
Ego elemtal
eyesman.deviantart.com
Sun 2 Jan 2005
at 06:57
  • msg #528

Re: New PC

okay, for example I have a paladin in anauroch and I want him to move into chult.  Can it be done?  how much time do I send in travelling the parts?
DM HackDoc
GM, 333 posts
ROA Sage
Defender of the Truth
Sun 2 Jan 2005
at 07:50
  • msg #529

Re: New PC

Yes it can be done..You do it by spending day units...And for this I will let DM Mike calculate the day units it takes to travel between the two pts...
PC danielchun
player, 10 posts
Sun 2 Jan 2005
at 14:41
  • msg #532

Ranger Feat

I'm sorry if this has been asked before but if you already have Two-Weapon Fighting what happens when you character gets a 2nd level of ranger and picks his combat style.  Is it too much to hope that he gets Improved Two-Weapon Fighting?
DM HackDoc
GM, 335 posts
ROA Sage
Defender of the Truth
Wed 5 Jan 2005
at 02:44
  • msg #533

Re: Ranger Feat

No, you would not get improved two-weapon figthing. You would take Rapid Shot instead, and be on the Combat Archery track. If your desire is to use the Ranger feats for Two-Weapon fighting...do not chose that feat at a previous level.
This message was last edited by the GM at 02:44, Wed 05 Jan 2005.
DM HackDoc
GM, 334 posts
ROA Sage
Defender of the Truth
Sun 2 Jan 2005
at 19:50
  • msg #534

Re: New PC

PC LonePaladin:
Does a region have to have an opening for new characters before an existing PC can use the transit option?  I'd like to use my character in another region, but not Chult.


The DM of the region you wish to go to has to approve...and he will most likely make you wait in the tavern until the present adventure is over. And you have to be in the tavern of your present region before you can leave...(Unless he has other means of introducing you).
PC danielchun
player, 11 posts
Sun 2 Jan 2005
at 23:30
  • msg #535

Re: New PC

Question: If I take the Aggressive trait from UA does the -1 AC penalty apply to my touch and flat footed AC too?  I can see how it might apply to touch but it seems counter-intuitive that it would apply to the flat-footed AC for the same reasons why dex bonuses don't apply.  Thanks.
DM HackDoc
GM, 334 posts
ROA Sage
Defender of the Truth
Mon 3 Jan 2005
at 02:26
  • msg #536

Re: Aggressive trait

You get a -1 to your AC, which will apply to touch and flat-footed AC. Hope this helps.
This message was last edited by the GM at 02:26, Mon 03 Jan 2005.
PC Darksong
player, 6 posts
Init.+2  AC 18/16/12
HP 23/23  Saves +4/+3/+6
Mon 3 Jan 2005
at 03:46
  • msg #537

Readying an action / Initiative Count?

Readying an action:  if the person that triggers that action has the highest initiative does that mean that you now have the highest initiative?

Seems like a loophole to me to counter a bad initiative roll...

(sorry if it's a dumb question, I'm a newbie).
DM HackDoc
GM, 335 posts
ROA Sage
Defender of the Truth
Mon 3 Jan 2005
at 19:59
  • msg #538

Re: Readying an action / Initiative Count?

There are way too many variables to answer this simply. The ready action is particularly open-ended and requires on the spot rulings by the DM. What is the exact wording of the readied action, what is transpiring, etc. A DM should not allow players to use a ready action outside of combat. And it also means that you are reacting to some occurance..But it does not move you to the head of the initiative list. What it actually does is have you give up your spot on the initiativ elist and places you ahead of all those behind you when the criteria you mentioned happens.
This message was last edited by the GM at 01:13, Tue 04 Jan 2005.
DM Indy
GM, 17 posts
Fortune and glory, kid.
    Fortune and glory.
Mon 3 Jan 2005
at 21:19
  • msg #539

Re: Readying an action / Initiative Count?

Asking for another player:

How do range increments work in combat?
Say I'm using a bow with a range of 60'.

If the opponent is within 60' then there is no modifier. But if the person is 120' then that's two range increments.

Can someone give me the breakdown of modifiers for range increments.
x2
x3
x4
x5
x6
x7
x8
x9
x10

x10 is the max for projectiles, while thrown is x5
DM HackDoc
GM, 335 posts
ROA Sage
Defender of the Truth
Wed 5 Jan 2005
at 02:39
  • msg #540

Re: Readying an action / Initiative Count?

The range penalty for a ranged weapon depends on the weapon and the distance to the target. All ranged weapons have a ranged increment. Any attack from a distance of less then one range increment is not penalized for range. However, every full range increment causes a cumulative -2 penalty to the attack roll. So for example an archer shooting a shortbow, which has a 60 foot range increment, 200 feet away will take a -6 penalty oh his attack roll.

And as you mentioned, thrown weapons have a max range of five increments. While projectile weapons can shoot up to ten increments.
This message was last edited by the GM at 02:39, Wed 05 Jan 2005.
PC Borderline
player, 1 post
Mon 3 Jan 2005
at 22:34
  • msg #541

Re: Readying an action / Initiative Count?

Question:

I'm creating a barbarian with another class yet to be determined.
Regarding rage. The 2 HP gained per level is only with respect to barbarian levels correct. Not per character level.

So a barbarian 1/fighter 2. Would only gain 2 HP when raged not, 6 HP.

Just wanted to make sure.
DM HackDoc
GM, 339 posts
ROA Sage
Defender of the Truth
Wed 12 Jan 2005
at 02:14
  • msg #542

Re: rage

The HP increase of Rage is caused by the Constitution bonus, so all levels apply. 6HPs
This message was last edited by the GM at 02:14, Wed 12 Jan 2005.
DM Indy
GM, 20 posts
Fortune and glory, kid.
    Fortune and glory.
Tue 11 Jan 2005
at 17:05
  • msg #545

Re: Readying an action / Initiative Count?

I don't have my books with me and I can't find the information in the SRD.

Subdual damage:  Was it taken out of 3.5 rules?  If not, can you give me a quick run-down on it?  What happens when 50% of total hp are taken by a weapon dealing blunt damage?  What about reaching 0 hp.  How long is a person unconscious before the subdual damage "wears off?"

I appreciate even 5 cents worth of a 50 cent answer.

Thanks!
DM HackDoc
GM, 337 posts
ROA Sage
Defender of the Truth
Wed 12 Jan 2005
at 02:06
  • msg #546

Re: Nonleathel damage

On page 146 of PHB

Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down.

Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

Staggered and Unconscious: When your nonlethal damage equals your current hit points, you’re staggered. You can only take a standard action or a move action in each round. You cease being staggered when your current hit points once again exceed your nonlethal damage.
When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.
Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level.
When a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage.
This message was last edited by the GM at 02:06, Wed 12 Jan 2005.
DM HackDoc
GM, 338 posts
ROA Sage
Defender of the Truth
Wed 12 Jan 2005
at 02:07
  • msg #547

Re: Spells known

PC Borderline:
Question on spells known.

I know that a wizard has limitations based on what he knows and is written in his spellbook. But is there such a limitation that has been implimented here for clerics or druids?


There is no such limitation placed for clerics...Their limitations are beased on the favor of the dieties...(which the DMs will decide) :)
DM HackDoc
GM, 339 posts
ROA Sage
Defender of the Truth
Wed 12 Jan 2005
at 02:10
  • msg #548

Re: Readying an action / Initiative Count?

PC Borderline:
Regarding Weapon Group Feats-Variant

I'm starting with a barbarian then multiclassing into druid.
I start out with Basic + any 3 for the barbarian at level 1.
What happens at level 2 when I multiclass into druid?
Can I add druid group?


Yes. You would be able to chose either druid weapons or spears....
PC Nate
player, 1 post
Wed 12 Jan 2005
at 22:34
  • msg #550

Re: Darkness

I've got a question regarding the Practiced Spellcaster feat.  Assume that you are a multiclassed cleric and the feat provides an increase in your cleric caster level.  Does that increase apply to domain granted powers that reference a cleric level?  Such as '1D6 per cleric level'?

Thanks!
DM HackDoc
GM, 340 posts
ROA Sage
Defender of the Truth
Thu 13 Jan 2005
at 04:46
  • msg #551

Re: Practiced Spellcaster

No, It increases your caster level only in reference to how it would help you
penetrate spell resistance and increase the duration and other effects of your
spells.
PC Nate
player, 2 posts
Fri 14 Jan 2005
at 02:24
  • msg #552

Re: Practiced Spellcaster

quote:
Nymph’s Kiss (Exalted)
By maintaining an intimate relationship with good-aligned fey (such as nymph or dryad), you gain some of the characteristics of fey.
Benefit: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.


Would the +2 bonus apply to turning?  If so what portion(s)?

Would I apply that bonus to any roll that is adjusted by my character's CHA mod?
DM HackDoc
GM, 341 posts
ROA Sage
Defender of the Truth
Fri 14 Jan 2005
at 22:30
  • msg #553

Re: Practiced Spellcaster

No it does not apply to your number of times per day you may turn/revoke undead. But you do add the bonus as you mentioned to any rolled charisma related checks. ie, Like Diplomacy skill.
DM HackDoc
GM, 342 posts
ROA Sage
Defender of the Truth
Fri 14 Jan 2005
at 22:45
  • msg #554

Re: Darkness

DM Raven:
How is the Darkness spell (level 2 sorc/wiz) being handled. It says it creates an area of deep shadows, but it isn't impenetrable, just grants 20% cover.

So, if somebody in 'darkness' attacks another outside the area, the target does not get the 20% cover, right?

Does that 'darkness' grant a bonus to hide checks?



Anyone within the 20'radius gain concealment. (That is a 20% chance to be missed). I would rule the person outside the radius would not gain from the benefit.

You do not get a bonus to your Hide check roll...But because of the darkness. you are allowed to try and roll to hide.
PC shinimajining
player, 25 posts
Ego elemtal
eyesman.deviantart.com
Mon 17 Jan 2005
at 13:16
  • msg #555

Re: Darkness

Just a question.  Do we have a level cap, that when we reach it we are forced to retire that character?
DM HackDoc
GM, 342 posts
ROA Sage
Defender of the Truth
Mon 17 Jan 2005
at 20:07
  • msg #556

Re: Level Cap

There is no level cap within the realms....so go Epic if you can.. :)
This message was last edited by the GM at 19:15, Wed 19 Jan 2005.
PC hughesnjd
player, 4 posts
Tue 18 Jan 2005
at 13:58
  • msg #557

Re: Darkness

Talking of levels, and apologies if someone has already asked this before, but any chance of a campaign with a higher start level than 2?
DM HackDoc
GM, 342 posts
ROA Sage
Defender of the Truth
Wed 19 Jan 2005
at 19:13
  • msg #558

Re: Starting levels

This is one campign...So everyone follows the same rules with the exception of two bubble regions which has characters that may never leave their region. Everyone in the RoA campign starts at 3rd level at this time. There is no limit on what your character can achive (excepet the rules must be followed). Now do starting levels chance, or could there be an epic bubble....only the future knows.
This message was last edited by the GM at 19:14, Wed 19 Jan 2005.
PC LadyPhoenix
player, 9 posts
Thu 20 Jan 2005
at 06:01
  • msg #563

Regional equipment

Does the Bonus equipment by region get added to the 2700 gold in items or should just be factored in?
DM HackDoc
GM, 342 posts
ROA Sage
Defender of the Truth
Sat 22 Jan 2005
at 11:01
  • msg #564

Re: Regional equipment

The bonus items are free, so get added to the initial 2,700 gold pieces alloted for buying gear at the start of PC creation.
This message was last edited by the GM at 11:01, Sat 22 Jan 2005.
PC dwbehrend
player, 24 posts
Wed 26 Jan 2005
at 18:08
  • msg #565

Elf Domain Question

I am creating a character without access to my books and have a quick question.  Can a half-elven cleric take "Elf" as one of his domains. I'm thinking the "elf blood" feature of half-elves would allow this, but I'm not sure.  Thanks!
DM HackDoc
GM, 343 posts
ROA Sage
Defender of the Truth
Thu 27 Jan 2005
at 06:56
  • msg #566

Re: Elf Domain Question

Yes, as long as the character meets the prerequisites and was raised by the elven parent.
PC Yenadar
player, 32 posts
Tue 8 Feb 2005
at 23:57
  • msg #569

Re: Special Materials Question

18:54, Today: PC Yenadar rolled 3 using 2d10. 2nd and 3rd level hps.

Question for the sage:

DO I HAVE TO KEEP THAT SET OF ROLLS??!?!?!

*sigh*
DM HackDoc
GM, 344 posts
ROA Sage
Defender of the Truth
Wed 9 Feb 2005
at 19:12
  • msg #570

Die rolls

You should have rolled them one at a time...using the re-roll ones filter.
But by how you rolled we can tell you rolled a 2 and a 1. So keep the 2 and reroll the one.
This message was last edited by the GM at 19:14, Wed 09 Feb 2005.
DM HackDoc
GM, 344 posts
ROA Sage
Defender of the Truth
Wed 9 Feb 2005
at 19:10
  • msg #571

Re: Special Materials Question

PC Nate:
The Complete Warrior book is ambiguous about how a Maul is constucted.  Would you be able to have an adamantine maul?  how about an adamantine warhammer?

Thanks in advance.

Yes.
PC shinimajining
player, 27 posts
Ego elemtal
eyesman.deviantart.com
Mon 14 Feb 2005
at 07:57
  • msg #572

Re: Special Materials Question

A starting gear for swordcoast is a pistol[MW] with several bullets and stuff.  is this a typo-or is it legal.  If so how do I produce ammo for the pistol  and how do I use it[buy an exotic weapon feat]?

I just need to confirm it.
DM HackDoc
GM, 345 posts
ROA Sage
Defender of the Truth
Mon 14 Feb 2005
at 19:20
  • msg #573

Re: Special Materials Question

Yes it is legal...The problem comes in if you keep it to use is...
It takes an Exotic Weapon Proficiency (Firearms).
And you would have to find a supplier of shot. (Which in some regions would be easy, while others it may be impossible)
This message was last edited by the GM at 05:53, Thu 17 Feb 2005.
PC Pancho
player, 5 posts
Thu 17 Feb 2005
at 02:21
  • msg #576

DM MIA

DM NorthernOkie seems to be missing in action form our Kara-Tur game in RoA3... is there anything that can be done? Anyone I should tell in particular? Forms to fill, etc...

I really liked the way that game was going, even if it just started. It's not like my character can leg it all the way to Faerun proper... Kara-Tur is a looong way off!
DM HackDoc
GM, 346 posts
ROA Sage
Defender of the Truth
Thu 17 Feb 2005
at 05:45
  • msg #577

Re: DM MIA

Usually no news is bad news...I am sure DM Mike is aware of this and is waiting an appropriate amount of time for the DM to return before assigning a new DM.
DM HackDoc
GM, 347 posts
ROA Sage
Defender of the Truth
Thu 17 Feb 2005
at 05:52
  • msg #578

Re: Special Materials Question

PC shinimajining:
About the pistol, I can't use a 'craft' skill to create ammo for it?


I would rule that you could.
But you would need two craft skills...
Craft (Gun Powder)
Craft (Bullets)

But you would still need to find the components required. Which would be easier then finding the finsihed products
DM HackDoc
GM, 348 posts
ROA Sage
Defender of the Truth
Thu 17 Feb 2005
at 05:55
  • msg #579

Entangle

DM Ghost Dog:
OK, I have a question.  If you cast an entangle spell (for example) and the radius of the spell encompasses your own party members are they affected?  Some spells like fireball are indiscriminant.  Others are not.  How are spells such as AOE Sleep and Engtangle handled?  Thanks.


Yes, it would affect the party members if they were within the radius of the effected area.
DM Raven
GM, 98 posts
Thu 17 Feb 2005
at 08:16
  • msg #580

Day units and PrCs

Hi Doc,

I was under the impression you have to spend 3 day units per total levels of a PrC before you can start taking the PrC (ie. Spellsword 10 levels x3=30). Or can you spend three day units and take the first level of the PrC then spend three more when you level?

Thanks for clarifying.
DM HackDoc
GM, 349 posts
ROA Sage
Defender of the Truth
Thu 17 Feb 2005
at 17:29
  • msg #581

Re: Day units and PrCs

You would need to spend the full 30 to take it...
DM Dart9317
GM, 44 posts
Everytime a bell rings LW
get another pair of wings
Thu 17 Feb 2005
at 17:39
  • msg #582

Re: Day units and PrCs

hhmm... which leads to my next question... can you use DM Xp's to buy those Day Units? We'll find out in the next exciting episode of... DM HACKDOCK: SUPER SAGE!
DM HackDoc
GM, 349 posts
ROA Sage
Defender of the Truth
Thu 17 Feb 2005
at 18:22
  • msg #583

Re: Day units and PrCs

No, you can not. Day units must be earned the old fashioned way.....by playing your character.
This message was last edited by the GM at 18:22, Thu 17 Feb 2005.
PC FoxPaws
player, 8 posts
Fri 25 Feb 2005
at 23:18
  • msg #584

Point Blank Shot

Does anyone know if point blank shot applies to a whip?  I know its a melee weapon, but its also a ranged weapon...and it's well under the 30' mark.  Anyone know?
DM HackDoc
GM, 349 posts
ROA Sage
Defender of the Truth
Mon 28 Feb 2005
at 18:59
  • msg #585

Re: Point Blank Shot

Thw whip is not a ranged weapon, so point blank shot does not apply.
This message was last edited by the GM at 18:59, Mon 28 Feb 2005.
PC FoxPaws
player, 10 posts
Sat 26 Feb 2005
at 02:40
  • msg #586

Ok, second question

How much would a magic item cost that is useable 5 or 10 times per day that has a 0 lvl spell stored in it.... looking for an item of prestidigitaion.  I love that spell.  It would probably have to be voice activated.  Also, I'm not creating this item, i'd be buying it from someone else.

So, if I've done the math right (yeah right) it should be:

Spell lvl squared X 1000 or (.5 X .5) = .25 X 1000 = 250
then you take the 250 and divide by 5 for 50gp for the 5x per day, or 100 for the 10x per day, correct?
This message was last edited by the player at 03:20, Sat 26 Feb 2005.
PC novadude
player, 175 posts
Sat 26 Feb 2005
at 03:33
  • msg #587

Re: Ok, second question

you divide by (5/number of charges per day) so it would be (.5*1*1800)/(5/5)= 900gp for the 5 times per day, which is the same cost as the unlimited times per day command word activated version.  It would cost twice as much to use 10 times per day :)

"and that class is why the rules for limited uses per day are inherently broken once you try to have uses per day >= 5"
PC Yenadar
player, 35 posts
Thu 24 Mar 2005
at 01:04
  • msg #588

Re: Ok, second question

Have the domains in the Complete Divine been assigned to FR dieites?

I haven't found it mentioned anywhere, and if not, I can take a crack at it.
DM HackDoc
GM, 355 posts
ROA Sage
Defender of the Truth
Thu 24 Mar 2005
at 02:15
  • msg #589

Re: Ok, second question

No they have not been assigned. Go ahead and work up what you think would be reasonable. Then PM it to DM Mike and myself. (DM Mike has final say).
dm littlewing
GM, 15 posts
TAXI!
Sat 2 Apr 2005
at 21:06
  • msg #590

Re: Ok, second question

hi,
is 'bear' a language that muy pixie char. can take or do i need to get the speak w/ animals spell?

thanks!
DM HackDoc
GM, 357 posts
ROA Sage
Defender of the Truth
Sun 3 Apr 2005
at 00:10
  • msg #591

Re: Ok, second question

Sorry, you will need a Speak With Animal Spell to speak with a bear.
DM Dart9317
GM, 49 posts
Everytime a bell rings LW
get another pair of wings
Thu 7 Apr 2005
at 16:18
  • msg #592

Re: Ok, second question

Hey, I was wondering, to kill vampires, what are the stats of stakes? and if so can i have them made in different materials and then again, how much will it cost?
DM HackDoc
GM, 358 posts
ROA Sage
Defender of the Truth
Thu 7 Apr 2005
at 20:28
  • msg #593

Re: Ok, second question

Stakes....  Size: Small  Damage: 1d6-2  Crit: x   Type: P  Weight: 2 lbs.
            Cost: if made yourself out of wood - free...
            Cost to be purchased made or out of diff materials, up to your area DM
            Don't forget to use a stake to strike you are at a -4 to hit unless you have taken Exotic Weapon Proficiency (Stake).
PC FoxPaws
player, 11 posts
Mon 11 Apr 2005
at 21:00
  • msg #595

Question...

How many games are we allowed to be enrolled in here on RoA?  For some reason the number 2 comes into my mind, but then so do a lot of other really wierd things....
DM HackDoc
GM, 358 posts
ROA Sage
Defender of the Truth
Tue 12 Apr 2005
at 15:57
  • msg #596

Re: Question...

The correct answer is 2.

Of course DM Mike can always make an exception to the rule.
This message was last edited by the GM at 15:57, Tue 12 Apr 2005.
DM Raven
GM, 111 posts
Thu 14 Apr 2005
at 13:10
  • msg #597

Re: Question...

Who can utilize a wand of 'Cure light wounds'? All characters able to cast spells (ie. wizards)? Or only characters who have the spell on their spell list (bards and rangers)?
DM HackDoc
GM, 358 posts
ROA Sage
Defender of the Truth
Thu 14 Apr 2005
at 13:46
  • msg #598

Wand

Activation:
Wands use a spell trigger activation method, so casting a spell from a wand is usually a standard action that does not provoke an attack of opportunity. However if the spell has a longer casting time than 1 action, ot takes that long to cast from a wand. To activate a  wand, it must be held in the hand and pointed in the gerneral direction of the target area.  A wand may be used while grappling.

Utilization:
Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell.  The user must still determine what spell is stored in the item before she can activate it. Also a character with "Use Magical Device" Skill may try and activate the item.
This message was last edited by the GM at 13:50, Thu 14 Apr 2005.
PC Jacktucker
player, 39 posts
Mon 2 May 2005
at 11:11
  • msg #599

New Spells


Doc, How does RoA handle spell creation? One of the games I'm playing has a lot of scrying going on and I'd like to make some sort of warning spell to trigger when we are being "watched". Also is there a list of approved reference materials relating to just to spells anywhere on the site? (DM Mike should compile this immediatly!) (joking Mike)
Thanks

(Thought you needed a question, since you've had it easy for so long.) ha
DM HackDoc
GM, 359 posts
ROA Sage
Defender of the Truth
Tue 3 May 2005
at 01:14
  • msg #602

Re: New Spells

Spell Research and item creation is allowed. As long as you can meet all the pre-requistes for what you are trying to accomplish.

You would need to create the spell using the necessary components, research and time and send it to your DM via PM. If he/she approves it, the region DM will then submit it to DM Mike. He has final say in the matter. I will also give him my opinion on the new spell.

Now finding what you need to accomplish your spell research will be up to the DM whose region you are playing in.
DM Raven
GM, 112 posts
Fri 6 May 2005
at 11:30
  • msg #603

Shield spell effective against touch attacks?

Hi Doc,
I was wondering: A regular shield does not add to the AC vs. touch attacks, logically since it is physically connected to the bearer. But what about the force effect of a shield spell? While I assume _technically_ it will be disregarded as it is a shield bonus, it is not physically connected with the caster, hence if you touch the shield you don't touch the caster.

Please clarify, thank you.
DM HackDoc
GM, 360 posts
ROA Sage
Defender of the Truth
Fri 6 May 2005
at 21:38
  • msg #604

Re: Shield spell effective against touch attacks?

The force effect of the Shield spell's AC bonus does not apply vs touch attacks. With the exception that the AC bonus does apply against incorporeal touch attacks. This force shield may not be used for cover.
DM Fido
GM, 48 posts
Bark! Bark!
Give me a bone!
Mon 9 May 2005
at 21:32
  • msg #605

Re: Shield spell effective against touch attacks?

Do you need all 30 day units to start a 10 level PrC, or can you start it as soon as you meet the requirements and have 3 day units to spend?
DM HackDoc
GM, 361 posts
ROA Sage
Defender of the Truth
Tue 10 May 2005
at 03:00
  • msg #606

Re: Shield spell effective against touch attacks?

It would take 30 day units.
PC rgutzmer
player, 25 posts
Tue 10 May 2005
at 03:18
  • msg #607

Re: Shield spell effective against touch attacks?

so, I've been playing - quite actively, since last september, and not earned even 1 extra day unit beyond the three I stared with.

So a PrC is basically an impossible thing?
DM HackDoc
GM, 362 posts
ROA Sage
Defender of the Truth
Tue 10 May 2005
at 03:44
  • msg #608

Re: Shield spell effective against touch attacks?

No, they are awarded by the DM when an adventure is completed and you return to the tavern.

Real day units played have nothing to do with it. Every player gets 10 day units per month of game time. A day unit is considered to be 1 full day (aka 24 hours). They can use these day units when traveling from one place to another, making magic items, resting for a significant amount of time, ect. For example if a mage is looking to make a magic item that will take 4 days, he can simply spend 4 day units, and that will let the item be made, instead of completly stopping play with that character for 4 full days of game time (which would obviously be very difficult to work out). Or if another player wants to travel from Waterdeep to Candlekeep, then the number of days that would take are taken off of his day units.

Day Units will allow faster travel for players, as well as limit the inactive time for their characters, but it still limits them from traveling across the world and back 5 times. Day Units not spent are carried over and accumulte
This message was last edited by the GM at 20:30, Wed 11 May 2005.
PC FoxPaws
player, 12 posts
Wed 11 May 2005
at 00:15
  • msg #610

Dogs barking, can't fly without umbrella...

Speaking of dogs, I have questions....do dog riders use saddles, bits or briddles?  also, is the weight listed the weight for a dog saddle or for a horse saddle....I can't see strapping on a 30 lb military saddle onto my dog to carry a 30 lb halfling......whats the offical word on saddles for dogs, and if needed, how much do they weight?
DM HackDoc
GM, 362 posts
ROA Sage
Defender of the Truth
Wed 11 May 2005
at 20:27
  • msg #611

Riding Dogs

Yes you need saddle, briddle etc for the dog.
They would be considered exotic, and would use those prices listed.
(For the dogs briddle setup I would ignore the weight, And dogs saddle would be 20% the weight of the horses saddle) Saddle bags are normal. The only exception will be if you purchase the items within a hafling town. Then they are normal price.

So Military Saddle for dog would weigh 8 lbs and cost 60 gp
This message was last edited by the GM at 19:29, Fri 13 May 2005.
DM Ghost Dog
GM, 10 posts
What the....?  Ah man....
I stepped in gum.
Fri 13 May 2005
at 15:25
  • msg #614

Readied Actions

OK, I have a question in regards to Readied Actions.  It's a bit complicated so please follow along carefully.  OK the way I interpret it in terms of readied actions, in one round you can do these things (this is not an all-inclusive list):

1. If you ready a free action it is still a standard action to ready it.  Therefore you ready the free action (your standard action), the trigger event happens, you execute the free action (free action), you move (your move action).

2. If you ready a standard action, like an attack, the readying and the execution of the attack after the trigger event is considered together as a standard action.  So you ready the action (beginning of standard action), trigger event happens, you execute the action immediately before the trigger event (the completion of your standard action), and you move (your move action).

3. If you ready a move action you cannot take another move action because readying the move action is a standard action and the execution of the move action is your move action for the round.  So you ready the move action (your standard action), the trigger event happens, you execute you move action (your move action).

What I'm trying to find out here is what does it mean exactly when the books says readying an action is a standard action and what am I limited to in terms combining my readied action with any free actions or move actions.  Thanks Sage.
DM HackDoc
GM, 367 posts
ROA Sage
Defender of the Truth
Tue 24 May 2005
at 05:35
  • msg #615

Re: Readied Actions

1. Yes, as long as your free action did not include any movement (Including just a 5' step).

2.  Yes.

3. That is correct. The rules state that if you do any movement during a triggered readied action, you can make no other movement. Or for that matter, if you moved before the readied action, the readied action cannot contain movement. You my move in a movement action or your ready action, not both.
This message was last edited by the GM at 05:35, Tue 24 May 2005.
DM Dart9317
GM, 53 posts
Everytime a bell rings LW
get another pair of wings
Sun 15 May 2005
at 11:34
  • msg #616

Two Questions

One: What are the rules about experience penalties for multi-classing?

Two: In some of the spells for Wizard and Cleric it says like +1/level, as I am a Cleric 2 and Wizard 3 does that mean for an example in burning hands 1d4/level of fire damage. Does that mean that the levels are only my wizard levels or my caster levels?
DM HackDoc
GM, 365 posts
ROA Sage
Defender of the Truth
Sun 15 May 2005
at 21:11
  • msg #617

Re: Two Questions

1) A character may add new classes as he/she progresses in level, thus becoming a multiclass character. The class abilities from a charcater's different classes combine to determine a multiclass charcater's overall abilities. A character may not gain 1st level in the same class more thean once.

If your multiclass character's class levels are nearly the same level (all within one class level of each other), then you can balance the needs of the multiple classes without penalty.

If any two of your classes are two or more levels apart, your character takes a -20% penalty to XP for eac hclass that is not within one level of his highest class. These penalties apply from the moment the character adds the class or raises a classes level too high. A favored class does not count against the character for purpose of the -20% penalty to XP.

2) The +1/level applies to the class that can cast the particular spell. So in your question your Burning hands would do 3d4 damage. (Not 5d4).
DM Raven
GM, 116 posts
Thu 19 May 2005
at 15:49
  • msg #618

Substituting a higher spell-slot

I'm quite sure I saw the possibility to use a higher level spell-slot for casting a lower level spell (without using metamagic feats). Ie. using a second-level spell for a magic missile spell.

But I can't find the place in the books and I'm wondering whether I actually read it or if my mind is playing tricks on me. Thanks.
DM HackDoc
GM, 365 posts
ROA Sage
Defender of the Truth
Thu 19 May 2005
at 19:59
  • msg #619

Re: Substituting a higher spell-slot

A spell caster can always opt to fill a higher-level spell slot with  lower level spell, if desired.
Note: The DC is based on spell level, not the spell slot it used.
This message was last edited by the GM at 19:19, Sat 21 May 2005.
DM Dart9317
GM, 54 posts
Everytime a bell rings LW
get another pair of wings
Sat 21 May 2005
at 11:20
  • msg #621

Re: Substituting a higher spell-slot

Doc, Got A question for you. If you have two characters one of them being in a bubble region is it ok if you then want a third character, is that ok.
DM HackDoc
GM, 366 posts
ROA Sage
Defender of the Truth
Sat 21 May 2005
at 19:18
  • msg #622

Re: Substituting a higher spell-slot

The rule is 2 characters on the realms. But an excpetion could be made by DM Mike.
DM Fido
GM, 50 posts
Bark! Bark!
Give me a bone!
Sun 29 May 2005
at 22:59
  • msg #623

Re: Substituting a higher spell-slot

If a player were to take ranks in the skill Perform: Acting, would they recieve any bonuses to Bluff or Disguise while trying to act in Character?  Or would ranks in Bluff give a synergy bonus to Perform: Acting.
DM HackDoc
GM, 368 posts
ROA Sage
Defender of the Truth
Mon 30 May 2005
at 03:56
  • msg #624

Re: Substituting a higher spell-slot

Performance skill is for artistic expression. There is no senergy to be gained in the rules by having ranks in Perfom (x) to any other skill.

It is certainly acceptable for a DM to modify the rule for extremely favorable or unfavorable circumstances though.
PC VolunShiver
player, 3 posts
Fri 17 Jun 2005
at 00:41
  • msg #626

Feats

Can a PC take a feat if they don't meet the requirement and simply not use it until the requirements are met?

There are some feats that I wouldn't be able to use until level 4.  I'd like to take the feat at level 3 and just not use it until level 4.  The alternative is having to wait until level 6 when I get another feat.
DM HackDoc
GM, 370 posts
ROA Sage
Defender of the Truth
Fri 17 Jun 2005
at 00:44
  • msg #627

Re: Feats

No.
Any and all requirements must be met in order to aquire a feat.
DM HackDoc
GM, 371 posts
ROA Sage
Defender of the Truth
Fri 17 Jun 2005
at 00:48
  • msg #628

Re: Starting equipment

PC VolunShiver:
We've got 2700 gold to spend at start.  Can we use the "create magic item" rules to develop a customized magic item and pay the full market price for it?  (I am not suggesting that my starting character create the magic item, just purchase it at full cost.)


If your DM will allow you to find such an item for sale. Yes.
But it  must be of eqivalent  or of less power then those items found on the "Minor" tables of the DMG and or a max of +1 for weapons/armor.
PC fabtinus
player, 7 posts
Sat 18 Jun 2005
at 21:34
  • msg #629

Re: Starting equipment

I have found a Feat that I can't find anyplace, it is called Drow Eyes, can anyone help me with what book it is in and what it do ?

Fabtinus the questioner
DM HackDoc
GM, 372 posts
ROA Sage
Defender of the Truth
Sat 18 Jun 2005
at 22:24
  • msg #630

Drow eyes

Races of Faerun

Drow Eyes
 You have trained your eyes to see in the dark as well as your full drow ancestors.
 Pre-req.: Half-drow elf
 Benefit: You gain darkvision 120'
 Normal: A half-drow normally has a darkvision 60'
This message was last edited by the GM at 22:24, Sat 18 June 2005.
DM Scout
GM, 42 posts
He who laughs last,
just got the joke.
Sat 18 Jun 2005
at 21:51
  • msg #631

Undead

Hi Doc,

I looked in the various books and did not find the answer to my question.

Since I have played since 1st edition up through 3.5, there is a good chance that I am a bit confused about this and mixing up the various rules.

Is normal invisibility also invisible to the undead?  I was under the impression that the undead can sense and attack regardless of the spell.  Is this true or am I still confused?

Thanks,

Scout
DM HackDoc
GM, 372 posts
ROA Sage
Defender of the Truth
Sat 18 Jun 2005
at 22:21
  • msg #632

Re: Undead

Invisibility works vs undead.
DM Fido
GM, 53 posts
Bark! Bark!
Give me a bone!
Sun 19 Jun 2005
at 19:57
  • msg #633

Re: Undead

I know this isn't usually discussed in the PHB, and I haven't found it in the Campaign Setting, or any other Forgotten Realms book for that matter, but here's a question dealing in speed.

Say a character had a 50 foot walking speed in one round (no not from Monk or Barbarian, or any spells).  If that character would wear Heavy Armor, and carry a Medium Load, what would his speed be then.  And if that same character cast Longstrider on himself (+10 feet to speed) to get himself a 60 foot speed per round, what would his encumbered speed be then?
DM HackDoc
GM, 373 posts
ROA Sage
Defender of the Truth
Sun 19 Jun 2005
at 21:12
  • msg #635

Re: movement

If a characters base speed was 50'
It would be 40' in heavy armor, but he could only run at 3x his speed not 4x.
(As long as he was carrying a light load)

If carrying a medium load (and that weight included that of the armor), movement would be 35'.
Max Dex +3 and check Penalty -3 (or armor's stats. Which ever is worse).

Yes, Longstrider would increase your speed by the 10' while it is in affect.
So his medium encumbered speed, in this case, would increase to 40'.
This message was last edited by the GM at 21:19, Sun 19 June 2005.
DM Rocpile
GM, 40 posts
Up in this Ma'
Gnomesayin'?
Mon 20 Jun 2005
at 03:30
  • msg #636

Arcane Cure

Are Wizards required to use the Use Magic Device skill to use scrolls and wands of Cure Light Wounds?

DM Rocpile
DM HackDoc
GM, 374 posts
ROA Sage
Defender of the Truth
Mon 20 Jun 2005
at 05:34
  • msg #637

Re: Arcane Cure

Use Magic Device is used to read a spell or activate a magic item that you cannot normally use.

So if the scroll is arcane CLW, you have deciphered the scroll and you can cast 1st level arcane spells...you can activate the scroll without use of the skill. If the scroll is divine, you would be required to use the skill to activate it.

To use the wand, you would just have to know the spell trigger activation. If you do not know how to activate the wand, you can try by using the skill Use Magic Device.
DM Fido
GM, 54 posts
Bark! Bark!
Give me a bone!
Mon 20 Jun 2005
at 11:46
  • msg #638

Re: Arcane Cure

If a lycanthrope cleric has the Moon domain, they can they use its giben power (turning lycanthrope as undead), and if they can, are they at all affected by using it?
DM HackDoc
GM, 375 posts
ROA Sage
Defender of the Truth
Mon 20 Jun 2005
at 20:01
  • msg #639

Re: turning lycanthrope's

You can use your power to turn in normal form (Human, elf,etc not lycanthrope form)...and it will not affect you. But you could be turned by another Cleric with the Moon Domain regardless of form you are in (for your subtype is Lycanthrope).
DM Fido
GM, 56 posts
Bark! Bark!
Give me a bone!
Mon 20 Jun 2005
at 21:12
  • msg #640

Re: turning lycanthrope's

Thanks for answering all these Hackdoc, but I still have one more.

Do you need a masterwork Darkwood Shield or Masterwork Mitral Shirt to create a +1 Darkwood Shield or Mithral Shirt?

What I am essentially asking is, do you need to spend the extra 150 gold for the special, non-magical items in the magic armor and shield section?
DM HackDoc
GM, 376 posts
ROA Sage
Defender of the Truth
Mon 20 Jun 2005
at 22:25
  • msg #641

Re: turning lycanthrope's

Items made from Adamantine, Mithral or Darkwood are treated as masterwork quality with regard to creation times.....but remember bonus' from these special materials do not stack with any enhancement.

So if you had a adamantine sword (+1 to hit) and get a +5 enhancement bonus on it. It would now be a +5 Magical sword, but in areas where magic does not work, it would retain the +1 to hit natural enhancemnet of the material.
This message was last edited by the GM at 18:47, Wed 22 June 2005.
DM Raven
GM, 120 posts
Mon 27 Jun 2005
at 07:40
  • msg #642

Feats in Attacks of Opportunity

Ok, when you are allowed an AoO feats such as 'weapon focus' or 'weapon specialization' also count for determining to hit bonus and damage. What about the feats 'Power Attack' and 'Cleave'?

Moreover, what happens if you cast 'True Strike' in the current round then get an AoO? Does the True Strike bonus count?

Thanks for clarifying :-)
DM HackDoc
GM, 376 posts
ROA Sage
Defender of the Truth
Mon 27 Jun 2005
at 19:22
  • msg #643

Re: Feats in Attacks of Opportunity

Feats can be used during an AoO.

But be aware that an AoO is adjudicated just like any other attack, and is subject to the same rules. So for example, if during your AoO, you decided to trip your opponent (And you do not have the Improved Trip Feat nor a weapon that allows no AoO for trip attempts). He would then have an AoO against you. AoO are performed in reverse order, the last attack of opportunity declared is the first one resolved, with the remaining attacks resolved in reverse order of their declaration, assuming the character is still able to make the attack.


True Strike works on the next single attack you make after casting. So if you had the spell cast, and your next attack was an AoO, that strike would use True Strike.
This message was last edited by the GM at 19:22, Mon 27 June 2005.
DM Raven
GM, 122 posts
Mon 27 Jun 2005
at 21:46
  • msg #644

Re: Feats in Attacks of Opportunity

So in other words: If I get an AoO and manage to kill the creature causing it, I can attack the creature next to it? Eeeevil! ... I mean, that's good to know, yes.
DM HackDoc
GM, 377 posts
ROA Sage
Defender of the Truth
Tue 28 Jun 2005
at 01:40
  • msg #645

Re: Feats in Attacks of Opportunity

Yes.
PC snickersnack
player, 1 post
Wed 29 Jun 2005
at 16:30
  • msg #646

Re: Feats in Attacks of Opportunity

More an over-all rule question than a mechanics one, but would a character concept of "Raised as slave stock to the illithid, escaped (rather, released during one of the many times heroes seem to wander through and cause trouble), trying to avoid ever even seeing the Underdark again" be allowed? It's a bit unusual (hence the appeal), is a bit iffy in the likelihood department (I doubt many escape the mind flayers) and means the character would be enjoying every moment of life and thus fairly outgoing - possibly a bad thing.

Also, is there a source with good ideas for themed spell-lists? Just, there are rather a few to look through.
DM HackDoc
GM, 378 posts
ROA Sage
Defender of the Truth
Wed 29 Jun 2005
at 21:25
  • msg #647

Re: Feats in Attacks of Opportunity

I see nothing wrong with it. Who else, but an adventurer to be could even think of escape...The DM of your region will have final say, but write a good enough back story and I see no worries..
PC shinimajining
player, 29 posts
Ego elemtal
eyesman.deviantart.com
Fri 1 Jul 2005
at 00:33
  • msg #649

Re: Feats in Attacks of Opportunity

A question dear DMs

is Justiciar of Tyr allowed in this game?
DM HackDoc
GM, 379 posts
ROA Sage
Defender of the Truth
Fri 1 Jul 2005
at 19:06
  • msg #650

Re: Feats in Attacks of Opportunity

That PrC is not approvd. If you want it looked at again, I would ask in Players request thread.
PC Kurgon
player, 7 posts
Fri 1 Jul 2005
at 19:20
  • msg #651

Re: Feats in Attacks of Opportunity

Does the +2 to the charisma checks of a dwarf with the feat Thunder Twin apply to turn checks?
DM HackDoc
GM, 380 posts
ROA Sage
Defender of the Truth
Fri 1 Jul 2005
at 19:54
  • msg #652

Re: Feats in Attacks of Opportunity

It applies to all Charisma-based checks.
It does not change your Charisma modifier.

So as far as turning:
It does not affect the number of times per day you may turn.
It does affect your turning check.
It does not affect turning damage.
PC FoxPaws
player, 17 posts
Sat 2 Jul 2005
at 00:25
  • [deleted]
  • msg #653

Re: Feats in Attacks of Opportunity

This message was deleted by the player at 01:43, Sat 02 July 2005.
DM Raven
GM, 126 posts
Tue 5 Jul 2005
at 12:06
  • msg #654

Skill points and Intelligence increase

Ok, if a PCs intelligence increases, by means of level advancement or a bonus granted by class (ie. paragon class), does the increase already affect the number of skill points for the level she just reached?
DM HackDoc
GM, 381 posts
ROA Sage
Defender of the Truth
Tue 5 Jul 2005
at 21:04
  • msg #655

Re: Skill points and Intelligence increase

Yes. He/she would be able to use the INT bonus, if any, for the level he/she just gained.
DM Fido
GM, 58 posts
Bark! Bark!
Give me a bone!
Thu 14 Jul 2005
at 05:56
  • msg #662

Bastard Sword

The Weapon Focus feat states that you must be proficient with the selected weapon before being able to take the feat.  A fighter is proficient with all martial weapons, and a bastard sword is considered a martial weapon when wielded as a two-handed weapon.  Can you take the Weapon Focus feat with the bastard sword this way?  And if you can, do you have to take the feat again for it to be able to apply to the one handed wielding?
DM HackDoc
GM, 387 posts
ROA Sage
Defender of the Truth
Thu 14 Jul 2005
at 06:45
  • msg #663

Re: Bastard Sword

Yes you can take the Weapon Focus Feat (Bastard Sword).
But in order to use it one handed, you still need the feat
Exotic Weapon Proficency (Bastard Sword)....
and you would not need to take weapon focus again.
PC VolunShiver
player, 7 posts
Fri 15 Jul 2005
at 00:13
  • msg #666

Re: Complete Arcane

Greater Spell Focus is listed in the Feat section as the 3.0 version.  Are we using this version or the nerfed 3.5 version?

Greater Spell Focus
Pre Req: Spell Focus
Special: +4 to DC of chosen school of magic (not stackable with Spell Focus).
DM HackDoc
GM, 387 posts
ROA Sage
Defender of the Truth
Wed 20 Jul 2005
at 17:15
  • msg #667

Re: Complete Arcane

RoA is 3.5, so we use the 3.5 version of the feats.

