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

Posted by DM HackDocFor group 0
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.
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