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

Posted by DM HackDocFor group 0
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.
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