So if a 3.5 version has been released, we use that.
This message was last edited by the GM at 17:15, Wed 20 July 2005.
PC fabtinus
player, 8 posts
Tue 19 Jul 2005
at 16:57
  • msg #672

magic missile

just want to ask how we deal with level affectet spells.

what I want to know, what damage does a magic missile spell that deals 1d4+1 per 2 levels when a charater is a thief level 2/ mage level 1, does it only make 1d4+1 or dos it take the total level in account and deal 2d4+2 damage ?
DM HackDoc
GM, 387 posts
ROA Sage
Defender of the Truth
Wed 20 Jul 2005
at 17:14
  • msg #673

Re: magic missile

In this case it is class level depenednt. So for magic Missle for a Rogue 2/ Wizard 1...you would be considered 1st level (which is your wizard levels)....
This message was last edited by the GM at 17:14, Wed 20 July 2005.
PC Lady Mia
player, 5 posts
Mon 25 Jul 2005
at 05:04
  • msg #674

players guide

When making a character, may I use the various feats from Players Guide to Faerun?
DM HackDoc
GM, 388 posts
ROA Sage
Defender of the Truth
Mon 25 Jul 2005
at 05:41
  • msg #675

Re: players guide

Yes. The one's listed in the PC Creation thread. (which is most of them)...
PC Beh527
player, 2 posts
Tue 26 Jul 2005
at 22:02
  • msg #676

Re: players guide

On the PC Character sheet, what type of information is required under the Animal Companion section in regard to a simple mount? I have a  riding horse, but can not seem to find any information in the PHB about hp, AC etc... and I'm not sure what information is needed.
DM HackDoc
GM, 389 posts
ROA Sage
Defender of the Truth
Tue 26 Jul 2005
at 22:16
  • msg #677

Re: players guide

If you do not have the monster manual...
Name: xxxxx
Type: Mount
Species: Light Riding Horse
HP: 3d8+6 (you can roll these)
Speed: 60 feet

Leave the rest blank...if you have the monster manual you can fill it it out.

DM Rocpile can help you out if necessary, just let him know.
This message was last edited by the GM at 00:26, Wed 27 July 2005.
PC Beh527
player, 3 posts
Wed 27 Jul 2005
at 22:35
  • msg #678

Re: players guide

The damage bonus added to a 2hand weapon is 1-1/2 your STR bonus. With a STR +3 bonus, would the damage added be rounded down to +1 or up to +2?
DM HackDoc
GM, 390 posts
ROA Sage
Defender of the Truth
Wed 27 Jul 2005
at 22:43
  • msg #679

Re: players guide

Rounded down..+1....
PC Lady Mia
player, 7 posts
Mon 1 Aug 2005
at 14:27
  • msg #681

Re: players guide

Can we use fractional BABs and saves? (from UA)
DM HackDoc
GM, 393 posts
ROA Sage
Defender of the Truth
Mon 1 Aug 2005
at 16:17
  • msg #682

Re: players guide

No, we do not use that.
This message was last edited by the GM at 16:18, Mon 01 Aug 2005.
PC Tia85
player, 2 posts
Mon 1 Aug 2005
at 18:42
  • msg #683

Re: players guide

I am currently running a game in the Silver Marches that is not part of ROA. I like how things are ordered here and would be interested in transfering my game over so that we can have even more FR goodness here. How would I go about doing that?
DM HackDoc
GM, 395 posts
ROA Sage
Defender of the Truth
Mon 1 Aug 2005
at 20:26
  • msg #684

Re: players guide

Send a private message to DM Mike...I am sure it can be done... You will need to be a DM, setup the appropriate thread and have your players apply (with a note referring to your zone/you).

But if you bring it here...you will need to abide by RoA rulings.

You could even copy the existing adventure thread so they could just continue...
This message was last edited by the GM at 20:27, Mon 01 Aug 2005.
DM Grimclaw
GM, 30 posts
Wed 3 Aug 2005
at 12:05
  • msg #685

Favored Enemy Bonus and Ranged Attacks

Is there a 30 ft ranged attack limit for the damage bonus given by the favored enemy ability like sneak attack or other precision-based damage abilities?

I seem to recall there used to be such a limit, but the 3.5 rules don't have it.
DM HackDoc
GM, 397 posts
ROA Sage
POOH IS KING!
Wed 3 Aug 2005
at 15:31
  • msg #686

Re: Favored Enemy Bonus and Ranged Attacks

Ranged attacks can count as sneak attacks only if the target is within 30 feet. You cannot strike with deadly accuracy beyond this range.

As for Favored Enemy, I can find no limitation on range.
The 30' limitation did exist in version 3.0
This message was last edited by the GM at 17:04, Wed 03 Aug 2005.
DM Raven
GM, 138 posts
Thu 4 Aug 2005
at 10:56
  • msg #687

Compulsions

The UA paladin variant: Paladin of Freedom, is immune to compulsion effects. However, there are some benevolent effects as well, like Bless or Aid. Does the immunity work against those too or can the character 'lower' his guard, like with spell resistance?
DM HackDoc
GM, 398 posts
ROA Sage
POOH IS KING!
Thu 4 Aug 2005
at 14:43
  • msg #688

Re: Compulsions

You can choose to use a standard action to supress your Aura. There by allowing compulsion spells to be cast upon you.
This message was last edited by the GM at 07:23, Sat 06 Aug 2005.
DM Raven
GM, 139 posts
Thu 4 Aug 2005
at 15:10
  • msg #689

Turning undead

Thank you dear Sage. :-)

Oh and there's another question: I read that sorcerer and wizard levels stack in regards to familiar abilities, usually sneak attack from various classes stacks too. Now I wonder if a multiclass Paladin/Cleric stacks his turn undead power too? Or does it mean he gets 3+ChaMod turn attempts as cleric and the same as paladin? I haven't found any hint of that but I thought it's worth a question... thank you for your efforts.
DM HackDoc
GM, 400 posts
ROA Sage
POOH IS KING!
Thu 4 Aug 2005
at 21:33
  • msg #692

Re: Turning undead

The rule has the two turning abilities as seperate, and therefore do not stack.
So per the rule....you could turn as a cleric and/or Paladin.

The PrC Hospitalers errata their turning ability stack with that of a cleric. (but not Paladin, hmm). Judt Subtract 2 from the Hospitaler level.
----------------------

I can only find it as house rules.
dm littlewing
GM, 69 posts
Thu 4 Aug 2005
at 22:09
  • msg #695

Re: Turning undead

bleah
my head is not working.

dear Roa Sage,

could you please tell me how many shurkien a monk gets to throw per attack at5th leveel, please?

thjanks for the help
DM HackDoc
GM, 401 posts
ROA Sage
POOH IS KING!
Thu 4 Aug 2005
at 22:40
  • msg #696

Flurry of Blows

Using the Flurry of Blows ability, a fifth level monk can throw two Shuriken's.
DM FoxPaws
GM, 5 posts
Fri 5 Aug 2005
at 20:18
  • msg #698

Age and age related affects

Do we use the optional rules for old age, or do you prefer us to be within the younger age group?  Whats the offical word?
DM HackDoc
GM, 402 posts
ROA Sage
POOH IS KING!
Fri 5 Aug 2005
at 21:03
  • msg #699

Re: Age and age related affects

What optional rules?

If you mean the rules on aging effects in the PHB Table 6-5, yes they are used.
DM HackDoc
GM, 403 posts
ROA Sage
POOH IS KING!
Fri 5 Aug 2005
at 21:05
  • msg #700

Magic Domain

PC InfoStorm:
Query:
   Do the Domain benefits of the Magic domain, that of able to use spell trigger items as a wizard of 1/2 clerical level, stack with any Sorcerer/Wizard levels?


For the purpose of using a scroll or other magic device, if you are a wizard, actual wizard levels stack with the effective wizard levels from the Magic Domain granted power.  But they do not stack with Sorcerer levels.
DM Mike
GM, 552 posts
Aww, Aunt May!
I HATE wheat cakes!
Sat 6 Aug 2005
at 01:25
  • msg #701

Re: Magic Domain

A certain female player/DM we both know here has a sudden....fixation, shall we say, to use rot grubs and throat leeches in a 3.5 campaign.

But I can't find any informaiton/stats for them in the sourcebooks I own to help her out.

Have the grubs/leeches been officially updated for 3.5 in any source?

Thanks (I think).
DM HackDoc
GM, 405 posts
ROA Sage
Defender of the Truth
Sun 7 Aug 2005
at 00:45
  • msg #709

Re: Grub 'n Leeches, Oh My!

Officailly they do not exist in D&D 3.5

DM Grimclaw:
If I may, I have a 3.0 source with both of those iconic nasties listed.  They are in Sword and Sorcery's Tome of Horrors.

In that book, both are treated as CR 4 hazards as opposed to a full monster listing.

Rot Grub
Diminuitive vermin that crawl off carrion to infest living hosts.

Spot check DC 15 to avoid them, otherwise they penetrate the skin if contact is made.Once this happens a DC 15 Wisdom check is required to notice the little bastards crawling under your skin.  Every round thereafter, make a DC 17 Fort save or take 2d6 temporary CON damage.  When the host dies, the grubs look for a new host.  during the first two rounds, the grubs can be removed by doing 2d6 flame or slashing damage to the victim.  A DC 15 Heal reduces this to 1d6.  After the second round, only a Remove Disease can kill the grubs.

Throat Leech
One inch lonch gray leech that inhabits streams, underground pools, etc.

When a living creature consumes liquid containing the leech, the disgusting thing attaches itself to the back of the victim's throat and begins draining blood for 1d3 temp CON damage per round for 6 rounds.  After six rounds, it stops, bloated, but it remains lodged in the victim's thoat - the victim then officially begins suffocating.  The leech can be destroyed by magic, or by application of one point of fire damage.  (Note, this listing does not say when/how the victim notices the leech before suffocation starts).

Cheers!

 - Grim


PC fabtinus
player, 9 posts
Sun 7 Aug 2005
at 17:19
  • msg #710

Re: Grub 'n Leeches, Oh My!

There seems to ba a problem with getting players, so I like to ask, do we stick with the 2 max player per person or do we create another one and help out where players are needed ??
DM HackDoc
GM, 407 posts
ROA Sage
Defender of the Truth
Sun 7 Aug 2005
at 17:36
  • msg #711

Re: Grub 'n Leeches, Oh My!

To play more then 2, DM Mike has to approve it first.
Then just apply to region as normal.
PC Elerndale
player, 1 post
Wed 10 Aug 2005
at 00:02
  • msg #713

Creating my charactor.

My charactor is going to be a Aasimar That +1 EL.
I going to take 1 level in druid and 1 in sorcerer.
Would I get One Feat for first level only (as only 2nd level in clas levels)
or would I get 2 as my total level including Aasimar is 3rd?

This would also effect my getting +1 to stats at 4th as well.

Tbh I can see both as locical so really up to you?
DM HackDoc
GM, 407 posts
ROA Sage
Defender of the Truth
Wed 10 Aug 2005
at 00:23
  • msg #714

Re: Creating my charactor.

Feats and level increases are based on total character level, not effective character level (ECL).

So in your example, your Aasimar is level 2 until he gains enough xp to gain a level, where he would be level 3 and recieve the feat; ECL 4.

Your next Ability increase will be at Level 4, ECL 5. And so on, it's the price you pay for playing an ECL character.
This message was last edited by the GM at 00:23, Wed 10 Aug 2005.
PC kpeter
player, 1 post
Fri 12 Aug 2005
at 11:19
  • msg #716

Longbow & Comp Longbow

I have a question on how RoA handles proficiency with the Longbow and Composite Longbow.

I had always used the alternate rule that skill in one equals skill in the other.  Weapon Focus (Longbow) would apply if the character picked up a Comp Longbow.  I figured it was less work that way.

How does RoA handle these weapons?  Are they essentially the same or do you treat them as two completely different weapons?
DM HackDoc
GM, 408 posts
ROA Sage
Defender of the Truth
Fri 12 Aug 2005
at 17:43
  • msg #717

Re: Longbow & Comp Longbow

Weapon Focus (longbow) applies to longbows and composite longbows.
They are essentially the same.
DM FoxPaws
GM, 8 posts
My Id can beat
up your Ego!
Thu 18 Aug 2005
at 02:49
  • msg #718

Re: Longbow & Comp Longbow

In our PC creation rules we list that a Paladin Variant with no spellcasting is allowed...how does that work, do you just drop the spells from the class, or is there more to it?  anyone have a link for how to build this type of character?  I'm assuming its just a knight.
DM HackDoc
GM, 411 posts
ROA Sage
Defender of the Truth
Sat 3 Sep 2005
at 05:59
  • msg #720

Re: Paladin varient

VARIANT PALADIN
This variant paladin gains all the normal class features of the raladin, with the following changes and additions:
Spells: The paladin does not gain the ability to cast divine spells.
Blessed Weapon (Su): Any melee weapon wielded by a paladin of 6th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.
Divine Might (Su): At 11th level and higher, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level.
Tend to Mount (Su): A paladin of 13th level or higher who uses her lay on hands ability to heal her mount cures 5 points of damage per point of healing spent. In addition, the paladin may use her lay on hands ability to end any one of the following adverse conditions affecting her mount, at the cost of 5 points of healing per condition unless otherwise noted: ability damage (costs 1 point per ability point restored), blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
The paladin can remove adverse conditions at the same time that she heals damage, but any points of healing spent to end adverse conditions don't also cure hit point damage.
Holy Sword (Sp): At 16th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to one-half the paladin's class level.
This message was last updated by the GM at 05:59, Sat 03 Sept 2005.
PC Vuriche
player, 10 posts
Arr!
Mon 5 Sep 2005
at 08:59
  • msg #726

Re: Ending the Sabbatical

Seems to me this extended leave of absence need to end right now, since I have a question.

The feat: Defensive Throw (From Complete Warrior p.97) lists Improved Unarmed Strike as a prerequisite feat, which I now posess with my Ftr/Rog character.

However, when I eventually gain the actual Defensive Throw feat, I intend to use it while armed with my Spiked Chain, is that allowed?
DM HackDoc
GM, 412 posts
ROA Sage
Defender of the Truth
Wed 7 Sep 2005
at 03:47
  • msg #727

Re: Ending the Sabbatical

Yes you can. Defensive throw is a trip attack and you can make trip attacks with flails, guisarmes, halberds, whips and spiked chains. It counts as your AoO.
This message was last edited by the GM at 03:47, Wed 07 Sept 2005.
DM Rocpile
GM, 41 posts
Up in this Ma'
Gnomesayin'?
Wed 7 Sep 2005
at 01:08
  • msg #728

Skill Focus: Perform

Oh wise Sage, if a character were to choose Skill Focus: Perform, would the +3 bonus apply to all perform checks, or only a single type of perform check?

DM Rocpile
DM HackDoc
GM, 412 posts
ROA Sage
Defender of the Truth
Wed 7 Sep 2005
at 03:51
  • msg #729

Re: Skill Focus: Perform

When you take the feat Skill Focus Perform (xxx), it applies to one specific perform skill, (xxx). If you wanted it for two, like Dance and sing, you would need to take the feat twice. Everytime you take this feat it applys to a new skill.
This message was last edited by the GM at 03:51, Wed 07 Sept 2005.
DM FoxPaws
GM, 15 posts
My Id can beat
up your Ego!
Thu 8 Sep 2005
at 23:55
  • msg #732

Bard Spells

I have a question about Bard spells, damage causing bard spells...Anyone know of any 0 or 1st level spells for bards that cause damage?  I've only got access the 3 core books...limits my knowledge of spells, no?  Basicly I'm looking for a simple low level damage spell for a bard that is to old to engage in physical combat, simple magic missiles or something similiar.  Could go with a wand of some sort, but then (at least for the spells I know) I'd have to make a UMD roll.
DM HackDoc
GM, 414 posts
ROA Sage
Defender of the Truth
Fri 9 Sep 2005
at 00:46
  • msg #733

Re: Bard Spells

I know of no 0 or 1st lvl bard spells that do direct damage. many that ca ntrip, daze or make them flee.  He could cast Summon Monster I and have that creature attack.
DM HackDoc
GM, 415 posts
ROA Sage
Defender of the Truth
Fri 9 Sep 2005
at 01:05
  • msg #734

Elves

PC torreth:
I apologize in advance for my lack of sources, but wanted to clear things up.  I only have access to the online SRD, but was interested in playing one of the sub-races.  After looking on the net, I found this page: http://myth-drannor.net/Dlabra...thyr/home%20page.htm which had the following descriptions for elves.  I did not know if these traits were current, and wanted to make sure they were (or were not) before completing the character.  Thanks in advance.


Racial Traits Use the standard elven traits  with the following exceptions

Moon elves   Automatic languages - Common, Home region. Bonus languages - Auran, Chondathon, Gnoll, Gnome, Halfling, Iluskan, Sylvan. Favoured Class ~ Wizard

Sun Elves +2 intellegance, -2 constitution; Automatic languages - Common, Home region. Bonus languages - Auran, Chondathon, Gnoll, Gnome, Halfling, Iluskan, Sylvan. Favoured Class ~ Wizard

Wood elves +2 strength, +2 dexterity, -2 constitution, - 2 intelligance, - 2 charisma. Automatic languages - Common, Home region. Bonus languages - Auran, Chondathon, Draconic, Gnoll, Gnome, Goblin, Sylvan. Favoured class ~ Ranger

Wild Elves +2 dexterity, - 2 intelligence. Automatic languages - Common, Home region. Bonus languages -  Gnoll, Iluskan, Orc, Sylvan, Tashalan  Favoured class ~ Sorcerer

Aquatic Elves +2 dexterity, -2 intelligence.  Proficiencies trident, longspear, net Swimming  speed 40 ft “running” allowed in straight lines, +8 bonus on swim checks  Special  fatigued when breathing fresh water, can breath air for up to 1 hour per point of constitution  Automatic languages Common, Elven,  Home region Bonus languages  Aquan, Draconic, Giant Level Adjustment +1  Favoured class ~ Fighter


Erratta from above:

Moon Elves
Add Elven to Automatic Languages

Sun Elves
Add Elven to Automatic Languages
Regional Feat: Gift of Tongues
Bonus languages - Auran, Celestial, Chondathon, Gnome, Halfling, Iluskan, Sylvan.

Wood Elf
Add Elven to Automatic Languages

Wild Elf
Bonus Language: add Mulan
Prof with halfspear. short bow and long bow
Racial Feat: Tatto Magic

Aquatic Elves
Automatic Languages: Common, Elven, and Aquan or Serusan
Bonus: Aquan, Chonsathan, Draconic, Giant, Serusan, Sylvan
Regional Feat: Blooded, Landwalker, Survivor
DM Raven
GM, 145 posts
Mon 12 Sep 2005
at 14:12
  • msg #736

Arcane Schooling

Dear Sage,
the feat 'Arcane Schooling' says "You can activate spell trigger items as if you had one level in the selected class."

Now what are spell trigger items? I know wands are, staffs probably too, are there any others which fall into this category?

Thanks.

-Raven
DM HackDoc
GM, 418 posts
ROA Sage
Defender of the Truth
Mon 12 Sep 2005
at 14:27
  • msg #737

Re: Arcane Schooling

Spell Trigger items: Wands and Staffs.

Spell Trigger: This is the activation method for wands and staffs. Activating a spell trigger item requires no gestures or spell finishing, but you must speak a single word, and you must hold the item in your hand (or what passes for your hand).

To use a spell trigger item, you must have the spell that is stored in the item on your class spell list (or on the clas list of the selected class from the Arcane Schooling Feat). You can use the item even if you're not high enough level to cast the stored spell (or even high enough level to cast any spells at all). It doesn't make any difference if the stored spell is arcane or divine, and your ability scores dont matter.

See the Player's Handbook (or other appropriate rulebook) for your class spell list. If you have a prohibited school of spells (if you're a specialist wizard, for example), the spells from that school aren't part of your class spell list. If you have access to clerical spell domains, the spells in the domains you've chosen are on your class spell list (spells from domains you could have chosen, but did not, are not on your class spell list). If you're multiclassed, you can use a spell trigger item that stores a spell that is on at least one of your class spell lists.

If a spell trigger item stores more than one spell (for example, a staff), you may find that you can use only some of the item's functions.

Activating a spell trigger item is a standard action that does not provoke attacks of opportunity. If the spell stored in a spell trigger item has a casting time other than 1 standard action, that is its activation time.
DM Raven
GM, 146 posts
Mon 12 Sep 2005
at 14:57
  • msg #738

Re: Arcane Schooling

Thanks a million! :-)
DM FoxPaws
GM, 17 posts
My Id can beat
up your Ego!
Mon 12 Sep 2005
at 23:26
  • msg #739

Stupid question on to hit bonus

OK, If I start out in a fighter class that gets +1 per level and then change over to a PrC that grants +1 per level do I treat that as still progressing on the fighter base chart, or do I consider myself as stopping at +10 (for instance) and then going into the PrC and getting +1 thru +10 again that doesn't do anything for me since I already have a +10....


Let me know if this doesn't make any sense...
DM HackDoc
GM, 419 posts
ROA Sage
Defender of the Truth
Tue 13 Sep 2005
at 01:22
  • msg #740

Re: Stupid question on to hit bonus

Are you taking about BAB?

If so, yes you would continue to add to your BAB when ever you gaind a new increase..

So if you are a 10th level fighter wih a BAB +10/+5
And you take a PrC level that gives you a +1 BAB, you will now have a BAB +11/+6/+1

Same goes for saves...the inreases are cummulative.
DM FoxPaws
GM, 18 posts
My Id can beat
up your Ego!
Tue 13 Sep 2005
at 02:18
  • msg #741

Re: Stupid question on to hit bonus

Sweet, thats kinda what I thought, but I wanted to be sure.

How would that work if you went from say a mage, to a fighter prc...from horrible BAB to good BAB, same thing? (sorry for being so dense)
This message was last edited by the GM at 02:19, Tue 13 Sept 2005.
DM HackDoc
GM, 420 posts
ROA Sage
Defender of the Truth
Tue 13 Sep 2005
at 02:28
  • msg #742

Re: Stupid question on to hit bonus

Yes..no matter what class you are..If you increase by 1, then it is cumulative. You only ever have one BAB...
PC Atlas726
player, 1 post
Tue 13 Sep 2005
at 14:00
  • msg #744

Multi-classing max skill ranks

When multi-classing, how does one figure the max skill ranks for each level when a skill is a class skill for one class and a cc skill for the other?

As an example, let's assume a level 2 rogue/level 1 fighter is adding a second level of fighter.
DM HackDoc
GM, 420 posts
ROA Sage
Defender of the Truth
Wed 14 Sep 2005
at 18:55
  • msg #745

Re: Multi-classing max skill ranks

If a skill is a class skill for any of a multiclass charcater's classes, then character level determines a skill's maximum rank. (maximum rank is character level +3).

If a skill is not a class skill for any of a multiclass character's classes, the maximum rank for that skill is one-half the maximum for a class skill.

For example, a 7th-level rogue/4th-level wizard (an 11th-level character)can have as many as 14 ranks in any class skill that is a class for rogues or wizards. That same character can have as many as 7 ranks in any skill for rogues or wizards.

However, you still pay extra points if the skill is not on the class skill list. (ie. Wizard level pays double for ranks in Open Locks.)
This message was last edited by the GM at 18:55, Wed 14 Sept 2005.
PC Jacktucker
player, 54 posts
Wed 14 Sep 2005
at 10:43
  • msg #747

Re: Multi-classing max skill ranks

Quick question. How are tie die rolls handled? Do you give it to the character with the higher modifier or do you re-roll?
DM HackDoc
GM, 421 posts
ROA Sage
Defender of the Truth
Wed 14 Sep 2005
at 19:39
  • msg #748

die rolls

If die roll is tied during an opposing skill check (including grapple), the character with the higher modifier wins. If the modifiers are the same, then you re-roll.
This message was last edited by the GM at 20:34, Wed 14 Sept 2005.
DM Raven
GM, 149 posts
Wed 14 Sep 2005
at 22:09
  • msg #749

Turning Undead

Is it possible to turn undead in the dark? Or without actually knowing they are there? Say a character enters a dark room and puts up his holy symbol turning undead on the suspicion there 'might' be some. Does that work in case his suspicions are correct? Or does he have to see them, rsp. have a line of effect to them?
DM HackDoc
GM, 422 posts
ROA Sage
Defender of the Truth
Wed 14 Sep 2005
at 22:37
  • msg #750

Re: Turning Undead

When you do turn, you turn the closest turnable undead first. And you can't turn undead that are more then 60 feet away or that have total cover relative to you. You do not need line of sight to a target, but you need to have  clear line of effect.

A Line of Effect is a striaght, unblocked path that indicates what spell can effect. A line of effect is canceled by a solid barier. It is like line of sight for ranged weapons, excpet that it is not blcoked by fog, darkness, and other normal sight.

So to answer your question, yes you could turn undead in the dark.
DM Raven
GM, 150 posts
Thu 15 Sep 2005
at 08:02
  • msg #751

Re: Turning Undead

Thanks, that helps. :-)
PC rgutzmer
player, 43 posts
Thu 15 Sep 2005
at 18:07
  • msg #752

Re: Turning Undead

If you take an item of regional equipment at character creation, can you throw in a bit of gold to upgrade it to a weapon simular in spirit?

Some specific examples:
  The Dragon Coast:  You take the MW Rapier, and add 80 gold from your starting gold to upgrade it to a MW Elven Thinblade?

  The Dalelands:  You take the MW Longbow, and add 75 gold from your starting gold to upgrade it to a MW Greatbow
     or you take the MW Longbow and add 425 gold from your starting gold to upgrade it to a MW Composite Longbow +4
     or you take the Composite Longbow +2, and add 300 gold from your starting gold to upgrade it to a MW Composite Longbow +2

  Any region with a MW weapon:  You add 2,000 gold from your starting gold to upgrade it to a +1 weapon.


You get the idea.  The weapon still has the flavor of the region, but you don't have to sell the origional for 1/2 price and buy what you really want.  Basically, if the weapon is close enough to the feel and flavor of the origional, you can trade in for full price.  I think it would be fair for each regional DM would have to make the call on such trades.
DM HackDoc
GM, 422 posts
ROA Sage
Defender of the Truth
Thu 15 Sep 2005
at 22:15
  • msg #753

Trading regional equip

Of the examples given, the only thing you can do would be add the 2000 gp to have a wizard enchant it to +1 (since it is a MW weapon). You may sell it as you mentioned for 1/2 its value.

You need to look at these items as gifts from a friend or family. Not something you bought with your earned gold.
This message was last edited by the GM at 22:15, Thu 15 Sept 2005.
DM FoxPaws
GM, 27 posts
My Id can beat
up your Ego!
Sun 25 Sep 2005
at 00:48
  • msg #754

Ranger Variant

OK, last time it was Paladin...this time how about ranger this time.  Is there a change other than just dropping spells, or do they get something in exchange for not being spell casting rangers.
DM HackDoc
GM, 425 posts
ROA Sage
Defender of the Truth
Mon 26 Sep 2005
at 19:02
  • msg #755

Re: Ranger Variant

Variant ranger gain sall the normal class features of the ranger, with the following exceptions.
SPELLS: None
FAST MOVEMENT (Ex): at 6th level, the ranger's base land speed increases by 10 feet. Benefit only applies while wearing no, light or medium armor and not carrying a heavy load.
NATURE'S BLESSING: at 11th level and higher, the ranger can use a standard action to add a +4 bonus to his CON, DEX or WIS score. Ability may be used 1/day, and effect last 11 min./level.
HEALING TOUCH (Sp): 1/day ranger of 13th level or higher can use either neutralize poison or remove disease, as a caster level of 1/2 ranger's class level.
FREEDOM OF MOVEMENT (Sp): a ranger of 16th level or higher can use freedom of movement on himself 1/day, as a caster level whose level is equal to 1/2 the ranger's class level.
DM Grimclaw
GM, 35 posts
Wed 28 Sep 2005
at 17:27
  • msg #756

Trained animal costs

Doc,  what would the cost be for a trained pet - a talking parrot or a filching rat for examples.  Animal acquisition price plus training fees? what would those fees be for each trick?

Thanks!
DM HackDoc
GM, 427 posts
ROA Sage
Defender of the Truth
Wed 28 Sep 2005
at 21:18
  • msg #757

Re: Trained animal costs

Prices of standard animals in the book are as listed at PC creation. For a special animal you will need to ask the DM of the region.

Remember to even have a trained animal obey your commands to perform a trick it knows you still have to pass a Handle Animal Check of DC 10

Except as listed...to have an animal trained to do a simple trick per trick(sit, stay, etc). Would cost 25% of the value of the animal. (Actual value or purchase price, use which ever is higher). Som eof the special owls have a traning cost of 100 gold. So you can see it depends on animal and region.

Your example of having an animal like a rat filching, would be considered special purpose training. I would say this would have a premium as if performing 3-4 tricks.

But it is all doable, but price is subjective. So check with your regional DM...but you need the skill yourself even if you are not training the animal.
DM Raven
GM, 152 posts
Thu 29 Sep 2005
at 08:35
  • msg #758

Re: Trained animal costs

A while ago somebody posted a rogue variant, foregoing the backstabbing bonus in favour of getting feats like a fighter. I thought this was from the UA but I cannot find it in there nor any other book I have. I would need the details for this variant and would be happy if somebody could help me out, thank you.
DM HackDoc
GM, 428 posts
ROA Sage
Defender of the Truth
Thu 29 Sep 2005
at 13:08
  • msg #759

varient rogue

It is a variant rogue from UA.

The rogue favors martial training over stealth and cunning can profit if she chooses her fights carefully.
Gain: Bonus Feats (as fighter)
Lose: Sneak Attacks
PC Elfear
player, 2 posts
Thu 29 Sep 2005
at 17:34
  • msg #760

Listed Weapon Size

Under the weapon category in the character sheet, is the weapon size supposed to be the size character it is made for, or the actual size of the weapon?
DM HackDoc
GM, 429 posts
ROA Sage
Defender of the Truth
Thu 29 Sep 2005
at 17:42
  • msg #761

Re: Listed Weapon Size

Use the actual size of the weapon.

So Longsword is medium, greatsword is large, shuriken is tiny, etc.

A human is medium size so he could use them all per the rules for size...

A kobold is small size so he could not use the greatsword; for to him it would be giant size, and a longsword would be large to him. But the longsword would still be listed as Medium size weapon.
This message was last edited by the GM at 03:11, Fri 30 Sept 2005.
PC johanfk
player, 1 post
Mon 3 Oct 2005
at 06:33
  • msg #762

Re: Listed Weapon Size

As a wizard I can learn spells from a scroll. Can I do this during character generation (buy scrolls and then roll if I can add it to my spellbook)?
DM HackDoc
GM, 434 posts
ROA Sage
Defender of the Truth
Mon 3 Oct 2005
at 20:50
  • msg #763

Re: Listed Weapon Size

Yes you can. You must buy the scroll first, then roll to see if you can learn it. And as long as you pay for the ink to write it and use the day units required for the time spent writting...
You start with 10 day units.
PC echoxero
player, 1 post
Mon 3 Oct 2005
at 23:54
  • msg #764

Re: Listed Weapon Size

How long does it usually take to get assigned to a region?
DM HackDoc
GM, 436 posts
ROA Sage
Defender of the Truth
Fri 14 Oct 2005
at 02:12
  • msg #766

Re: regions

Players are not assigned to a region, they pick the one that has an opening that they would like to join.  Once the char sheet is ready, PM it to to DM RocPile. Once approved send your approved Char sheet to the DM in charge of that region that you want to join. If in doubt ask the appropriate DM.
This message was last edited by the GM at 02:13, Fri 14 Oct 2005.
PC EHThorne
player, 4 posts
Fri 14 Oct 2005
at 01:41
  • msg #767

School Specialization

On page 57 of PHB it says," A specialist wizard can prepare one additional spell  of her specialty school per level each."

Now tell me if I'm right or wrong on this, but that tells me if I was a wizard say of 1st level and I was a specialist I get all my base spells plus one from my speciality school for level 0 and level 1.

Correct?
DM HackDoc
GM, 436 posts
ROA Sage
Defender of the Truth
Fri 14 Oct 2005
at 02:07
  • msg #768

Re: School Specialization

Yes that is correct. If a wizard is a specialist, he gains the ability to cast one additional spell per level per day as long as it is from his school of specilaization.
PC Mr Crinkles
player, 5 posts
Sat 22 Oct 2005
at 17:01
  • msg #770

Re: School Specialization

   1) What is the FRCS, and where is it?
   2) Can I be a half-drow rogue/ranger (multiclass)?
   3) What does "AL", "BL", and "FD" stand for (I'm guessing that "RF" = Regional Feat & "BE" = Basic Equipment)?
   4) Can my patron deity be whomever I want, or am I limited becos of class/race?
   5) Understanding that I only get 1 regional feat at creation, how many other feats can I have?
   6) How do I figure out my class/race modifiers?
   7) "There is a link to the OGC (Open Game Content) Player's Handbook and other rules for 3.5 Dungens and Dragons in RoA: OOC.  That will help players who are without the rulebooks .... Finally, there is a link to a character generator that will help you through some of the more difficult aspects of PC creation, should you wish to use it." ... um, where are they?

   I realise most of these are probably in the 3.5 handbook, but I don't have it yet, so if you can help me, I'd be grateful. Thank you.
DM HackDoc
GM, 440 posts
ROA Sage
Defender of the Truth
Sat 22 Oct 2005
at 17:17
  • msg #771

Re: School Specialization

1) "Forgotten Realms Campaign Setting".....can be found in bookstore and game shop near you or on internet.

2)Yes. You starts at 3rd level and what classes you take are up to you. And half-drow is as listed in OOC thread. (Same as half-elf in PHB but also recieves 60' darkvision. But remember being even part drow can cause you problems in the forgotten realms when in certain towns or regions).

3)
AL = Automatic languages (languages you get without int modifiers)
BL = Bonus Language (languages you can chose from for your int modifiers)
FD = Favorite Diety (Dieties which are prominent in the region, a cleric must chose one of these if he wants to benefit from the 'regional benefits')
RF = Regional feats
BE = Bonus equipment (stuff you get in _addition_ to your regular 2,700gp starting money)

4) Choose a diety you feel your back story would choose. Normally Region of origin would have an impact on your choice as would class and alignement. But who you worship is up to you....Just remember your DM will be watching how you play based on Alignment, and diety. Dieties have been known to walk the surface of these lands.

5) You do not get a regional feat at creation. But you may choose one regional feat instead of a regular feat as your 1st level feat if you wish.  You will still be restricted to a feat at 1st and 3rd to start. Plus one additional feat for each flaw you take (maximum of two flaws).

6) You just add them as you earn them of the class charts.

7) They are liste din the GAMING-ORIENTED LINK site thread in this OOC section. Try page two of the threads.
This message was last edited by the GM at 17:10, Wed 26 Oct 2005.
PC Mr Crinkles
player, 6 posts
Mon 24 Oct 2005
at 19:51
  • msg #772

Re: School Specialization

   Does my Half-Drow get the same Weapon Proficiencies as a normal Elf?
DM HackDoc
GM, 441 posts
ROA Sage
Defender of the Truth
Wed 26 Oct 2005
at 17:11
  • msg #774

re; half-drow.

No. A half-drow is the same as a half-elf except for instead of low-light vision it gets darkvision out to 60'.  Other than that they are half-elf's will all the half-elf benefits.
This message was last edited by the GM at 17:11, Wed 26 Oct 2005.
PC Aurken
player, 8 posts
Wed 26 Oct 2005
at 23:44
  • msg #775

Same character?

If you have a character that has been approved, and is being run in a game in RoA already, can you submit that character for another game at RoA, and run it if approved for that game?

Or do you have to make a completely separate character?
DM HackDoc
GM, 442 posts
ROA Sage
Defender of the Truth
Wed 26 Oct 2005
at 23:50
  • msg #776

Re: Same character?

You have to make a completely new character. For RoA is one world. And your character has the ability to move from region to region over time. And groups may meet.
DM FoxPaws
GM, 44 posts
My Id can beat
up your Ego!
Fri 28 Oct 2005
at 20:58
  • msg #778

Re: Day Units

For the purpose of taking lvls in arcane trickster, does the Aasimir with the light to daylight feat 'daylight' ability count as a 3rd lvl spell, or do abilites not count in that fashion?
This message was last edited by the GM at 21:08, Fri 28 Oct 2005.
DM HackDoc
GM, 444 posts
ROA Sage
Defender of the Truth
Sat 29 Oct 2005
at 06:13
  • msg #779

Re: spell-like abilities

No, Spell-like abilities do not meet a PrC prereq. for qualifying for the class. You must take the levels in the appropriate spell casting class to meet that req.
DM HackDoc
GM, 445 posts
ROA Sage
Defender of the Truth
Sat 29 Oct 2005
at 06:15
  • msg #780

Re: Day Units

PC Elfear:
Oh wise and all-powerful Sage,
Do Day Units have to be spent when they are received, or can they be "saved up" until you decide to use them?


You may accumulate (save) all the day units you earn. There is no maximum number you may save.  They are there for your use as you feel necessary. (moving between regions, Item creation, PrC traning, etc.)
PC EHThorne
player, 8 posts
Mon 31 Oct 2005
at 17:37
  • msg #781

Re: re; half-drow.

DM HackDoc:
No. A half-drow is the same as a half-elf except for instead of low-light vision it gets darkvision out to 60'.  Other than that they are half-elf's will all the half-elf benefits.

But half-elfs get elven blood so want half-drows recieve drow blood.
DM HackDoc
GM, 446 posts
ROA Sage
Defender of the Truth
Tue 1 Nov 2005
at 14:10
  • msg #782

Re: re; half-drow.

Yes.

So if someone has a Drow Bane weapon, you better run. :)
This message was last edited by the GM at 14:11, Tue 01 Nov 2005.
PC Atlas726
player, 4 posts
Thu 3 Nov 2005
at 21:49
  • msg #784

Name that feat...

I read recently a feat that allowed a free and immediate trip attack if your other melee attack(s) did more than 14(?) damage.  Anyone know what feat that is and where I can find it?
DM HackDoc
GM, 446 posts
ROA Sage
Defender of the Truth
Fri 4 Nov 2005
at 03:27
  • msg #785

Re: Name that feat...

Knock-Down
               Your mighty blows can knock foes off their feet.
Prerequisites: BAB +2, Improved Trip, Str 15+
Benefit:       Whenever you deal 10 or more points of damage to your opponent in melee,
               you make a trip attempt as a free action against the same target.
This message was last edited by the GM at 03:27, Fri 04 Nov 2005.
DM Grimclaw
GM, 39 posts
Thu 3 Nov 2005
at 22:09
  • msg #786

Druid Feat?

Is there a 3.5 feat that allows a Druid to wild shape into a magical beast? (Other than the one in Frostburn that allows wild shape into magical beasts with the 'cold' descriptor)

Thanks
DM HackDoc
GM, 446 posts
ROA Sage
Defender of the Truth
Fri 4 Nov 2005
at 03:32
  • msg #787

Re: Name that feat...

Magical Beast Wild Shape
You can wild shape into magical beast forms.
Prerequisites: Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day, *
Benefit: You can use your normal wild shape ability to take the form of a magical beast.  The size limitation is the same as your limitation on animal size.  You gain any extraordinary abilities and all the supernatural abilities of the beast whose form you take.

* there is an additional prereq of beast wild shape, another epic feat, but since the beast type no longer exists, I suppose that is moot.


Also, the book of exalted deeds has Exalted Wild Shape, which allows you to change into good-aligned magical beasts.  The prerequisite is 8th-level wild shaping class.

Note: Thanks to PC rgutzmer for saving me time.
This message was last edited by the GM at 03:32, Fri 04 Nov 2005.
DM HackDoc
GM, 447 posts
ROA Sage
Defender of the Truth
Fri 4 Nov 2005
at 03:36
  • msg #788

Re: Far Shot feat

DM Raven:
If you have the far shot feat it increases the range increment for the weapon (1.5x for projectiles, 2x for thrown weapons), does this affect the range 'increment' for point blank shot as well, as it works only at a range of 30ft?


No, the Point Blank range is NOT affected.
This message was last edited by the GM at 18:30, Sat 05 Nov 2005.
PC Sukael
player, 3 posts
Sat 5 Nov 2005
at 18:03
  • msg #789

Races question

Are any races not specifically listed in the PC creation thread usable? (I'm thinking more specifically of those ones with a low Level Adjustment/number of hit dice [goliath, illumian, etc].)
This message was last updated by the player at 18:03, Sat 05 Nov 2005.
DM HackDoc
GM, 448 posts
ROA Sage
Defender of the Truth
Sun 6 Nov 2005
at 11:12
  • msg #790

Re: Races question

Only the races listed are available for choice. But if you wish to try and have a new race acepted, you can always place a request in 'Players Request' thread.

Now if you are willing to play a character in a region that will never be able to be involved in the real campaign; you can play in a bubble region. So for example those new races from the recent Dragon magazine articles are allowed in the Savage Species bubble region (but at present there are no open spots for players in that region) and races found in Kara-Tur are allowed in that bubble region.

The new Pirates and Hunters bubble region has a half-troll, so if they are taking new PCs, maybe.  Check with the DMs (Ninjacow and Foxpaws). At this time if you wish to enter this region, check with Ninjacow.

Bubble regions are those that do not follow the normal RoA rules for some reason, like onces that use special case rules (Savage Species, Psionics) and settings (Kara-Tur, Pirates), in case you did not know.
This message was last edited by the GM at 11:13, Sun 06 Nov 2005.
PC Valein
player, 3 posts
Sun 6 Nov 2005
at 07:27
  • msg #793

Roa newbie questions

Hi guys

I am about to start playing in one of the RoA campaigns and would like to know a couple of things - being new to play-by-post.

1. How is combat resolved? Do every player send in his actions for every round? What if one player is slow at sending in a post for one round?
2. What about tactical movement in combat? Do you use maps to show where the players and enemies are located?
3. Play-by-post in general - how is conversation between players handled? What if two players has an  argument? With three posts per day, for example, the argument could last for weeks...do the other players wait all this time before they get to go on with their actions?

Stian
DM HackDoc
GM, 448 posts
ROA Sage
Defender of the Truth
Sun 6 Nov 2005
at 11:07
  • msg #794

Re: Roa newbie questions

1. Just like in a table top game. Round by round. If one player takes to long (and that length of time is decided by the DM..he will NPC the characters round).

2. Some DMs use very detailed  Grid map systems for combats. Others are very good at giving you a written desription that forms a picture in your mind that you can see; sometimes with maps to assist. No one has ever had a problem yet in the years of play.

3. Only combat rounds are taken in a round by round sequence. Speaking/arguing s a free action and can happen so fast...as long as no actions/movements are taken beyoind the first...You can post conversation to your hearts content. The only requirement in the posting rate of the conversation will be dependent on who you are speaking with....
PC Valein
player, 4 posts
Sun 6 Nov 2005
at 18:43
  • msg #795

Re: Roa newbie questions

Thanks for replying!

I am getting excited about this and are looking forward to get started :)

Stian
DM FoxPaws
GM, 48 posts
My Id can beat
up your Ego!
Sun 6 Nov 2005
at 19:47
  • msg #796

Shatter spell

Can the spell shatter be used against an enemies head?  the spell says it can be targeted at up to 10lbs per caster lvl of any substance...does that mean a player can do a fist of the northstar type attack against the BBG?
DM HackDoc
GM, 448 posts
ROA Sage
Defender of the Truth
Sun 6 Nov 2005
at 22:12
  • msg #797

Re: Shatter spell

No.

