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

Posted by DM HackDocFor group 0
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.
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