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

Posted by DM HackDocFor group 0
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.
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