Shatter can be used to:
 Area Attack:
   break brittle, nonmagical objects.
 Targetted Attack:
   sunder a single solid object (not creature).
   damage a crystalline creature.
This message was last edited by the GM at 22:12, Sun 06 Nov 2005.
DM FoxPaws
GM, 53 posts
My Id can beat
up your Ego!
Fri 11 Nov 2005
at 00:00
  • msg #798

More from the fox...

Sorry to monopolize your time Hack, but I've got another one.  The Halfling warsling, do halflings get a racial weapon familiarity with this weapon.  also (forgive, I don't have the books that its listed in) do you have to have a profiencey with skiprocks to use them with it, or is that a racial familiarity item as well, if either of them are.  Am I rambling to much? sorry, watching tv at the same time....


Anyway, to sum up, Haflings, auto know how to use a warsling/skip rock, or do they have to spend feats to learn how to use them?  That would go for any named weapon.

Dwarves get the urgosh and waraxe
gnomes get the hook hammer

do the half-orcs get the orc double axe? (it doesn't say in the PHB, that I could find)
DM HackDoc
GM, 448 posts
ROA Sage
Defender of the Truth
Tue 15 Nov 2005
at 22:45
  • msg #799

Re: More from the fox...

No.

At start your character is only proficient with the class and racial weapons specifically mentioned. So you would need to use a feat to be proficient. Either exotic weapon (xxx) or if the weapon has your racial name in it you can take Improved Weapon Familiarity. The later has more flexibility in the long run.
This message was last edited by the GM at 22:45, Tue 15 Nov 2005.
PC Valein
player, 9 posts
Sun 20 Nov 2005
at 11:33
  • msg #800

Combat Medic with Evasion?

Hiya

The Prestige Class "Combat Medic" gets Evasion like the Monk on level 4.
The Evasion description says it only works if the monk is wearing light or no armor.

Is this the same for Clerics who take this prestige class? It only works for clerics wearing light or no armor?
DM HackDoc
GM, 448 posts
ROA Sage
Defender of the Truth
Sun 20 Nov 2005
at 14:20
  • msg #801

Re: Combat Medic with Evasion?

Yes that is correct. It only works with light armor or no armor as per the Evasion rule for the Monk, which it refers you too.
This message was last edited by the GM at 14:20, Sun 20 Nov 2005.
PC Valein
player, 10 posts
Sun 20 Nov 2005
at 14:44
  • msg #802

Re: Combat Medic with Evasion?

Ok, just checking - thanks for the fast response!
PC Jacktucker
player, 57 posts
Mon 21 Nov 2005
at 02:28
  • msg #803

Re: Combat Medic with Evasion?

I got a question about flanking.

Start of Combat:

--+---+---+---+---
--------1---2-----
--+---+---+---+---
--------3---4-----
--+---+---+---+---

After 1st round

--+---+---+---+---
------------2-----
--+---+---+---+---
----1---3---4-----
--+---+---+---+---

Is # 1 and # 2 flanking #3? All have 5' reach. Each square is 5'.
DM HackDoc
GM, 449 posts
ROA Sage
Defender of the Truth
Mon 21 Nov 2005
at 04:09
  • msg #804

Re: Flanking

No. In the second setup only 1 & 4 if allies would be flanking 3. 2 has no one opposite him.

-----------------
Now if 3 was a large(+) creature 1 & 2 would be flanking.
PC Jacktucker
player, 58 posts
Mon 28 Nov 2005
at 17:31
  • msg #806

feinting


Can a character locked in a grapple use the feat Improved Feint as a move action?
This message was last edited by the player at 17:32, Mon 28 Nov 2005.
DM HackDoc
GM, 452 posts
ROA Sage
Defender of the Truth
Tue 29 Nov 2005
at 00:30
  • msg #807

Re: feinting

When you are in a grapple both of you lose your DEX bonus, And you cannot move...so it is a moot point.  But a direct answer is no, it is not one of the choices allowed while grappling.
DM HackDoc
GM, 453 posts
ROA Sage
Defender of the Truth
Tue 29 Nov 2005
at 00:54
  • msg #808

Re: Animal Companion vs Familiar

DM Raven:
HI,

am I right that a character, who's allowed animal companion and familiar, can only chose either and not both at the same time?


They can have both at the same time. The animal companion is a simple Animal, whereas the familiar is a Magical Beast.

Think of the Animal Companion as a Cohort for the character. The Animal Companion will leave if not treated well, etc...
PC martin22
player, 4 posts
Tue 29 Nov 2005
at 14:14
  • msg #809

Improved Natural Weapon

This is about the Improved Natural Weapon feat.

If a monk takes INW at 6th level what would his damage go to and how would it progress. Or at if they waited till damage was 1D10, according to the feat the damage would increase at a different rate and also it would most likely be out of sync with the monks normal damage progression.

The other scenario would be a fighter specialising in unarmed attack and took nothing but INW from 6th level on. I think thats 13 progressions, what would be his start and end points.

I ask because I find the idea intriging and I've never seen the progression done that far, that and its munchy as hell;-)
This message had punctuation tweaked by the player at 14:15, Tue 29 Nov 2005.
DM HackDoc
GM, 453 posts
ROA Sage
Defender of the Truth
Sun 4 Dec 2005
at 18:36
  • msg #810

Re:  Feat

As stated on page 41 of the Player’s Handbook, a
monk’s unarmed strike “is treated as both a manufactured
weapon and a natural weapon for the purpose of spells and
effects that enhance or improve either” which includes feats
such as Improved Natural Attack.

Barring multiclassing, the earliest a monk could take this
feat would be at 6th level (due to the base attack bonus
prerequisite), at which point her unarmed strike damage would
improve from 1d8 to 2d6 (which represents an average increase
of +2.5 points of damage). The same monk at 20th level would
deal 3d8 points of damage with her unarmed strike.

Hope this helps you see how progressions works.
This message was last edited by the GM at 18:36, Sun 04 Dec 2005.
DM HackDoc
GM, 458 posts
ROA Sage
Defender of the Truth
Thu 15 Dec 2005
at 19:44
  • msg #811

Re: Unique magic in ROA

PC Vallah:
Are characters allowed to research and create their own new spells and unique magic items in ROA or are we restricted to published spells & items?

Thanks in advance :-)


DM MIke prefers (he is the big boss here) that everyone stick with spells and items that appear in the books we allow for use in RoA.  The fact that you may have mutiple DMs means that while one DM may okay what you have created, another you will later game with could have problems with it.  If you stick to the wide variety of magic items and spells already in the material we allow, you're safe.

You may use Day Units and Feats to research Spells (That exist but you do not know) or to make items.

If you have an item you really want to create that is new, you could submit the new item, including all its cost (days, gold, exp) in the player's request thread. But before you do ...realize that it has a high probality of not being approved. But you never know.
This message was last edited by the GM at 19:44, Thu 15 Dec 2005.
DM Grimclaw
GM, 43 posts
Tue 6 Dec 2005
at 14:36
  • msg #812

Sneak Attack on a charge

Doc,

   Assuming all other conditions are met for a sneak attack, does sneak attack damage apply on a charge action?

Thanks

 - Grim
DM HackDoc
GM, 454 posts
ROA Sage
Defender of the Truth
Tue 6 Dec 2005
at 15:24
  • msg #813

Re: Sneak Attack on a charge

If you qualify for sneak attack you can use it....but you do not get to multiply the sneak attack damage.
PC Jacktucker
player, 59 posts
Thu 8 Dec 2005
at 15:22
  • msg #814

Re: Sneak Attack on a charge

I have a character who uses a flail for trip attacks. Would the feat Improved Trip help with his opposed trip checks?
DM HackDoc
GM, 455 posts
ROA Sage
Defender of the Truth
Thu 8 Dec 2005
at 20:03
  • msg #815

Re: Sneak Attack on a charge

When you try to trip you provoke an AoO. Now a flail does allow you to make a melee touch attack with weapon to trip and not provoke an AoO. And if you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

with Improved Trip...you do not provoke an AoO and you gain +4 bonus on Strength check to trip your opponent. For a flail user you only really benefit from the +4.
This message was last edited by the GM at 19:46, Sat 10 Dec 2005.
DM Raven
GM, 161 posts
Sat 10 Dec 2005
at 16:06
  • msg #822

Re: Sneak Attack on a charge

Speaking of which... does a character with natural weapons (ie. claws) get an AoO when somebody initiates a grapple or would otherwise cause an AoO?
DM HackDoc
GM, 456 posts
ROA Sage
Defender of the Truth
Sat 10 Dec 2005
at 19:56
  • msg #823

Re: Sneak Attack on a charge

Yes....If you qualify for an AoO, you may use a natural weapon. You still only get one attack.
PC Jacktucker
player, 60 posts
Mon 12 Dec 2005
at 01:45
  • msg #824

Re: Sneak Attack on a charge

Hey doc, heres a good one for you.

6th level Fighter with the following feats:

FEATS:
-       Twin Sword Style
- Two Weapon Fighting
- Weapon Finesse (Short Sword)
-       Weapon Focus (Short Sword)
-       Two Weapon Defense
-       Weapon Specialization (Short Sword)
-       Improved Two Weapon Fighting
-       Dodge

STR:      15  +2
DEX:      20  +5
CON:      14  +2
INT:      14  +2
WIS:      14  +2
CHA:      12  +1


How many attacks does he get and at what bonus (He uses 2 Short Swords w/light armor.)

Here is what he came up with:  +10/+10/+7/+5
Here is what I came up with: +11/+7/+5/+3
DM HackDoc
GM, 456 posts
ROA Sage
Defender of the Truth
Mon 12 Dec 2005
at 20:06
  • msg #826

Re:  Specialization 2-handed

(Both PC Lady Mia and rgutzmer were correct..thanks for saving me typing.)

Single Attack:  +12 (+6 BAB, +5 Dex, +1 Focus)
       damage:  1d6+4 (+2 Str, +2 Specialization - no 1-1/2 Str for wielding a light weapon with two-hands)

Full attack with one weapon:
       Attack:  +12/+7
       damage:  1d6+4/1d6+4

Two weapon fighting base:
  primary:   +10 = +12 above -6 penalty +2 light weapon +2 2wF
  secondary: +10 = +12 above -10 penalty +2 light weapon +6 2wF

Full Attack with two weapons:
Primary weapon attack:  +10/+5
               damage:  1d6+4/1d6+4 (+2 Str, +2 Specialization)

Secondary weapon attack:  +10/+5
                 damage:  1d6+3/1d6+3 (+1 Str (1/2), +2 Specialization)

+3 shield bonus to AC - +4 shield bonus if fighting defensively
(strictly speaking, the shield bonus from twin sword style shouldn't stack with the shield bonus from two-weapon defense, because neither feat lists the other as an exception to the stacking rules, but you can probably talk your DM into letting them stack anyway)
This message was last edited by the GM at 20:06, Mon 12 Dec 2005.
PC NorthernOkie
player, 5 posts
Mon 12 Dec 2005
at 19:52
  • msg #827

"Analyze Portal" description?

Would someone give me some insight on the "Analyze Portal" spell?  A quick search only reveals the tag-line of "locate and analyze all portals within 60 ft."

So, what exactly does the spell description say is allowed/covered with our wonderful verb "analyze" ???

THANKS.
DM HackDoc
GM, 457 posts
ROA Sage
Defender of the Truth
Mon 12 Dec 2005
at 20:26
  • msg #828

Re: "Analyze Portal" description?

The spell does have a 60' range. Duration Concentration, max 1 round/level. And you can tell if an area contains a magic portal. If you study an area for 1 round, you know the sizes and locations of any portals in the area. Once you find a portal you can study it (one at a time if more then one).

Each round you study a portal, you discover one proerty of the portal...in order: Any key or command word needed to activiate the portal, any special circumstances governing the portals use, whether the portal is one-way or two-way, any of the usual properties associated with portals in the FRs, and the last thing shown will be a glimpse of the area where the portal leads.

I know this becasue I just cast it in one of DM Mikes regions...
(If you need more specifics, you will have to wait until I can get to my books) :O :)


Each property requires a caster level check. vs DC 17 to learn...If you fail a check you can try again the next round.
This message was last edited by the GM at 20:28, Mon 12 Dec 2005.
PC Atlas726
player, 6 posts
Tue 13 Dec 2005
at 17:03
  • msg #830

Feat: Arterial Strike


Arterial Strike
Pre Req: Sneak Attack ability, BAB +4
Special: Trade 1d6 sneak attack damage for 1 point of damage per round

My question: If my rogue has 2d6 sneak attack damage per hit, can I choose to do 2hp dam per round?  Also, does this damage stack with dam from subsequent attacks?  In other words, if I trade 2d6 one round, and 2d6 again the next round, will the opponent be losing 4hp/rd?
DM HackDoc
GM, 458 posts
ROA Sage
Defender of the Truth
Thu 15 Dec 2005
at 19:46
  • msg #831

Re: Feat: Arterial Strike

First here is the full benefit description.

Arterial Strike
Benefit: If you hit with sneak attack, you may choose to forgo +1d6 of extra sneak attack damage to deliver a wound that won’t stop bleeding. Each wound caused in this manner saps an extra 1 point of damage per round from the victim, until the victim receives the benefit of a DC 15 Heal check or any cure or other magical healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial strikes cause an extra 2 point of damage per round until healed). You may deliver only one bleeding wound per successful sneak attack.

Another words no, you can't give up 2d6 sneak attack for 2/hp. You can only forgo only 1 sneak attack die, and then each of these attacks that land increase the amount of damage dealt each.
This message was last edited by the GM at 19:46, Thu 15 Dec 2005.
DM HackDoc
GM, 458 posts
ROA Sage
Defender of the Truth
Wed 14 Dec 2005
at 02:54
  • msg #838

Re: Regional Feat question:

PC Mythica:
One that I should probably know the answer to, but here goes.

Is the regional feat in addition to your normal first level feats, or does it replace one of your first level feats?

Thank You


No, It is not an additional feat. You may choose one of your regional feats at first level in place of a normal feat you might have chosen. (Only one and only at character creation). So if you do not choose a regional feat at first level, you can never get one.

This is how the rule is now here...this was changed in the PGtF.
PC gaurinn
player, 3 posts
Thu 15 Dec 2005
at 02:40
  • msg #840

Dual-Wielding

When you fight with two weapons, do you add full strength bonus or half strength bonus to the off-hand attack? Would it matter whether the off-hand weapon is light or not?
DM HackDoc
GM, 458 posts
ROA Sage
Defender of the Truth
Thu 15 Dec 2005
at 19:47
  • msg #841

Re: Dual-Wielding

PC gaurinn:
When you fight with two weapons, do you add full strength bonus or half strength bonus to the off-hand attack? Would it matter whether the off-hand weapon is light or not?
(Thanks PC novadude for typing) :)

The off hand always gets the half strength to damage, no matter what the circumstances (and that's why two handed weapons get strength*1½)
Wielding a light weapon in the off hand has no bearing on strength to damage in this case, though light weapons do lessen the penalty for dual wielding and don't get the 1½ strength bonus if wielded in two hands.
This message was last edited by the GM at 19:47, Thu 15 Dec 2005.
PC NorthernOkie
player, 14 posts
Fri 16 Dec 2005
at 14:59
  • msg #842

Re: Dual-Wielding

Ignorant Question #458:  What is a "paragon" level?  Is paragon a PrC ?  A "class specialization" ?  I thinkg I need to buy more books.
DM HackDoc
GM, 458 posts
ROA Sage
Defender of the Truth
Tue 20 Dec 2005
at 23:30
  • msg #843

racial Paragons

Racial Paragons were introduced in Unearthed Arcana.  These are classes that are similar to yet different from PrC’s.  In short, the racial paragon classes are designed to capture and provide mechanics for a character that exemplifies his or her race’s racial traits. There are paragon classes for elves, humans, half elves, orcs, half-orcs, halflings, gnomes and dwarves.

Go take a look at the UA allowed in RoA thread, here:

Link to a message in 'RoA: OOC Forum'
This message was last edited by the GM at 23:30, Tue 20 Dec 2005.
PC Elerndale
player, 4 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Sat 17 Dec 2005
at 20:44
  • msg #848

Re: racial Paragons (was Dual-Wielding)

I do have another question which seems like total reverse but does anybody have a link to non-spell castering ranger and is able to be muti-classed with anther spell casting class - say cleric?
This message was last edited by the GM at 23:49, Tue 20 Dec 2005.
DM HackDoc
GM, 458 posts
ROA Sage
Defender of the Truth
Tue 20 Dec 2005
at 23:41
  • msg #850

Re: non-spell castering ranger

Complete Warrior has non-spellcasting variants of the Paladin and the Ranger. I guess these are the ones mentioned in the allowed classes list so (I'll to the Paladin later):


Variant: Paladins And Rangers Without Spellcasting

The paladin and ranger in the Player's Handbook are hybrid classes, in that they combine martial talents with spellcasting and other abilities. To make these classes fit better into a warrior-focused campaign, consider using the following variants that trade the classes' spellcasting powers for other extraordinary, supernatural, or spell-like abilities. In general, these classes give up the versatility of daily spell selection in exchange for more powerful or reliable special abilities.


Variant Ranger

The variant ranger gains all the normal class features of the ranger, with the following changes and additions.

Spells: The ranger does not gain the ability to cast divine spells.

Fast Movement (Ex): At 6th level, the ranger's base land speed increases by 10 feet. This benefit applies only when he is wearing no armour, light armour, or medium armour, and not carrying a heavy load.

Nature's Blessing (Su): At 11th level and higher, the ranger can use a standard action to add a +4 bonus to his Constitution, Dexterity or Wisdom score. The ability may be used once per day, and its effect lasts for 1 minute per class level.

Healing Touch (Sp): Once per day, a ranger of 13th level or higher can use either neutralize poison or remove disease, as a caster whose level is equal to one-half the ranger's class level.

Freedom of Movement (Sp): A ranger of 16th level or higher can use freedom of movement on himself once per day, as a caster whose level is equal to one-half the ranger's class level.

Variant Paladin

This variant paladin gains all the normal class features of the paladin, with the following changes and additions:

Spells: The paladin does not gain the ability to cast divine spell.

Blessed Weapon (Su): Any melee weapon wielded by a paladin of 6th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.

Divine Might (Su): At 11th level and higher, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom, or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level.

Tend To Mount (Su): A paladin of 13th level of higher who uses her lay on hands ability to heal her mount cures 5 points of damage per point of healing spent. In addition, the paladin may use her lay on hands ability to end any one of the following adverse conditions affecting her mount, at the cost of 5 points of healing per conditons unless otherwise noted: ability damage (costs 1 point per ability point restored), blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
  The Paladin can removed an adverse conditions are the same time that she heals damage, but any points of healing spent to end adverse conditions don't also cure hit point damage.

Holy Sword (Sp): At 16th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to one-half the paladin's class level.
This message was last edited by the GM at 23:43, Tue 20 Dec 2005.
PC BadCatMan
player, 18 posts
Sun 18 Dec 2005
at 10:22
  • msg #853

Half-Elf Bard RSL Probem

Hi

There's a problem with the Half-Elf Racial Substitution Level 8 in Races of Destiny. It removes and grants a 4th-level spell, but Bards don't learn 4th-level spells until level 10.

Its probably meant to be a 3rd-level spell - the highest level of spell that a Bard can cast; and if you include cantrips, he four levels of spells.
DM HackDoc
GM, 458 posts
ROA Sage
Defender of the Truth
Tue 20 Dec 2005
at 23:38
  • msg #854

Re: Half-Elf Bard RSL Probem

Your most likely correct, I would read it as losing the 4th lvl spell that is gained when it is gained, and adding that spell when it can be added.  I agree that it should have been listed in the book as a 10th lvl sub. but with no offical errata it would just have to stand as is until WotC or DM Mike over rides it as a house rule.
This message was last edited by the GM at 23:38, Tue 20 Dec 2005.
PC harvest
player, 1 post
Tue 20 Dec 2005
at 05:34
  • msg #855

Desert Ranger/Scout

I'm looking to create a ranger/scout character from a desert/badlands region. The trouble is, I'm not very familiar with the FR setting and I have no source books. Any suggestions for desert/badlands specific source material and/or links to the same would be greatly appreciated.
DM HackDoc
GM, 458 posts
ROA Sage
Defender of the Truth
Tue 20 Dec 2005
at 23:35
  • msg #856

Re: Desert Ranger/Scout

The Bedine nomads of Anauroch would fit.

For a better description, see here: http://en.wikipedia.org/wiki/Anauroch
This message was last edited by the GM at 23:35, Tue 20 Dec 2005.
PC Elerndale
player, 7 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Tue 20 Dec 2005
at 20:36
  • msg #858

Re: Desert Ranger/Scout

If somebody would be kind enough that has Unearthed Arcana?

I looking for a ranger class that has track and favour enemy but does not have wild empathy or ranger version that bow based.  All I need is level 1-3.  I can't give you exp for help but if I in same game as you sometime I sure I can reward you ;) (DM permited).

Thanks for you time.
It maybe answer is no there is not - even that answer would be helpful.
DM Fido
GM, 66 posts
Bark! Bark!
Give me a bone!
Tue 20 Dec 2005
at 20:50
  • msg #859

Re: Desert Ranger/Scout

The closest thing in Unearthed Arcana would be the Urban Ranger.  Id on't think it's what you're looking for.
DM HackDoc
GM, 459 posts
ROA Sage
Defender of the Truth
Tue 20 Dec 2005
at 23:45
  • msg #860

Re: questions

PC Elerndale:
About to put another charactor but need few questions answered.

1) Wood elves Favoured-class is Ranger?

2) Can I have Mithril Armor as a starting item and it be Ancestral Relic (My 3rd level feat).
If so does it's cost 1,100 (being master crafted already) or 1,250 as need to be made master crafted.

3) Can a ranger be classed as spell caster if I wanted create magic arms and if so at what level?


1) Yes

2) 1,100

3) A ranger would have to be at least 10th level before he/she could even consider taking the correct feat.
DM HackDoc
GM, 460 posts
ROA Sage
Defender of the Truth
Tue 20 Dec 2005
at 23:48
  • msg #861

Re: Half-Breeds and Regions

PC BadCatMan:
Hi

I guess this question applies as much to RoA guidelines as to the FR rules.

Can half-humans, such as Half-Orcs, Planetouched, Half-Elves and Half-Drow, come from Regions pertaining to either side of their parentage as well?

For example, can a Half-Orc take the Human Region of Waterdeep instead of an Orc/Half-Orc Region? Could a Half-Elf come from the Human Region of Unther or the Elf Region of Elven Court instead of a Half-Elf region? Can Planetouched take Human regions?

I guess the Half-Elf subraces should probably match up with the Elf subraces of an Elf Region they take, of course.

I ask because all these races are just as likely to be born to human parents and raised in human communities, so I think they ought to be able to take Human Regions.

The PGTF was a little unclear to me: It mentions that Half-Elves "could reasonably call any Elf or Human Region home" and Half-Orcs "could be found almost anywhere", but doesn't explicitly state this as a rule.

Anyway, the one I was most interested in is a Half-Drow from the Human Region of Silverymoon.


As long as you have a good back story...a half-breed could be raised by any parent...of course your example..the half-drow from Silverymoon might have been teased some as a child. But should be Ok...SO write your backstory and choose your region.
PC BadCatMan
player, 20 posts
Wed 21 Dec 2005
at 01:33
  • msg #862

Re: Desert Ranger/Scout

PC Elerndale:
If somebody would be kind enough that has Unearthed Arcana?

I looking for a ranger class that has track and favour enemy but does not have wild empathy or ranger version that bow based.  All I need is level 1-3.  I can't give you exp for help but if I in same game as you sometime I sure I can reward you ;) (DM permited).

Thanks for you time.
It maybe answer is no there is not - even that answer would be helpful.


Fortunately, Unearthed Arcana is in the SRD: www.d20srd.org

The class variants can be found here:
http://www.d20srd.org/indexes/variantClasses.htm

Ranger-wise, you have Planar Ranger, Urban Ranger, followed by the wildshaping Ranger (down under Other).

Other classes have variants that tend towards the Ranger, such as the Wilderness Rogue, and under Other, there is Rage-less, FE Archer Barbarian;
the hunter Druid; and the FE Paladin.

Perhaps these might give you what you are looking for. The Other variants might get a trifle abusive, so have good reasons when multiclassing with them

The racial substitution levels for the Half-Elf, Elf and Gnome might help, if you're playing one of these.

Or you could just take normal Ranger to level 3 and ignore Wild Empathy (you can dump your Charisma so that it becomes useless).

Or you can play some other class, such as Fighter or Barbarian or heck, even a Wizard, and come from a Region that has Foe Hunter as its regional feat. Its exactly like Favoured Enemy. Then take Track as your next feat.

And that's all the Ranger variants I can think of.
PC LadyPhoenix
player, 10 posts
Thu 22 Dec 2005
at 02:04
  • msg #863

Re: Desert Ranger/Scout

I am curious, if my pc were to get craft arms and armor, would she be able to craft armor with the twilight enchantment from the Book of Exalted Deeds? Baing a wizard/warrior +1 twilight Mithril chain shirt would be very good for her.
DM HackDoc
GM, 461 posts
ROA Sage
Defender of the Truth
Thu 22 Dec 2005
at 21:32
  • msg #864

Re: craft exhalted

With the correct feats, level, material and day units yes.
But to craft an item out of the Book of Exalted deeds I would probably add you would need to be Good align to make it...
dm littlewing
GM, 126 posts
I love my big sweet
cuddly Pooh bear!
Fri 23 Dec 2005
at 20:22
  • msg #865

Re: hey I hear there's a Dec. 24 b'day...


PC chubbell
player, 7 posts
Sat 24 Dec 2005
at 03:23
  • msg #866

Re: hey I hear there's a Dec. 24 b'day...

Question: does the regional feat chosen at first level the same as the level 1 feat a character gets when starting out or is the regional feat considered a bonus feat?

Always been a little confused on this point.

Also how picky are the DMs about having spell components listed on character sheets and I'm talking about components worth less than 1 gp; not the more expensive spell components like the 100gp pearl for an identify spell?

Do I need to take the eschew materials feat to get around using most spell components?
DM HackDoc
GM, 463 posts
ROA Sage
Defender of the Truth
Thu 29 Dec 2005
at 04:06
  • msg #867

Re: components

The regional feat takes up your 1st level feat slot, just like any other feat - you don't get a bonus feat for it.

Most DMs will just ignore all the spell components that have no price - you have them as long as you have a spell component pouch. You will not need to worry about components that cost 1gp or less (unless you lose component pouch).

If you have Eschew Materials you never need to worry about materials that cost 1 gp or less. And no need to have pouch....
This message was last edited by the GM at 04:06, Thu 29 Dec 2005.
PC cloudcobra5581
player, 3 posts
Init: +1, AC: 18/17/11
HP: 27/27
Mon 26 Dec 2005
at 20:53
  • msg #870

Posting large pics

Just out of curiosity, how are we able to post extra pics, other than the 100 x 100 pixel portraits, for our character descriptions like those in the Character Locator section? Thanks.
This message was lightly edited by the player at 21:21, Mon 26 Dec 2005.
DM HackDoc
GM, 463 posts
ROA Sage
Defender of the Truth
Thu 29 Dec 2005
at 04:01
  • msg #873

Re: Posting large pics

For text formatting tables etc. use the 'Help' button. An image can be posted like this:

<img src="http://www.xyz.com/blabla.jpg".> (just omit the dot after " and before >.
This message was last updated by the GM at 04:01, Thu 29 Dec 2005.
DM Raven
GM, 176 posts
Wed 4 Jan 2006
at 14:56
  • msg #874

Specialist banned schools and magic items

A specialist wizard has two banned schools of magic, which she cannot cast spells of or utilize magic items that replicate spells from the schools in question.

As a cleric, chosing the 'Magic' domain, she is allowed to use all magical items a generalist wizard is allowed to use at half her cleric level.

Question: If the specialist wizard was multiclassing as cleric (ie. Mystra) chosing the 'Magic' domain, would she be allowed to make use of items banned to her as a wizard?

Or worse: Would she be banned from using banned schools as a cleric?
PC Elerndale
player, 9 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Wed 4 Jan 2006
at 16:43
  • msg #875

Re: Specialist banned schools and magic items

If I can add to the problem, what happens if you then take sorcerer as 3rd class at 3rd level.  Is he prohibited from takeing True Stike if his wizard class prohibited by division?

I think you found there is no answer in the books (not that I have seen).  However I think that the wording maybe an answer.
PH 3.5 "Essentially, the Wizard gains exceptional mastery over a single school."
It does not say the charactor but wizard.  Taking this as case it's clear a charactor that has another spell casting class can use all his spells from that class.

The cleric with Magic domain would be bit different but I would again put word as rule.  It says "Use scroll eta..... as a wizard of one-half your cleric level.  It also stacks with wizards level.  As this is the case it clear it add to wizard level so the restriction would apply.

However my additional question does adding sorcerer would allow the use of prohibited spells as it's a different class.  But putting into context few if any  charactor would ever mulit-class wizard sorcerer as problem with exp and loss of level.  Only an elf maybe but even then the loss of a level to use few wands and scrolls is not worth it.

I have to say what writen is based on 20 year rp and looking at PH.  I happy to be over ruled if someone can find it in books.
DM HackDoc
GM, 464 posts
ROA Sage
Defender of the Truth
Wed 4 Jan 2006
at 18:55
  • msg #876

Re: Specialist banned schools and magic items

The way the rules are written the specialist would only affect its Wizard class.... In my home game I would expand this to restrict those schools from the character. But as the rules are written...yes the above mentioned Cleric would be able to use all magic trigger items at half its Cleric level. And the above-mentioned Sorcerer would have no restriction on spell selection.

I could only guess that WOTC probably feel that the loss of Wizard level by multi-classing and therefore losing access to higher level spells is punishment enough for multicasting.
This message was last edited by the GM at 18:55, Wed 04 Jan 2006.
PC nakkinaama
player, 7 posts
Wed 4 Jan 2006
at 20:39
  • msg #877

Re: Specialist banned schools and magic items

Hello.
Can someone PM me the descritption of the 1st lvl Druid spell "Sandblast".
I only have the version from Masters of the Wild, but I'd need the updated one from Complete Divine.
Thanks!
DM HackDoc
GM, 464 posts
ROA Sage
Defender of the Truth
Fri 6 Jan 2006
at 12:20
  • msg #878

Re: Specialist banned schools and magic items

Sandblast

Evocation
Level: Druid 1
Components: V, S, DF
Casting Time: 1 Standard Action
Range: 10ft
Area: Semicircular burst of sand 10ft. long, centered on your hands
Duration: Instaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You fire a hail of hot sand from your fingers, dealing 1d6 points of nonlethal damage to creatures in the arc. Any creature that fails its Reflex save is also stunned for 1 round.
This message was last edited by the GM at 12:20, Fri 06 Jan 2006.
PC nakkinaama
player, 8 posts
Fri 6 Jan 2006
at 07:02
  • msg #879

Re: Specialist banned schools and magic items

Thanks.
Another question. If I fight barehanded (I'm not a monk and I don't have the improved unarmed strike feat) and make a second attack with my off-hand, do I apply only 1/2 of my strenght modifier to the damage roll with my off-hand?
Or is there some special rule to this when I'm fighting unarmed?
DM HackDoc
GM, 464 posts
ROA Sage
Defender of the Truth
Fri 6 Jan 2006
at 12:32
  • msg #880

Re: unarmed strike

First of all when you are unarmed and you attack you will be subject to an Attack of Opportunity. Also, your unarmed strike can deal only nonleathal damage with such a strike.

And yes you can try and strike with your off-hand unarmed (for penalty determination it is considered a light weapon). So you would so you would be Primary -4 to hit and secondary -8 to hit.

You assumed correctly you would get normal strength bonus on your primary attack and only half strength bonus on your off hand attack.
This message was last edited by the GM at 12:34, Fri 06 Jan 2006.
PC martin22
player, 7 posts
Sat 7 Jan 2006
at 19:32
  • msg #881

Looking for a feat.

i'm trying to make out a new PC and i'd like her to be Fighter6/Blackguard 1. Problem with this is that she wont have enough ranks in Hide (5 is a pre-req). Does anyone know of a Feat that would allow me to gain Hide as a class skill.
I've looked at skill Focus but I believe thats a bonus and not actual ranks.
DM HackDoc
GM, 465 posts
ROA Sage
Defender of the Truth
Sat 7 Jan 2006
at 19:42
  • msg #882

Re: Looking for a feat.

If you play a human and take a paragon level you could take Hide as your adaptive learning skill.
PC martin22
player, 8 posts
Sat 7 Jan 2006
at 19:52
  • msg #883

Re: Looking for a feat.

This is the point where I go Ooops and realise I should have mentioned that the character would be a Drow.
DM HackDoc
GM, 466 posts
ROA Sage
Defender of the Truth
Sat 7 Jan 2006
at 21:31
  • msg #884

Re: Looking for a feat.

Other then taking a new class level that has hide as a class skill..I cannot recall a feat at present. Except Initiate of Shar...
PC VolunShiver
player, 11 posts
Sat 7 Jan 2006
at 21:44
  • msg #885

Re: Looking for a feat.

Two questions:

1) If a monk-1/sorcerer-3 casts Chill Touch, does the damage from the spell stack with the unarmed attack damage?  (Being a level 3 sorcerer, the PC would have 3 possible strikes using the chill touch, 1/round.)

2) Does the Shillelagh spell work on Great Clubs?

Thanks!
DM HackDoc
GM, 466 posts
ROA Sage
Defender of the Truth
Sat 7 Jan 2006
at 23:52
  • msg #886

Re: Dealing damage during touch attack

1) Simple answer, yes they stack. Now...

You must decide if you are doing the touch attack for spell damage only, easier AC to hit, or going for the strike at normal AC. And do both spell and unarmed damage. If you are doing the later and miss with the unarmed strike, you do not do any damage. But you also do not lose the charge on the spell (unless it has a duration which is exceeded). So as long as the duration of the spell has not been exceeded you may try again next round.


2) Yes. The spell will work on any nonmagical club or staff.
This message was last edited by the GM at 23:52, Sat 07 Jan 2006.
PC nakkinaama
player, 9 posts
Mon 9 Jan 2006
at 10:00
  • msg #887

Influencing NPCs


I'm thinking of making a character, and am interested in what is RoA policy (or does it vary from DM to DM) on diplomacy and bluff skills?
Do they really work like described in the PHB or is everything settled through roleplaying?
DM HackDoc
GM, 467 posts
ROA Sage
Defender of the Truth
Mon 9 Jan 2006
at 17:45
  • msg #888

Re: Influencing NPCs

The skills work as applied in the book. RPing if really above par may also help or detreact....but the skills will def. have an impact.
PC Vallah
player, 8 posts
Init+0 AC17. FF 17  T:10
HP:25of 25. F+5, R+1, W+6
Tue 10 Jan 2006
at 14:53
  • msg #889

Re: Influencing NPCs

Does an Arcane Trickster or Loremaster get to add the two 'free spells' to his/her spellbook like a wizard normally does when levelling?

Also, (and this one seems a littly 'cheesy' but I can see no reason why it would not be legal): Can you get around the minimum caster level required with Permanency  by using a scroll with a higher level creator than yourself?

Thanks in advance :-)
This message was last edited by the player at 16:52, Tue 10 Jan 2006.
DM HackDoc
GM, 469 posts
ROA Sage
Defender of the Truth
Wed 11 Jan 2006
at 00:00
  • msg #890

Re: Influencing NPCs

The Arcane Trickster or Loremaster gain new spells per day (and spells known) as if he/she had also gained a leve in the spellcasting class he/she belonged to (but no other benefits).

Yes you can..But it will be hard to find and expensive. For the person making the scroll makes the sacrifices. When the person creates a scroll or any magic item for that matter that character has to pay the XP cost of the magic item.  This XP cost increases the more expensive the base price of the magic item becomes.

The problem is if the scrolls creator is a higher level then you are...it is not an automatic activation. If you meet all the other criteria excpet level then you would have to make a caster level check (DC = scroll's caster level +1) to cast successfully. If you fail you must make a WIS check for mishap and scroll is gone...
This message was last edited by the GM at 17:46, Wed 11 Jan 2006.
PC Jacktucker
player, 65 posts
Sun 15 Jan 2006
at 01:47
  • msg #891

Re: Influencing NPCs

Where is the Horrid template located?
DM HackDoc
GM, 471 posts
ROA Sage
Defender of the Truth
Sun 15 Jan 2006
at 05:17
  • msg #892

Re: Influencing NPCs

Horrid is in a couple of books. But for version 3.5 the Horrid Animal Template can be found in the Eberron Campaign Setting Book...like page 287 or so...
PC shinimajining
player, 37 posts
Ego elemtal
eyesman.deviantart.com
Mon 30 Jan 2006
at 15:40
  • msg #894

Re: Influencing NPCs

Bracers of Armor: These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

So what does stack with the Bracer of Armor?

Does everything in the equation ADDS up to AC?
[regular armor + a bracer of Armor + a amulet of armor + ring of armor]
DM HackDoc
GM, 472 posts
ROA Sage
Defender of the Truth
Mon 30 Jan 2006
at 16:57
  • msg #895

Re: AC

Differrent types of bonus stack.
(bracers)Armor Bonus + Natural bonus +  insight bonus + (ring) deflection...etc.

(Bonus of the same type do not stack, only the better of the items will work).



So, you could wear both. But only the most beneficial would work. You could not wear regular armor and Bracers of armor and gain both bonus', since they are both Armor Bonus. On the other side of the spectrum, if your bracers granted a smaller bonus to AC than your armor, the bracers can protect you if your armor is Sundered, Shattered, or you're not wearing it for whatever reason (like sleep).
This message was last edited by the GM at 18:39, Mon 06 Feb 2006.
PC EHThorne
player, 9 posts
Mon 6 Feb 2006
at 18:12
  • msg #904

Re: AC

DM HackDoc:
Differrent types of bonus stack.
(bracers)Armor Bonus + Natural bonus +  insight bonus + (ring) deflection...etc.

(Bonus of the same type do not stack, only the better of the items will work).



So, no. You could not wear regular armor and Bracers of armor since they are both Armor Bonus.



Sorry to go back on this subject.  But, if they are two different types of bonus lets say like deflection and natural they stack correct?

Bracers of Armor is a (force) type magic and your regular armor is just armor so why would they not stack?  It's two different types of armor (force) and (man made).
DM HackDoc
GM, 473 posts
ROA Sage
Defender of the Truth
Mon 6 Feb 2006
at 18:28
  • msg #905

Re: AC

No, even though a field of force surrounds you,Bracers are a "Armor Bonus".
DM HackDoc
GM, 474 posts
ROA Sage
Defender of the Truth
Mon 6 Feb 2006
at 18:30
  • msg #906

Re: Luck of Heroes

PC Vallah:
Sorry if I missed a ruling on this but:
quote:
Luck of Heroes [Regional]
Prereq:  Now based on race and region rather than just region. Can only be chosen at 1st level.
Benefit:  FRCS: You receive a +1 luck bonus on all saving throws. PGtF: You receive a +1 luck bonus on all saving throws and a +1 luck bonus to Armor Class.


Do we get the +1 AC now or not?


RoA uses the PGtF one...Race and region PreReq. so if you meet the req., you get the +1 AC
This message was last edited by the GM at 23:50, Mon 06 Feb 2006.
PC bakho
player, 2 posts
Mon 6 Feb 2006
at 21:23
  • msg #907

Re: PCs and NPC classes from the DMG

Can a PC take level in NPC classes (expert, aristocrat, adept, warrior)?
DM HackDoc
GM, 475 posts
ROA Sage
Defender of the Truth
Mon 6 Feb 2006
at 23:52
  • msg #908

Re: PCs and NPC classes from the DMG

Yes you can.
This message was last edited by the GM at 17:32, Fri 17 Feb 2006.
PC VolunShiver
player, 12 posts
Sat 25 Feb 2006
at 14:13
  • msg #909

Re: PCs and NPC classes from the DMG

I've got a question about the Druid spell, "Produce Flame"

quote:
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

Does this mean that ranged attacks reduce the duration?  Or do melee and ranged attacks reduce the duration?
DM HackDoc
GM, 476 posts
ROA Sage
Defender of the Truth
Sun 26 Feb 2006
at 05:11
  • msg #910

Re: Spell Use

If you use it as a light you get it for full duration.  If you use it for a weapon each attack (ranged or melee) reduces it by 1 minuite. When you have 0 minutes left, the spells ends after that attack.
This message was last edited by the GM at 05:11, Sun 26 Feb 2006.
PC thors2
player, 1 post
+2        16/14/12
23/23  +5/+6/+0   
Mon 27 Feb 2006
at 12:37
  • msg #911

Two Wpn Fighting and Sneak Attack

I've a question on two weapon fighting and sneak attack. My rogue has the two weapon fighting feat as well as sneak attack.

I'm I right to assume that if he carries out a sneak attack and hits with both his short sword and dagger he would get the extra D6 damage on each hit or can youu not sneak attack with two weapons.
DM HackDoc
GM, 477 posts
ROA Sage
Defender of the Truth
Mon 27 Feb 2006
at 18:14
  • msg #912

Re: Two Wpn Fighting and Sneak Attack

You may apply a sneak attack damage if appropriate to each weapon's strike if it hits...

So not each strike. If you were a 20th level rogue fighting with two weapons your could deal 40d6 points of damage or more in a single round.
PC thors2
player, 2 posts
+2        16/14/12
23/23  +5/+6/+0   
Tue 28 Feb 2006
at 12:21
  • msg #913

Re: Two Wpn Fighting and Sneak Attack

Thanks for clearing that up and sorry to be a pest but one further question,

if a character is hasted the manual states the character gets a single extra attack with any weapon in hand, with the two weapon fighting feet would that 1 extra attack be with both the short sword and the off hand dagger thus adding a possible 20d6 more damage for a 20th level rogue
DM HackDoc
GM, 478 posts
ROA Sage
Defender of the Truth
Tue 28 Feb 2006
at 13:41
  • msg #914

Re: Two Wpn Fighting and Sneak Attack

Haste allows one extra attack per round with full attack bonus. So you would choose the weapon you get the extra attack with, and if you meet all requiremenst for sneak attack, You would get the extra damage.
PC Hotshot
player, 21 posts
Tue 28 Feb 2006
at 16:14
  • msg #915

Re: Two Wpn Fighting and Sneak Attack

Ive always wondered something. Lets say you have Two-Weapon Fighting, Improved Two-weapon Fighting. You would get four attacks for the round. If you had two weapons of speed would you get another attack with each weapon?
DM HackDoc
GM, 479 posts
ROA Sage
Defender of the Truth
Tue 28 Feb 2006
at 23:46
  • msg #916

Re: Two Wpn Fighting and Sneak Attack

Since you would have to be making a full attack action, the answer is Yes.
PC roll8dn
player, 3 posts
Wed 1 Mar 2006
at 01:10
  • msg #917

Re: Two Wpn Fighting and Sneak Attack

Even though it states in the DMG that the effect does not stack with any other effect that has the same result?
DM HackDoc
GM, 480 posts
ROA Sage
Defender of the Truth
Wed 1 Mar 2006
at 01:45
  • msg #918

Re: Two Wpn Fighting and Sneak Attack

That is correct. For example: If you were using a sword of speed a Haste spell would be wasted on you.
PC novadude
player, 227 posts
Wed 1 Mar 2006
at 02:41
  • msg #919

Re: Two Wpn Fighting and Sneak Attack

You only get one extra attack with a </i>speed</i> weapon per round.  Because they don't stack, if wielding two such weapons you get to choose which one gains the extra attack (and that would be the main hand most times because it has a better chance of hitting and will do more damage [both from strength and possibly being a larger weapon than the offhand])
PC Vallah
player, 11 posts
Init+0 AC17. FF 17  T:10
HP:25of 25. F+5, R+1, W+6
Wed 1 Mar 2006
at 18:55
  • msg #921

Re: Two Wpn Fighting and Sneak Attack

And just to muddy the waters still further:

If my Arcane trickster (with 5d6 sneak attack) uses Scorching ray, how is the SA damage resolved assuming 3 rays? 5d6 per ray/5d6 divided between the target(s) or what?

Cheers! ...and sorry :-/
DM HackDoc
GM, 480 posts
ROA Sage
Defender of the Truth
Fri 3 Mar 2006
at 05:37
  • msg #922

Re: Two Wpn Fighting and Sneak Attack

Per the rules, as long as the target is suseptable to Sneak Attack (not immune to crits, denied dex to ac, flanked, etc)  every ray gets full sneak attack dice added to it.  Just like you get full sneak attack damage on every strike of a full attack action.
This message was last edited by the GM at 05:37, Fri 03 Mar 2006.
DM HackDoc
GM, 480 posts
ROA Sage
Defender of the Truth
Fri 3 Mar 2006
at 05:37
  • msg #923

Re: Feats thread

PC Noldo:
Is feat "Whirling Steel Strike" from Eberron Campaign Setting awailable for use? It is listed in Feats thread but not in PC creation guidelines thread.


As it says at the head of the Feats thread:

These feats are listed here for reference only. They are not all approved for use by Player Characters in Realms of Adventure. If you would like to see the feats that you may chose, you will find the approved feats listed in the thread 'PC Creation Rules'

Unless the feat appears in the PC Creation thread, it is not open for use by PCs here in RoA.  We just include them for DM use and player reference/interest.

Some feats may one day become available is a player asks us to consider it in the "Players Have a Request?" thread, but feats from other settings, such as Eberron, are not going to be okayed unitl (if) they appear in either a core D&D book, a generic D&D sourcebook from WotC, or a Forgotten Realms book.

Hope this clears things up for you, PC Noldo.
This message was lightly edited by the GM at 05:37, Fri 03 Mar 2006.
PC gob
player, 3 posts
Tue 14 Mar 2006
at 17:59
  • msg #924

Dimension door & Blink Dog

The Dimension Door spell allows to transfer to another location with "You and touched objects or other touched willing creatures" but for the Blink Dog ability restrict this: "The ability affects only the blink dog".

What about worn items like collar, can they be transferred? Same question for the Blink ability.

Thanks in advance!
DM HackDoc
GM, 485 posts
ROA Sage
Defender of the Truth
Tue 14 Mar 2006
at 21:40
  • msg #925

Re: Dimension door & Blink Dog

In the case of the blink dog... I would say yes to worn items. (or even an item held in his mouth).
If he is wearing a magic item...like he had a collar of AC+x.....it would be silly if it dropped off whenever he blinked or DD...so yes it will go with him.
PC Daniel_LICD
player, 1 post
Tue 21 Mar 2006
at 05:51
  • msg #926

Re: Dimension door & Blink Dog

The duelist class listed in the PRC thread says it is the 3.5 SRD one, but has a few significant differences from the 3.5 DMG - should I take the DMG as correct, or should I listen to the thread. Note that the thread lists 'ambidexterity' as a prerequisite while duelists can't use their best class ability while wielding two weapons.
DM HackDoc
GM, 486 posts
ROA Sage
Defender of the Truth
Tue 21 Mar 2006
at 11:07
  • msg #927

Re: DMG

Use the 3.5 DMG version....
as listed in the PC Creation Rules -- Updated 02/26/06 and the
PrCs for RoA thread.

Which is:
Duelist
 Base Attack Bonus: +6
 Skills: Perform 3 ranks
         Tumble 5 ranks
 Feats:  Dodge
         Mobility
         Weapon Finese
This message was last edited by the GM at 05:29, Wed 22 Mar 2006.
PC Nazaire
player, 1 post
Thu 23 Mar 2006
at 22:57
  • msg #929

Re: DMG

Are players supposed to post a request to join a game in PMs here on the RoA:OOC forum only, in a RtJ on the actual Adventure forum, or both?

I'm curious because I posted a few days ago asking to join a region that has slots open but have not heard back yet. Though the DM of the region has been active on the adventure forum they have not logged on to the OOC forum for a couple of days.

I know, I know, patience is a virtue ... but I'm anxious to get playing :)
DM HackDoc
GM, 487 posts
ROA Sage
Defender of the Truth
Fri 24 Mar 2006
at 00:59
  • msg #930

Re: RoA

Once you have an Approved PC, you send a request to join game to the region DM.
And those request are done via PM to the DM in question....
DM HackDoc
GM, 488 posts
ROA Sage
Defender of the Truth
Fri 24 Mar 2006
at 01:00
  • msg #931

Re: Scrolls

PC Daniel_LICD:
How do GM's feel about PC's using starting cash to buy scrolls?


Yes, you may buy scrolls with your starting money.
PC Swamprose
player, 15 posts
It's a Vorpal, Shocking,
and Keen Lightsaber +5
Fri 24 Mar 2006
at 20:04
  • msg #932

Re: Scrolls

Hey Sage. :)

I see that Wizards are allowed classes, but I didn't see a mention of Specialist Mages.  Is it okay to make an Invoker, or a Necromancer Specialist Mage?

And is there a chance you'll ever be adding the Scout or Ninja class from Complete Adventurer?
DM HackDoc
GM, 488 posts
ROA Sage
Defender of the Truth
Sat 25 Mar 2006
at 06:03
  • msg #933

Classes

Yes, you may be a Specialist Wiard.
No, we do not plan to add non-PHB base classes.
This message was last edited by the GM at 06:03, Sat 25 Mar 2006.
PC Hotshot
player, 30 posts
Wed 5 Apr 2006
at 15:14
  • msg #940

Re: Classes

Ok I have a question. What happens if you finish an adventure in a region and you want to skip regions. Can that character join a different game within ROA considering that he/she may be at a higher level than three?
DM HackDoc
GM, 491 posts
ROA Sage
Defender of the Truth
Wed 5 Apr 2006
at 17:15
  • msg #941

Re: transferring regions

Yes you can. That is the whole purpose of this game structure.

 You need to be in tavern mode to move (ie not in an adventure). And you need to let both DM's know..Plus the new region DM has to accept you...(Which is not based on your charcter, but whether he/she feels they have to many charcters at present or not). So far every charcter that has ask to move has done so...they have also spent day units to move...Hope this answered your question.
PC Purple
player, 13 posts
Expert treasure recoverer
        at your service.
Thu 6 Apr 2006
at 17:26
  • msg #943

Re: transferring regions

I have a 3.5 question regarding the changes made to rangers.  Are rapiers still considered a light weapon for off-hand purposes when dual-wielding?  I can't seem to find a reference in any of the books.  Also, if you've found the answer to this question, I would appreciate the resource and page number of web site link if you have the time.  Thanks in advance for any help anyone can offer.
DM HackDoc
GM, 491 posts
ROA Sage
Defender of the Truth
Thu 6 Apr 2006
at 23:58
  • msg #944

Re: Rapier

NO.

Even though the Rapier only weighs 2 lbs. It is considered a Martial Weapon and is a One-handed Melee weapon and not a light weapon per the rules. Though you are allowed to use the Feat Weapon Finesse with it.

And you can NOT wield a rapier in two hands in order to apply 1-1/2 times your strength bonus to damage.
This message was last edited by the GM at 23:58, Thu 06 Apr 2006.
PC VolunShiver
player, 15 posts
Fri 7 Apr 2006
at 01:08
  • msg #945

Re: Rapier

When looking at the minimun CHA required for a sorcerer to gain access to a spell level, do the various ability boosting spells and wondrous items count in that equation?

Example, can a level 4 sorcerer with CHA 11 and a cloak of charisma +1 cast second level spells?
DM HackDoc
GM, 492 posts
ROA Sage
Defender of the Truth
Fri 7 Apr 2006
at 07:45
  • msg #946

Re: CHA Modifier

You use your modified charisma score just as you would normally for everything that it would affect. Including casting spells. But if you lose the item, you immediately lose all benefits you had from the item.

If he knew it, he could even cast eagles splendour, but it would not stack with the cloak. This would give him 15 CHA, which would give him a bonus casting of a first and second level spell per day. If he then used up all his first level spell slots and all but one of his second level spell slots, then when eagles splendour expired he would have no level 1 or 2 spells remaining for the day - bonus spell slots are used *last*.
This message was last edited by the GM at 19:07, Mon 17 Apr 2006.
PC nakkinaama
player, 10 posts
Sun 16 Apr 2006
at 15:36
  • msg #947

Re: CHA Modifier


What book is the prestige class "wardancer" from?
DM HackDoc
GM, 501 posts
ROA Sage
Defender of the Truth
Sun 16 Apr 2006
at 17:24
  • msg #948

Re: CHA Modifier

Besides Games Workshop/ warcraft...the only place I remember seeing Wardancer PrC is in Custom Made PrC on the WotC board.

Perhaps you are referring to a sword-dancer in Faiths and Pantheons or a Blade-dancer in Oriental Adventures, as well as a Bladesinger in Races of Faerun.
This message was last edited by the GM at 19:08, Mon 17 Apr 2006.
PC goldenlion
player, 1 post
Mon 17 Apr 2006
at 11:44
  • msg #951

Re: Races

Hi.

I don't own the Forgotten Realms book, so I was wondering if anyone could give me the stats of moon and sun elves?

Thanks in advance.
DM HackDoc
GM, 502 posts
ROA Sage
Defender of the Truth
Mon 17 Apr 2006
at 19:13
  • msg #953

Re: Elves

Sun Elves
  +2 Intelligence, -2 Constitution
Moon Elves
  Are your standard elf found in the PHB

----------
Moon elves tend to have skin with slight bluish tint and black hair. Blue or green eyes.

Sun elves have a golden tinted skin, hair of light browns and blonds and green eyes.

Both races are as tall as humans in height generally even if they are more slender and graceful.
This message was last edited by the GM at 17:16, Fri 21 Apr 2006.
PC Furyou Miko
player, 12 posts
The scary priestess
with the glasses...
Fri 21 Apr 2006
at 15:20
  • msg #955

Re: Elves

Query:

Do feats like Point Blank Shot apply to thrown weapons, such as daggers? I'm building a knife-fighter for the Psionics region, but I don't really know much about using Thrown weapons. Anything I can do to give my 1d4+str, no sneak attack dagger-wielder some 'oomph'?
DM HackDoc
GM, 502 posts
ROA Sage
Defender of the Truth
Fri 21 Apr 2006
at 17:15
  • msg #956

Point Blank Shot

Yes. It works on any attack with a ranged weapon with a range of up to 30'...
So dagger but not punching dagger etc....Weapon must have a range increment.
This message was last edited by the GM at 17:18, Fri 21 Apr 2006.
PC swordchucks
player, 4 posts
Sun 30 Apr 2006
at 05:32
  • msg #958

Re: Point Blank Shot

Exalted Companion is an allowed feat which leads to the possibility of having a Celestial animal as a companion.  The entry for Celestial animals, amongst other things, gives an Int of at least 3.  So, I'd lke to ask the following:

  • What Int score does the animal get (I assume 3)?
  • Are the handle animal/trick rules appliicable to such a companion since it officially has "human-like" intelligence?
  • What languages (if any) would the companion understand?

DM HackDoc
GM, 506 posts
ROA Sage
Defender of the Truth
Thu 4 May 2006
at 15:59
  • msg #959

Re: Point Blank Shot

1) A celestial creature has at least int 3, if the int of the base creature is above 3, use that, otherwise use three.

2) Rule of them for intelligence in animals is 3 tricks known per point of intelligence, then add druid bonus on top of that.

3) The template does not give the animal any extra ability of speach.
This message was last edited by the GM at 15:59, Thu 04 May 2006.
PC polsemager
player, 55 posts
Wed 3 May 2006
at 18:35
  • msg #960

Raging and spellcasting

I'm sure I once saw a feat allowing spellcasting while raging, but I simply cannot find it. Any help?
DM HackDoc
GM, 506 posts
ROA Sage
Defender of the Truth
Thu 4 May 2006
at 15:48
  • msg #963

Re: Rage

I am not aware of a feat that allows spellcasting while in a rage...

But there is a PrC that exist called Rage Mage.
This message was last edited by the GM at 20:46, Thu 04 May 2006.
PC Hotshot
player, 44 posts
Fri 5 May 2006
at 17:45
  • msg #964

Malar

Does anyone know what the holy symbol of Malar is?
DM HackDoc
GM, 507 posts
ROA Sage
Defender of the Truth
Sat 6 May 2006
at 23:41
  • msg #965

Re: Malar


This message was last updated by the GM at 23:41, Sat 06 May 2006.
DM N1NJ4C0W
GM, 213 posts
Life. Don't talk to me
about life.
Sat 6 May 2006
at 22:47
  • msg #967

Re: Malar

If a core elf (Sun, Moon, et al.) mated with a Drow, what would the offspring's abilities be?
DM HackDoc
GM, 507 posts
ROA Sage
Defender of the Truth
Sat 6 May 2006
at 23:43
  • msg #968

Re: Half-elf

There is only two choices at present.....
   Half-Elf
   Half-Drow
as per the rule books.
This message was last edited by the GM at 23:43, Sat 06 May 2006.
PC Mad Marmalade
player, 1 post
Tue 23 May 2006
at 20:08
  • msg #970

Regional Feats

I have a question:
Do regional feats take up your feat selection for say, first level, or are they bonus?  Say there's a moonelf paladin who comes from Silverymoon who chooses the feat Strong Soul.  Can he pick another feat for being a first level character, or are they all used up?
DM HackDoc
GM, 508 posts
ROA Sage
Defender of the Truth
Tue 23 May 2006
at 21:26
  • msg #971

Re: Regional Feats

Regional Feats are not Bonus feats. But additional feats from which you may make your choice.

You are only allowed to choose one regional feat and it can only be chosen as at first level.
This message was last edited by the GM at 21:26, Tue 23 May 2006.
PC ineedaname
player, 8 posts
Mon 29 May 2006
at 02:58
  • msg #972

Garotte

Just a quick question on the garotte...

Is the garotte available in RoA?  If so, are the rules the same as described in Song and Silence?  Would Improved Grappled negate the initial attack of opportunity provoked in the Song and Silence rules?
This message was last edited by the player at 03:52, Mon 29 May 2006.
DM HackDoc
GM, 509 posts
ROA Sage
Defender of the Truth
Mon 29 May 2006
at 04:49
  • msg #973

Re: Garotte

Yes you can use the Garrotte since we use the splat book here.
I heard the Garrote was made 3.5 compatible in issue 316, but I do not have that...DM Mike???.

Since I do not have issue 316 I would say that improved grapple feat would not work in this case.
This message was last edited by the GM at 11:40, Tue 30 May 2006.
DM Mike
GM, 761 posts
Just give me what I want
And no one gets hurt.
Tue 30 May 2006
at 04:47
  • msg #974

Re: Garotte

DM HackDoc:
Yes you can use the Garrotte since we use the splat book here.
I heard the Garrote was made 3.5 compatible in issue 316, but I do not have that...DM Mike???.

Since I do not have issue 316 I would say that improved grapple feat would work.


I knew that subscription to Dragon would be put to use one day!!

Let's see...issue 316...hot babe on the cover...VA VA VOOM!

Oh right, the garrotte.

God LORD, there's a sidebar that spreads over to 2 pages on it!


meh, it just repeats everything on the garrotte from Song and Silence, so...

Here's some of the meat of it:

When you attack with a garrotte, you invoke an AoO.  If the AoO does damage, your attack with the garrotte fails.

You must be able to get the garrotte around the target's neck.  Your DM will fill you in on the availability of said necks in a given encounter.

You must roll a melee touch attack.

Most armors do not offer protection from garrottes, but certain mods. may apply.

(Natural armor, normal bonus.  Full Plate, +4.  Leather collar from Song and Silence, +4.  Gorget, +10.)

If you are entitled to multiple attacks per round, you can make multiple attempts to hit with the garrotte, but only 1 hit per round is allowed.

Grapple checks ensue.  You do not automatically lose if the oppenent is 2 size catagories bigger than you are.  You must move into the square of the target, and doing so invokes an AoO from threatening foes.

There are other varied rules from Song and Silence dealing with garrotte attacks (chapter 5 of S&S).

A normal wire garrotte costs 10 gp, and does 1d8 damage per round you win the grapple check.   The crit on it is 18-20.

There are also special rules for the nasty locking garrotte, which costs 100 gp.

Back to you, Sage.
PC Piercedpeekachu
player, 14 posts
Sat 10 Jun 2006
at 00:13
  • msg #977

INT Feat?

Is there a feat that uses your Int to be applied to your attack roll or not?
DM HackDoc
GM, 509 posts
ROA Sage
Defender of the Truth
Sat 10 Jun 2006
at 08:05
  • msg #978

Re: INT Feat?

No there is not.

At least none I can recall.
This message was last edited by the GM at 08:05, Sat 10 June 2006.
PC ineedaname
player, 11 posts
Sat 10 Jun 2006
at 03:03
  • msg #980

Monk question

I have a quick question on Monks that's mostly becuase I've seen it ruled both ways.  In the SRD it says:
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Are enhancements covered under "spells and effects?"  Can a Monk pay to have his normal Unarmed Strike become a +1 Flaming Unarmed Strike?  My gut feeling is that yes a Monk could do this but I've seen DMs rule it both ways.

Thanks for answering my questions/requests while I put my character together.  So far I've really enjoyed building him, hopefully he'll be equally fun to play.
DM HackDoc
GM, 509 posts
ROA Sage
Defender of the Truth
Sat 10 Jun 2006
at 08:07
  • msg #981

Re: Monk question

Monks usually have their monk weapons (staffs, kamas, etc) enchanted, but they have been known to enchant gloves. As far as I know, a monk's unarmed strikes themselves (as in their hands, feet & occasionally foreheads) can only be improved via spells & class abilities/feats, not by enchantments.

But you can also buy/find the amulet of mighty fists, and there is an item in savage species that works like an amulet of mighty fists but can be used to grant weapon enhancements to natural weapons.

OOC: Thanks for the help. :)
This message was last edited by the GM at 08:07, Sat 10 June 2006.
PC garth
player, 1 post
Wed 28 Jun 2006
at 06:47
  • msg #982

Multiclass Clerics

I'm thinking of creating a human barbarian / cleric of Tempus.  I was a little confused reading the multiclass rules for clerics.

quote:
Clerics:
Select patron deities allow their clerics to multiclass freely in other more
limited classes (monks & paladins).  If this path is chosen, the character's
first level must be a cleric.  Once they multiclass, they can swap back and
forth freely.  If any other class is added, core or PrC, this rule is broken,
and the player can gain no more levels in the limited class (monk or paladin).
Select PrCs may counter this rule; if so, it states it in the PrC's class
information.
-A cleric of Kossuth can freely multiclass as a monk of the appropriate order.
See ‘Kossuth’ on page 244 of the FRCS.
-A cleric of Lathander can freely multiclass as a paladin.
-A cleric of Torm can freely multiclass as a paladin.
-A cleric of Tyr can freely multiclass as a paladin.

Tempus wasn't listed, does that mean clerics of tempus can multiclass?  I was going to have the character start as a barbarian then switch to a cleric.  Does that mean he cann't gain any additional levels in Barbarian?

Thanks
DM BadCatMan
GM, 80 posts
Wed 28 Jun 2006
at 08:39
  • msg #983

Re: Multiclass Clerics

This list only applies to monks and paladins, where once you leave, you can't go back - without certain feats or the aforementioned knight/monk orders. So a Cleric/Barbarian is fine.
DM FarieFire
GM, 37 posts
I am NOT a Pixie!!
Not that kind of Fairy...
Wed 28 Jun 2006
at 13:38
  • msg #986

3.5 errata?

 Is there anywhere online that might have errata updates to 3.5 versions for Tome and blood and the other similar guidebooks? (Song and silence, Master of the wilds...)
DM HackDoc
GM, 530 posts
ROA Sage
Defender of the Truth
Wed 28 Jun 2006
at 14:01
  • msg #987

Re: 3.5 errata?

Last T&B Web enhancement I saw was 2001....
I do not know of any...they just updated and relased them in new books.
Where they haven;t you may still be able to use the 3.0 version. See PC Creation thread.
DM HackDoc
GM, 530 posts
ROA Sage
Defender of the Truth
Thu 29 Jun 2006
at 15:59
  • msg #988

Re: INT Feat?

PC Kremti:
PC Piercedpeekachu:
Is there a feat that uses your Int to be applied to your attack roll or not?


The closest thing I can think of is Swaskbuckler class from Complete Warrior, who at level 2, gains class feature to add Int bonus to attack roll using weapons that you already have Weapon Finness in.

-K


Actually, it's Int bonus to damage, and they get it at level 3.
This message was last updated by the GM at 15:59, Thu 29 June 2006.
PC tves
player, 2 posts
Wed 28 Jun 2006
at 15:01
  • msg #990

Regional equipment

In a few of the regions the following starting equipment is mentioned

Pistol, powder horn and 10 bullets*

Where can the stats and special rules, if any, for the pistol and bullets be found? The powder horn is listed in the Forgotten Realms Campaign Guide on page 96.
DM HackDoc
GM, 530 posts
ROA Sage
Defender of the Truth
Thu 29 Jun 2006
at 16:01
  • msg #991

Re: Regional equipment

Look on p. 145 of the Dungeon Master's Guide.
It covers all Renaissance Explosive Weapons.
This message was last edited by the GM at 16:01, Thu 29 June 2006.
PC 3SidedDice
player, 2 posts
Wed 28 Jun 2006
at 23:12
  • msg #992

Re: Regional equipment

Is fullblade allowed? If so what would the 3.5 stat for it be like?
DM HackDoc
GM, 531 posts
ROA Sage
Defender of the Truth
Sat 1 Jul 2006
at 03:24
  • msg #993

Re: Regional equipment

We haven't imposed any restrictions on equipment choice so far.

A Fullblade is essentially a large-sized bastard sword (2d8 slashing damage, 19-20/x2 threat range) but is special in the fact that a medium sized creature can wield it two-handed with the appropriate Exotic weapon proficiency feat.

It costs 100gp & weighs 23 lbs.

If you're looking for Errata:
http://www.wizards.com/default.asp?x=dnd/er/20040125a
This message was last edited by the GM at 03:25, Sat 01 July 2006.
DM FarieFire
GM, 38 posts
I am NOT a Pixie!!
Not that kind of Fairy...
Thu 29 Jun 2006
at 15:02
  • msg #995

Re: Regional equipment

Okay, quick qestion just for clarification in another game. If a character(In this case an NPC'd character) has spellfire, and has no energy stored, and two spells have just been cast, does she gather the energy from those spells, or in order to absorb spellfire does it have to be a directly targeting spell.

The first spell was WEB cast by the enemy, but not sure if she would absorb the spell because it is not targeting her directly,but an area on the floor to snare the entire party. The second spell was DAZE cast by her own party member behind her onto the enemy spellcaster. He made his concentration check and his save against the spell. But would she have absorbed that energy too? Or is it only spells that are directly targeted at the spellfire wielder?
DM HackDoc
GM, 548 posts
ROA Sage
Defender of the Truth
Fri 7 Jul 2006
at 20:06
  • msg #997

Spellfire

Wielders of Spellfire can ONLY absorb spells with them as the target. The spells must be single-target or ray effects so the character you are talking about would not gain any spellfire energy levels from the Web spell and, because Daze wasn't cast at her the character wouldn't gain anything from that either (besides, Daze is a 0-level spell so would have no effect on spellfire energy levels  anyway).
This message had punctuation tweaked by the GM at 20:06, Fri 07 July 2006.
PC Piercedpeekachu
player, 17 posts
Sat 1 Jul 2006
at 02:42
  • msg #999

Re: Regional equipment

Ok i am trying to do a placed hit on someone causing subdual damage, I need to know what the modifiers are for a called shot of sorts?  I looked in the one SRD online that i use and another i dont use all that often and have not found the information that i am looking for.
DM HackDoc
GM, 548 posts
ROA Sage
Defender of the Truth
Fri 7 Jul 2006
at 20:04
  • msg #1000

Re: Called shot/subdual damage

In RoA there are no called shots.
(You can say what you want in your color comentary. But with all the DM's and players, we do not like to add house rule.)


But if you just wanted to do subdual / nonlethal damage:

PHB:
Dealing Nonlethal Damage: Certain attacks deal nonlethal
damage, such as a normal human’s unarmed strike (a punch, kick, or
head butt). Other effects, such as heat or being exhausted, also deal
nonlethal damage. When you take nonlethal damage, keep a
running total of how much you’ve accumulated. Do not deduct the
nonlethal damage number from your current hit points. It is not “real”
damage. Instead, when your nonlethal damage equals your current
hit points, you’re staggered, and when it exceeds your current hit
points, you fall unconscious. It doesn’t matter whether the nonlethal
damage equals or exceeds your current hit points because the
nonlethal damage has gone up or because your current hit points
have gone down.

Nonlethal Damage with a Weapon that Deals Lethal Damage: You can
use a melee weapon that deals lethal damage to deal nonlethal
damage instead, but you take a –4 penalty on your attack roll
because you have to use the flat of the blade, strike at nonvital areas,
or check your swing.

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can
use a weapon that deals nonlethal damage, including an unarmed
strike, to deal lethal damage instead, but you take a –4 penalty on
your attack roll because you have to strike only in the most
vulnerable areas to inflict lethal damage.

This message was last edited by the GM at 20:04, Fri 07 July 2006.
DM HackDoc
GM, 547 posts
ROA Sage
Defender of the Truth
Fri 7 Jul 2006
at 18:59
  • msg #1008

Re: Substitiution levels

DM FoxPaws:
Question, are we using the Aasimar from the FRCS, or the one from races of destiny?  from what I can see the only differences is the light spell or the daylight spell (depends on teh book).


The FRCS version is 3.0e we are using the 3.5e version from Races of Destiny.

3.5 Aasimar and Teiflings are also in the Monster Manual and the Planar Handbook.
This message was last edited by the GM at 18:59, Fri 07 July 2006.
PC Amonas
player, 1 post
Fri 7 Jul 2006
at 18:22
  • msg #1012

Knowledge skill

Is there a knowledge skill that would reflect familiarity with military tactics and formations or do we just let our background reflect this and RP it.
DM HackDoc
GM, 548 posts
ROA Sage
Defender of the Truth
Fri 7 Jul 2006
at 19:09
  • msg #1013

Re: Knowledge skill

Bardic Knowledge
  Some bards know songs and tales of legendary battles. Some understand the
  history behind the lyrics and know that hidden in those tales are bits of
  information relevant to how those battles were won.

Other knowledge checks have a potential to provice strategic adavantage...

Know (Arcana)
  The opposiong force is led by a powerful spellcaster or otherwise hwvialy
  reliant on magic.
Know (Arch & Eng) The battle involves attacking, defending, or laying seige to
  a fortification or other large structure.
Know (Dungeon) The battlefield is underground or in dugeonlike environment.
Know(Geography) The battlefield conatains notable terrain features (such as
  marsh or a hill).
Know(Histor) The battlefield has been the site of previous battles of note.
Know(Local) The opposing force is native to the immediate area.
Know(nature) the weather during the battle is unusual or particularly harsh.
Know(Nobility & Royal) The opposing force is led by a member of a noble house or
  royal family
Know(Religion) the opposing force is led by a high priest, theocrat, or
  otherwise highly religious individual.
Know (the planes) the battle field is on a plane other then the Prime Material plane,


Profession (Solider) - could help depending on ranks and would be great for role playing purposes.

Sword & Fist introduces a Knowledge: War skill (seiges, sapping, siege engines), but doesn't do anything with it.

Complete Warrior has "new uses for old skills" and lists uses and DCs for various actions, such as knowing battlefield history, army make-up, stronghold weaknesses and the like.
This message was last edited by the GM at 00:55, Sat 08 July 2006.
DM darth_prefect
GM, 18 posts
In Soviet Russia,
mail gets YOU!!
Tue 11 Jul 2006
at 10:12
  • msg #1014

Re: Knowledge skill

So, I'm wondering, could anyone explain to me the point of buying back LAs through the Unearted Arcana optional rule?  I've only looked at it in passing, but I'm not sure if I get the point of it, why I should want to do it.  Thanks in advance.
DM HackDoc
GM, 554 posts
ROA Sage
Defender of the Truth
Sun 16 Jul 2006
at 18:35
  • msg #1015

Re: Reducing ECL

Well, to level up you need an amount of XP which increases based on your ECL (Effective Character Level) - 1000 for first level, 2000 more for second, 3000 more for third etc.
Your ECL equals (number of class levels + number of racial hit die + level adjustment).

Lowering your ECL lowers the amount of XP you need to level up. It also raises the amount of XP you get in combat (ECL 4 characters get more XP per combat than ECL 5 characters if they face the same monsters). Therefore, buying off a point of your level adjustment is a way to reduce the XP needed to earn your next level while increasing the amount of XP you gain.
This message was last updated by the GM at 18:35, Sun 16 July 2006.
PC VolunShiver
player, 23 posts
Fri 14 Jul 2006
at 13:52
  • msg #1025

Re: Jordain Vizier PrC?

One of the prerequisites for the Maester PrC is having two item creation feats.  Would "Magical Artisan" count for one?
DM HackDoc
GM, 552 posts
ROA Sage
Defender of the Truth
Fri 14 Jul 2006
at 16:23
  • msg #1026

feat

No it does not count, it is a General Feat.
It reduces the costs of crafting, but is not in itself an item creation feat.
This message was last edited by the GM at 16:23, Fri 14 July 2006.
PC VolunShiver
player, 25 posts
Fri 14 Jul 2006
at 15:17
  • msg #1029

Re: Jordain Vizier PrC?

What about the Exceptional Artisan, Extraordinary Artisan, and Legendary Artisan feats?  They are listed as being "Item Creation", but they are from the "Eberron Campaign Setting" sourcebook.
DM HackDoc
GM, 552 posts
ROA Sage
Defender of the Truth
Sat 15 Jul 2006
at 17:50
  • msg #1031

Eberron Feats

We're not allowing stuff from Eberron in RoA.

1) Feats from unique campaign settings were not designed to be used in other unique settings.
2) Extraordinary Artisan makes the FR feat Magical Artisan completely obsolete.
This message was last edited by the GM at 18:34, Sun 16 July 2006.
PC quickj
player, 9 posts
cheesecake....FEAR ME!!!
Fri 14 Jul 2006
at 20:12
  • msg #1032

Re: Jordain Vizier PrC?

I did not see OOZE MASTER under the PrC's for Masters of the Wild. Does that mean it is not available or was it just over looked?
DM HackDoc
GM, 554 posts
ROA Sage
Defender of the Truth
Sun 16 Jul 2006
at 18:33
  • msg #1033

OOZE MASTER

It is not avalable.
This message was last edited by the GM at 18:33, Sun 16 July 2006.
DM BadCatMan
GM, 111 posts
I am the Master
and you will obey me.
Sun 16 Jul 2006
at 04:54
  • msg #1036

Re: Jordain Vizier PrC?

Hold on, I've got one here.

Ooze Master, Masters Of The Wild:
Ooze Master

Seeping out of every crack and crevice in the dungeon is some foul, monochromatic substance that adventurers wish wasn't there. Just when they get around the yellow mold, green slime drips from the ceiling . Quite often,
such abominations well up naturally, but occasionally they are placed by a
more deliberate hand-that of the oozemaster.

The oozemaster is not a class for stable individuals. It involves relating one-on-one with things that relate to nothing at all. Unlike the animal lord's
kindred creatures, the oozemaster's charges have nothing to say. No one has yet developed a speak with ooze spell - or if someone has, the oozes haven't responded. Given that oozemasters exude everything but confidence, most of them
have few sentient friends and even fewer guests . Thus, they tend to gibber and talk to themselves a lot.

Characters of any spellcasting class can become oozemasters, though the class tends to be most appealing to druids, wizards, and - oddly - bards (who usually end up taking another direction before this one gets too creepy). Assassins, already masters of poison, find the benefits of this prestige class highly compatible with their line ofwork. Clerics, however, had better think about what their followers might say before taking this path. A cleric of Vecna's followers might think him clever for becoming an oozemaster, while followers of a cleric of Pelor might seek a new spiritual leader. Racially, half-orcs and gnomes are more suited to this class than elves and half-elves, most of whom consider themselves too refined for this basest of prestige classes . The drow, of course, are exceptions, since it was they who created this class in the first
place. Certainly, the first oozemaster was a dark elf, though how this magic got out of the subterranean depths is a mystery best
left unprobed.

Hit Die: d8.

Requirements
To qualify as an oozemaster, a character must fulfill
the following criteria.
Skills : Alchemy 4 ranks, Swim 4 ranks.
Feats: Great Fortitude.
Spellcasting : Able to cast 3rd-level arcane or divine spells.

Class Skills
The oozemaster's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (any) (Int), Disguise (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (any) (Wis), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis). See Chapter 4 of the Player's
Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Features
The following are class features of the oozemaster prestige
class.

Weapon and Armor Proficiency: Oozemasters gain no weapon or armor proficiencies.

Spells per Day/Spells Known: At 2nd level and every other oozemaster level thereafter, the character gains new spells per day (and spells known, ifapplicable) as if he had also gained a level in a spellcasting class to
which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an oozemaster, the player must decide to which class to add each oozemaster level for determining spells per day and spells known.

Minor Oozy Touch (Su): At 1st level, the oozemaster's hands can secrete a specific kind of ooze. Choose one kind of oozy touch from the table below. The character may, as a full attack action, make a melee touch attack that has the effect listed for that kind ofooze on the table below. The oozemaster can use this ability as often as desired. At 3rd level, he may choose one additional
minor oozy touch.
  In addition, the oozemaster is immune to the effects of that particular kind of ooze, even in the form of oozy touch attacks from another oozemaster. Thus, an oozemaster with brown mold oozy touch is immune to the effects of all brown mold. This ability confers no special resistance to similar effects that do not stern from the character's selected kind of ooze, so the aforementioned oozemaster is still subject to cold subdual damage from other sources - such as cold weather.

Minor Oozy Touch Options
Kind                        Damage/Effect
Brown mold                  1d6 + oozemaster level points of cold
                            subdual damage to flesh
Gray ooze                   1d6 + oozemaster level points of acid
                            damage to flesh, metal, or wood
Ochre jelly                 1d4 points of stunning damage and 1d4
                            + oozemaster level points of acid damage
                            to flesh only
Phosphorescent fungus       Touched area emits a soft violet glow as
                            a light spell until the fungus is wiped
                            off.

Oozy Glob (Sp): The oozemaster can throw a glob of the same material as any oozy touch gained at a previous level, with a range increment of 10 feet. This is treated as a grenadelike weapon. He can throw one oozy glob per round. (A character attacks with a grenadelike weapon as a ranged touch attack . Direct hits deal direct hit damage as noted on the table above. All creatures within 5 feet suffer 1 point of the appropriate splash damage. See Grenadelike Weapon Attacks in Chapter 8 ofthe Player's Handbook for more details .) This ability is usable once per day at 2nd level. Thereafter, the oozemaster gains one additional use per day of this ability for every two oozemaster levels he acquires.

Slithery Face (Su): At 2nd level, the oozemaster learns to manipulate his facial features, gaining a competence competence bonus equal to his oozemaster level on Disguise checks.

Malleability (Su): At 4th level, the oozemaster can compress his body enough to squeeze through an inchwide crack. He cannot expand inside a space that offers any resistance, such as an occupied suit of armor.

Major Oozy Touch (Su): At 5th, 7th, and 9th level, the oozemaster chooses a kind of major oozy touch from the table below, or from the choices in the Minor Oozy Touch options table above. This ability is otherwise identical
to minor oozy touch (above).

Major Oozy Touch Options
Kind                        Damage/Effect
Black pudding               2d6 + oozemaster level points of acid damage
                            to flesh, metal, wood, or stone
Gelatinous cube             Fort save (DC 15) or paralyzed for a number
                            of rounds equal to 1 d6 + oozemaster
                            level
Green slime                 1d6 temporary Constitution damage to
                            flesh and 1d6 + oozemaster level points of
                            acid damage to metal or wood
Yellow mold                 2d4 points of temporary Constitution damage
                            to flesh (DC 15 Fort save for half)

Indiscernible Anatomy (Su): At 6th level, the oozemaster's anatomy becomes difficult to discern. Treat all critical hits and sneak attacks against him as though he were wearing armor with the light fortification power.

Slime Wave (Sp): At 8th level, the oozemaster may use slime wave (see Chapter 6) once per day as the spell cast by a 13th-level druid.

One with the Ooze: At 10th level, the oozemaster is as slimy as the creatures he favors. His type changes to ooze for determining what effects and items can affect him. He gains the Blindsight feat (hearing-based version, see Chapter 2) and becomes immune to flanking, poison, sleep, paralysis, stunning, and all mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). In addition, he is immune to polymorph other, but he retains any shapechanging ability he previously possessed.

Class     Base     Fort Ref  Will
Level Attack Bonus Save Save Save Special Spells per Day/Spells Known
1st +0 +2 +0 +0 Minor oozy touch 1
2nd +1 +3 +0 +0 Charisma penalty-1, oozy glob 1 /day, +1 level of existing class
                slithery face
3rd +2 +3 +1 +1 Minor oozy touch 2
4th +3 +4 +1 +1 Charisma penalty -2, oozy glob 2/day, +l level of existing class
                malleability
5th +3 +4 +1 +1 Major oozy touch 1
6th +4 +5 +2 +2 Charisma penalty -3, oozy glob 3/day, +1 level of existing class
                indiscernible anatomy
7th +5 +5 +2 +2 Major oozy touch 2
8th +6 +6 +2 +2 Charisma penalty -4, oozy glob 4/day, +1 level of existing class
                slime wave
9th +6 +6 +3 +3 Major oozy touch 3
10th +7 +7 +3 +3 Charisma penalty -5, oozy glob 5/day, +1 level of existing
                 one with the ooze                     class


Now I have to ask: why would you want one? Eeew.
This message was last edited by the GM at 05:07, Sun 16 July 2006.
PC tves
player, 3 posts
Fri 21 Jul 2006
at 01:23
  • msg #1044

RE: Skill Synergy

Quick question on skill synergy, do the synergy modifiers from different skills stack, example, 5 ranks in bluff and 5 ranks in knowledge nobility royality both give a +2 bonus to diplomacy, would they stack for a total of +4 or would it be limited to +2. Asking cause I'm just not sure on it :)
DM HackDoc
GM, 559 posts
ROA Sage
Defender of the Truth
Fri 21 Jul 2006
at 05:46
  • msg #1045

Re: RE: Skill Synergy

Yes. Since unnamed bonuses stack, you have a total of +4 to your Diplomacy checks.
PC willvr
player, 26 posts
Mon 24 Jul 2006
at 14:46
  • msg #1046

Re: RE: Skill Synergy

This might be in the FAQ; but my computer won't take that download until I replace the computer.

For Spellcasting Prodigy, the table in the Players Guide to Faerun says treat primary spellcasting ability as two higher for bonus spells and DCs. The text says only for bonus spells. Which is right?
DM HackDoc
GM, 561 posts
ROA Sage
Defender of the Truth
Mon 24 Jul 2006
at 19:05
  • msg #1047

Re: Spellcasting Progidy

DM N1NJ4C0W:
This error is not fixed in the errata but, considering that the feat is one of those listed as unchanged from the FRCS, then the bonus counts towards BOTH bonus spells and save DCs.


Yes this is correct; the bonus counts towards BOTH bonus spells and save DCs.
This message was last edited by the GM at 19:05, Mon 24 July 2006.
PC Chazmo
player, 18 posts
less is mo
unless you mean Chaz
Mon 24 Jul 2006
at 19:43
  • msg #1048

Re: Spellcasting Progidy

   Does 'spontaneous casting' mean also 'spontaneous conversion', as in converting mem'd spells to healing spells [like a priest] even though it uses the druid list for spells?
DM HackDoc
GM, 562 posts
ROA Sage
Defender of the Truth
Tue 25 Jul 2006
at 15:46
  • msg #1049

'spontaneous casting'

Yes. (See below). There are also some feats that allow 'spontaneous casting'.

Clerics

Spontaneous Casting of Cure and Inflict Spells

A good cleric (or a cleric of a good deity) can spontaneously cast a cure spell in place of a prepared spell of the same level or higher, but not in place of a domain spell. An evil cleric (or a cleric of an evil deity) can spontaneously cast an inflict spell in place of a prepared spell (one that is not a domain spell) of the same level or higher. Each neutral cleric of a neutral deity either spontaneously casts cure spells like a good cleric or inflict spells like an evil one, depending on which option the player chooses when creating the character. The divine energy of the spell that the cure or inflict spell substitutes for is converted into the cure or inflict spell as if that spell had been prepared all along.

Druids

Spontaneous Casting of Summon Nature’s Ally Spells

A druid can spontaneously cast a summon nature’s ally spell in place of a prepared spell of the same level or higher. The divine energy of the spell that the summon nature’s ally spell substitutes for is converted into the summon spell as if that spell had been prepared all along.
This message was last edited by the GM at 15:46, Tue 25 July 2006.
PC quickj
player, 21 posts
cheesecake....FEAR ME!!!
Tue 25 Jul 2006
at 14:04
  • msg #1050

Re: Spellcasting Progidy

Are we allowed to use the Arms and Equiptment guide for...well...arms and equipment.
DM HackDoc
GM, 562 posts
ROA Sage
Defender of the Truth
Tue 25 Jul 2006
at 15:44
  • msg #1051

Re: Spellcasting Progidy

Yes.
But you must list what the item does (stats), cost and book it is out of (abrev. form OK).
PC Chazmo
player, 20 posts
less is mo
unless you mean Chaz
Fri 28 Jul 2006
at 01:39
  • msg #1052

Re: Spellcasting Progidy

   Does the feat 'Moradin's Smile', which grants a +2 bonus on all charisma based skill checks, also grant that bonus to turning undead attempts/rolls? It is a class ability, I know, but have to ask just the same.




   Also, in the Races of Stone book on pg 133, under Divine Feats it clearly states:

   "The feats in this category share characteristics that make them unavailable to nondivine classes. First, they all have as a prerequisite the ability to turn or rebuke undead..." I understand this as an interpretation of the need to 'burn' a turn/rebuke attempt to use the feat.

   But in the description of each of the divine feats in that book, they require that you have "The ability to rebuke earth creatures". That would require that you either have the domain(s) of earth or air as a priest, which makes it unavailable to 95% of the clerics out there. What am I missing here?  :/
DM HackDoc
GM, 572 posts
ROA Sage
Defender of the Truth
Sun 30 Jul 2006
at 21:50
  • msg #1053

Re: Feat

Moradin's smile applies to skill checks - not to turning checks.

If a feat requires you to be able to turn or rebuke earth creatures, you need the earth or air domain, so it is unavailable to most clerics.

You are not missing anything.
This message was last edited by the GM at 21:50, Sun 30 July 2006.
PC Chazmo
player, 21 posts
less is mo
unless you mean Chaz
Fri 28 Jul 2006
at 10:29
  • msg #1054

Re: Spellcasting Progidy

   "They ALL have as a requirement" is the misleading phrase I am concerned with. The paragraph is supposed to specifically deal with the feats in that book [Races of Stone], yet most of the divine feats listed two pages over require the ability to rebuke earth creatures. Are you saying that the editors and designers were asleep at the wheel when they wrote that, or do we treat it as a simple typo?

   Which is it, undead or earth creatures? Or do you have to be able to do both? If both, then that makes it [virtually] useless for non-clerics to take the feat allowing them to turn/rebuke undead, because they still cannot rebuke earth creatures. Useless in the sense of taking one of these divine feats later.  :P
This message was last edited by the player at 10:31, Fri 28 July 2006.
DM Daniel
GM, 113 posts
Fri 28 Jul 2006
at 10:38
  • msg #1055

Re: Spellcasting Progidy

You need the ability to turn/rebuke undead in order to take any of the feats, and some require the additional ability to turn/rebuke earth creatures.
The feats are intentionally restrictive.
DM BadCatMan
GM, 136 posts
I am the Master
and you will obey me.
Fri 28 Jul 2006
at 11:02
  • msg #1056

Re: Spellcasting Progidy

PC Chazmo:
   "They ALL have as a requirement" is the misleading phrase I am concerned with. The paragraph is supposed to specifically deal with the feats in that book [Races of Stone], yet most of the divine feats listed two pages over require the ability to rebuke earth creatures. Are you saying that the editors and designers were asleep at the wheel when they wrote that,


Wouldn't be the first time. Or the last either.


PC Chazmo:
or do we treat it as a simple typo?</quote

   Which is it, undead or earth creatures? Or do you have to be able to do both? If both, then that makes it [virtually] useless for non-clerics to take the feat allowing them to turn/rebuke undead, because they still cannot rebuke earth creatures. Useless in the sense of taking one of these divine feats later.  :P


The Divine Feat section looks like a copy-paste, like those from a dozen other sourcebooks.

The feats themselves specifically refer to requiring the ability to Rebuke Earth creatures, and spending Rebuke Earth attempts. This being Races of Stone, and focused on characters with Earth related abilities, this makes thematic sense.

And as the Errata always say:

Errata:
When you find a disagreement between two D&D® rules
sources, unless an official errata file says otherwise, the
primary source is correct. One example of a
primary/secondary source is text taking precedence over
a table entry. An individual spell description takes
precedence when the short description in the beginning
of the spells chapter disagrees.


So,

Text > Table and Specific Entry > General Description
PC quickj
player, 26 posts
cheesecake....FEAR ME!!!
Fri 28 Jul 2006
at 12:52
  • msg #1057

Re: Spellcasting Progidy

what is the level max for characters fighting in the ARENA? And can we bring in characters we have in other D&D games?
DM HackDoc
GM, 565 posts
ROA Sage
Defender of the Truth
Fri 28 Jul 2006
at 19:09
  • msg #1058

Arena

The original Idea (And still the idea) was to bring your charcter(s) from RoA and use them as they are here in the Arena. That way no one has a charcter developed for arena fighting. And what you earn (though small) would aid you here.

You can see the Arena Rules at:

link to another game
DM Fido
GM, 79 posts
*Grrrr*  *Grrr*
Don't mess up.
Sun 30 Jul 2006
at 20:26
  • msg #1059

Base Attack Bonus

This is more of a question dealing with what UA variants RoA uses than an actual 'how do you do it' question.  Do we use fractional base attack bonuses?
DM HackDoc
GM, 572 posts
ROA Sage
Defender of the Truth
Sun 30 Jul 2006
at 21:28
  • msg #1060

Re: Base Attack Bonus

No.
That has not been adopted.
DM Fido
GM, 81 posts
*Grrrr*  *Grrr*
Don't mess up.
Mon 31 Jul 2006
at 01:24
  • msg #1062

Sneak Attack

I've looked through the core books, and I can't find anything that says no, but is it possible to sneak attack on a charge if you are flanking or the opponent is flat-footed?
DM HackDoc
GM, 573 posts
ROA Sage
Defender of the Truth
Mon 31 Jul 2006
at 02:54
  • msg #1063

Re: Sneak Attack

As long as you meet the requirements for a sneak attack..Yes.

A Theif-Acrobat can even tumble (avoiding AoO) to get to a flank position too sneak attack an opponet in melee.

And as long as he is flat footed or flanked you can make multiple sneak attacks.
Or if you have Greater Invisibility active.


Thank for the support.:)
DM Daniel:
If the opponent is caught unawares (ie you are hiding) then only the first attack is a sneak attack. If you make multiple attacks with a single attack roll, you only add sneak attack damage once.
If you are flanking, you get a full round of sneak attacks.
If you are invisible as invisibility, your first attack removes the invisibility so only the first one is a sneak attack - but if you have greater invisibility then the whole round is sneak attacks because you stay invisible.

Becoming aware of your opponent only helps you if that negates the flat-footed condition.

This message was last edited by the GM at 23:57, Mon 31 July 2006.
PC Kremti
player, 26 posts
Mon 31 Jul 2006
at 15:25
  • msg #1067

Re: Sneak Attack

A question...what does/doesn't break the invisibility, specifically some spells?

Case A: Grease cast directly underneath non-allies
Case B: Grease cast on weapons/some items held in possesion of non-allies
Case C: Solid Fog cast surrounding non-allies
Case D: Acid Fog
Case E: Black Tentacle
Case F: Web, Force Cage, or any sort of area based entrapment
Case G: Wall of Fire, in a ring shape, surrounding
Case H: Glitter Dust
Case I: Enlarge/Reduce Person
Case J: Teleporting/Dimensional Door (say, dropping them off the cliff)

If I can get some idea which one breaks the invisibility, and which one doesn't, I appreciate it...

-K
DM HackDoc
GM, 573 posts
ROA Sage
Defender of the Truth
Tue 1 Aug 2006
at 00:04
  • msg #1071

Re: Voiding Invisibility (again)

We follow the letter of the rules, so *any* area spell that has an area including foes dispels your invisibility - grease, solid fog, etc.

Grease targeting your opponents weapon is targeting your opponent.
Evards Black Tentacles is once again an area spell.

Summoning a creature is not an attack, as stated - it neither targets an opponent nor includes them in it's area.

Here is whether or not each spell takes away your invisibility:

Case A: Grease cast directly underneath non-allies - Yes
Case B: Grease cast on weapons/some items held in possesion of non-allies - Yes
Case C: Solid Fog cast surrounding non-allies - Yes
Case D: Acid Fog - Only if an opponent is in it when you cast it.
Case E: Black Tentacle - Only if an opponent is in it when you cast it.
Case F: Web, Force Cage, or any sort of area based entrapment - Only if an opponent is in it when you cast it.
Case G: Wall of Fire, in a ring shape, surrounding - Only if an opponent is standing in the flames when you cast the spell. Not triggered by an opponent inside the circle or one being damaged by the flames but not inside them.
Case H: Glitter Dust - Only if an opponent is in the spell's area when you cast it.
Case I: Enlarge/Reduce Person - Yes if cast on a foe
Case J: Teleporting/Dimensional Door (say, dropping them off the cliff) - Yes (only spells that specifically affect only allies are ignored)

...like detect magic (which is an area spell) breaks the invisibility if it's cast such that the non-ally is within the area, then?

According to the Rule. Yes it does.
For the rule says an attack includes "any spell" targetting a "foe" or "whose area or effect includes a foe."
This message was last edited by the GM at 03:58, Tue 01 Aug 2006.
PC Kremti
player, 31 posts
Thu 3 Aug 2006
at 15:16
  • msg #1072

Flying over a foe...

OK, this might come up in the arena game.  Concerns flight movement, and a square occupied by a foe.

The 3-D combat rules are a bit underwritten, and this doesn't address this issue.

Can one fly over a foe?  As far as I can see, RAW, you cannot regardless of how high you are flying, but I find that a bit...odd.

-K
DM HackDoc
GM, 584 posts
ROA Sage
Defender of the Truth
Thu 3 Aug 2006
at 17:24
  • msg #1073

Re: Flying over a foe...

Yes you may swim or fly over or under a foe...
You may even collide with another cretaure (though rules don't help much here. But I have something. :)  But this was not asked about, so back to the question.

Yes a character/monster takes up a cubic foot per its size.

Creatures in Aerial Combat

Aerial combat takes place in three dimensions, and each flying creature occupies a roughly cubical space and can reach above and below itself, as shown on the following table:

Flying Creature Size and Face

Size Space Natural
Reach
Fine 1/2 ft. across x 1/2 ft high 0 ft.
Diminutive 1 ft. across x 1 ft high 0 ft.
Tiny 2 1/2 ft. across x 2 1/2 ft. high 0 ft.
Small 5 ft. across x 5 ft. high 5 ft.
Medium 5 ft. across x 5 ft. high 5 ft.
Large (Long) 10 ft. across x 5 ft. high 5 ft.
Large (Tall) 10 ft. across x 5 ft. high 10 ft.
Huge (Long) 15 ft. across x 10 ft. high 10 ft.
Huge (Tall) 15 ft. across x 15 ft. high 15 ft.
Gargantuan (Long) 20 ft. across x 15 ft. high 15 ft.
Gargantuan (Tall) 20 ft. across x 20 ft. high 20 ft.
Colossal (Long) 30 ft. across x 25 ft. high 15 ft.
Colossal (Tall) 30 ft. across x 30 ft. high 25 ft.

Space: In the air, a creature's space includes length, width, and height. Creatures more than 5 feet high occupy a vertical column of two or more spaces, one space for each 5 feet of height.

Natural Reach: Natural reach is how far the creature can reach when it fights. A creature flying on its own threatens the area within that distance from itself, including above and below. A creature riding a mount or flying device also threatens all the spaces around it, except those blocked by the mount or device.

Tall Creature: A tall creature is a biped or similar creature. Creatures in the D&D game are not designated as "tall" or "long"; however, you can determine this for yourself easily by noting its reach entry. For example, a Large creature with a reach entry of 10 feet is "tall" (unless it's using a reach weapon).

Long Creature: A long creature is a quadruped or similar creature. Creatures in the D&D game are not designated as "tall" or "long"; however, you can easily determine this for yourself by noting its reach entry. For example, a Large creature with a reach entry of 5 feet is "long."
feralwanderer
player, 1 post
Fri 4 Aug 2006
at 08:53
  • msg #1074

Bloodlines

I know a question about Bloodlines was asked before but I'm still confused. If a have, say, a 2nd level Wizard, with one level in "Bloodline" is he a 3rd level character, including having a feat from third level, or is he a 2nd level character with a +1 LA, meaning, no feat, but I could later reduce the LA through the variant from "Reducing Level Adjustments) I'm wondering because the text about Bloodlines states that a spellcasters Caster level goes up, as well as the caps on skill ranks per level, but the character doesn't gain HP, Skill ranks, BAB, etc. I've read the page in the SRD forwards and backwards, and can't get a clear deduction.

Also, how should I list a Bloodline on the character sheet? Is it listed as part of the Race, a class, a racial trait? Are the abilitie bonuses added to the base, Racial Bonus or Misc, or does it even matter?
DM HackDoc
GM, 585 posts
ROA Sage
Defender of the Truth
Fri 4 Aug 2006
at 10:41
  • msg #1075

Re: Bloodlines

Class:  Wizard/Bloodline
Level:     2 / 1
HD: 2
EXP: 3,000
Skill Max ranks 5
etc...

You would be considered a 2nd level character with +1 ECL, but you cannot reduce the LA.

When your spells were cast you would be treated as a 3rd level wizard for th epurpose of spell duration, caster level checks, etc.
But you would not gain any other abilities, skills, spells, etc...


Listed under Race
Ability boost added to base
Skill boost added to Misc
feralwanderer
player, 3 posts
Fri 4 Aug 2006
at 11:59
  • msg #1077

Re: Bloodlines

DM HackDoc:
Class:  Wizard/Bloodline
Level:     2 / 1
HD: 2
EXP: 3,000
Skill Max ranks 5
etc...

You would be considered a 2nd level character with +1 ECL, but you cannot reduce the LA.

When your spells were cast you would be treated as a 3rd level wizard for th epurpose of spell duration, caster level checks, etc.
But you would not gain any other abilities, skills, spells, etc...


Listed under Race
Ability boost added to base
Skill boost added to Misc

Thanks for clearing that up.
Three more questions, this time about substition levels:
1) If you take a racial substitution level at level one, are you required to take the remaining substitution level if you remain in that class? For example, take the first level Elven Wizard sub level for Generalist Wizardry, but not the 3rd level for Innate link or the 5th level for alternate Bonus Feats, but still gain levels as a wizard? This is just out of curiosity, since I'd take all three anyway.
2) Wher do you list sub levels on your character sheet? Do I just change class from "wizard" to "elf wizard?"
3) Does a bloodline prevent you from taking racial sub-levels? I.E. is an elf with a titan bloodline still "elf enough" to take the elf wizard sub levels?

Finally, is it considered "twinking" to use the titan bloodline on an elf with elf wizard sublevels? He's getting the strongest spells three levels later in excange for special abilities that will mostly just make him less pathetic in combat, simply because I like the idea of a seven foot tall 300 pound elven wizard. And if the elf wizard sub levels are okay for a regular elf they'd be okay for this one, right?
DM HackDoc
GM, 586 posts
ROA Sage
Defender of the Truth
Fri 4 Aug 2006
at 15:23
  • msg #1078

Re: Bloodlines

1) A charcter need not take all the substitution levels provided for the class.
2) Under Class Abilities, just list what you get ie.
   CLASS ABILITIES
       Aura of Good (Elf Paladin Substitution lvl 1)
       Detect Evil  (Elf Paladin Substitution lvl 1)
       Ranged Smite Evil 1/day (Elf Paladin Substitution lvl 1)
       Generalist Wizardry (Elf Wizard Substitution lvl 1)
       Summon Familiar     (Elf Wizard Substitution lvl 1)
      etc.
3) The rules would allow you to take race substitution levels and blood lines.
   As long as you meet the rules and you think it will be a character you think you will have fun with....go for it.
DM HackDoc
GM, 587 posts
ROA Sage
Defender of the Truth
Fri 4 Aug 2006
at 15:25
  • msg #1079

Re: /3 levels

PC pass:
If in a spell description it says it does something (for example - deals 1d6 damage) for each 3 levels I have... how much would it deal for:
a 1st lvl,
a 2nd lvl,
a 3rd lvl,
a 4th lvl?

I'm trying to figure out when the 1d6 becomes a 2d6... when you've completed a set of 3 levels, when you've started it, etc.?


a 1st lvl, 1d6
a 2nd lvl, 1d6
a 3rd lvl, 2d6
a 4th lvl? 2d6

But that is levels in that particular class, not character level.
PC Gwyndion
player, 11 posts
Fri 4 Aug 2006
at 16:09
  • msg #1080

Re: /3 levels

I was wondering, if you use a shield with a spike on it as an off hand weapon and you have the improved shield bash feat which allows you to retain the shield's bonus to ac while attacking with it, would the two weapon defense feat stack with the shield's bonus?
DM HackDoc
GM, 587 posts
ROA Sage
Defender of the Truth
Fri 4 Aug 2006
at 19:29
  • msg #1081

Re: Shield

No it would not.

You can use the small spiked shield with TWD and get the TWD +1 AC bonus or you can just get Improved Shield Bash Feat and keep the shield bonus (they do not stack).

In 3.0, Shield Bashing was a clearly superior style to normal TWF. A Longsword and Shortsword weren't as good as a Longsword and Spiked Large Shield. By toning down Shield Bash, they made the styles comparable, so that neither has a clear advantage.
This message was last edited by the GM at 19:29, Fri 04 Aug 2006.
DM Fido
GM, 96 posts
*Grrrr*  *Grrr*
Don't mess up.
Fri 4 Aug 2006
at 21:40
  • msg #1082

Re: Shield

Might as well ask this here because I can't find a clear answer in the sourcebooks.

Can there be two or more poisons on one weapon?

If someone has wings and cannot hover, what is the minimum amount of space they must fly to be considered non-hovering?

And finally, if you have concealment (say from a darkness spell), must you or your opponent roll the miss chance when grappling.
This message was last edited by the GM at 21:48, Fri 04 Aug 2006.
DM HackDoc
GM, 587 posts
ROA Sage
Defender of the Truth
Sat 5 Aug 2006
at 05:04
  • msg #1083

Re: ??

If it's a darkness spell, you both have concealment.
If you are grappling there is no concealment - you are holding onto the person. The touch attack to start the grapple has a 20% miss chance.

When flying, you need to move at least half your speed each round to stay in the air unless you have perfect manuverability or hover.

You may only apply one dose/kind of poison to an item (sword, etc.) at a time. Remember your 5% chance to poison yourself.
This message was last edited by the GM at 05:04, Sat 05 Aug 2006.
PC pass
player, 6 posts
Tue 8 Aug 2006
at 17:50
  • msg #1084

spell stacking

1) will spells such as rage or bull's strength stack with themselves? for example, would 2 bull's strength spells give someone +8 strength?
2) will the rage spell stack with a normal barbarian's rage ability?
3) will the same rules apply for 2 potions? for a potion and a spell? a potion and an ability?
DM HackDoc
GM, 590 posts
ROA Sage
Defender of the Truth
Tue 8 Aug 2006
at 20:37
  • msg #1085

Re: spell stacking

Bull's strength provides an enhancement bonus to stremgth, and enhancement bonuses do NOT stack.

The spell rage gives you a Morale bonus. Conveniently enough, the ability rage does not(it just says bonus). So the rage spell can combine with the rage ability to for the following: +6 str, +6 con, +2 Will(they are both morale so they don't stack) and -4 AC.

2 potions, a spell and a potion, a potion and an ability, or even a spell/potion and an item will only stack if they provide different types of bonuses. Exceptions to this are dodge bonuses which always stack, and inherent bonuses which stack but only provide bonuses as high as +5. 2 items that give you enhancement bonuses to strength will NOT stack, but an item that gives you an enhancement bonus to strength and a spell that gives you a luck bonus to strength WILL stack with each other. This also applies to, for example, a belt of giant's strength and bull's strength. They do NOT stack.

In other words 2 effects from *same source* don't stack.  For example, Haste spell provides '+1 to dodge AC bonus'.  If you cast Haste twice, you don't gain +2 to dodge AC bonus, because the sourse of the bonus is 'Haste' spell.  Same goes if you cast haste spell, and drink a potion of haste.  The source of the effects are the same (Haste) therefore, even through the dodge bonuses are allowed to stack, you don't get the stacking effect.

Whenever you apply poison onto your weapon there's 5% chance of accidentally poisoning yourself. And whenever you roll a 1 on the attack roll with a posioned weapon must make a DC 15 reflex save or accidentally poison himself with the weapon.
This message was last edited by the GM at 20:42, Tue 08 Aug 2006.
feralwanderer
player, 5 posts
Tue 8 Aug 2006
at 22:45
  • msg #1091

Spell Thematics

My PC has the feat Spell Thematics with the visual theme of hawks. Does this mean I can cast Summon Monster to summon say, a rat, but make it look like a hawk (albeit a very low-flying one) or does the creature still have to be clearly identifiable as a rat? Also, can spells with no visible effects still be cast thematically so they are harder to identify, maybe substituting images of hawks in place of invisible forces (i.e. Shield- instead of an invisible disc of force, a visible hawk protecting the body?)
DM HackDoc
GM, 591 posts
ROA Sage
Defender of the Truth
Tue 8 Aug 2006
at 23:05
  • msg #1092

Re: Spell Thematics

Yes...all your summoned monsters can have hawks descend and drop off the monster that was summoned. Your magic missiles would look like hawks flying and hitting the target. If you cast haste a hawk could be seen to fly to and into the people you cast it on etc.

Spell thematics does not grant the powers of a change self spell upon objects, but it does allow the mage to alter a viewer's perceptions of the *energies* of his spells.


But on the plus side, you do get to choose the one spell per level that you can cast with thematics and add +1 caster level. If it is your summon spell, it will last for an extra round.
This message was last edited by the GM at 19:30, Wed 09 Aug 2006.
DM N1NJ4C0W
GM, 349 posts
Life. Don't talk to me
about life.
Wed 9 Aug 2006
at 11:17
  • msg #1093

Re: Spell Thematics

Would standing up from prone count as movement in terms of whether you can take a 5'step or not?
DM HackDoc
GM, 591 posts
ROA Sage
Defender of the Truth
Wed 9 Aug 2006
at 17:04
  • msg #1094

Re: Standing up

Standing up counts as your Move action.
So you may Stand up [Move Action] and take a 5' step [Free Action].

==========
Above was the simple and only answer you really need. But..

From the PHB, p 138: "If you move no actual distance in a round (commonly becauseyou have swapped your move for one or more equivalent actions,such as standing up), you can take one 5-foot step either before, during, or after the action. For example, if Tordek is on the ground, he can stand up (a move action), move 5 feet (a 5-foot step), and then attack."


Prone: The character is on the ground. An attacker who is prone has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity.

and RE: Immobility...

   ...a character can make a 5'-step even if their movement rate has been reduced to zero, but it then requires a full-round action to do so. HOWEVER, being immobilized does not reduce their movement rate/score to zero, it specifically forbids movement, so they cannot move.
This message was last edited by the GM at 19:24, Wed 09 Aug 2006.
DM HackDoc
GM, 592 posts
ROA Sage
Defender of the Truth
Wed 9 Aug 2006
at 18:55
  • msg #1096

Re: Trip Attack and damage

==========================================================
A trip attack is just that..tripping.

Without a weapon or feat a trip attack casues an AoO to happen . (ie.,With weapon or Improved Trip feat no AoO.)

Either way.

If you successfuly make a melee touch attack to trip...
  You make a Strenght check opposed to defenders STR or DEX. If you win he falls prone, (period). If you fail to trip, he gets to immediatly attempt to make a STR check vs your DEX or STR to trip you instead.

A weapon my be used to make a trip..and if you fail and the opponent trips you, you may drop your weapon to avoid being tripped.

None of the above does damage.
=================================================
NOW,if you have Improved Trip Feat, are Performing an Attack, you may immediatly attack the prone opponent and use any free attacks for the round left (Extra atatcks would only be if you were performing a Full Attack). IF, and only if, you are able to trip your opponent prone, you may make a melee attack and try to hit.
=================================================
A trip attack can be used any time you could make an attack - the following are valid trip actions:

As a standard action.
As a single attack of a full attack.
As an attack of opportunity.

Note that this can make it very hard to get up - if you are tripped by someone wielding a spiked chain, you provoke an attack of opportunity when you stand up. That AOO can be a trip attack to knock you down again.
This message was last edited by the GM at 00:40, Thu 10 Aug 2006.
PC Kremti
player, 37 posts
Sun 13 Aug 2006
at 16:59
  • msg #1097

Aiding skill attempt from a Familiar

A familiar shares the skill ranks of the master, so there are many instances it can aid the skill attempts to give some bonus to master's attempt...

However, until the master reaches level 5, they can't speak to each other.  Only empathic link are allowed.  So, can a such familiar aid in the skill attempts on some things that's a bit on the complicated side, like Intelligence based skill checks?


I'm specifically hoping he can help me scribe some spells from scrolls onto spellbooks...is that one of those 'Regardless of a familiar's total skill modifiers, some skills (such as Craft) may remain beyond the familiar's ability to use." skill? :p

-K
This message was last edited by the GM at 01:21, Mon 14 Aug 2006.
DM HackDoc
GM, 592 posts
ROA Sage
Defender of the Truth
Sun 13 Aug 2006
at 17:24
  • msg #1098

Re: Aiding skill attempt from a Familiar

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills (such as Craft) may remain beyond the familiar's ability to use.

A familiar uses its own skill ranks or the master's, whichever are higher.
A familiar is considered trained in any skill for which it has at least one rank. It also is trained in any skill for which the master has at least one rank. When both the master and the familiar have ranks in a skill, use only the highest number of ranks.

When making a skill check, a familiar uses its effective skill ranks, its own relevant ability modifier (as appropriate for the skill), plus the familiar's size modifier (if applicable), any applicable feats the familiar has, its racial modifier, and any synergy bonuses the familiar has from its effective skill ranks.

For example, a cat making a Hide check has a +4 racial modifier (+8 in areas of tall grass or heavy undergrowth), a +8 size modifier, and a +2 Dexterity modifier. A standard cat has no Hide ranks, giving it a +14 Hide bonus. If the cat is a familiar whose master has 2 ranks in the Hide skill, the cat gets the benefit of those ranks and its Hide bonus becomes +16 (+20 in tall grass or heavy undergrowth).


Even in using the rule, "aid another". This woul dnot help. For the charcter attempting to aid must have the ability to use the skill themselves.


======
Perhaps with an Improved familiar and/or when the wizard can actually speak and understand the familair.....then there may be a chance. But they would still not be able to aid in craft skill checks... This last I will leave up to the individual region DM. But not until they can communicate fully.
This message was last edited by the GM at 03:09, Mon 14 Aug 2006.
PC Kremti
player, 40 posts
Mon 14 Aug 2006
at 13:15
  • msg #1099

More skill bonus!

OK, here's another ambiguous one that needs some guideline.

In the equipment section, there is a tool called Masterwork Tool:
SRD:
Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.


They all cost 50gps and weigh 1lbs according to the table.  But they don't really tell you exactly what they are or how they are used.  Some of them are already explicitly written down, like Healer's kit, Disguise Kit, Thieves tool, Masterwork musical instruments, etcs, but some are not.  Also, these pre-made ones don't follow the generic masterwork tool rule, like Musical Instruments costing 100gps, or Healer's and Disguise kits having limited numbers of uses.  SO they obviously need some sort of fudging/improvisation.

I'd like some guideline on these.  For example, the easiest one I could come up with was 'Masterwork Padded Shoes'

Masterwork Padded Shoes: Basically a well made sneaker.  +2 circumstance bonus to move silently.  Must be worn on both feet.

Now this is pretty easy one.  Another one I came up with was 'Camouflage Kit'

Masterwork Camo Kit: Dark Make-up/paint you apply on the exposed skin area and any bright part of your outer clothing to make it harder to be spotted.  20 uses.  Does not work in most lit urban environment or white-out snow area.

Or how about books.  Most Intelligent based skill tools are likely to be books...

Mystra's Guide to Identifying and Translating Spells: A book, bulky, takes at least a few minutes to use (i.e., can't be used when identifying spells being cast).  +2 circumastance bonus to spellcraft.

Can we just come up with those things and buy them?  Or do you want to make some kind of guide-line so we all agree on some items we have access to...

-K
DM HackDoc
GM, 602 posts
ROA Sage
Defender of the Truth
Mon 14 Aug 2006
at 17:55
  • msg #1103

Re: More skill bonus!

In order to pursue a craft you need to have a set of artisan's tools or you incur a -2 penalty on the craft check for determining if you can do the job.

The Masterworkd Artisian's tools serve the same purpose as the Artisian ones, but they are perfect for the job, so you get the +2 circumstance bonus.

So yes, you can buy MW tools designed to help with any CRAFT skill.
===============
Masterwork hammer and anvils giving +2 to Blacksmithing, knives and pans giving bonus to cooking, and so on would all be approved tools.

If the tool can be used in a craft yes, you can do it.

For example:  I Would allow the MW crowbar.

===============
For non-craft skills their exist some Kits that can be used to aid with circumstance bonus. For example the Disguise kit, Healer's kit and Climbers kit.
These are not Artisian tools.

The rules even distingusih between artisian's tools, masterwork thieves tools, disguise kit, climber's kit, healer's kit and masterwork musical instruments fall into an overall category of Masterwork tools.

Any MW tool you can design and convince your DM is reasonable should be fine. Nothing can be less the 55 gold regardless on how useless it may atually be. Some may cost much more, look at the base price of the item and use reason. Then discuss it with the region DM.

If you wanted Blackout Greese to help increase your hide chance, that would have to be a limited use Kit, etc. or Masterwork Camo Kit. We have one of these in the game already...but make then 10 uses. If you want 20, but two if you can find them.

This should not be used as an inexpensive way to get around similiar magic items, like Elven boots.

Other then that, have fun and discuss it with your region DM...
This message was last edited by the GM at 18:03, Mon 14 Aug 2006.
DM Jim
GM, 13 posts
An old player
in a new place
Fri 18 Aug 2006
at 22:53
  • msg #1105

Darkness & Light

Quoting from the PHB deeper darkness spell:

"Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the  overlapping areas of effect.

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light."

That seems a bit of a contradiction to me, and the errata is silent as far as I can see, so I'd like to ask how it's normally ruled on here.

A light spell carried into deeper darkness is dispelled and removed.  That seems clear enough.

What happens with daylight?  Do both spells collapse at once?  Or do they 'temporarily negate' each other where they overlap and each continue to function once they're separated?
DM HackDoc
GM, 603 posts
ROA Sage
Defender of the Truth
Wed 23 Aug 2006
at 01:55
  • msg #1106

Re: Darkness & Light

The areas where the daylight and deeper darkness overlap changes to the normal lighting conditions. When the two objects that have had the spell cast on them are out of each others effective spell radius they start to work again, as long as the duration of the spell had not expired.
This message was last edited by the GM at 01:55, Wed 23 Aug 2006.
PC Furyou Miko
player, 52 posts
The scary priestess
with the glasses...
Sat 19 Aug 2006
at 14:42
  • msg #1109

Re: Darkness & Light

Darkness used to basically be a low-level Mass Blindness spell. Now it's... damn near useless. Shadowy Illumination? What does that mean?

Basically, low-light vision penetrates Darkness spells. I mean, come off it!
DM HackDoc
GM, 603 posts
ROA Sage
Defender of the Truth
Wed 23 Aug 2006
at 01:59
  • msg #1111

Re: Darkness & Light

Darkvision and Low-Light Vision don't penetrate the Darkness spell.

Shadowy illumination provide concealment, which not only has the 20% miss chance, but allows for the Hide skill to be used since you are no longer in plain sight.
This message was last edited by the GM at 01:59, Wed 23 Aug 2006.
PC quickj
player, 55 posts
Shop smart...shop S-Mart
Mon 21 Aug 2006
at 13:22
  • msg #1114

Re: Darkness & Light

I have a question about Duskblades. Can they choose from ANY wizard/sorcerer spells or do they have to stick strictly to the Duskblade spell list in the PH2??
DM HackDoc
GM, 602 posts
ROA Sage
Defender of the Truth
Wed 23 Aug 2006
at 01:36
  • msg #1115

Duskblade spells

No. The spell list you should be using for the Duskblade is on page 24 of the PHB 2.
This message was last edited by the GM at 01:36, Wed 23 Aug 2006.
PC feralwanderer
player, 12 posts
Mon 21 Aug 2006
at 15:54
  • msg #1121

Readied Action

PC LadyPhoenix:
REadied actions interrupt the triggering event. This means they come into sight triggering the attack but that prevents them from doing any more than appearing. It could perhaps interfere but does not prevent the trigger.


I'm not quite sure I'm understanding you here. My question is: if the readied attack is supposed to come before the action that triggered it, in this case, an enemy moving into view, wouldn't the attack happen before you could actually see the enemy, and therefore lack a target?
DM HackDoc
GM, 603 posts
ROA Sage
Defender of the Truth
Wed 23 Aug 2006
at 02:11
  • msg #1122

Re: Readied Action

No, you would not lack a target. The readied action occurs before you finish resolving the triggering action, not before it actually starts.

So if 'X' started an offensive action he would appear, which would trigger "y"s attack, at which point, if able, 'X' would continue his action.  Do not forget, that if your ready action is triggered, then your init is changed to that of 'X's, But just before them (as if you had higher init bonus).

============= Rules of the Game==========

Ready: You can use a standard action to prepare another action later in the round. Readying does not provoke an attack of opportunity.

From PH pg 160: "Distracting Spellcasters: You can ready an attack against a spellcaster with the trigger "if she starts casting a spell." If you damage the spellcaster, she may lose the spell she was trying to cast (as determined by her Concentration check result). Readying a Weapon against a Charge: You can ready certain piercing weapons, setting them to receive charges (see Table 7-5: Weapons, page 116). A readied weapon of this type deals double damage if you score a hit with it against a charging character."

You can ready a standard action, a move action, or a free action; regardless of the readied action, it always costs you a standard action to ready it. When you ready, you must specify the action you will take and the conditions under which you will take it. It pays to be as general as possible when specifying conditions. For example, it's far better to prepare to shoot the first creature that comes around a corner than the first orc that comes around the corner (unless you really are interested in shooting only orcs, or if you're concerned that an ally may come around the corner). When in doubt, ask your Region DM how specific you must be.

If you do not take your readied action by the time your next turn comes, your opportunity to act is lost, but you can ready your action (or another action) again. When you take a readied action, your initiative number changes, as noted on page 160 of the Player's Handbook. When you take your readied action, you usually resolve your action before resolving whatever triggered the readied action. For example, if you readied to shoot a creature coming around a corner, you take the shot before your foe completes his movement. You can use a readied action to disrupt an enemy's spell or deal extra damage to a charging enemy, as noted in the Player's Handbook.

---------------- Also

From PH pg 160: "Distracting Spellcasters: You can ready an attack against a spellcaster with the trigger "if she starts casting a spell." If you damage the spellcaster, she may lose the spell she was trying to cast (as determined by her Concentration check result). Readying a Weapon against a Charge: You can ready certain piercing weapons, setting them to receive charges (see Table 7-5: Weapons, page 116). A readied weapon of this type deals double damage if you score a hit with it against a charging character."
This message was last edited by the GM at 02:18, Wed 23 Aug 2006.
DM HackDoc
GM, 603 posts
ROA Sage
Defender of the Truth
Wed 23 Aug 2006
at 01:41
  • msg #1129

Re: Environmental Racial Variants?

PC D-Wiz:
Under races it says Environmental Racial Variants may be allowed, what is that and would a whisper gnome (Races of Stone) go under this category?


Whisper Gnome is its own character race. The race is not allowed.

Environmental Racial Variants (Important note: no aquatics, but the others are fine)and they are found in the Unearthe Arcana book.

Now if you wish to play it in a bubble region, that is up too the region DM.
This message was last edited by the GM at 23:32, Wed 23 Aug 2006.
PC Kremti
player, 51 posts
Wed 23 Aug 2006
at 13:41
  • msg #1130

Re: Environmental Racial Variants?

As far as I can tell, if you hold the charge of a touch spell, it can no longer get distrupted (doesn't require concentration check).  Am I reading the rule right?

-K
Also asked:
PC derfos:
Also, something that has bothered me about touch spells for a while. I know it is possible to cast the spell and touch someone in the same turn, all as part of a standard action(instead of holding the charge, you release it upon casting), but is it possible to cast a touch spell, move, and then touch the person so as to avoid the AoO provoked by casting? Can someone cast finger of death, move their speed, then touch an enemy, or would that take 2 rounds? What I'm confused about is whether the casting of the spell is a standard action or the casting is more of a free action but discharging it is standard...

This message was last edited by the GM at 01:18, Thu 24 Aug 2006.
DM HackDoc
GM, 603 posts
ROA Sage
Defender of the Truth
Thu 24 Aug 2006
at 00:38
  • msg #1131

Re: Touch Spells

The spell can only be interrupted during the actual casting.

The duration for a touch spell doesn't begin until the caster touches a subject and delivers the spell to a recipient. Attempting to touch a recipient requires a melee touch attack and that is part of the action used to cast the spell during the round when the spell is completed. If the recipient is willing to be touched, it's usually best to just assume the caster touches the recipient. You may in one melee round cast-touch-move, move-cast-touch, or cast-move-touch.

If the caster does not touch a recipient then (either because she doesn't try to or the melee touch attack fails), she must use an action (usually the attack or full attack action) to touch a recipient during a later round. This is called "holding the charge." A caster holding a charge is considered armed and can use an attack of opportunity to make a melee touch attack and deliver the spell.

Whenever the caster touches anything, the held charge is discharged, even if what the caster touches isn't a valid target for the spell (in that case, the spell is wasted). The charge also is lost (and wasted) if the caster casts another spell. Otherwise, a caster can hold a charge indefinitely. DMs should feel free to set some reasonable limit to how long a character can hold a charge, perhaps until the caster has to go to sleep (or trance in the case of elves).

A very few touch spells (water breathing, for example) can be partially discharged. If so, this will be mentioned in the spell's target entry and its descriptive text, or both.

As a full-round action you can touch up to six friends willing creatures, object that willing creatures hold, or objects just lying round by themselves), provided that all the recipients are within the caster's reach. (The caster can extend her reach a little by taking a 5-foot step during the process.) To use this option, you must first cast the spell and hold the charge. Because the recipients are willing, no melee touch attack is required. You must decide how to distribute the spell's effect before touching anything.
This message was last edited by the GM at 02:10, Thu 24 Aug 2006.
PC feralwanderer
player, 14 posts
Fri 25 Aug 2006
at 13:22
  • msg #1132

Re: Touch Spells

Simple question: If something has a 10% chance to happen on a percentile die (for example, the chance for a dying character to stabilise,) does it happen on a roll of 1-10, or 91-100?
This message was last edited by the player at 14:03, Fri 25 Aug 2006.
DM HackDoc
GM, 605 posts
ROA Sage
Defender of the Truth
Fri 25 Aug 2006
at 14:22
  • msg #1135

Re: percentile die

The percentage stated is what you have to roll within, so in your example above you have a 1-10 out of 100 chance of not dying, i.e. for the character to stabilise.

Another example is partial concealment, where you have a 20% miss chance. This means you miss if the roll is 1-20.
PC Maelstrom2090
player, 1 post
Sun 27 Aug 2006
at 15:37
  • msg #1137

Touch attack

If i cast a touch spell and hold the charge, can I discharge the spell when i hit with a normal melee attack, stacking the damage?
DM HackDoc
GM, 605 posts
ROA Sage
Defender of the Truth
Sun 27 Aug 2006
at 17:44
  • msg #1138

Re: Touch attack

Yes, you may use a regular unarmed strike in place of a touch attack, and the damage does stack.  The difference is the reduced chance to hit (since you'd be trying to hit the target's normal AC).
This message was last edited by the GM at 17:44, Sun 27 Aug 2006.
DM HackDoc
GM, 606 posts
ROA Sage
Defender of the Truth
Sun 27 Aug 2006
at 17:50
  • msg #1141

Re: Hirelings

PC feralwanderer:
Is it okay for a character with a carriage to hire an entourage of hirelings to guard it (and is it worth it?), and would he need a trained or untrained hireling to drive it? Also, the description of the carriage says it has room for two drivers; does it need both?


Yes it is ok to have hirlings per the rules.  To drive the carriage you would actually have to hire an NPC with the profession of handling a carriage; or a cart if you do not mind the harder ride and lower upkeep of the rig. Does it need two drivers no, But what self respecting famly would not have two

But these type of Details are up to the region DM. And even if you have them all at Character creation, your region DM must approve hierlings before hand.

Is it worth it....Only you know. Is it worth having a BMW when and vehicle will get you from Point A to point B. Or if your city has great public transportation.  If it fits the role you want to play, go for it. What matters is, will it be fun for you.
This message was last edited by the GM at 17:52, Sun 27 Aug 2006.
PC Darklion74
player, 3 posts
Meow
Reow Hsst!
Mon 28 Aug 2006
at 19:55
  • msg #1142

Re: Hirelings

Though Kelemvor is the Judge of the Dead, he is LN in alignment.  Though likely very rare and not likely to have many followers (in addition to not being able to multiclass and come back to that class), would a Paladin of Kelemvor be allowed?
DM HackDoc
GM, 607 posts
ROA Sage
Defender of the Truth
Mon 28 Aug 2006
at 20:39
  • msg #1143

Re: paladin

Yes you can. There is no rule against it. But if you do, remember you have to follow the dogma.  I could see you being sent out to enforce the last wishes of the deceased Will that were being ignored.

So enjoy and go hunt undead.

DM BadCatMan:
Indeed, there is a Paladin order serving of Kelemvor, with associated substitution levels, the Eternal Order.

PC Darklion74:
Pursuant to my previous question on a Paladin of Kelemvor, since it was listed as a public excerpt on wizards.com, I list it here:

Eternal Order (Paladin)

The primary duty of the Knights of the Eternal Order -- Kelemvor's main order of paladins -- is to hunt and destroy powerful undead. They develop powerful undead-fighting powers by sacrificing other paladin abilities.

Hit Die: d10.

REQUIREMENTS

To take an Eternal Order substitution level, a character must have Kelemvor as her patron deity and be about to take her 1st, 3rd, or 6th level of paladin.

CLASS SKILLS

Eternal Order substitution levels have the class skills of the standard paladin class.

Skill Points at Each Level: 2 + Int modifier.
TABLE 2-8: ETERNAL ORDER SUBSTITUTION LEVELS
Level 	Base    Fort    Ref     Will    Special
        Attack  Save    Save    Save
        Bonus
1st 	+1 	+2 	+0 	+0 	Aura of good, detect evil,
                                        corpsestrike 1/day, undead knowledge
3rd 	+3 	+3 	+1 	+1 	Aura of courage, eternal vigor,
                                        undead knowledge
6th 	+6/1 	+5 	+2 	+2 	Greater turning, undead knowledge
CLASS FEATURES

All of the following are features of the Eternal Order substitution levels.

Corpsestrike (Su): An Eternal Order paladin can, as a swift action, surround her weapon with a visible gray aura of holy power that sheds light equal to a candle. Any weapon so affected can ignore any damage reduction (other than DR #/epic) possessed by an undead creature, regardless of its source. This aura lasts for a number of minutes equal to the paladin's class level.

This benefit replaces the standard paladin's smite evil class feature. Any time an Eternal Order paladin would later gain an extra smite evil attempt (such as at 5th level), she can instead use this ability one extra time per day.

Undead Knowledge (Ex): Each time an Eternal Order substitution level is taken, the character gains a cumulative +2 competence bonus on Knowledge (religion) checks concerning undead.

Eternal Vigor (Ex): Beginning at 3rd level, an Eternal Order paladin can ignore the effects of negative levels bestowed upon her by an undead creature.

This benefit replaces the standard paladin's divine health class feature.

Greater Turning (Su): At 6th level, an Eternal Order paladin gains the ability to perform a greater turning once per day in place of a regular turning, just as if she had access to the Sun domain.

This benefit replaces the standard paladin's remove disease class feature normally gained at 6th level. At any level where a standard paladin gains an extra daily use of remove disease, an Eternal Order paladin instead gains another daily use of her greater turning ability.

This message was last edited by the GM at 18:02, Thu 31 Aug 2006.
DM Raven
GM, 194 posts
Tue 29 Aug 2006
at 16:17
  • msg #1145

Re: paladin

Ranger favored enemy damage: Does the bonus damage count against undead and constructs?
DM HackDoc
GM, 607 posts
ROA Sage
Defender of the Truth
Wed 30 Aug 2006
at 00:04
  • msg #1146

Re: Favored Enemy

Yes. If your favored enemy is construct/undead/etc., you get all the favored enemy bonuses against any construct/undead/etc. you encounter.  And yes this is a upgrade of the Favored Enemy of old.
This message was last edited by the GM at 00:04, Wed 30 Aug 2006.
PC Darklion74
player, 5 posts
Meow
Reow Hsst!
Thu 31 Aug 2006
at 10:15
  • msg #1149

Re: favored enemy

Can one take a swift action and a full-round action in the same round?  I didn't think you could but the rules seem somewhat hazy there.
DM HackDoc
GM, 607 posts
ROA Sage
Defender of the Truth
Thu 31 Aug 2006
at 18:00
  • msg #1150

Re: swift action

Yes.

Free Action
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.

Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.

Immediate Action
An immediate action is very similar to a swift action, but can be performed at any time — even if it's not your turn.

http://d20srd.org/srd/combat/actionsInCombat.htm
This message was last edited by the GM at 01:18, Fri 01 Sept 2006.
PC derfos
player, 17 posts
Fri 1 Sep 2006
at 21:54
  • msg #1152

Re: immediate action

Well, I have a question. I know that the rules answer it a certain way, but for common sense's sake, I would like to question them and see what you think.

According to the rules, a falling object falls 180 ft per round. Thus, a person that falls in a 20 ft deep pit will land on the ground immediately(seeing that he would fall 30 ft in the first second). The spell feather fall is a free action. That means that if the mage wants to save a falling friend, it is impossible for them to cast the spell fast enough, since by the time it is their turn to act, their friend will be already in the ground.

So here's the question: Wouldn't it make more sense if the feather fall spell was changed to an immediate action? That would actually make the spell useful, and the wizard could help his friend avoid those 2d6 damage that at 1st-3rd level seem to be a lot. What does the RoA sage think?
DM HackDoc
GM, 607 posts
ROA Sage
Defender of the Truth
Sat 2 Sep 2006
at 03:18
  • msg #1153

Re: immediate action

Feather Fall is now an immediate action.

This ruling came about when WOTC introduced immediate actions.
This message was last edited by the GM at 03:18, Sat 02 Sept 2006.
PC Maelstrom2090
player, 5 posts
Mon 4 Sep 2006
at 02:07
  • msg #1154

poison

what exactly does this line mean:

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con.

does that mean that the person makes two saves, and each save is worth 1d6 con damage?  or that if they fail the first, they automaticall get 1d6 this round, and 1d6 next round?
basically my question is how is initial/secondary damage handeled?
DM HackDoc
GM, 608 posts
ROA Sage
Defender of the Truth
Mon 4 Sep 2006
at 07:18
  • msg #1155

Re: poison

When you recieve the poison make a save.
If it fails, you take the indicated damage.
One minute later make another save.
If it fails, you take the indicated damage.
This message had punctuation tweaked by the GM at 07:18, Mon 04 Sept 2006.
PC Maelstrom2090
player, 6 posts
Mon 4 Sep 2006
at 03:15
  • msg #1156

Re: poison

can a wizard pay the gold per spell to know a few more upon creation, assuming he knew/studied with some wizards?
DM HackDoc
GM, 608 posts
ROA Sage
Defender of the Truth
Mon 4 Sep 2006
at 07:17
  • msg #1157

Re: spells

Yes. You can spend your starting gold on scrolls and scribe them into your spellbook. But remember the cost involved; ink et al. And the time involved; you only have 1o day units to spend. Plus you still have to learn to learn the spell after you purchase it....
This message was last edited by the GM at 15:21, Mon 04 Sept 2006.
DM Swamprose
GM, 85 posts
It's a Vorpal, Shocking,
and Keen Lightsaber +5
Mon 4 Sep 2006
at 12:34
  • msg #1159

Re: poison

This may seem like a dumb question, but it's come up to me recently, and I wasn't sure of the answer.

Is it possible to say, use Spectral Hand to deliver the touch attack from a Ring of Shocking Grasp, or is it the ring itself that must make contact with the intended victim?

Furthermore, is it possible to deliver touch attacks through weapons, as in say, the case of "Blessed" bolts fired from crossbows, or would that simply be an effect of a magical weapon?
DM HackDoc
GM, 609 posts
ROA Sage
Defender of the Truth
Mon 4 Sep 2006
at 15:19
  • msg #1160

Re: poison

You cannot make touch attacks through weapons unless the weapons, or a class ability, have some special ability allowing you to do so.

Spectral hand only allows you to deliver spells that you cast, not spells from magic items.
This message was last edited by the GM at 15:19, Mon 04 Sept 2006.
PC derfos
player, 23 posts
Wed 6 Sep 2006
at 02:10
  • msg #1162

Re: Derfos Wonders

I have the SRD, and many other rulebooks, and they have answers to basically all my questions. However, I have a couple of questions that go beyond the books. This time:
The spell Miracle can copy any given spell provided it is level 7th or lower. Would a miracle spell be able to copy, say a Sanctuary spell heightened to 7th level? If the cleric has a metamagic feat, would he be allowed to use it when copying another spell?

And while on the Miracle topic, what happens to a spell that can be level 6 or 7, depending on class, would the saving throw be for a 7th level spell or a 6th level spell (or would it be for a 9th level spell, since it is miracle being cast)

Also, since I'm talking about copying spells: shadow evocation allows spells of up to 4th level to be copied. Would an empowered maximized fireball be allowed, since the spell itself is still 4th level? If the SRD states that a spell affected by a metamagic feat remains to be the same level as it was before, would copying a spell that level allow for metamagic feat application. Or would an empowered maximized shadow evocation be needed to copy an empowered maximized fireball?
DM HackDoc
GM, 610 posts
ROA Sage
Defender of the Truth
Wed 6 Sep 2006
at 21:17
  • msg #1163

Re: Derfos Wonders

Any spell that emulates another spell uses the new spell's effective level, so you can't use shadow evocation to create an empowered fireball; that would require mimicking a 5th-level spell.

Here in RoA, you may not use spells like shadow evocation or shadow conjuration to create spells that have metamagic feats you don't know.  With a spell like wish or miracle, I would say you could mimic a metamagic spell. But creating an existing spell with metamagic still uses the spell's effective level, just like above. (So there are limits even with those spells).
This message was last edited by the GM at 21:17, Wed 06 Sept 2006.
PC quickj
player, 66 posts
Shop smart...shop S-Mart
Wed 6 Sep 2006
at 18:34
  • msg #1164

Re: Derfos Wonders

The penalty for shooting at an invisible enemy is -4 right?
DM HackDoc
GM, 610 posts
ROA Sage
Defender of the Truth
Wed 6 Sep 2006
at 21:06
  • msg #1165

Re: concealment

No..You attack normal. But you are attacking into the area where the target is not at the target. Therefore, if you do hit, you have a 50% chance of missing. The target is considered to be in Total Concealment.
DM HackDoc
GM, 611 posts
ROA Sage
Defender of the Truth
Wed 6 Sep 2006
at 21:19
  • msg #1166

Re: Summon Monster

DM Martin 22:
Is there an expanded summon monster list anywhere?

If not how would you recommend going about said expansion.


I have seen expanded summon monster list. Some feats and items augment summoning. I just do not remember where. But, You may only use list found in WOTC approved books. There will be no house rule list. You have a large variety, and you can use a higher amount of monsters from lower summon monster lists.
This message was last edited by the GM at 01:35, Fri 08 Sept 2006.
PC garth
player, 14 posts
Thu 7 Sep 2006
at 14:20
  • msg #1173

Range Modifiers

I know this is a silly question, but I can't find the answer...

What's the range modifer for ranged combat when shooting farther then the listed range?

I know that with a bow, you can shoot 10x (or 10 Increments) of the listed range, but I can't find the modifey for each Increment.

Thanks
This message was last edited by the player at 14:43, Thu 07 Sept 2006.
DM HackDoc
GM, 611 posts
ROA Sage
Defender of the Truth
Fri 8 Sep 2006
at 01:38
  • msg #1174

Re: Range Modifiers



Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative –2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
This message was last edited by the GM at 01:39, Fri 08 Sept 2006.
PC Chazmo
player, 33 posts
less is mo
unless you mean Chaz
Wed 13 Sep 2006
at 20:14
  • msg #1175

Re: Range Modifiers

   What is the XP penalty, if any, for changing alignments? Is there a greater penalty for going from, say LE to CG than there would be in going from CE to CN? Seems likely, but I have not recently seen anything on the subject....
DM HackDoc
GM, 612 posts
ROA Sage
Defender of the Truth
Wed 13 Sep 2006
at 20:48
  • msg #1176

Re: Alignments

Part of the problem seems to be the 3rd Edition designers undervalued the importance of alignment as a core mechanic. Both the 3rd Edition and 3.5 Player's Handbooks contain the following passage: "Alignment is a tool for developing your character's identity. It is not a straitjacket for restricting your character."

This attitude is short-sighted, and the statement is misleading. Barbarians, Bards, Clerics, Druids, Monks, and Paladins all suffer some kind of penalty for switching to prohibited alignments. That's over half the classes in the game! In some cases, such as the Cleric and the Paladin, alignment changes can result in the loss of all class-related skills. Clearly, alignment as a game mechanic is more important than just "a tool for developing your character's identity." In a very explicit sense, your character's alignment determines what he can or cannot do.

The creators of AD&D acknowledged this. The AD&D Dungeon Master's Guide penalized alignment-changing characters with the loss of a full level of experience. In addition, involuntary alignment changes required massive atonements to rectify, whereas the negative effects of voluntary alignment changes could not be mitigated at all. Gygax writes, "Although it is possible for a character to allow himself or herself to be blown by the winds as far as alignment is concerned, he or she will pay a penalty which will effectively damn the character to oblivion."

That's strong language. Even though the d20 rules have toned down the penalties associated with switching alignment, such penalties still exist for the majority of all character classes. Strangely, the two-page description of alignment in the most recent versions of the Player's Handbook makes no mention of these penalties at all, nor does the passage on changing alignments in the most recent Dungeon Master's Guides.

Furthermore, there are a slew of alignment-specific spells and magic items that target specific alignments. Powerful spells such as Shield of Law and Dictum can make a player's choice of alignment very significant indeed. Being told alignment is not a straitjacket is cold comfort when your character could be killed without a saving throw.

All it says now is alignment changes should be gradual, ie. one step at a time.

So rules wise I guess, nothing happens now. [unless you are a certain class or have certain aligned spells learned or magic items]. :(
PC Chazmo
player, 34 posts
less is mo
unless you mean Chaz
Wed 13 Sep 2006
at 21:51
  • msg #1177

Re: Alignments

   Is it appropriate for me to continue a discussion here about this issue [I GM several games so it is important to me], or would you prefer to have me re-post your response in the Discussion thread and insert my *ahem* thought-provoking insights throughout the text?  :)

   BTW, thanks HackDoc for the immeasurably rapid response. I feel like an airline hijacker in Rome International Airport! :/
DM Halaster
GM, 89 posts
You don't know.
Thu 14 Sep 2006
at 00:33
  • msg #1178

Re: Alignments

There's another aspect of alignments that a lot of people forget; spells like detect evil will register something on clerics of any level, and all characters over 10th level register on alignment-detection spells.  (I actually note this on my PCs' character sheets, so that they're aware of it.)

I think the reason they got rid of the ultra-harsh penalties for changing alignments is to acknowledge that people do change the way they see the world and how they fit into it.  Sometimes, that's expected; to use an example, the neutral wizard in the game I'm running is gradually leaning toward a good alignment.  In retrospect, the samurai committed several acts of selfishness, and lost his lawful alignment (and most of his class abilities).

It's also to allow for the fact that sometimes, players select an alignment that doesn't match with how they play the character.  In that sort of situation, the player should change their character's alignment to reflect how they've been behaving.
DM HackDoc
GM, 613 posts
ROA Sage
Defender of the Truth
Thu 14 Sep 2006
at 00:43
  • msg #1179

Re: Alignments

Move this to discusion thread...I will delete the last two Plus this post in a day.
PC Chazmo
player, 36 posts
less is mo
unless you mean Chaz
Wed 4 Oct 2006
at 23:37
  • msg #1180

speakeasies

   I decided to take the discussion up with my imaginary friends instead, and we agree that...well, it's not important, just that we agree. :)

   I have another question tonight, concerning familiars and their abilities.

   A raven familiar gives the benefit of 'can speak one language as a supernatural ability' along with a bonus to appraise checks.

   ---however---

   Familiars cannot communicate with their masters through speech until the caster reaches level 5; until then they are bonded through an empathic link.

   So is it actually the familiar/raven that gains the language/speech ability [ie is this is singular exception to the general rule] or does the raven grant the caster the ability to read and understand the spoken version of an additional language while within the empathic radius of effect?

   I am inclined to believe it is the first option, because ravens are so much smarter than the average person in a management position. :P
DM HackDoc
GM, 615 posts
ROA Sage
Defender of the Truth
Sat 7 Oct 2006
at 18:45
  • msg #1181

Re: speakeasies

The general rule: Familiars can't speak. At 5th level they gain the ability to speak with their masters (but nobody else can understand).

The specific text for Ravens specifies that they may speak a language.
This means that at 5th level they gain the ability to speak with their masters without anyone else understanding, but they can always speak a language.

In short, the raven can speak to it's 1st level wizard master.
This message was last updated by the GM at 18:45, Sat 07 Oct 2006.
DM HackDoc
GM, 615 posts
ROA Sage
Defender of the Truth
Tue 17 Oct 2006
at 18:07
  • msg #1182

RE: Mithral

In RoA an item made from mithral weighs half as much as the same item made from regular materials.

And therefore you may use the move characteristics of an armor one category lower then is representated in the PHB.
This message was last edited by the GM at 18:09, Tue 17 Oct 2006.
PC quickj
player, 69 posts
Shop smart...shop S-Mart
Thu 19 Oct 2006
at 18:32
  • msg #1183

Re: RE: Mithral

What is the penalty for atacking someone with 1/4-1/2 concealment?
DM HackDoc
GM, 616 posts
ROA Sage
Defender of the Truth
Thu 19 Oct 2006
at 20:31
  • msg #1184

Re: concealment

1/4 concealment =  5% miss chance
1/2 concealment = 10% miss chance

Now in game terms there is some more leeway; the DM may determine at his that a fog is very light so you are only given 10% concealment to near-total darkness which gives 40%.
This message was last edited by the GM at 15:25, Fri 20 Oct 2006.
DM Swamprose
GM, 113 posts
It's a Vorpal, Shocking,
and Keen Lightsaber +5
Thu 19 Oct 2006
at 20:47
  • msg #1185

Re: concealment

I have 2 questions.

First, Can an Assassin or Hexblade, or any of the similar classes take Item Creation Feats like Scribe Scroll and whatnot for their own class spells?

Next, Can you fight with 2 weapons and throw your offhand weapon, draw another, and throw it as well if you've got the Quickdraw FEAT and are using daggers as an offhand weapon?

Specifically, what I mean is, can you fight with a pair of daggers, throw one, draw another, and attack with it as well?  Quickdraw says you can throw weapons at your full number of attacks, but I didn't know if it applied if you were using two weapon fighting or not.
DM HackDoc
GM, 616 posts
ROA Sage
Defender of the Truth
Fri 20 Oct 2006
at 15:52
  • msg #1187

Re: 2 questions

You can take any feat you qualify for. Item creation feats require a specific spellcaster level, which in the paladins case is half his class level, so a level 6 paladin could take brew potion.

Of course, they can only make items that they have the prerequisite spells for, so it may or may not be a useful feat.
--------------------------------------------------
You can fight with 2 weapons in melee, or use each hand to throw a light weapon using the same penalties you would use for two-weapon fighting. You may throw daggers at your full rate of attack.

If you want to use a dagger in your off hand  and throw only your offhand weapon you can do that with the offhand penalties and with the quickdraw feat draw another dagger. But you cannot throw two with your offhand unless you have the appropriate feat.

So if you are fighting with a dagger in each hand, and you own enough daggers, you could throw at your full rate. You would still end up armed, as long as you have weapons. But that is your turn.

If you had two attacks you could throw a dagger and strike with another. But remember, you must attack in order of highest base attack down, off-hand being last. And if you are close enough to be within any enemies reach they will get AoO when you throw your dagger.

Hope this helped.
This message was last edited by the GM at 15:52, Fri 20 Oct 2006.
PC garth
player, 19 posts
Sun 22 Oct 2006
at 06:14
  • msg #1188

Re: 2 questions

I simple question, really, but one I can't find in the books.

How long do potions last for?  I mean the effects of a potion.  Do they last only as long as the spell would or do they last for a longer time?

For example a potion of Bull Strength.  The spell lasts for 1 min / level of caster.  Does that mean a Potion of Bull Strength will only last 3 minutes?

Thanks
DM HackDoc
GM, 617 posts
ROA Sage
Defender of the Truth
Sun 22 Oct 2006
at 16:24
  • msg #1189

Re: Potions

Yes. Potions are just spells in liquid form, refer to spell description in PHB for all pertinent details.

NOTE: The caster level for a standard potion is the minimum caster level needed to cast the spell.
DM Swamprose
GM, 120 posts
It's a Vorpal, Shocking,
and Keen Lightsaber +5
Sun 22 Oct 2006
at 16:27
  • msg #1190

Re: Potions

Another question about potions.  Is it possible to put a spell like a magic missile in a potion?  Assuming you did that, would it mean that if you drank the potion you'd get zapped by a magic missile, or would it mean you could cast a magic missile on another target?

Or would you have to throw the potion at something and when it exploded, it zapped something?
DM Kindred
GM, 122 posts
Mon 23 Oct 2006
at 15:39
  • msg #1192

Re: Potions

I have a question about potions that's been bugging me for some time. Lets say you drink a sanctuary potion. You are now under the effects of a sanctuary spell. To attack the creature you must make a will save. Now a will save as we all know is 10 + spell level + wisdom modifier for a cleric spell. How do you determine the wisdom mod if its a potion? Do you use the wisdom modifier for the person who drinks it? Or do you use the minimum wisdom score to cast the spell?
DM HackDoc
GM, 617 posts
ROA Sage
Defender of the Truth
Mon 23 Oct 2006
at 17:40
  • msg #1193

Re: Potions

CREATING POTIONS
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions, so spells such as shield never exist in potion form..

Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

Staffs are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DC.

(You cannot make a potion of Magic Misssiles. Though if you could, it would be the drinker who took the 1d4+1 damage.)

Note: a DM could choose to have a specific level of caster who created a specific potion, just to offset the effects described above with regards to duration, etc.
This message was last edited by the GM at 19:18, Mon 23 Oct 2006.
PC quickj
player, 72 posts
Shop smart...shop S-Mart
Tue 24 Oct 2006
at 12:15
  • msg #1194

Re: Potions

If I choose to leave a game is it still possible to join another with the same character or do I have to make a new one?
DM HackDoc
GM, 617 posts
ROA Sage
Defender of the Truth
Tue 24 Oct 2006
at 21:37
  • msg #1195

Re: changing regions

DM Raven:
If you mean region then yes, you can leave one region with your character and enter another region keeping the character as it is. Depending on your reason for leaving (ie. DM left or just adventure lust) you may have to spend day units representing the travelling time to the other region.

In any case: If you want to leave a region please contact your local DM and the DM of the new region, if he's gone missing contact DM Mike and the new DM.

Enjoy RoA!

-DM Raven


The above is correct.
This message was last edited by the GM at 21:37, Tue 24 Oct 2006.
PC nightside_samurai
player, 1 post
Tue 24 Oct 2006
at 16:25
  • msg #1196

Re: Choosing spells

I had a question which is probably silly but I need a final word. When you choose spells for your character, be it a wizard, sorceror, cleric, or druid, do the slots in sheet for them mean spells you know, or spells you use that day and then replenish through whatever means is used by you character?
DM HackDoc
GM, 617 posts
ROA Sage
Defender of the Truth
Tue 24 Oct 2006
at 23:51
  • msg #1197

Re: Choosing spells

If you have only a set amount of spells you know (like a wizard) you list all the spells you know by level (Spell book). To show which spells you have prepared as a wizard for the day you would place an '*' next to said spell.

If you are a classs that has a limited known spell list, but you are a spontaneous caster, you list them and you keep a record of spells you may cast a day and how many have been cast per level.

If you are cleric or any other class that prepares spells in advance but you can change your spells daily (ie you do not have to have them learned); you list the spells you are able to cast (ie, the ones granted to you for that day).
This message was last edited by the GM at 23:51, Tue 24 Oct 2006.
DM Swamprose
GM, 137 posts
It's a Vorpal, Shocking,
and Keen Lightsaber +5
Sat 28 Oct 2006
at 04:39
  • msg #1198

Eversmoking Bottle

In the description for the eversmoking bottle it says that it totally obscures vision.  I have a couple questions concerning this.

First, does it effect Darkvision?

Next, does it provide "cover" or would it be like fighting an invisible attacker and then be subject to the rules regarding invisibility and blind fighting?
DM HackDoc
GM, 618 posts
ROA Sage
Defender of the Truth
Sat 28 Oct 2006
at 05:43
  • msg #1199

Re: Eversmoking Bottle

It obscures vision, including darkvision.

It provides Concealment for all in the area of the smoke.
since smoke gives concealment with a 20% miss chance.

(Of course it does not mention choking. As the smoke from the spell pyrotechnics does. The spell does not say it, tht is why I have it down here as an aside.)
Inhalation saves anyone? :)
This message was last edited by the GM at 15:02, Sat 28 Oct 2006.
PC Dr-Doak
player, 2 posts
Tue 31 Oct 2006
at 00:34
  • msg #1201

Charging and movement with a mount.

My character has a light warhorse (Speed 60') which wears horseshoes of speed (add 30' to its move). Now, the rules for a charging character indicate one can move up to double their movement when performing a charge. If I charge with a horse, does it get to move double its movement, or is it still limited to its adjusted speed (in this case 90')?

I know that the ride skill allows people to "Spur mount" and increase the movement by 10'. After reading that, I started to think that the speed of the mount must factor in running with it.

Thanks for your help!

Dr-Doak
DM HackDoc
GM, 619 posts
ROA Sage
Defender of the Truth
Tue 31 Oct 2006
at 02:24
  • msg #1202

Re: Charging and movement with a mount.

In this case your charge would be double the new speed because the horseshoes increase the horses "base" speed.

So if you charged with a horse with these magic items you would move 180'!!
This message was last edited by the GM at 16:23, Wed 01 Nov 2006.
DM HackDoc
GM, 620 posts
ROA Sage
Defender of the Truth
Tue 31 Oct 2006
at 02:29
  • msg #1203

Re: Eversmoking Bottle

DM Swamprose:
What if you intentionally inhale? ;)


You would take -4 penalties to Strength and Dexterity. These effects last for 1d4+1 rounds after the smoke dissipates or after you leave the area of smoke.
This message was last edited by the GM at 02:29, Tue 31 Oct 2006.
PC Mydah
player, 10 posts
Tue 31 Oct 2006
at 03:29
  • msg #1205

Bag of Tricks

quote:
Bag of Tricks
This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.

What "events" could cause the animal to be "dead" so that it could not be used again? If the animal is killed? Dispelled? If one of the fuzzy balls is set on fire before it becomes an animal?
DM HackDoc
GM, 620 posts
ROA Sage
Defender of the Truth
Wed 1 Nov 2006
at 16:27
  • msg #1206

Re: Bag of Tricks

The bag itself would have to be destroyed for you not to continue to use it per the rules, which is up to 10 animals a week may be drawn from the bag.


A successful dispel magic would temporarily suppress the magic abilities of the bag.
This message was last edited by the GM at 16:31, Wed 01 Nov 2006.
DM Raven
GM, 198 posts
Wed 1 Nov 2006
at 15:26
  • msg #1207

Re: Bag of Tricks

Quick and simple: Does natural armor of a creature stack with an amulet of natural armor?
DM HackDoc
GM, 620 posts
ROA Sage
Defender of the Truth
Wed 1 Nov 2006
at 16:31
  • msg #1208

Natural Armor

Yes - the Amulet of Natural Armor provides an enhancement bonus to your Natural Armor.

So in your example, a Kobold wearing an Amulet of Natural Armor +1 would have a total of +2 Natural Armor Bonus.
This message was last edited by the GM at 16:31, Wed 01 Nov 2006.
DM Fido
GM, 106 posts
*Grrrr*  *Grrr*
Don't mess up.
Wed 1 Nov 2006
at 19:33
  • msg #1210

Re: Summon spells, Summon Swarm, and Invisibility

And two questions involving Bloodlines and Bloodline levels as well.

In the Bloodline description, it states that a Bloodline does not grant class abilities, more HP, or increases in skill points, saves, or BAB.  But it does improve the number of times a bard can use Bardic Music, and the amount for Bardic Knowledge.

Now, my question is that if I took the Frail flaw, would it deduct and HP on a Bloodline level as well?

And the second is that feats (such as Nymph's Kiss) that grant a certain benefit every level (+1 skill point) would or would not be applicable?
DM HackDoc
GM, 621 posts
ROA Sage
Defender of the Truth
Wed 1 Nov 2006
at 19:46
  • msg #1211

Re: Bloodlines

No. The bloodline level does not give you any HPs and the Frail flaw can not reduce the number of HPs you earn below 0. So your HPs remain the same.

No again. Since you gain no skills, you may not add +1 to the skills you earn.
DM HackDoc
GM, 622 posts
ROA Sage
Defender of the Truth
Wed 1 Nov 2006
at 19:50
  • msg #1212

Re: Summon spells, Summon Swarm, and Invisibility

PC Kremti:
A question about Summon spells, Summon Swarm, and Invisibility…

So, according to the little discussion we had about what constitutes attack (actions that breaks invisibility spell), if someone summons creatures while under the invisibility spell, that doesn't break invisibility (as long as the summoned creature's summoned area doesn't cover enemies), correct?

Also, about Summon Swarm spell.  It does not specifically say "It appears where you designate and acts immediately, on your turn." unlike Summon Monster spells and Summon Nature's Ally spells.  Is that implied?  Or does the swarm not act on your turn?

-K


To answer your question, yes that is correct.

The Summon Swarm spell does imply you decided where the swarm apears. For it says that you "may" summon the swarm so that it shares the area of other creatures...if it is nt summoned on top of one (PC icnluded as cretaure), it will attack the nearest creature..you have no control of target.

The swarm would not be able to attack the turn it apears. But it may move and attack the following. Otherwise there would be no difference in summoning the swarm on the creature or next to it.
This message was last edited by the GM at 00:11, Thu 02 Nov 2006.
DM Fido
GM, 107 posts
*Grrrr*  *Grrr*
Don't mess up.
Wed 1 Nov 2006
at 23:46
  • msg #1214

Re: Summon spells, Summon Swarm, and Invisibility

Sorry, one more question for me as well.

Is the feat Jack of All Trades compatable with the variant Bard class feature Bardic Knack?

Bardic Knack gives half my bard level as "ranks" for all skills.  But it says to use something untrained, I'd have to have at least one rank in it.

But the Jack of All Trades fundamentally gives half a rank in all skills, making all skills available untrained.

Would the bard still be able to apply half of his bard level as "ranks" in that skill?
DM HackDoc
GM, 623 posts
ROA Sage
Defender of the Truth
Thu 2 Nov 2006
at 00:09
  • msg #1215

Re: Jack of all trades

The feat Jack of All Trades is not compatable with the variant Bard class feature Bardic Knack completely.

But....if you want to use the Bardic knack with the above referenced feat and you have no rank in the skill, you only need to put 1 skill point (even if a cross skill giving you 0.5 rank + Jack of all trade = 1 rank in RoA).
DM Jim
GM, 47 posts
An old player
in a new place
Thu 2 Nov 2006
at 02:42
  • msg #1216

Enlarge vs Widen spell

I'm not sure I understand how some metamagic feats interact with a cone-shaped burst spell, and the more I read, the less sure I become. :-)

Let's use Burning Hands for a example.  It has a range of 15' and an area of cone-shaped burst.  What happens when you apply either Enlarge Spell or Widen Spell to the Burning Hands?  Which is needed to make it a 30' cone?

If you use Enlarge Spell, does it just become a 15' cone that starts up to 15' away?
DM HackDoc
GM, 623 posts
ROA Sage
Defender of the Truth
Thu 2 Nov 2006
at 22:25
  • msg #1217

Re: Enlarge vs Widen spell

You cannot use Enlarge  Spell on Burning Hands.
You may use Widen Spell though. And this feat would widened the burst by 50%.

====================================================================

Widen Spell (Metamagic)
You can increase the area of your spells.
Benefit: A widened burst, emanation or spread spell has its radius increased by 50%. Spells that do not have an area of one of these three sorts are not affected by this feat. A widened spell uses up a spell slot three levels higher than the spells actual level.

ENLARGE SPELL (Metamagic)
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
This message was last edited by the GM at 22:25, Thu 02 Nov 2006.
PC Kitty
player, 3 posts
Thu 2 Nov 2006
at 14:02
  • msg #1220

RoA Birthday Gift

For the birthday gift, would I be able to replace a masterwork item with a magic item of the same type?  For example, a masterwork heavy crossbow with a magic heavy crossbow?  So that I wouldn't have to pay the cost of the item itself, just the magical qualities.
DM HackDoc
GM, 623 posts
ROA Sage
Defender of the Truth
Thu 2 Nov 2006
at 22:30
  • msg #1221

Re: RoA Birthday Gift

Yes you can. If you want to enhance your MW heavy crossbow to a magic crossbow you can apply a +1 enhancement bonus to it for 2000gp value of the birthday present. Of course all gifts require the approval of your region DM.
This message was last edited by the GM at 22:30, Thu 02 Nov 2006.
DM HackDoc
GM, 624 posts
ROA Sage
Defender of the Truth
Thu 2 Nov 2006
at 22:37
  • msg #1222

Re: General region.XP question

PC Egrek:
So how do you move regions when yours seems to be half dead, people leaving, no xp for months and the post rate is more like 1/week. As well as no replies.

I feel slightly let down at the moment.

Is 100xp for 2-4 months standard?

And as I'm still 3rd level (due to the above) did I just get unlucky with everyone starting at 4th level now? At least it's in character.


To move from one reason to another...you need to just PM both your present DM to say you are leaving and get permission of the Region DM to where you wish to go. Once you have it, just calculate the day units needed to travel to that region and subtract it from your sheet and you are there. (You may ask your DM how many day units if you do not know how far apart the regions are.)

There is no standard XP handed out. Of course if there is no post it is hard to get Roleplay XP. I have some regions that I have no gotten XP for months and others where it is awarded every month. every region is differrent because of real life issues that some times interfer with the game.

3rd level is where everyone starts now. Most of us started at 2nd level and we raised it to 3rd to help the PC's start off a little closer to the others. There are many 3rd level PCs in the Realms so do not worry. Of course if you move to an old region you may end up next to the higher levels and it could be dangerous (Like Waterdeep and the Borderlands).
DM Swamprose
GM, 140 posts
It's a Vorpal, Shocking,
and Keen Lightsaber +5
Fri 3 Nov 2006
at 05:41
  • msg #1223

Re: General region.XP question

My region tends to level characters quickly.  My group just got through blasting an Ogre Magi and his Alagator pet to smitherines.

I do have a question though.  Is it possible to make a Javalin of Lightning more powerful then 5d6 and a DC 14 Fort Save?  What if say, I want it to be 7d6 and a Diff 16 Fort Save?

Would you just create it under the rules for a wonderous item?
DM HackDoc
GM, 624 posts
ROA Sage
Defender of the Truth
Fri 3 Nov 2006
at 19:22
  • msg #1224

Re: Magic Item

Yes you would create it under the rules for a wonderous item. This would mean that the mages' level will be higher and the cost will start to sore to the skies. But you can do it..if you can afford it.

Or as was suggested you could have creator apply metamagic feats, like highten spell to raise the DC and energy affinity to do more damage. I think that is the most feasible way. But this rasies the spell level and caster level...so you still have high cost.
This message was last edited by the GM at 19:27, Fri 03 Nov 2006.
PC anthem
player, 1 post
Sat 4 Nov 2006
at 05:22
  • msg #1226

Synergy Bonuses

Can 2 synergy bonuses stack? The example that I am looking at is a rogue with 5 ranks in Bluff and Sense Motive. Does that rogue get +2 or +4 to Diplomacy?
DM HackDoc
GM, 625 posts
ROA Sage
Defender of the Truth
Sat 4 Nov 2006
at 06:23
  • msg #1227

Re: Synergy Bonuses

+4.

So to answer, yes they stack. And should be placed in the misc. column.
This message was last edited by the GM at 20:36, Mon 13 Nov 2006.
DM HackDoc
GM, 626 posts
ROA Sage
Defender of the Truth
Sat 4 Nov 2006
at 06:27
  • msg #1228

Re: Spiritual Weapon

DM Raven:
Is the "Spiritual Weapon" subject to concealment effects like the Blurr spell?


Yes. Remember the weapon attacks using your BAB, and it also suffers the same miss chances associated with attacking concealed opponents.
PC quickj
player, 76 posts
Shop smart...shop S-Mart
Sat 4 Nov 2006
at 15:46
  • msg #1229

Re: Spiritual Weapon

Question on casting in melee: Does your opponent gain an AoO on you if you take a 5 foot step away from them and cast a spell?
DM HackDoc
GM, 626 posts
ROA Sage
Defender of the Truth
Mon 6 Nov 2006
at 05:02
  • msg #1230

Re: AoO

Simple answer is no. Assuming they had a normal threat range. If they have a different threat range (Larger creatures or creatures with reach weapons), and you cast the spell while in it, then they get an AoO.
This message was last edited by the GM at 05:02, Mon 06 Nov 2006.
DM Songwind
GM, 23 posts
Mon 6 Nov 2006
at 03:41
  • msg #1231

two weapon fighting feats

How many attacks total does a character receive when using the two weapon fighting and improved weapon fighting feats when their normal attack bonus is +6/+1?

Do you get 2 attacks with your primary hand due to the +6/+1 attack bonus and 2 attacks with your off hand attack?

Or

Do you get 2 attacks with your primary hand and 4 attacks with your off hand attack (2 attacks at +6/+1 and 2 bonus attacks at +4/-6)?

This assumes using 2 light weapons during the attack.

Thanks for the help.
DM HackDoc
GM, 626 posts
ROA Sage
Defender of the Truth
Mon 6 Nov 2006
at 18:58
  • msg #1233

Re: two weapon fighting feats

Improved Two-Weapon Fighting gets you one extra off-hand attack at a -5 penalty.

With improved two-weapon fighting, you get your regular attacks at +6/+1 and also two off-hand attacks, also +6/+1. Now remember you suffer a penalty to ALL attack rolls for fighting with two weapons. This is -2 if your offhand weapon is a 'light' weapon, or -4 otherwise normally.

So your attacks would be +2/-3 each hand; or if you use a light weapon in your off-hand +4/-1 each hand.
This message was last edited by the GM at 18:58, Mon 06 Nov 2006.
DM Vallah
GM, 42 posts
Note to self:
Stop buying dice.
Mon 6 Nov 2006
at 23:40
  • msg #1235

Gems & cash values

Do gems recovered as treasure get sold for 50% of their value or 100%?
This message was last updated by the GM at 23:40, Mon 06 Nov 2006.
DM HackDoc
GM, 627 posts
ROA Sage
Defender of the Truth
Tue 7 Nov 2006
at 04:45
  • msg #1236

Re: Gems & cash values

Usually full value.

But if there is a cost involved in exchanging..your region DM wil llet you know.
DM HackDoc
GM, 628 posts
ROA Sage
Defender of the Truth
Tue 7 Nov 2006
at 04:46
  • msg #1237

Re: Chart requests

DM Songwind:
Do we have the Experience Point character level chart and equipment worth for character levels posted anywhere?

Always when I don't have my Player's and DMG Handbook I need those charts.


No I do not. If it is in the PHB or DMG it is safe to bet I did not post it.
PC Dr-Doak
player, 4 posts
Sat 11 Nov 2006
at 20:45
  • msg #1238

Double Damage Question

When calculating double damage (either from a charge attack or critical hit), do you just roll double the number of damage dice or do you just roll the dice once and double it? An example: charge attack with a 1d8 damage lance. On hit, would I roll 2d8 or just 1d8 and double the result?

Also, do modifiers (such as strength) get doubled in these calculations?

Thanks,

Dr-Doak
DM HackDoc
GM, 628 posts
ROA Sage
Defender of the Truth
Sun 12 Nov 2006
at 15:29
  • msg #1239

Re: Double Damage Question

In your above example you would  roll 2d8 and add twice the modifiers for strength etc. (just as if you had hit the creature twice). However, precision damage (sneak, skirmish etc.) is only added once! Power Attack Feat does apply.

As a definition a critical hit means that you roll your damage more then once, with all your bonuses, and add the rolls together.

Now the exception is extra damage over and above a weapon's normal damage, such as dealt by sneak/sudden/skirmish attack or the special ability of a flaming sword, etc., is not multiplied when you score a critical hit.
This message was last edited by the GM at 15:29, Sun 12 Nov 2006.
DM Lobo
GM, 56 posts
When all hope seems lost,
blame the DM.
Sat 11 Nov 2006
at 23:07
  • msg #1242

identifications

   I thought I had seen here once before a question and answer as to the oddness of the Identify spell's 8-hour casting time...but I am currently unable to find it. I specifically recall telling someone by way of explanation that in the 1st edition D&D game, casting it drained 8 points of CON from the caster, which returned at 1 point per hour afterwards. I see no reference to that in 3.0/3.5 and so must ask why the 8 hours is there in this version. :/
DM HackDoc
GM, 629 posts
ROA Sage
Defender of the Truth
Sun 12 Nov 2006
at 15:36
  • msg #1247

Re: identifications

The spell Identify as seen below only takes 1 hour to cast.

Normally I would not explain why it takes in hour except, as most of you know my standard reply: Because the rules say it does.

Do not try to use our realm of science, reason or physics on the D&D realm. This is a magical world where the designers have strived for balance, though they have not always succeeded.

Besides what DM Jim has typed below, you can also assume that some of the hour is required in order to make the infusion you will drink correctly. You do not just have the components. But must crush a pearl and mix it into wine with an owl feather while casting the proper incantation. And then examine the item in question...that was most likely made by someone higher level then yourself.

And as a divine spell the time is spent in prayer asking your diety to give you insight into the item.

DM Jim:
However, regardless of which time it actually is, the best 'in world' explanation is probably that you're not only looking for the existence of magical auras, but actually tracing the intricacies of those auras and determining what they do.  Since (in general) magic is described as a highly idiosyncratic process, with each caster having their own processes and formulae, it could be expected to take time to decide what they've done and then crystallized into (semi-)permanent form in an item.

Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.
Arcane Material Component

A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
This message was last edited by the GM at 00:44, Wed 15 Nov 2006.
DM Raven
GM, 202 posts
Mon 13 Nov 2006
at 16:07
  • msg #1249

Ranged attack spells

Do we use the rules for ranged attack spells from the Complete Arcane (adding sneak attack, crits etc. to a.m. spell types)?
DM HackDoc
GM, 630 posts
ROA Sage
Defender of the Truth
Tue 14 Nov 2006
at 03:29
  • msg #1250

Re: Ranged attack spells

Yes. With weapon like spells. For example: Melf's Acid Arrow...as long as you are within 30' range.
(Do not forget the excpetions...like no energy drain, etc.)
PC Kremti
player, 80 posts
Wed 15 Nov 2006
at 20:52
  • msg #1251

Re: Ranged attack spells

A couple of quick questions…if one moves through 2 squares of 'greased' surface (as in the spell 'Grease').  Does that creature have to make two separate balance check?  Or just one?

Another thing, when one uses tumble skill to avoid AoO due to movement, does that creature halves its movement for its entire movement?  Or just the specific threatening squares you are trying to avoid the AoO?  For example…

0102030405
A
B
CMO
D
E[][]
FK[]


K is the tumbling hero, and MO is the monster with 5' reach.  K wants to move F03->E03->D03->D04->D05.  Does that movement just cost 40' of movement?  Or does it cost 5' + 5' + 10' + 5' = 25'?

-K
DM HackDoc
GM, 631 posts
ROA Sage
Defender of the Truth
Thu 16 Nov 2006
at 00:11
  • msg #1252

Re: Movement/tumbling

If you walk in/out/across an area with grease cast on it you make only one check per round you are in the area. But your movement that round if you succeed is half speed.

Tumbling: Your movement is halved for the entire round. And you must make a tumble check for each opponent separately you move past, not each threaten square. You must roll checks in the order on which you pass them.
This message was last edited by the GM at 01:28, Thu 16 Nov 2006.
DM Jim
GM, 60 posts
An old player
in a new place
Thu 16 Nov 2006
at 04:23
  • msg #1253

Re: Movement/tumbling

I have a question about the Spiritual Weapon spell.

Do you have to maintain line of sight to your target for the spell to continue its attacks on the second and later rounds?  And if so, would hiding affect the spell as long as there's a line of sight?
DM HackDoc
GM, 633 posts
ROA Sage
Defender of the Truth
Thu 16 Nov 2006
at 04:43
  • msg #1254

Re: spiritual weapon revisited

Yes, you must maintain a line of sight. You can seek concealment, partial cover, hide as long as you maintain line of sight.

The spiritual weapon spell seems straightforward at first; the spell creates a force weapon that you use to bash your foes. Some stumble over the last sentence in the first paragraph, which says that the weapon returns to you and hovers when you're not directing it. If you don't consider what the rest of the descriptive text says, you might conclude that you must use an action each round to make the weapon attack. If you did, however, you'd be wrong. The second paragraph of the descriptive text explains that once you select a target, the weapon attacks the previous round's target. So long as the previous round's target is in range and in your line of sight, the weapon is "directed" without any action from you.

DM Jim:
One final clarification question.

What happens if the TARGET of the spell hides, even though a clear line of sight still exists between them and the caster?


The sword continues to attack, even if the target goes invisible as long as line of sight is not blocked. The sword suffers any penalty that you would if you were fighting, in this example a 50% miss chance.

So rule of thumb: as long as you have line of sight, the sword will attack as if you were wielding it.
This message was last edited by the GM at 03:19, Fri 17 Nov 2006.
DM Raven
GM, 204 posts
Fri 17 Nov 2006
at 09:48
  • msg #1255

Re: spiritual weapon revisited

What happens if you have a negative strength modifier and you use a weapon two-handed (ie. a longsword)?
DM HackDoc
GM, 634 posts
ROA Sage
Defender of the Truth
Fri 17 Nov 2006
at 12:36
  • msg #1256

Re: spiritual weapon revisited

Strength
If a creature/PC has a strength penalty, then it doesn’t get halved when being applied to an off-hand attack, nor increased by 50% on a twohanded attack.
PC VolunShiver
player, 48 posts
Mon 20 Nov 2006
at 02:38
  • msg #1257

Re: spiritual weapon revisited

If you cast a spell with a "swift action" or "immediate action" casting time but use a metamagic feat on it, will it still have the full round casting time?
DM HackDoc
GM, 634 posts
ROA Sage
Defender of the Truth
Tue 21 Nov 2006
at 06:16
  • msg #1258

Re: swift metamagic

Yes a spontaneous caster spell would still take a full round to cast.
This message was last edited by the GM at 06:16, Tue 21 Nov 2006.
DM Songwind
GM, 26 posts
Tue 21 Nov 2006
at 19:14
  • msg #1259

skirmish and sneak attack question

I will be playing a scout character and eventually I want to take the Deft Strike feat which has a prerequisite: sneak attack.

My question is this.  Can the scout's skirmish class ablity be used to satisify the sneak attack prerequisite for a feat?  Can the skirmish class ability be used interchangeablely with sneak attack class ability and vice versa?
DM HackDoc
GM, 635 posts
ROA Sage
Defender of the Truth
Tue 21 Nov 2006
at 23:07
  • msg #1260

Re: skirmish and sneak attack question

No it does not.

Not only that, but the skirmish ability, sudden strike and sneak attack are all differrent abilities and have their own criteria that must be met in order to be applied. But as long as long as their critiera for use have been met, the all the die of damage apply.

Now the exception: For purpose pf qualifying for feats, PrC's, etc...For extra damage dice required, the Ninja's Sudden Attack dice may be counted as sneak attack die.
This message was last edited by the GM at 11:57, Wed 22 Nov 2006.
DM Jim
GM, 62 posts
An old player
in a new place
Wed 22 Nov 2006
at 02:19
  • msg #1261

Hide/Spot question

If a character or monster makes a Hide check in a dimly lit but otherwise clear and open area, is the Spot check needed to locate them a reactive check (free action) or does it count as spotting something you'd failed to see (which requires a move action)?

Would the type of action change if the area was cluttered?
DM HackDoc
GM, 636 posts
ROA Sage
Defender of the Truth
Wed 22 Nov 2006
at 04:32
  • msg #1262

Re: Hide/Spot question

If he moves to hide in your line of sight, the spot check is reactive. If you failed or was hiden long before you got there..it takes a move action. Your DM will judge the situation since it varies on circumstances.

If he moves around a corner out of line of sight. You of course will not be able to see him. If you were to follow after him you would be required to use an action to spot to determine if he is hidden in the area or gone.
This message was last edited by the GM at 06:45, Thu 23 Nov 2006.
PC derfos
player, 39 posts
Wed 22 Nov 2006
at 14:46
  • msg #1263

Re: Hide/Spot question

if you are a chosen of mystra and choose immunity to antimagic fields. The immunity is magical, so does it get cancelled by an antimagic field, or will the immnunity supercede the field?
DM HackDoc
GM, 636 posts
ROA Sage
Defender of the Truth
Thu 23 Nov 2006
at 07:13
  • msg #1264

Re: Antimagic Field Immunity

When they encounter the spell, or it is used against them, they can simply ignore it as if the spell didn't even exist for them.
This message was last edited by the GM at 07:13, Thu 23 Nov 2006.
DM Kool
GM, 18 posts
The Overmind of all
things creepy-crawly
Thu 23 Nov 2006
at 07:11
  • msg #1265

alignment point system

Does RoA use the alignment point system?  If not, has it been considered?


Um, if you play NWN, It is used there, you can look it up in the handbook.  I can't explain it very well, but I'll try.

I know that it is a system to measure alignment on each axis, with 100 points for each.  On the Good/Evil, evil is between 0 and 30, neutral 30-70, and good 70-100.  Same with Chaos/Law with law being 0-30, neutral being 30-70, and chaos being 70-100.  When the character starts, his alignment is in the middle of his chosen alignment.  When a he does something, it changes his alignment slightly.  For example, if someone saves an NPC's life, he would shift a few points toward good.

It's very effective for finding out what alignment someone really is, but it can be a little tedious, so you might rule that GMs don't have to do anything with it if they don't want to.  Meaning that players would keep their points during the adventure, they just wouldn't change.
This message was last edited by the GM at 07:13, Thu 23 Nov 2006.
DM HackDoc
GM, 636 posts
ROA Sage
Defender of the Truth
Thu 23 Nov 2006
at 07:14
  • msg #1266

Re: alignment points

No.

We use D&D 3.5 edition rules here.
This message was last edited by the GM at 07:14, Thu 23 Nov 2006.
PC derfos
player, 40 posts
Fri 24 Nov 2006
at 23:51
  • msg #1268

Re: More Grease Spell fun.

Question: The SRD says that a flaming burst weapon 'functions as a flaming weapon that also explodes with flame upon striking a successful critical hit' (http://www.d20srd.org/srd/magi...ons.htm#flamingBurst). Wouldn't that mean that the Flaming Burst weapon is also a Flaming weapon? Would there be a point in having a Flaming + Flaming Burst weapon? I have read many times of players that had those kinds of weapons, and in my campaign I house rule that a Flaming Burst weapon IS a flaming weapon that deals extra damage on criticals. Am I right in this ruling?
DM HackDoc
GM, 636 posts
ROA Sage
Defender of the Truth
Sun 26 Nov 2006
at 03:34
  • msg #1269

Burst weapons.

DM's Guide:
A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit.

It cost is a +2 bonus, which requires at least a +1 magic weapon before it can be enchanted making the weapon a minimum cost wise of a +3 weapon. This is true for all burst weapons.
This message was last edited by the GM at 03:34, Sun 26 Nov 2006.
DM HackDoc
GM, 637 posts
ROA Sage
Defender of the Truth
Sun 26 Nov 2006
at 03:44
  • msg #1270

Re: More Grease Spell fun.

PC Kremti:
When a character is in an area covered by greased surface (created by Grease Spell), standing, is he considered 'balancing'?  Does he take all the penalty of using balancing skill for the duration of the spell and standing in the greased area (i.e., flat-footed if balance skill rank less than 5, taking additional balance check when taking damage, etcs)?

Also, does any of these apply to Sleet Storm?

-K


Grease Spell: while in the area covered with grease must make a reflex save every round it is in the area or fall. The Balance check is only required to see if you are able to attempt to move (This includes trying to make a 5-foot-step). Note: Remember this grease is not flammable.
Also where it says to "See the balance skill for details" it is referring to the DC for your check. It would increase in difficulty depending on how narrow the surface was and what other Balance modfiers where in affect per the skill listing.

Storm Sleet Spell: Yes, the Sleet Storm spell follows the same check balance rules for movement as the grease spell. But your sight is blocked.
This message was last edited by the GM at 23:48, Mon 27 Nov 2006.
PC Astos
player, 1 post
Wed 29 Nov 2006
at 00:31
  • msg #1271

Re: More Grease Spell fun.

Assume you have an animal companion that is an owl.  It has a movement of 40' (average).  It is trained in several tricks, but the relevant ones for my question are Attack and Assist Attack (from the Complete Adventurer's).  Assist Attack both allows the owl to use Aid Another (make an attack on AC 10 to aid a character's next attack by giving it a +2 bonus) and count for flanking the creature if it can do so without an Attack of Opportunity.

Now, with those facts--how does this work in actual combat?  Assume just a regular Bad Guy human standing in a field, with, say, one PC attacking him from the front.  I order the Owl to Aid the warrior in fighting the Bad Guy.  Owl flies to Bad Guy as a move action, then uses Aid Another, and hits vs. AC 10.

Here is my point of discombobulation:  At an average maneuverability class, I think Mr. Owl has to continue flying forward.  Does he have to keep moving forward even though his movement action is done for the turn, or does he just have to start moving again next turn?  What if he only flew 30' on his move action, and has 10' left he could move?  Or does he have to take his 5' step?

If the owl does have to "fly on", and the warrior doesn't get to attack for a few seconds (i.e., the warrior does not act on the same initiative as the owl), then does the warrior still get the +2 bonus even though the owl has flown on his merry way?  Furthermore, does the owl's previous presence count as flanking?

Finally, when the owl is forced to fly on by due to its Average maneuverability class, does that provoke an Attack of Opportunity?  Can an owl take a 5' step away from its target, then fly away as a move action, thus avoiding the AoO?  Or is it basically going to bite it every time it does a fly-by attack?

Info on any other weird things I might be missing would also be appreciated!

Thanks in advance, Hackdoc!
DM HackDoc
GM, 637 posts
ROA Sage
Defender of the Truth
Thu 30 Nov 2006
at 18:05
  • msg #1272

Assist Attack in flight

Basic flight consists of turning, level flight, climbing, diving, and (usually) maintaining a minimum forward speed. Remember that if a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it stalls.

So in your owl's case it must always move at least 20' or land/stall, therefore no 5' movement in the air to avoid AoO.

As you know the animal must know the attack trick before it can learn the assist attack trick. But the animal must be size Small or larger for all of this to apply.

Now for your animal to assist, he must be in a position to make a melee attack on an opponent engaging a friend in melee combat. This "assist/aid" is a standard action. And you cannot be open to an AoO for this to work. Now if you wanted to fly away next turn to set up again to assist while still in flight, and you do not want to face an AoO, you must withdraw and that is a full action.

If you were successful in your assist/aid, your friend will gain the +2 bonus as long as he attacks his attack happens before your next turn
This message was last edited by the GM at 00:22, Sat 02 Dec 2006.
DM HackDoc
GM, 637 posts
ROA Sage
Defender of the Truth
Thu 30 Nov 2006
at 17:26
  • msg #1273

Re: Keen edge and Bless Weapon

DM Raven:
The description of the Bless Weapon spell says
SRD:
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.


Does that extend to a weapon that is temporarily enchanted with the "Keen Edge" spell?


The answer to your question is yes.

Sorry but you can not stack magical affects that affect a critical hit.
This message was last edited by the GM at 17:28, Thu 30 Nov 2006.
PC quickj
player, 80 posts
Shop smart...shop S-Mart
Thu 30 Nov 2006
at 12:41
  • msg #1274

Re: Keen edge and Bless Weapon

During character creation, how much do you add to the cost of weapons/armor to add a +1?
DM HackDoc
GM, 638 posts
ROA Sage
Defender of the Truth
Fri 1 Dec 2006
at 21:50
  • msg #1275

Re: cost of weapons/armor to add a +1?

Armor:   1,000gp, plus the masterwork cost if applicable
Weapons: 2,000gp, double cost for double weapons, plus the masterwork cost if applicable (double mw cost if double weapon)

You can find more info here: http://geocities.com/sovelior/srd/magicItems.html
This message was last edited by the GM at 21:51, Fri 01 Dec 2006.
PC solo
player, 16 posts
Mon 4 Dec 2006
at 09:34
  • msg #1287

Tumble to flank?

Hello,
My question is: a lone rogue tumbling round his opponent and attacking from the back, will he catch his foe flatfooted? Is he flanking his opponent and if so does he gain the +4 flanking bonus to his attack roll, and/or the sneak attack damage? All this using melee weapons, of course.
DM HackDoc
GM, 640 posts
ROA Sage
Defender of the Truth
Tue 5 Dec 2006
at 02:16
  • msg #1288

Re: Tumble to flank?

No your oppoenet is not Flat-Footed. But, if you can tumble to try and get behind/beside your opponent to get your sneak attack. If you make your rolls and do not get an AoO against you can make your one attack from the flank. Just hope the thing you are fighting is not a bruiser with power attack. So being alone you would get no bonus to hit.

But, You get the +2 flanking bonus if your oppoenent is threatened by a charcter or creature friendly to you on the opponent's opposite border/corner.
This message was last edited by the GM at 19:19, Mon 22 Jan 2007.
PC garth
player, 22 posts
Tue 5 Dec 2006
at 20:58
  • msg #1291

Re: Tumble to flank?

This may be an easy question:

Do Bracers of Armor stack with "normal" armor?  In old school AD&D they did not stack.  But I'm not sure with the 3.5 DnD.

And yes, I'm an old man....
DM HackDoc
GM, 640 posts
ROA Sage
Defender of the Truth
Tue 5 Dec 2006
at 22:12
  • msg #1292

Re: armor bonuses?

No they do not stack.

The only armor bonus that stacks with each other is armor and shield. That is the only exception to stacking of armor bonus.
This message was last edited by the GM at 22:12, Tue 05 Dec 2006.
PC Elerndale
player, 21 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Wed 6 Dec 2006
at 01:18
  • msg #1293

Race and suptype.

I am right in saying that a Aasimar (meduim good outsider).

So a ranger would have to have favour enermy Outsider (good) to gain bonce against  a Aasimar.
This message was last edited by the player at 01:18, Wed 06 Dec 2006.
DM HackDoc
GM, 640 posts
ROA Sage
Defender of the Truth
Fri 8 Dec 2006
at 09:28
  • msg #1294

Re: Race and suptype.

The Aasimir's subtype is Outsider (Native), Size Medium.
Therefore a ranger would take "Favored Enemy Outsider (Native)" to get bonuses against the planetouched. Which would include both Aasimar and Tieflings.
This message was last edited by the GM at 09:28, Fri 08 Dec 2006.
PC Elerndale
player, 23 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Wed 6 Dec 2006
at 10:41
  • msg #1298

Re: Race and suptype.

So here is the real kicker then:-

If some twisted person should say have an Aasimir and give him arcane magic (yes someone is that twisted (joke).
If the character was cast Alta self he can turn into any Outside creature (as sub type does not count).
There would be restriction from spell.
1) only Small, medium or large creature.
2) only 5HD max (also based on spell casting level)

The only thing gained are physical ones as listed in player manual.

However one or two do have some strange abilities or natural abilites that would be logical to have as based on physical or natural stat, so things not always clear.

So here is first one:-
Lantern Archon
Fly 60 ft. (perfect)
Light ray +2 ranged touch (1d6) - 30ft.
Also would I give of light?
Is the range a max or a increment?

Also many Outsider can fly using following:-
Flight (Su)
A ravid can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.

Not sure if that would be allowed?

PS some GM going to be cry himself to sleep soon :)
DM HackDoc
GM, 640 posts
ROA Sage
Defender of the Truth
Fri 8 Dec 2006
at 09:59
  • msg #1300

Re: Race and suptype.

This would not be a good choice....if you want to fly, you need a creature that actually has wings.

With Altar Self: Lantern Archon

You do not gain any of the Supernatural Special Attacks, special qualities or spell-like abilities of the new form.
  (So NO flight, NO aura of Menace, None of the Special qualities, etc.)

You do not gain any extraordinary special attacks or special qualities not noted under physical qualities.
  (So NO Light Ray)

In this example you would aquire:

  Your size would be small.
  You would gain Improved Initiative (if you did not have it).
  You would gain +4 natural AC.
  You would gain a +4 Fort bonus vs Poision.
This message was last edited by the GM at 09:59, Fri 08 Dec 2006.
PC Elerndale
player, 24 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Fri 8 Dec 2006
at 15:23
  • msg #1302

Re: Race and suptype.

Thanks for answering my question DM HackDoc.  That is why I ask about that one as it looked good but went I read rules again I though Ahhh.

Would you mind if I PM you 3-4 monster I have looked at and give me detail of what I would get.  There is no hurry as my charactor will not be able to do this for level or two but like to be prepared?

You seem to understand rules so though I ask.
This message was last edited by the GM at 03:19, Mon 11 Dec 2006.
DM HackDoc
GM, 640 posts
ROA Sage
Defender of the Truth
Mon 11 Dec 2006
at 03:12
  • msg #1303

Re: Reserve feats

DM Raven:
The "Sunlight Eyes" Reserve feat requires the ability to cast 2nd level light spells. Would an aasimar's "Daylight" spell-like ability suffice for this?


Unfortunately no, spell-like abilities aren't usable for Reserve feats, only actual spells and spell-slots. (Complete Mage, p37)
This message was last updated by the GM at 03:12, Mon 11 Dec 2006.
PC quickj
player, 83 posts
Shop smart...shop S-Mart
Fri 8 Dec 2006
at 18:51
  • msg #1304

Re: Race and suptype.

When fighting an invisible foe can you make a listen check to try and get a general area they are in and if so what is the penalty to hit when fighting someone that is invisible?
DM HackDoc
GM, 640 posts
ROA Sage
Defender of the Truth
Mon 11 Dec 2006
at 03:18
  • msg #1305

Re: Invisibility

The ability to move about unseen is not foolproof. While they can’t be seen, invisible creatures can be heard, smelled, or felt.

Invisibility makes a creature undetectable by vision, including darkvision.

Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger’s favored enemy, from sneak attacks, etc.

A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Spot check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. A creature who is holding still is very hard to notice (DC 30). An inanimate object, an unliving creature holding still, or a completely immobile creature is even harder to spot (DC 40). It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Spot check, and even if a character succeeds on such a check, the invisible creature still benefits from total concealment (50% miss chance).
Listen Check DCs to Detect Invisible Creatures
Invisible Creature Is…              DC 
In combat or speaking                0
Moving at half speed                 Move Silently check result
Moving at full speed                 Move Silently check result -4
Running or charging                  Move Silently check result -20
Some distance away                   +1 per 10 feet
Behind an obstacle (door)            +5
Behind an obstacle (stone wall)     +15
A creature can use hearing to find an invisible creature. A character can make a Listen check for this purpose as a free action each round. A Listen check result at least equal to the invisible creature’s Move Silently check result reveals its presence. (A creature with no ranks in Move Silently makes a Move Silently check as a Dexterity check to which an armor check penalty applies.) A successful check lets a character hear an invisible creature “over there somewhere.” It’s practically impossible to pinpoint the location of an invisible creature. A Listen check that beats the DC by 20 pinpoints the invisible creature’s location.

A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. (If the invisible creature moves, its location, obviously, is once again unknown.)

If an invisible creature strikes a character, the character struck still knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.

If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow creature might get a smaller miss chance.

If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy’s not there, roll the miss chance as if it were there, don’t let the player see the result, and tell him that the character has missed. That way the player doesn’t know whether the attack missed because the enemy’s not there or because you successfully rolled the miss chance.

If an invisible character picks up a visible object, the object remains visible. One could coat an invisible object with flour to at least keep track of its position (until the flour fell off or blew away). An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible.

Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature’s location.

An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.

A creature with the scent ability can detect an invisible creature as it would a visible one.

A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)

A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.

An invisible burning torch still gives off light, as does an invisible object with a light spell (or similar spell) cast upon it.

Ethereal creatures are invisible. Since ethereal creatures are not materially present, Spot checks, Listen checks, Scent, Blind-Fight, and blindsight don’t help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don’t help creatures find or attack invisible, incorporeal creatures, but Spot checks and possibly Listen checks can help.

Invisible creatures cannot use gaze attacks.

Invisibility does not thwart detect spells.

Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible.
This message was last edited by the GM at 03:18, Mon 11 Dec 2006.
PC quickj
player, 88 posts
Shop smart...shop S-Mart
Mon 11 Dec 2006
at 21:22
  • msg #1306

Re: Invisibility

Potions question. I bought a cure light potion and a bull strength potion from the minor items list. Do we have a breakdown as to what the dice value of each and the duration of the Bull's Strength are?
DM HackDoc
GM, 641 posts
ROA Sage
Defender of the Truth
Tue 12 Dec 2006
at 04:40
  • msg #1307

Re: listing potions

No.
Your DM knows what the potions do.**
Just list the potion by name under magic items.
--
**All potions when drank have the effect as if the spell was cast by the minimum level caster required to cast it.
 (unless otherwise specified).
This message was last edited by the GM at 15:50, Tue 12 Dec 2006.
PC Kremti
player, 95 posts
Tue 12 Dec 2006
at 15:03
  • msg #1309

Re: listing potions

http://www.systemreferencedocu...e/magicItemsPRR.html

SRD:
The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified).


Cure Light Wounds is a cleric level 1 spell, thus can be cast at caster level 1.  Now you go look up the Cure Light Wounds spell description, and treat it as you would cast by a caster level 1 spellcaster.

Same for Bull's Strength.  It's level 2 wizard/cleric spell, so minimum caster level needed to cast is 3.

You guys should read the SRD...most of the answer is in there ;)

Unless you have a question about Grease spell, that is.  Then you can bug HackDoc all you want.

-K
PC Jacktucker
player, 72 posts
Wed 13 Dec 2006
at 02:52
  • msg #1310

Re: listing potions

Do overly hairy/furry PC's have to worry about catching fire?
DM HackDoc
GM, 642 posts
ROA Sage
Defender of the Truth
Wed 13 Dec 2006
at 17:40
  • msg #1312

Re: fire

Normally no.
I would say Only if it states so in their description. But I can not recall one that says that.
DM Raven
GM, 214 posts
Thu 21 Dec 2006
at 09:23
  • msg #1314

Alter Self

I was wondering what creatures a caster can change into if s/he is not a humanoid.

ie. if there is an elf who changed her type to outsider with the Otherworldly feat, can she change into any outsider that falls into the HD limit?

Also, a celestial tressym (type changed to outsider) would it mean it could use the same forms as the otherworldly elf?
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Tue 2 Jan 2007
at 18:40
  • msg #1315

Re: Alter Self

You could turn into any outsider with up to 5 HD and within one size category of yourself. Some examples of this include:

Formian Warrior
Rast
Shadow Mastiff
Ravid

Remember that you do not necessarily gain the special abilities of these forms.
This message was last updated by the GM at 18:40, Tue 02 Jan 2007.
PC esc
player, 4 posts
Thu 21 Dec 2006
at 14:49
  • msg #1320

Re: fire

DM HackDoc:
DM Secretskull:
A flaming weapon can function as a torch if you need it to. Right?

Per the rules no. A Flaming Weapon is not able to function as a torch.
Even though that could be considered reasonable and logical.


SRD:
Light Generation

Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.


It would seem logical that a flaming weapon would also have been enchanted to generate light, and if you're having it enchanted, you can choose if it sheds light or not, can't you?
DM HackDoc
GM, 644 posts
ROA Sage
Defender of the Truth
Thu 21 Dec 2006
at 14:59
  • msg #1321

Re: fire

If it happens to be one of the weapons which fall in the 30% range and has it in it's description, yes. Which a flaming sword does not. The Light spell is not part of its crafting and it is not defined in its description as required per the rules.

-------
Now if you have it crafted, at the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.

If you find a flaming weapon and it is not in that 30%, you can findthe appropriate wizard and pay the extra to have it give off light...
DM Vallah:
Or you could have Continual Flame cast on it for next to nothing.

This message was last edited by the GM at 15:38, Thu 21 Dec 2006.
DM HackDoc
GM, 645 posts
ROA Sage
Defender of the Truth
Thu 21 Dec 2006
at 15:33
  • msg #1324

Re: Energy substituion

DM Raven:
Another thing that I wonder about: The Shatter spell deals damage to crystalline structures only. What if the energy is replaced by fire, would it still affect only those?


Shatter subbed into Fire instead of Sonic.
It still does extra damage against crystal even though it's not sound anymore. The Substitution feat specifically mentions that even if the replacement element doesn't seem to be capable of the special effect of a spell, it still applies. But it is also now the fire would affect anything damaged by fire.
DM Raven
GM, 218 posts
Tue 26 Dec 2006
at 10:07
  • msg #1325

Grease + Web

Would a creature slowed by web also be slowed again by grease if cast in the same area?
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Thu 28 Dec 2006
at 22:44
  • msg #1326

Re: Grease + Web

If you are in the area of a grease and web spell you are indeed in a bad situation.

You of course make the ref. save to see if you are entangled in the web to the point you cannot move. If you save you can move but then follow the steps below.

If you are able to move you then must make your ref save to see if you fall each rd. If you do not fall you may make balance check while in the area of the grease spell to see if you can move.

You move per WEB spell, but at a max of half your movement per grease spell.
BUT, if you fall in the area of the web spell you must save again or become entangled in the web.
This message was last edited by the GM at 22:44, Thu 28 Dec 2006.
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Thu 28 Dec 2006
at 22:30
  • msg #1327

Re: Grease + spiderclimb

PC quickj:
Does spider climb negate the effects of a grease spell or grease like effects.

No it does not. Spiderclimb will not work on severely slippery surfaces; like icy, oiled, or greased surfaces.
This message was last edited by the GM at 22:30, Thu 28 Dec 2006.
PC falgata
player, 11 posts
Thu 28 Dec 2006
at 20:04
  • msg #1328

Animal companion

Okey I do not play with a animal companion often, but seen as it get's extra HD does it grow bigger.

A wolf with atleast 4 HD would be considered Large size instead of the normal medium. Would that say that a animal companion of a thired level druid or six level ranger be considered large??
This message was last edited by the player at 20:05, Thu 28 Dec 2006.
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Tue 2 Jan 2007
at 18:38
  • msg #1330

Re: Animal Companion

An animal companion doesn’t get bigger when it adds extra Hit Dice for the master’s levels. The advancement entries for creatures, and the rules for advancing monsters, refer to unusually powerful specimens that are simply tougher (and perhaps bigger) than normal for their kinds.

Bonus hit die don't count towards advancement because they're not from growth/good genes/etc..., they're just a general toughening of the creature. So those bonus hit dice would not cause the creature to become large automatically.

Note: Unless you have a PrC or feat that allows it.
This message was last edited by the GM at 20:09, Sat 20 Jan 2007.
PC quickj
player, 94 posts
Commiting the oldest sins
in the newest ways!
Fri 29 Dec 2006
at 19:28
  • msg #1332

Re: Animal Companion

OK, next question. Does spider climb negate the effects of web??
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Sat 30 Dec 2006
at 14:38
  • msg #1333

Re: web

No, the spider climb spell does not grant web resistance,
though there are items that do.

So even if you have spider climb affect, you would still be affected by the web spell.
This message was last edited by the GM at 18:12, Sat 30 Dec 2006.
PC Kremti
player, 99 posts
Sat 30 Dec 2006
at 02:26
  • msg #1337

Divine Spellpower feat question

Divine Spellpower feat asks you to make Turn undead check...

Turn undead check is a Charisma check...

Charisma check is an ability check...

You can take 10 and take 20 with ability checks, just like skill checks (normal restrictions apply, like you can't be distructed, etcs).

Does this mean you can take 10 with the Turn check on Divine Spellpower feat?  (again, assuming, this is done outside of combat, in non-distracting setting)

-K
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Tue 2 Jan 2007
at 18:44
  • msg #1338

Re: Take 10

Yes to 'Take 10'. (normal restrictions apply, like you can't be distructed, etcs).
No  to 'Take 20'.


Normally the Take 10 rule is for Skill checks and ability.
But not caster level checks.

Turn Undead is a supernatural class ability. Which...
"Turning Check is a Charisma check (1d20 + your Charisma modifier)."
This message was last edited by the GM at 22:04, Thu 04 Jan 2007.
PC falgata
player, 14 posts
You live, you die
Use your time well
Sun 31 Dec 2006
at 18:49
  • msg #1339

Re: web

Would haste allow you to cast two spells in one round seen as both are a standard action and you also use a free and move action.
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Tue 2 Jan 2007
at 18:40
  • msg #1340

Re: haste

No.  Haste provides no extra actions, it simply allows you to take one extra attack while making a Full Attack.
This message was last updated by the GM at 18:40, Tue 02 Jan 2007.
PC quickj
player, 97 posts
Commiting the oldest sins
in the newest ways!
Tue 2 Jan 2007
at 13:11
  • msg #1342

Re: web

Can you drink more than one potion of bulls strength and have the effects stack?
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Tue 2 Jan 2007
at 18:41
  • msg #1343

Re: Bull Strength

No.  Bull's Strength provides an enhancement bonus to your Strength-score.  Two bonuses of the same kind (i.e. enhancement bonus, deflection bonus, etc.) never stack. Though there are a couple of exceptions, this is not one of them.
This message was last edited by the GM at 18:48, Tue 02 Jan 2007.
DM Raven
GM, 222 posts
Tue 2 Jan 2007
at 22:49
  • msg #1346

Fist of Stone (Complete Arcane)

Above mentioned spell grants +6 to strength in one fist, does this affect weapon damage as well? If so and used on both fists, would it affect two-handed-weapons as well?
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Thu 4 Jan 2007
at 22:30
  • msg #1348

Re: Fist of Stone

Yes, you can use the stone fist to make attacks with a weapon with the +6 enhancement. Note: You would have to use a one handed weapon.

The rule does not cover the affects of using a two-handed weapon with this spell. And it does not say you may not cast it twice on yourself. So if you cast it twice I would say yes, you would get the bonus with a two-handed weapon.
This message was last edited by the GM at 22:30, Thu 04 Jan 2007.
PC spaceace
player, 2 posts
Wed 3 Jan 2007
at 20:20
  • msg #1351

Hurled weapon bonus

I'm not sure if this has been asked before or not, but does a halfling's hurled weapon bonus apply to whips and chains?
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Thu 4 Jan 2007
at 21:39
  • msg #1352

Re: Hurled weapon bonus


No.  The whip and chain are considered melee weapons now.
This message was last edited by the GM at 21:39, Thu 04 Jan 2007.
PC spaceace
player, 5 posts
Wed 3 Jan 2007
at 22:20
  • msg #1357

Re: Hurled weapon bonus

3.5 has been out a couple of years now, and I'm still learning about rules changes I wasn't aware of.

Here's another one. In 3rd eddition a bard, being proficient with whips, was also proficient with whip daggers, has that changed as well?
This message was last edited by the player at 19:29, Fri 05 Jan 2007.
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Fri 5 Jan 2007
at 19:02
  • msg #1358

Re: Whip-dagger

Whip-daggers intoduced into D&D 3.5 via magazine (DU134 p50).

But if your RoA region DM allows the whip-dagger you may use it in their region. If approved:
    They are considered whips for proficiency purposes. To use one, you need Weapon Proficiency (Whip) - this will let you use standard whips and whip-daggers. Thus Bards may use either.

Whip-Dagger
1Hand
1d6 19-20 / x2 — S
Cost ?
Weight 2 lbs
Hardness 2
HP 5
Reach 15’ & Threaten Adjacent
Attacking generates an Attack of Opportunity

  Because the whip-dagger can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip-dagger to avoid being tripped.
  You get a +2 bonus on you opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed yourself if you fail to disarm your opponent).
 You may apply the Finesse Feat to the whip-dagger.


RoA switched to version 3.5 completely a while ago. Some of the old PC's were grandfather in with feats or PrC's.

This does not include nagaikas for some reason (despite how normal looking that is and how funky the whip-dagger is), but they haven't been updated to 3.5 afaik.

quote:
I assume that applies to Lashers as well.


The Lasher PrC from Sword & Fist has not yet been updated to 3.5, nor has it been officially folded into another class as some other weapon specialist PrCs were.

Any old weapon that did not make it into 3.5 may be discussed with your regional DM...but that will require an exotic weapon feat to use.
This message was last edited by the GM at 04:49, Mon 08 Jan 2007.
DM jll1024
GM, 18 posts
Sun 7 Jan 2007
at 17:08
  • msg #1361

Re: Spell Versatility

I can see how my question can be confusing, so I'll rephrase it this way:

1. A Cleric can spontaneously convert spells into cure/inflict spells.

2. A Cleric/arcane-spellcaster/Geomancer can spontaneously convert arcane spells into cure/inflict spells.

3. A Cleric with Domain Spontaneity can spontaneously convert spells into spells of that domain.

4. Can a Cleric/arcane-spellcaster/Geomancer, with Domain Spontaneity, spontaneously convert arcane spells into spells of that domain?
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Mon 8 Jan 2007
at 04:45
  • msg #1362

Re: Spell Versatility

You have found a loop hole I had hope no one would fine...
Yes you can, as long as you have a daily turn undead ability available to use to power it.
This message was last edited by the GM at 04:45, Mon 08 Jan 2007.
DM Raven
GM, 224 posts
Mon 8 Jan 2007
at 01:30
  • msg #1363

Re: Spell Versatility

As an evoker I cannot cast spells of my prohibited schools from wands or scrolls (ie. Transmutation, Cat's Grace) does this extend to other items, like a headband of intellect (fox' cunning) or potion of cat's grace?
DM HackDoc
GM, 647 posts
ROA Sage
Defender of the Truth
Mon 8 Jan 2007
at 05:00
  • msg #1364

Re: prohobited school

For an example a specialist wizard may not use scrolls, wands, or staves of the prohibited school. He/she may, however, use potions, wondrous items, rings, weapons, or armor enchanted with spells from his prohibited school.

So yes, you may use a headband of intellect or potion of cat's grace. (you just cannot make them).
This message was last edited by the GM at 05:01, Mon 08 Jan 2007.
DM Annihilator
GM, 118 posts
The future
Mr. Windwalker!  :-)
Thu 11 Jan 2007
at 13:53
  • msg #1365

Re: prohobited school

When casting a spell, which has a creature with Spell Resistance in it's area (and for the sake of the question, let's assume that SR applies to this particual spell), can the caster choose not to overcome the Spell Resistance of this creature?  You can choose to fail saves and attack rolls (if I remember correctly), so I'd think that you could also choose to not let your spell pierce the resistance of the creature in question, too?  Of course, this would likely apply to all creatures affected by the spell, you couldn't just choose a single one, but is it possible?


For example:  The Thayan mage, seeing a group of enemies perfectly lined up, decides to throw a Lightning Bolt at them.  All of them are orcs, and so he realizes that their chances of being resistant to spells is pretty low.  However, before his initiative count comes up, the Drow Paladin charges in, and attacks the first of the orcs in the line.  Before the orcs go, so does our 'hero', who decides that he still feels like casting his Lightning Bolt.  So, he proceeds to cast it just as he would have, passing through the Drow and into the orcs.  When the time comes for rolling for Spell Resistance for the Drow (who he has no desire of harming), can he choose to fail the spell penetration check, as if he had rolled a natural 1?
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Fri 12 Jan 2007
at 06:02
  • msg #1366

Re: SR

A PC/NPC with SR can chose to lower it and allow spells to be cast upon him. But there is no way for you as a caster to fail your caster level check on purpose....You could use a lower level spell and hope you do not roll a NAT 20.. :)
This message was last edited by the GM at 06:02, Fri 12 Jan 2007.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Fri 12 Jan 2007
at 05:59
  • msg #1367

Re: Cohort

DM Annihilator:
Also, I've got a question about Cohorts:

How much starting equipment, if any, do they have upon creation?  2,700 GPs, as a starting RoA PC, or as determined by the NPC wealth levels table in the DMG?  Or is it done  some other way?  Or does the character obtaining them have to pay for all their gear from his own pocket?


A cohort is an established NPC that has agreed to work with you. Use the wealth NPC level table (not PC) to determine what he owns.

Of course this does not true for special cohorts, like blink dogs, etc. They come with no gold.

From there on out..he relies on you.
This message was last edited by the GM at 02:38, Sat 13 Jan 2007.
PC shinimajining
player, 43 posts
Ego elemtal
eyesman.deviantart.com
Fri 12 Jan 2007
at 14:19
  • msg #1369

About the paladin's horse


What if I'm trapped in an ordinary cell without any weapon or armor.
Now I have some stuff on my faithful mount.

Can I summon my faithful mount and get some stuff from it?
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Sun 14 Jan 2007
at 16:48
  • msg #1370

re: Paladin Specil Mount

As long as there is room for the mount to fit.... and they have not placed any spells on the cell to prevent planar travel. You may summon your mount (My answer is referring to a Paladins Special Mount).

Any items that the mount had when last dismissed, he will have on him. Saddlebags, saddle, gear, etc.
This message was last edited by the GM at 16:48, Sun 14 Jan 2007.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Sun 14 Jan 2007
at 16:43
  • msg #1371

Re: Flying mounts?

DM Kool:
Is there a base class/PrC focused around flying mounts?  Or are there even flying mounts at all?


Some example of flying mounts from the SRD are below. These are just examples, there are more creatures then this...

http://www.d20srd.org/srd/monsters/eagleGiant.htm
http://www.d20srd.org/srd/monsters/griffon.htm
http://www.d20srd.org/srd/monsters/hippogriff.htm
http://www.d20srd.org/srd/monsters/nightmare.htm
http://www.d20srd.org/srd/monsters/owlGiant.htm



There are PrC's that focus on flying mounts. There are a few, below are listed just three examples:

Aglarondan Griffonrider, from Unapproachable East.
SkyLord </i>Book of Exalted Deeds</i>
Knight of the Flying Hunt, from Champions of Valor.


Of course I like dragons and the Dragonrider PrC, but hey....who wouldn't.
This message was last edited by the GM at 16:43, Sun 14 Jan 2007.
PC Jacktucker
player, 74 posts
Sun 14 Jan 2007
at 02:22
  • msg #1376

Re: Flying mounts?

What is a short version of how to reduce your ECL?
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Mon 15 Jan 2007
at 06:01
  • msg #1377

Re: ECL

Page 18 of Unearthed Arcana:
Starting    Number of Class Levels Necessary for
Level       Level Adjustment Reduction
Adjustment  (Not Including Racial Hit Dice)

+1          3
+2          6,9
+3          9,15,18
+4          12
+5          15
+6          18


Each time a character's level adjustment is eligible to be reduced,t he character may pay an XP cost to take advantage of rht reduction.  The character must pay an amount of XP equal to (his currect ECL - 1) x 1000.  This amount is immediately deducted from the character's XP total.  The deduction should reduce the character's effective character level by 1.  (If this deduction would not reduce the character's ECL by 1, the character's XP total is set at the maximum of the level below his currect ECL instead.)  This XP cost can't be reversed in any way, and the payment must be voluntary on the part of the character.  The payment must be made immediately upon becoming eligible to reduce the character's level adjustment.




This message was last edited by the GM at 06:01, Mon 15 Jan 2007.
PC Nonnahs
player, 40 posts
It's never too late to be
what you might have been.
Sun 14 Jan 2007
at 06:18
  • msg #1379

Re: Flying mounts?

Does this feat affect the max number of skill points in a cross-class skill? At level 3, would a cross-class (say perform) have a max number of ranks of 3 or 6 with this feat??

Races of Destiny:
Able Learner (Racial)
You have a great aptitude for learning.
Prerequisite: Human or doppelganger
Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you.
Normal: Cross-class skills cost 2 skill points per rank.
Special: This feat may be taken only at 1st level.

DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Wed 17 Jan 2007
at 19:07
  • msg #1380

Re: Skill Ranks

No, the max ranks remain the same. So 3 ranks in Perform.

The full feat should be like this (I wonder what happened to it?):

quote:
Able Learner (Racial)
You have a great aptitude for learning.
Prerequisite: Human or doppelganger
Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).
Normal: Cross-class skills cost 2 skill points per rank.
Special: This feat may be taken only at 1st level.


Of course, if you multi-class, any skill that is a class skill for any of your classes is allowed max ranks.

PHB:
Regardless of whether a skill is purchased as a class skill or a
cross-class skill, if it is a class for any of your classes, your maximum
rank equals your total character level +3.


Hence a Bard 1 / Fighter 2 could spend his Fighter skill points cross-class in Perform, and get up to 6 ranks in it. The same character with Able Learner could spend those Fighter skill points in Perform, and treat it as a class-skill.

Damn, that feat looks a whole lot nicer now than I when I passed over it for one my characters.
This message was last updated by the GM at 19:07, Wed 17 Jan 2007.
PC solo
player, 21 posts
Wed 17 Jan 2007
at 14:15
  • msg #1381

Skill tricks?

Hi!
In the newly published "Complete Scoundrel" the concept of skill tricks is presented. I have a question regarding the requisites listed for such tricks (described as "semi-feats"). For one trick: "acrobatic backstab" the pre-requisite is Tumble 12 ranks. My question is thus: does this mean Quinlan needs 12 ranks in this skill (and then spend another 2 skillpoints) to acquire the trick, or are they talking about the total skill modifier? The reason I'm asking is that with 12 ranks in tumble, and all modifiers from high dex, synergy effects from related skills, the acrobatic feat, and god knows what else Quinlan might find to increase his chances of success in his most useful skill, the trick is kind of moot. Quinlan will end up with a modifier of +19 (at least) and will succeed on almost all skill checks regardless.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Fri 26 Jan 2007
at 19:13
  • msg #1382

Re: Skill tricks?

Yes, you have to have 12 actual ranks in that skill. Skill ranks will always, without fail, refer to the number of skill points you have spent on a skill (half for cross-class).

One way of looking at is that the ranks reflect your actual training in a particular skill, and the various tricks you would pick up through such practice. Natural dexterity, racial bonuses, and related abilities will help you be better at that skill, but don't give you the opportunity to learn something new.

It's also a balancing factor. A prerequisite of 12 ranks means that you can't learn it before level 9.

***

If anyone wishes to use these skill tricks, please put in a proper request in Requests thread. But hardly any of us DMs have Complete Scoundrel yet, so it may be some time before we can properly examine them.
This message was last edited by the GM at 19:13, Fri 26 Jan 2007.
PC Elerndale
player, 28 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Mon 22 Jan 2007
at 19:25
  • msg #1384

Re: Tumble and Hide in one round?

Has the PrC class from the Masters of Wild Arcane Hierophant been excepted or not as Prc?

I found reference to Masters of Wild list but only listed Whisperknife.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Sun 4 Feb 2007
at 22:36
  • msg #1385

Re: PrC class

The the PrC class from the Masters of Wild Arcane Hierophant is allowed.



For both feats and prestige classes:

If it's listed in blue, it's allowed.
If it has an asterisk*, you should consider this carefully and discuss it with your DM, who might refuse.
If it's red, it's not allowed, except maybe in bubble regions, but only if the DM there specifically allows it.
If it's black, then it has not yet been considered, but for some reason it has been listed anyway.
This message was last edited by the GM at 20:34, Fri 02 Mar 2007.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Sun 4 Feb 2007
at 22:39
  • msg #1388

Re: Cleave

DM Raven:
Trick question: An opponent drinks a potion in the adjacent square, causing an AoO. Can the character use the AoO to make a sunder attempt against the potion vial?

If yes and if that character has the Cleave feat, could he use the feat against the character after breaking the vial?


There's nothing in the rules that says you CAN'T sunder as an AoO.

SRD AoO & Sunder:
An attack of opportunity is a single melee attack, and you can only make one per round.
&
You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding.
You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the object’s AC.


Of course, attacking said vial does draw an AoO on yourself, unless you have the improved sunder feat.  As for cleave...

SRD for Cleave feat:
If you deal a creature enough damage to make it drop...


So that makes it pretty clear that you shouldn't be able to cleave after destroying an object.  Otherwise, you could go nuts in a china shop...  ;)


Now, for the tumble and hide...

SRD for Hide Skill:
If people are observing you, even casually, you can’t hide. You can run around a corner or behind cover so that you’re out of sight and then hide, but the others then know at least where you went.


Unless you have the hide in plain sight ability, then after attacking you can't hide.  If you did have the hide in plain sight, and cover was close enough, and you only moved a quarter your speed tumbling then a quarter your speed to get to cover, then there's no reason you couldn't do that.  But again, that would only be possible with the hide in plain sight ability.
====
So, you can cleave into another being that stands near, even on your opposite side, but you cannot smash a vial and cleave into the man holding it. And with  combat brute, it specifically refers to shields and swords, not objects in general.
This message was last edited by the GM at 22:39, Sun 04 Feb 2007.
DM FoxPaws
GM, 103 posts
My Id can beat
up your Ego!
Wed 31 Jan 2007
at 01:44
  • msg #1393

Re: RoA takeover characters?

Oh great and powerful Sage, please grant me the benefit of your wisdom by answering my most simple of questions.  Is there a feat that allows someone to do non-leathal damage with a leathal weapon without taking the -4 to hit modifier?  I await your answer oh wise one.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Tue 6 Feb 2007
at 18:22
  • msg #1394

Re: Subduing Strike

Yes there is. It's from Book of Exalted Deeds.

SUBDUING STRIKE [GENERAL]
You are adept at striking to deal nonlethal damage even with
normal weapons.

Benefit: You can use any melee weapon to deal nonlethal
damage with no penalty on your attack roll. If you are a rogue,
you can deal nonlethal damage with your sneak attack even if
you are using a normal melee weapon. This feat does not allow
you to deal nonlethal damage with ranged weapons.

Normal: If you use a melee weapon designed to deal lethal
damage to deal nonlethal damage instead, you take a –4 penalty on
your attack roll. Rogues normally can only use saps or unarmed
strikes to deal nonlethal damage with their sneak attacks.

Special: A fighter may select Subduing Strike as one of his
fighter bonus feats.
This message was last edited by the GM at 18:22, Tue 06 Feb 2007.
PC Egrek
player, 34 posts
Sun 4 Feb 2007
at 22:19
  • msg #1395

Re: RoA takeover characters?

Hello all, just wondering if I can get opinions from people:

In my game my players were all blinded. And the warlock asked if activating "See the Unseen" would allow him to see. Using the RAW it says nothing about negating blindess. But then also for that reason if you had a blind character/race - could they not benefit from it?

What do people think?
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Tue 6 Feb 2007
at 18:32
  • msg #1396

Re: See the Unseen

   The answer to your specific question is NO. 'See the Unseen' is not a cure for blindness.

   'See the Unseen': when you use this invocation,you can activate great powers of vision, allowing you to see invisible creatures and objects [as see invisibility]. You also gain darkvision out to 60 feet for a periods of 24 hours.

   It does not grant any protection or remedy from the effects of blindness, be it a spell [other than darkness]. All see the unseen does is enhance the user's current vision. For example, you would not be able to see anyone covered with dusted with Dust of Disappearance.
This message was last edited by the GM at 18:32, Tue 06 Feb 2007.
PC Elerndale
player, 34 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Tue 6 Feb 2007
at 18:48
  • msg #1397

Re: See the Unseen

Is their any restiction on the number of base classes a charactor can have.

At moment I have ranger/cleric/Barbarian - now I what add fighter.
And yes as my gf say I have twisted reason for doing this.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Tue 6 Feb 2007
at 19:42
  • msg #1398

Re: PC Classes

In RoA there is no limit to the number of base classes you may have. However, you do take an XP penalty for having classes at greatly differing levels per the PHB.

RoA does have a limit of two PrCs per PC.
This message was last edited by the GM at 19:42, Tue 06 Feb 2007.
PC spaceace
player, 48 posts
Sylvia Skylark
Halfling Bard
Wed 7 Feb 2007
at 01:54
  • msg #1399

Re: PC Classes

Question: A barbarian that becomes lawful loses his rage ability. Would a variant barbarian that has a different ability in place of rage lose that ability as well?

In particular I’m thinking of a half-orc barbarian (using the Berserker Strength variant from the Player’s Handbook II on page 33) that was burned to death and rescued, revived, and rehabilitated by Monks of the Yellow Rose. During which time his views on life gradually changed (shifting from chaotic to lawful) and he devoted himself to Ilmatter, becoming a monk of the Undying Way (the philosophy of which the Beserker Strength ability seems to fit with nicely).

As an ex-barbarian he would lose the ability to rage, but I don’t see anywhere where in says in the description that he’d lose any substitute abilities from a variant barbarian class, but I thought I’d ask for an official ruling anyway.

quote:
Ex-Barbarians

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).


Also in a related matter I didn’t see the Martyred Champion of Ilmatter on the approved list of prestige classes has it been rejected, or simply not considered yet?
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Sun 18 Feb 2007
at 17:38
  • msg #1400

Re: PC Classes

The various variants for Rage (Berserker Strength, Whirling Frenzy, etc) were printed well after the PHB, so of course the PHB will not allow for them.

But they are still essentially Rage-like abilities working in place of Barbarian Rage, so no, they will not function if you become Lawful.

If you go Neutral for Barbarian, then to Lawful for Monk, then go back to Neutral, then your Rages or Rage-likes will function again, as will your Monk abilities. But such alignment changes should be discussed with your DM and roleplayed properly.

I also suggest the Half-Orc Paragon (http://www.d20srd.org/srd/vari...s.htm#halfOrcParagon) who gains standard basic Barbarian Rage (or Whirling Frenzy, though probably not Berserker Strength) without the alignment restriction or Barbarian class levels, so it will work when you are a Lawful Monk.


The Martyred Champion Of Ilmater has not yet been considered. I shall take it to the Lounge.
This message was last edited by the GM at 17:38, Sun 18 Feb 2007.
DM Raven
GM, 232 posts
Thu 8 Feb 2007
at 08:43
  • msg #1402

Re: PC Classes

um... protection from evil keeps summoned creatures away, however, does this mean only evil or any alignment. I wonder cause it specifically hedges out elementals, which are Neutral, and as such neither good, evil, chaotic or lawful.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Mon 12 Feb 2007
at 17:50
  • msg #1403

Re: Protection from Evil

Protection from Evil:
Protection from Evil
Abjuration [Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Arcane Material Component
A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.


Protection from Evil hedges out every non-good summoned creatures, including Elementals and summoned animals. Any Protection from Alignment-spell wards you from neutral summoned creatures.
This message was last edited by the GM at 17:50, Mon 12 Feb 2007.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Thu 15 Feb 2007
at 03:29
  • msg #1404

Re: PC Classes

PC spaceace:
Here's another question: if you chose an order on monks that allow you to multiclass with a cleric would that apply to favored soul as well?


No.


One way to think of it is that the core PHB classes and DMG/FRCS prestige classes are the most common in the world - and hence the most eligible for some mixed training traditions - while classes from other books are much rarer, and thus not so likely to be mixed.
This message was last edited by the GM at 03:29, Thu 15 Feb 2007.
PC Jacktucker
player, 76 posts
Mon 12 Feb 2007
at 13:17
  • msg #1405

Re: ECL

DM HackDoc:
Page 18 of Unearthed Arcana:
Starting    Number of Class Levels Necessary for
Level       Level Adjustment Reduction
Adjustment  (Not Including Racial Hit Dice)

+1          3
+2          6,9
+3          9,15,18





Doc, So I understand, cause I'm dense I guess, I have an ECL+3 PC. Meaning I have to wait til he hits level 9 then immediately take a 2000 xp deduction (putting me at level 8, ECL+2) then I have to get to level 15 to get rid of another ECL (1000xp deduction, Level 14 ECL+1)
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Mon 12 Feb 2007
at 18:00
  • msg #1407

Re: ECL

Remember your ECL = your monster HD + Level Adjustment + Class Levels
And as you quoted, level adjustment does not include any Racial Hit Dice.

The formula for determineing the amount of XP you must pay is:
  (current ECL - 1) x 1,000 = amount of XP deducted to reduce ECL by 1.
---------------------------------

In your example: class level 9 (assuming you have no monster HD) your ECL = 12 (9 + 3)
So you would pay 11,000 xp

Your next drop would then be at class level 15 or ECL 17 for 16,000 xp

And your final one at class level 18 or ECL 19 for 18,000 xp

-----------------------
If you have racial Hit Dice the formula is the same:
    A Gnoll fighter of ECL 6 would have (2 HD + 3 class levels + 1 level adj.)
    So to reduce your level adjustment by 1 it would cost 5,000XP!
    ( Ecl 6 - 1) x 1,000 = 5,000

I hope this helps.
This message was last edited by the GM at 18:00, Mon 12 Feb 2007.
DM Elfear
GM, 32 posts
Lia, Calimshan
Tue 13 Feb 2007
at 03:28
  • msg #1408

Re: ECL

Speaking of altered spells, I was wondering about the spell Hunter's Mercy (Ranger 1).  One version of this spell (in the Complete Adventurer, I think) says the a hit with a bow by the end of the next round automatically threatens a critical.  Another version (Spell Compendium, I think) says a hit within the next round is an automatic crit.
Which version is used?
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Sun 18 Feb 2007
at 17:28
  • msg #1409

Re: Hunter's Mercy

Use the Spell Compendium version.

Once you cast the spell, Your first hit in the next round is automatically a critical hit. If you do not hit in the next round following the casting of the spell, the effect is wasted.
This message was last edited by the GM at 17:28, Sun 18 Feb 2007.
PC Elerndale
player, 39 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Sun 18 Feb 2007
at 17:30
  • msg #1410

Disrupt Undead

Would somebody please do a diagram to what effect a 1st level sorcerer would have if he/she used the spell disrupt undead.  I am little confused with change from 3.0 - 3.5.
In 3.0 it was in book as cone shape but can't find it in 3.5.
Is it the same?
If so is there diagram and if so what page is it on?
This message was last edited by the GM at 17:30, Sun 18 Feb 2007.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Sun 18 Feb 2007
at 17:23
  • msg #1411

Re: Disrupt Undead

Disrupt Undead: It's now a ray spell. You make a ranged touch attack against the target undead creature. (http://www.d20srd.org/srd/spells/disruptUndead.htm)

Sor0 -  Disrupt Undead the effect is now a ray with a range of Close (25 ft +5 ft/2 lvls), so a 1st level Sorc casts it as a single ray (which hits as a ranged touch attack) at any single undead within range.
This message was last edited by the GM at 17:24, Sun 18 Feb 2007.
PC Kaladorm
player, 1 post
Tue 13 Feb 2007
at 16:35
  • msg #1419

Crafting

Hi everyone I have a question regarding crafting magic arms/armour.

When the requirement is casting a spell, does that have to be on a spell list of the creator or can it be cast from a wand/potion/scroll/staff.

Thanks
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Fri 23 Feb 2007
at 19:40
  • msg #1420

Re: Crafting

On the subject of magic item crafting, every type has this in its entry:

SRD:
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), must provide any material components or focuses the spells require, and must pay any XP costs required for the spells. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)


But it also says this:

SRD:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed).


Thus it should be possible to use a magic item to aid in the construction of a magical item. Unfortunately there appears to be no specification on the type.

However many items have a minimum caster level needed to make them. A lowly potion or scroll, typically made at the lowest caster level, might not qualify.

And some item-craft options might just be too silly to do: using a potion to brew a potion, a scroll to scribe a scroll, and so on.

---
Every wand starts with 50 charges, and the pricing/time doesn't depend on the number of charges stored.

Of course, you would need to spend a charge for every day of crafting, just as you would need a potion for every day, etc etc.
and do not forget XP and GP are lost, so it doesn't violate the laws of conservation of mass and energy. :D
This message was last edited by the GM at 19:40, Fri 23 Feb 2007.
PC Jacktucker
player, 78 posts
Tue 13 Feb 2007
at 20:32
  • msg #1425

Re: Crafting

How would one say grab up another PC and throw them. I assume I'd make a grapple attack, then some sort of Strength check. What would be the sequence of rolls/events?
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Sun 18 Feb 2007
at 17:38
  • msg #1426

Re: Flinging an enemy

A specific feat isn't required for this. Essentially, when you grapple someone, you've gotten your hands on them.  Once you successfully pin them, however, you've basically taken control of them, whether it's holding them to the ground, pinning their arms, whatever.  Until they get away or you release them, you can control what you do with them.

If you make a successful grapple check when you have someone pinned, you can move five feet and take them along.  Anyone else who is involved in the grapple, but not pinned, can choose to come along as well or leave the grapple.  So, once you've got someone helpless, you can drag them around, albeit slowly.  You can also choose to move the pinned target into an adjacent space, without moving there yourself.  This releases the target and ends the grapple, but places the opponent where you want them.  (This simulates pinning someone and shoving them into a cage, or off a bridge, or whatever.)

If your Strength is high enough to allow for the added weight, you can lift a pinned opponent off the ground.  If the victim is light enough, you might even be able to throw them a short distance: if their weight would be a heavy load, you can dump them into an adjacent space; if it's a medium load, you can throw them up to 10 feet away; if they're a light load, you can throw them up to 20 feet away.  If you are aiming for a specific space (say, a window), you have to hit the space (which is AC 5) using a ranged touch attack.  You take a –4 to this roll, since you're not proficient with throwing bodies.

If a person is thrown at least 10 feet, they take 1d6 points of nonlethal damage for every 10 feet they are thrown, assuming that they land on the ground at the end or strike an unyielding surface.  If they are thrown into another person, both of them take 1d6 points of nonlethal damage.  (Some DMs might rule something like a Strength check or Reflex save for the target to remain standing.)  In any case, the thrown creature is prone where it lands.

Now as to feats.:

Monsters have the ability and a new race...

You can instead get 'Fling Foe' feat from Races of Stone.  You won't be able to take this feat unless you are a Goliath or have some sort of Rock Throwing attacks (Giants have them).

Savage Species has 'Fling Enemy' PReq: size Huge, STR 23, Improved grab
This message was last edited by the GM at 20:12, Fri 02 Mar 2007.
DM Elfear
GM, 34 posts
Lia, Calimshan
Wed 14 Feb 2007
at 15:56
  • msg #1439

Re: Throwing PC's

ROFL!

Is Ability Score Rebuilding, as per pages 196-197 in the PHB II, allowed in RoA?
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Fri 23 Feb 2007
at 19:41
  • msg #1440

Re: Retraining options

No. Currently we only allow the Retraining options (you should discuss this with your DM, who might ask you to wait until after the current adventure for example).

If you wish to make a request for the Rebuilding process, you can take it to the Lounge yourself now. :)
This message was last updated by the GM at 19:41, Fri 23 Feb 2007.
PC VolunShiver
player, 53 posts
Fri 16 Feb 2007
at 17:54
  • msg #1441

Re: Throwing PC's

For those feats that require Toughness as a prerequisite, could the FRCS-specific feat called "Dauntless" be considered an acceptable substitute?  In essence, they do the same thing except Dauntless (as a regional feat) is better.
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Fri 2 Mar 2007
at 20:30
  • msg #1442

Re: Feat Prerequisite

No you can not subsititue one feat for another to staisfy a prerequisite.

Toughness feat is a foundation skill that starts a ladder.
So if you wish to follow the ladder either stack it on top of the feat called "Dauntless" or just take Toughness instead and sacrifice the extra HPs for the toughness progression.
This message was last edited by the GM at 20:30, Fri 02 Mar 2007.
PC Kaladorm
player, 5 posts
Fri 16 Feb 2007
at 23:11
  • msg #1443

Sneak Attack

Can a Sneak Attack be performed with a ranged touch attack spell that causes damage?

As far as I can see the SRD only says 'attack', with ranged attacks within 30'. Additionally I considered a ranged touch attack as an attack since weapon focus can be applied to rays etc.

Can anyone point out whether this is right or wrong?
Thanks
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Fri 23 Feb 2007
at 19:43
  • msg #1444

Re: Sneak Attack

You may sneak attack with a touch or ranged touch attack spell (including the Warlock's eldritch blast) just as would with any attack that requires an attack roll, provided you meet the prerequisites for sneak attack - within 30ft, target flat-footed, and/or you are flanking (in which case you need to be right next to the target).

The type of spell used would be a problem however. I should think that as with touch spell critical hits (PHB p175) and point blank shot ranged touch attacks (CArc p73), you may only deal sneak attack damage if your spell deals hitpoint damage, not ability score damage or anything else. So you may sneak attack with scorching ray or eldritch blast, but not ray of enfeeblement.

Sneak attack, and generally any ability that adds to damage, only applies to spells that meet these criteria:

1. The spell requires an attack roll.
2. The spell inflicts hit point damage.

(Notice that these are the same restrictions on getting critical hits with spells.)

This excludes all area spells, and anything that deals ability damage, applies penalties, or does anything but lower hit points.  Note that the type of attack isn't important, whether it's a ranged attack roll, a ranged touch, or a melee touch.  Also, spells that inflict nonlethal damage apply here as well, because they inflict damage.

Within these limitations, the sneak attack/skirmish/sudden strike ability still has its normal limitations (movement requirements, flat-footed targets, maximum range, whatever).  Also note that the extra dice of damage use the same damage type as the original attack (i.e., a 5th-level rogue using a sneak attack with a ray of frost inflicts 1d3+3d6 cold damage).  Also, per the normal rules, the extra dice are not increased on a critical hit.
This message was last edited by the GM at 20:16, Fri 02 Mar 2007.
PC Kaladorm
player, 7 posts
Fri 16 Feb 2007
at 23:57
  • msg #1448

Re: Sneak Attack

Onto my next question then :) The halfling rogue substitution levels.

A halfling rogue is particularly talented at delivering sneak attacks with slings and thrown weapons.  Whenever a halfling rogue delivers a ranged sneak attack with a thrown weapon or sling, she deals an extra 1d6 points of damage.  However, her melee sneak attack is reduced by 1d6 (0 points of damage at 1st lvl, an extra 1d6 points at 3rd lvl, an extra 2d6 points at 5th lvl, and so forth to a max of an extra 9d6 points at 19th lvl).  This ability doesn't give the halfling rogue the ability to deal sneak attack damage to creatures she otherwise couldn't affect (whether due to their anatomy, concealment, range or any other reason) this augments, but does not replace, the standard sneak attack ability.

Now a ray is neither a thrown weapon or sling, nor is it it a melee sneak attack.

So....
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Tue 13 Mar 2007
at 22:26
  • msg #1450

Re: Halfling Rogue substitution levels

Halfling Rogue substitution levels explicitly refer only to a bonus with thrown weapons and slings, and a penalty to melee attacks. A touch attack spell is a melee attack, so it suffers the penalty. A ranged touch attack spell is neither, so it suffers no bonus or penalty.

There appears to be some fuzziness here. Let's see...

A standard 3rd level rogue deals +2d6 sneak attack damage. A halfling 3rd level rogue with the sub levels deals:
* Thrown weapon or sling: +3d6
* Melee weapon, touch attack: +1d6
* Ranged weapon, ranged touch attack: +2d6
AFAICT. At any rogue level, you deal an extra 1d6 sneak attack damage with a sling or thrown weapon, -1d6 sneak attack damage with a melee attack, and normal sneak attack damage otherwise (other ranged weapons and ranged touch attacks).
This message was last edited by the GM at 22:26, Tue 13 Mar 2007.
DM Swamprose
GM, 165 posts
It's a Vorpal, Shocking,
and Keen Lightsaber +5
Sun 18 Feb 2007
at 15:50
  • msg #1453

Re: Sneak Attack

I am not sure if this has been covered anywhere before.  If it has, my bad.  Anyway, are we allowed to play "old" characters?  I mean, can we start off with the old aged ability adjustments?
PC Kaladorm
player, 10 posts
Init: +2 AC: 19/17/12
HP: 33/33 Saves: 5/3/2
Sun 18 Feb 2007
at 16:55
  • msg #1454

Re: Sneak Attack

I'd like to add to Swamprose's question too because I've never been clear on it.

Are the penalties/bonuses for old age cumulative or at each category.
e.g
At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Does this mean an old aged person has -3 Str,Dex,Con and +2 Int,Wis,Cha, or -2 Str,Dex,Con and +1 Int,Wis,Cha
DM HackDoc
GM, 653 posts
ROA Sage
Defender of the Truth
Wed 25 Apr 2007
at 15:13
  • msg #1455

Re: Old Age

All modifiers for aging are cumulative, so a 60-year-old human would have a –3 to his physical stats and a +2 to his mental ones.

There has been no ruling yet on whether or not we'll allow middle-aged characters.  It's not much of a stretch to say a non-adventuring character could be in his late 30s when he starts play (since we start characters at 3rd level), but asking to play one in his 50s would be a bit of a stretch.

Stay tuned: DM Halaster will find out an answer. And when he does it will be forthcoming in the PC Creation thread.
This message was last edited by the GM at 15:13, Wed 25 Apr 2007.
PC solo
player, 23 posts
Mon 19 Feb 2007
at 07:38
  • msg #1457

Fighting defensively AoO

Hi!
When fighting defensively one takes a -4 penalty on attacks, I assume that includes any AoO that might occur?
DM HackDoc
GM, 650 posts
ROA Sage
Defender of the Truth
Tue 27 Mar 2007
at 00:30
  • msg #1458

Re: Fighting defensively AoO

PHB:
Fighting Defensively as a Standard Action: You can choose to
fight defensively when attacking. If you do so, you take a –4 penalty
on all attacks in a round to gain a +2 dodge bonus to AC for the same
round.


So yes. From the beginning of your attack action in the first round to just before your next turn in the next round.
This message was last updated by the GM at 00:30, Tue 27 Mar 2007.
PC Kaladorm
player, 11 posts
Init: +2 AC: 19/17/12
HP: 33/33 Saves: 5/3/2
Wed 21 Feb 2007
at 20:22
  • msg #1461

Re: Map creation

Is the Rage Variant:Whirling Frenzy allowed for use?
DM HackDoc
GM, 648 posts
ROA Sage
Defender of the Truth
Fri 2 Mar 2007
at 20:37
  • msg #1462

Re: Rage Variant

Yes, you may use the Whirling Frenzy variant.

PC Creation:
Step 4 – Classes

The following classes and class variants are playable in RoA:
...
Class Feature Variants (Unearthed Arcana)


We also allow those from PHB2 and Complete Mage.
This message was last edited by the GM at 20:37, Fri 02 Mar 2007.
PC Jacktucker
player, 81 posts
Mon 12 Mar 2007
at 11:06
  • msg #1464

I'm flying, ya'll

What are the penalties with a character who is flying (Good) with respect to ranged attacks?

If I were in a tunnel that opened into a room, the tunnel's mouth is 10' high, the room is 30' high, and I'm facing a flying creature, would I get any concealment from the tunnel roof? What if I were 5' deep into the tunnel? Does it matter about how high the attacker would be. (ie. 1/4 concealment 10' high, 1/2 20-30 high)
DM HackDoc
GM, 650 posts
ROA Sage
Defender of the Truth
Tue 27 Mar 2007
at 00:38
  • msg #1470

Re: I'm flying, ya'll


Flying characters get no penalties on ranged attacks per se, though their elevation might help them avoid some penalties.

As for the tunnel question, it helps if you turn the situation onto its side, putting it on a map.  If you're at the mouth of the tunnel, you have a line of sight to everything in the chamber (the red line), but things close to the ceiling will have cover (anything above the green line).

If you step back (the second image), your line of sight is blocked; you can only see what's below the red line.  Anything above the green line has cover (if you can see it at all).

PC Jacktucker:
That cover goes both ways. If I can't see them then they couldn't see me. A ceiling blocking my view blocks theirs as well. Correct?

For this, you need to know how you determine line of sight and cover.

SRD:
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

When making a melee attack against an adjacent target, your target has cover if any line from your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.


It's entirely possible for a creature to have cover from your attacks, but be able to attack you without hindrance.  For instance, assume that the creature you're attacking is hovering just above the entrance to the tunnel -- on the map I posted, that would be the square where the red and green lines intersect.

Pick any corner of your space, and draw a line to any other corner of the target's.  If you can do so without hitting something solid, you have line of sight.

Now, pick any corner of your space, and draw lines to all four corners of the target's square.  (For larger targets, you can pick a single square, instead of the entire space.)  If any of these four lines hit something solid, the target has cover.

To use the example location (right above the tunnel mouth), you have line of sight to him, but he has cover.  If you take one of the bottom corners of the creature's space, you can draw unobstructed lines to your character's space.  This means he has cover from you, but you don't have cover from him.

Note (in case this comes up):
1/4 concealment =  5% miss chance
1/2 concealment = 10% miss chance

Now in game terms there is some more leeway; the DM may determine at his that a fog is very light so you are only given 10% concealment to near-total darkness which gives 40%.
This message was last edited by the GM at 00:41, Tue 27 Mar 2007.
PC Kitty
player, 15 posts
*meow*
Thu 15 Mar 2007
at 22:16
  • msg #1480

Spiritual Weapon

Well, in the PC creation rules thread, it says:
a) Falchion* or Khopesh* or
b) scroll of lesser restoration and spirtual weapon

What is a spiritual weapon?
This message was last edited by the GM at 00:48, Tue 27 Mar 2007.
DM HackDoc
GM, 650 posts
ROA Sage
Defender of the Truth
Tue 27 Mar 2007
at 00:47
  • msg #1481

Re: Spiritual Weapon

Choice b) is one scroll with both spells on it.

Spiritual Weapon is a second-level cleric spell: http://www.d20srd.org/srd/spells/spiritualWeapon.htm
This message was last edited by the GM at 00:47, Tue 27 Mar 2007.
DM Kitty
GM, 17 posts
Don't mess with me
or I'll -- ooo, shiny!
Fri 16 Mar 2007
at 18:38
  • msg #1482

Re: Spiritual Weapon

Thanks.

I know what a Falchion is, but what is a Khopesh?
DM HackDoc
GM, 650 posts
ROA Sage
Defender of the Truth
Tue 27 Mar 2007
at 00:50
  • msg #1492

Re: Khopesh

This is the version we're using, the one from the most current release, Sandstorm.

Khopesh
Exotic, one-handed
Cost: 16 gp; Damage (Medium): 1d6; Critical 18-20/x2; Weight 4 lbs.; Type Slashing; Can do trip attacks.
This message was last updated by the GM at 00:50, Tue 27 Mar 2007.
prospective DM Vinny
player, 1 post
Sun 25 Mar 2007
at 16:22
  • msg #1493

Question on Thesk

Hello folks, a prospective GM with a question:

Thesk was described to me as "a land of farmers and merchants and somewhat civilised orcs"

Does this mean this orcs and humans live in peace and harmony? Or are they at each others' throats all the time? Or somewhere in between?
DM HackDoc
GM, 653 posts
ROA Sage
Defender of the Truth
Wed 25 Apr 2007
at 15:19
  • msg #1494

Re: Question on Thesk

A troop of orcish warriors loyal to Zhentil Keep (one of those big evil cities in the Moonsea area) were sent to Thesk about a dozen years ago to help repel the Tuigan Horde (sort of like the Mongols). The Zhents decided to leave them there, and the orcs settled, and more orcs have arrived over the years.

Some have taken up farming and ranching alongside the humans, or as merchants and workers in the city. They're tolerated, even welcomed, in multicultural Thesk, though some suspect them of still being loyal to the Zhents, and probably for being orcs.
This message was last updated by the GM at 15:19, Wed 25 Apr 2007.
prospective DM Vinny
player, 2 posts
Mon 26 Mar 2007
at 11:34
  • msg #1495

Orcish burial customs


Another question: several members of an orcish raiding party are killed. Do the survivors bury the bodies? Leave them where they fell? Eat them?
This message was last edited by the GM at 15:20, Wed 25 Apr 2007.
DM HackDoc
GM, 653 posts
ROA Sage
Defender of the Truth
Wed 25 Apr 2007
at 15:21
  • msg #1498

Re: Orcish burial customs

Not even orcs would sink to cannibalism, so eating the bodies is out.  Leaving them behind would be most likely, as the corpses would cause problems for the enemy.  There may be some that would save the bodies, but these would be your rare   group leaning toward neutral or good.  Many times, orcs use the dead to their advantage, clogging up the battlefield and slowing their enemies down (shown in Elaine Cunningham's Evermeet novel).  You might want to check out Races of Faerun for more info.
This message was last updated by the GM at 15:21, Wed 25 Apr 2007.
PC Elerndale
player, 42 posts
+2 Ini  AC 14 / 12 / 12 
HP 12/12  Sa +3/+2/+7
Thu 29 Mar 2007
at 21:09
  • msg #1499

Sea Elves

Anybody have stats on sea elves?
DM HackDoc
GM, 653 posts
ROA Sage
Defender of the Truth
Wed 25 Apr 2007
at 15:18
  • msg #1500

Re: Sea Elves

Aquatic elves have a listing in the SRD:

http://www.d20srd.org/srd/monsters/elf.htm#aquaticElf

There is a detailed listing in Races of Faerun as well page 28.
And page 60 for Half-Aquatic elf.

Sea Elves are not on the approved list for player characters however. Nor are any of the aquatic racial variants.
This message was last edited by the GM at 15:18, Wed 25 Apr 2007.
PC Kaladorm
player, 15 posts
Init: +2 AC: 19/17/12
HP: 33/33 Saves: 5/3/2
Thu 29 Mar 2007
at 23:13
  • msg #1501

Throwing Weapons

I have a question, can anyone tell me a sourcebook that has any throwing weapons in? I've always thought the selection of dagger (not throwing dagger), shurkien, and throwing axe is a bit limited, but I can't find any other thrown weapons so far.

Thanks
This message was last edited by the GM at 15:18, Wed 25 Apr 2007.
DM HackDoc
GM, 653 posts
ROA Sage
Defender of the Truth
Wed 25 Apr 2007
at 15:10
  • msg #1506

Re: Throw Anything

There is a Feat called Throw Anything, and the most recent version is in Complete Warrior.  Basically, it lets you throw any weapon without taking penalties for awkwardness -- or, to look at it another way, all weapons in your hands gain a range increment of 10 feet (unless they already have better).

Most accessory sourcebooks contain new weapons, most exotic, some of which are throwing weapons. There'd be too many to list.

How about this one from Races Of Stone:

Hammer, Throwing: Essentially a light hammer that has been carefully balanced for throwing, the throwing hammer is a favorite weapon of dwarf rangers.
Exotic, Light Melee Weapon
Cost: 30 gp
Dmg (m): 1d6
Critical: ×2
Range: 20 ft.
Weight: 2 lb.
Type: Bludgeoning
This message was last edited by the GM at 15:10, Wed 25 Apr 2007.
PC solo
player, 29 posts
Thu 5 Apr 2007
at 10:21
  • msg #1508

AoO

Is it possible to use a skill (like tumble) to avoid an AoO when standing up from prone?

Or tumbling away from a threatened square, would that be possible?
This message was last edited by the GM at 16:18, Wed 25 Apr 2007.
DM HackDoc
GM, 653 posts
ROA Sage
Defender of the Truth
Wed 25 Apr 2007
at 16:17
  • msg #1511

Re: AoO

Nimble Stand, a skill trick from Complete Scoundrel: Stand up with no AoOs.

Tumbling Crawl, a skill trick from Complete Scoundrel: Crawl 5' with no AoOs.

Prone Attack, a feat from Sword & Fist and Complete Warrior. May attack from prone with no penalty. If successful, may stand up as a free action.

You may try to stand up free as DC 35 tumble check, but you do draw AoO.

Kip Up (Ex) may stand up as free action with no AoO.
This message was last edited by the GM at 16:28, Wed 25 Apr 2007.
DM HackDoc
GM, 653 posts
ROA Sage
Defender of the Truth
Wed 25 Apr 2007
at 16:28
  • msg #1514

Re: Grappling.

PC Jacktucker:
If I throw someone into a wall or pillar, it does 1d6 per 10' thrown. Do I get a STR mod to the damage?

No.  Most people won't be strong enough to literally throw someone ten feet.  If they can, it's treated just like falling damage — their high Strength simply allows them to cause it in the first place.  Note that it has to be an actual throw; simply pushing someone around (say, with a bull rush) doesn't do any harm to them unless you push them into a hazard.
This message was last updated by the GM at 16:28, Wed 25 Apr 2007.
PC Jacktucker
player, 85 posts
Sun 8 Apr 2007
at 23:53
  • msg #1515

Cohorts

I'm thinking of taking the Leadership feat. My PC is a bugbear in the monsterous region. He has a negative charisma score. Does this mean that his cohort, if it's of a monsterous race, would use the reverse of the CHA mod instead of the negative since the monsterous characters like ugly and mean rather than pretty and nice.
DM HackDoc
GM, 654 posts
ROA Sage
Defender of the Truth
Mon 30 Apr 2007
at 15:06
  • msg #1516

Re: Cohorts

No.
But there is a feat called 'Might makes right' in Races of Faerûn that will let you add your STR-modifier to your leadership-score.
This message was last edited by the GM at 15:06, Mon 30 Apr 2007.
DM Hamster
GM, 5 posts
Tue 10 Apr 2007
at 14:41
  • msg #1518

Re: Cohorts

Anyone who can provide me with Riding Dog stats?
This message was last edited by the GM at 14:42, Tue 10 Apr 2007.
DM BadCatMan
GM, 292 posts
I am the Master
and you will obey me.
Tue 10 Apr 2007
at 14:43
PC drobvious
player, 3 posts
Wed 11 Apr 2007
at 03:33
  • msg #1521

Re: Cohorts

A 3rd lvl character has Heighten Spell and Metamagic School Focus Conjuration.  If you aren't familiar with it, here's a repost of MSF:
Metamagic School Focus
You are unusually skilled at modifying the effects of a particular school of magic.
Prerequisites: Spell Focus (chosen school) or specialist wizard in chosen school.
Benefit: Choose a school of magic for which you have the Spell Focus feat, or the school in which you have specialized. Three times per day, you can reduce by 1 level the cost of a metamagic feat applied to a spell of the chosen school. If you prepare spells, you can have only up to three such reduced-cost spells prepared at any time.
Special: A wizard can select this feat as a wizard bonus feat. This feat can be taken more than once. Each time you take it, it applies to a different school of magic.


To my reading, that looks like I can heighten a spell by 1 lvl, and reduce that cost to 0, keeping it in the same slot.  So if I use that on Glitterdust, it stays as a lvl 2 spell slot, but has the DC of a lvl 3 spell.

Is that correct?
DM Halaster
GM, 105 posts
You don't know.
Wed 11 Apr 2007
at 05:25
  • msg #1522

Re: Cohorts

Reading Heighten Spell literally, it sounds like the answer would be no.
The SRD:
The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Considering that the benefit of MSF can only be used three times per day, however, I would allow it.  One limitation would still apply, however: you cannot use Heighten Spell to alter a spell's effective level above what you can cast normally.  This means a 3rd-level wizard would be unable to apply Heighten Spell to his 2nd-level spells.

Without this limitation, you would be able to prepare ANY spell in your repertoire as if it were a 3rd-level spell, two levels before you're actually capable of doing so.  In fact, you would always have the ability to cast a spell one level higher than you should get.  This primarily affects dispelling and effects such as globe of invulnerability, but also comes into play with conflicting light and darkness effects, and the long-term potential of having an 18th-level wizard casting a 10th-level spell.

So, in short, yes you can do it.  No, you can't go over the level you can normally cast.
PC Kaladorm
player, 16 posts
Init: +2 AC: 19/17/12
HP: 33/33 Saves: 5/3/2
Thu 12 Apr 2007
at 17:01
  • msg #1523

Re: Cohorts

I'm a little confused about some of the variants. For example

Fighter Variant: Thug

Class Skills
Add the following skills to the fighter's class skill list: Bluff, Gather Information, Knowledge (local), and Sleight of Hand. The thug gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level).
Class Features

The thug has all the standard fighter class features, except as noted below.

Weapon and Armor Proficiency
Thugs are proficient with all simple and martial weapons and with light armor.

Bonus Feats
A thug doesn't gain the normal fighter bonus feat at 1st level. Also, add Urban Tracking to the list of fighter bonus feats available to the thug.


And:

Fighter

Some fighters prefer stealth and cunning over martial skill. This variant can also be combined with the thug variant.

Gain
Sneak attack (as rogue).

Lose
Bonus feats.


Not can also be combined with Thug variant. Now the Thug loses the bonus feat at 1st level, but this variant has no bonus feats anyway. Does this mean the variant loses sneak attack at 1st level, or does it continue as normal (like a rogue)?

Thanks
DM HackDoc
Tue 15 May 2007
at 23:01
  • msg #1524

Re: Thug

The main thing the Thug loses is access to medium and heavy armor, and shields.  So yes, you can combine the two.  The Thug variant loses their first bonus feat, while the second variant removes the rest.  Sneak attack progression wouldn't be delayed.
This message was last edited by the GM at 23:01, Tue 15 May 2007.
PC Kaladorm
player, 17 posts
Init: +2 AC: 19/17/12
HP: 33/33 Saves: 5/3/2
Fri 13 Apr 2007
at 09:14
  • msg #1525

Re: Cohorts

Thanks

I also have another question. I'm sure I remember reading that it was possible, as a full attack action, to have your attacks affect different targets (if you had more than one), but I can't seem to find it anywhere.

Can anyone confirm or deny this for me?
Thanks
This message was last edited by the GM at 23:00, Tue 15 May 2007.
DM HackDoc
GM, 654 posts
ROA Sage
Defender of the Truth
Mon 30 Apr 2007
at 15:20
  • msg #1527

Re: Full Attack

Yes, you may.

You are not limited to a single target, and you can make your attacks one at a time, letting each resolve before deciding who to attack.  You may take a single 5-foot step at any time during this series of attacks. You do not need to specify the targets of your attacks ahead of time. And you attack in order of highest BAB to lowest...
This message was last edited by the GM at 15:32, Mon 30 Apr 2007.
PC solo
player, 31 posts
Fri 13 Apr 2007
at 12:36
  • msg #1528

Thrown weapons

What is a range increment? I'm asking for I have this hazy memory of thrown weapons having a range of the throwers strength in feet.
Also, if you are a monk, and don't cause AoO's when attacking unarmed, do you still provoke an AoO when attempting to trip your opponent?
DM HackDoc
GM, 654 posts
ROA Sage
Defender of the Truth
Mon 30 Apr 2007
at 15:30
  • msg #1529

Re: Thrown weapons/Trip

Now, for most long-range weapons (like bows and crossbows), this never becomes an issue.  But potentially can come into play for various ranged weapons though. A character may decide to fight battles at about 400' - 500' away. Esp since Composite longbow is only -4 with far shot at 400' for example. But since we are on thrown weapons:

For thrown weapons, however, reading this as written causes some issues, because weapons with a range increment of 10 feet (the bolas, dagger, club, net, sai, shuriken, throwing axe, trident, and anything improvised or used with the Throw Anything feat) automatically incur a penalty.

This is because no one will ever bother throwing something at a target less than 10 feet away; if you're using standard map scales, this would put that target at 5 feet, within melee reach.  Trying to throw something at him would provoke an attack of opportunity, and most of the above weapons can be used in melee as well.

Taking it literally (again), those weapons have the following range and penalties:
Feet   Penalty
 0-9   No penalty
10-19  –2 penalty
20-29  –4 penalty
30-39  –6 penalty
40-49  –8 penalty
 50+   Unusable

--------------------------------------------------------------------------

On tripping with Improved Unarmed Strike, Yes you do.  You need improved trip feat if you don't want to provoke AoO.

Now if you are tripping with a special weapon (it will be noted that it's use does not provoke an AoO), you don’t provoke an attack of opportunity for making a trip attack.

But whenever you have someone pinned, you can choose to throw your foe to the ground with an opposed grapple check.  The foe lands prone in an adjacent space; his movement provokes attacks of opportunity, but this doesn't count against his own movement.

Likewise, you can throw someone (if you can lift them) with a DC 10 Strength check, or push him into an adjacent space; both require grapple checks.  (If you move someone into an adjacent space, you can move there as well to maintain the pin.  Otherwise, the grapple ends there.)
This message was last edited by the GM at 16:02, Mon 30 Apr 2007.
PC texanhick20
player, 10 posts
Sun 15 Apr 2007
at 11:29
  • msg #1534

Re: Thrown weapons

Are any of the Races of (insert name) books allowed?  I came up with a character idea that involves the races of stone book.
DM HackDoc
GM, 654 posts
ROA Sage
Defender of the Truth
Mon 30 Apr 2007
at 15:42
  • msg #1535

Re: Races of  X

Yes, but you'd have to check for feats and prestige class individually. Check out our Feats and Prestige Classes to what is allowed. And if it's not listed, that just means that no-one has asked for it yet.
This message was last updated by the GM at 15:42, Mon 30 Apr 2007.
DM HackDoc
GM, 654 posts
ROA Sage
Defender of the Truth
Mon 30 Apr 2007
at 15:55
  • msg #1545

Re: Abjurant Champion

PC texanhick20:
Abjurant Champion from the complete mage.  It's armor boosting quality.  Does it affect mage armor?  The sample writeup in the book has it doing so, but the written words of the class say no.


No it does not. The example given is wrong. Only abjuration spells duration's are doubled.

http://www.wizards.com/default.asp?x=dnd/ask/20061113a
Wizards of the coast:
Q: The abjurant armor class feature of the abjurant champion prestige class (Complete Mage) takes effect whenever he casts "an abjuration spell that grants an armor bonus or shield bonus to AC." Doesn¹t that really only apply to the shield spell, since mage armor is a conjuration spell?
--Jayme

A: If you're only using spells from the Player's Handbook, then it's true that this class feature has a limited impact. However, other resources have provided additional spells that fit the bill, including repelling shield (from Complete Mage) and ectoplasmic armor (from Spell Compendium).


Please note: Afaik the PrC has not been accepted for use in RoA.
This message was last edited by the GM at 15:55, Mon 30 Apr 2007.
PC Kaladorm
player, 23 posts
Dwarven Chunkmonster
Halfling Loon
Sat 21 Apr 2007
at 16:56
  • msg #1554

Re: Thrown weapons

How strict are the rules on only 2 PCs per person? If a region is desperately short on players (i.e. no others forthcoming) is a 3rd permissable?

Also, in just over a month I'm going to finish my degree, and have plenty of time on my hands at least until september when graduate placements start. Who do I get in touch with about helping out DMing? :)
DM HackDoc
GM, 654 posts
ROA Sage
Defender of the Truth
Mon 30 Apr 2007
at 16:05
  • msg #1557

Re: PC's

The limits on the number of PCs are there to prevent people from applying to everything and not making room for other players. But if a game's going wanting, and a player has been around a while and playing good, then it is allowed. Ask Annihilator or BadCatMan. We usually allow players to take on a third character when they have been around a while.

And if you wish to become a DM, then that's great. PM Annihilator and BadCatMan to discuss it.
This message was last edited by the GM at 16:07, Mon 30 Apr 2007.
PC quickj
player, 120 posts
Commiting the oldest sins
in the newest ways!
Wed 25 Apr 2007
at 12:17
  • msg #1558

Re: Thrown weapons

A quick question. The Hexblade spell curse causes you to have -2 penalty to Attack, Damage, Skill Checks, Saves, Ability Checks, for 1 hour. Does this extend to damage caused by a spell the cursed character casts?
DM HackDoc
Thu 10 May 2007
at 22:12
  • msg #1560

Re: Hexblade curse

"Weapon damage" only is affected by the Hexblade's Curse.  So no, it wouldn't affect spells.  However, it still affects any attack rolls required for spells.
This message was last edited by the GM at 22:12, Thu 10 May 2007.
PC waykeep
player, 1 post
Fri 27 Apr 2007
at 13:18
  • msg #1561

Dreadful Wrath?


Greetings,

I would like to know: What exactly is Dreadful Wrath?
What are the effects and its impact on the character?
When it is manifested, what can we expect, both from those around and the character themselves?

Thanks, i found little on this even on websites. Perhaps i can ask the sage and gets a more complete answer. Thanks.
DM HackDoc
Tue 15 May 2007
at 23:06
  • msg #1564

Re: Dreadful Wrath?

Dreadful Wrath is a regional feat and can only be taken at first level (refer to PC creation thread if your PC is applicable to obtain the feat).

Exact rule is:

Dreadful Wrath(Regional)
Prereq:  Human (Rashemen), Kir-Lanan (Far Hills), Kuo-toa (Underdark [Sloopdilmonpolop]), Planetouched (Impiltur, Silver Marches, Thay, Western Heartlands)
Benefit:  When you charge, full attack, or cast a spell that targets an enemy or includes an enemy in its area of effect, you gain the frightful presence ability for that round.  Each enemy within a 20 ft. radius of you must make a will save (DC 10+Cha mod+.5*character level) or be shaken for one minute.  Regardless of whether the enemy saves, that enemy can't be affected again for 24 hours.  This is an Ex. morale effect.

Frightful Presence (Ex):
This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + ½ frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours.

Note the emphasis I've placed here — this is the SRD's general description of the frightful presence ability, and is a little clearer than the feat's description.  (They should've just stated that you get the ability, what triggers it, and the fact that the range is less.)

Regardless, anything in the feat's description that's different from the text above takes precedence.

Precedence is: All enemies within 20ft.
This message was last edited by the GM at 04:36, Wed 16 May 2007.
DM BadCatMan
GM, 314 posts
I am the Master
and you will obey me.
Mon 30 Apr 2007
at 14:41
  • msg #1568

This is a public service announcement.

General Notice

I would like to issue a general reminder to all regulars of this thread that DM HackDoc and DM Halaster are the primary Sages, as they are considered wisest in the ways of D&D rules. Their decisions can not be argued with, though new information relevent and significant to an issue can be submitted for reconsideration. Other DMs can answer a question, but may be overridden by HackDoc or Halaster. HackDoc has final say on all rules issues.

To keep the process of questioning and answering tidy and efficient, I urge all players to resist debating a rules issue, unless it is really quite trifling. Whether right or wrong, a long debate before a Sage arrives on the scene confuses the issue. Sorting through theories takes time that could be better spent searching through rulesbooks.

Many questions that get asked can be easily solved by simply looking it up in a D&D book, WotC errata or FAQ, or simply reading the actual rule in question. If you cannot find an answer, then come here.
PC Kaladorm
player, 32 posts
Dwarven Chunkmonster
Halfling Loon
Mon 30 Apr 2007
at 18:42
  • msg #1569

Re: This is a public service announcement.

What are the rules on crafting your own items (if you are a crafter) when calculating your starting equipment etc? This question also applies to crafting magic items etc yourself when creating a new character.

Do you take full gold cost, materials cost, or some other? With regards to crafting magic items: day units? xp cost lowering level? etc.

Thanks in advance :)


edit: extra questions :)

Can a barbarians Whirling Frenzy rage be used whilst performing a Dervish Dance (Dervish PrC) or vice-versa?
This message was last edited by the player at 19:24, Mon 30 Apr 2007.
DM HackDoc
Wed 16 May 2007
at 04:40
  • msg #1570

Re: Crafting items/Dervish

Characters begin with 2,700 gp (including any regional items) and 3,000 XP.  If you want your character to have created an item he begins with, you have to spend the gold and XP appropriately — which means that your character is only 2nd level if you make anything, even if it's just a scroll of detect magic.
You cold use reward xp when making magic items. On another note: You also have to <b>spend day units</b for making items.


Regarding the barbarian dervish, the dervish dance ability states "[a] dervish cannot perform a dervish dance while under the effects of a rage or frenzy ability."  So, no, you can't use both at once.  Note, however, that entering a rage or frenzy is a free action, so the dervish/barbarian can go into a whirling frenzy at the end of his turn to gain the increased Strength and bonus to AC and Reflex saves.  It would be somewhat wasteful, however, as this would still count as one round of raging.
This message was last edited by the GM at 04:40, Wed 16 May 2007.
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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