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11

By RAW? No The spellbook rules say this: Once a wizard understands a new spell, she can record it into her spellbook. It says "wizard" explicitly, so by a direct RAW reading of the rule, no. A Sorcerer can't do it. It also says a wizard can copy into her spellbook, not into someone else's book. That makes sense, as it's hard for a wizard to ...


11

There are none, just like there are no rules for not wearing boots on the trail, not keeping your expensive parchment dry, or keeping the bugs out of your rations by packing them properly. All that stuff is roleplay and GM judgement. No whetstone? "Clearly you are a bandit, sir! You claim to be a King's Man, but no reputable soldier would go around with a ...


8

No, I don't think he'd be immortal at all. First of all, the rule says "You attempt a Will save (DC 5 + damage dealt)". Solution? Deal enough damage to make the save very risky and hard to make. Also, don't take even simple-looking saves for granted. Second: this move can be played once against an unsuspecting, but clever opponent. The second time they'll ...


7

It's highly unlikely creatures need rest to regain their uses of their spell-like abilities; such a restriction would be stated along with such abilities. Otherwise, The Game Doesn't Say Similar to what you want to know is in the Rules Compendium's new rules for Daily-use Items which says Many magic items have a limited number of uses per day. When ...


7

The skill Spot has epic uses and is useful to all but blind adventurers. It's one of those skills that if a character can he should put maximum ranks in it. But, even if he does, it's a good idea to have the skill even higher. I've drawn from a variety of sources in this list; abbreviations are available here. Improving Spot Skill Checks with Spells The ...


6

The Magic Item Compendium has a few. Some examples: Third Eye Aware (p. 140). Probably the item you're looking for if all you want is pure spotting. +10 competence bonus, nothing else. 10000gp. A Raptor's Mask (p. 210) is a decent face slot item. +5 untyped bonus on spot checks. "Also" renders the character immune to blindness and dazzling. 3500gp. Eyes of ...


6

Yes... If nobody tries to save them. With Chaining creatures can approach if the creature approaching passes a will save. With Hedging it appears that they are just trapped permanently and will die unless they don't need to breathe or eat, which a number of creatures are immune to. The phrase from which it cannot wander by any means. worries me ...


5

There are lots, too many to list here, and it will depend on which books the game has available for use and if things like LA are allowed. There is a (mostly complete) list or races available here (pdf) along with book references. There is also a similar index available for base classes here that also includes variants.


5

Yes, that is precisely it. The Heavy Load column on the Carrying Capacity table indicates how much your character can carry and still move about for long periods of time, even if his reaction time is slowed down and he cannot run. The maximum Heavy Load is his maximum load. In the Player's Handbook this is made clear in the first paragraph on page 162, ...


5

It's easy. As detailed on page 37 of the Dungeon Master's Guide, divide the rewards by the number of characters in your group. Your 6th level character gets 600/10 = 60 XP Your 2nd level characters gain 900/10 = 90 XP each. Your NPCs gain half what they would have gained if they were PCs, effectively eating up some of the encounter experience. If those ...


5

Only against really dumb enemies (or enemies who have failed their knowledge checks) who aren't smart enough to take advantage of a day's preparation. You haven't read the full power description. There is one critical point: One day later, you reappear adjacent to an open flame nearest to the place where you discorporated, Setting aside actually ...


4

As usual, Pathfinder to the rescue. Totally 3.5e compatible and with costs and stuff, not d20 Modern style. Here are Pathfinder's firearm rules covering up through the revolver/rifle era, and here's the modern weapons info from their visit to WWI in Rasputin Must Die!, and here's the new technological weapons info from the new Technology Guide that has ...


4

It’s an 8th-level mind-affecting, Will-negates compulsion. It’s not a death sentence, because it will never work on anyone who cares. Protection from evil arguably blocks the effect. That’s a first level spell. Even if not, mind blank definitely does, for 24 hours, at the same spell level (and it blocks far more dangerous effects, to boot). All ...


4

Challenge Ratings are very close to worthless Unfortunately, player characters can and do vary wildly in power level, which means it’s impossible to say what will “appropriately challenge” an 11th-level party, or any other level for that matter. There is no “standard” here to compare them against. Furthermore, CRs are, if ...


4

Check the Ioun Stone page: Ioun Stone Dark Blue one will give you alertness (+2 on Listen and Spot) Incandescent blue will give you a bonus to all Wisdom checks.


3

Custom Magic Item to enhance Spot cost bonus x bonus x 100 GP source


3

I don't know why no-one has mentioned "Eyes of the Eagle." They're on page 256 of the Dungeon Master's Guide, and offer a +5 competence bonus on Spot checks for only 2,500 gp.


3

You can cast polymorph, polymorph any object, shapechange, and divine power. You are not likely to have any trouble whatsoever in the melee department; you’re definitely going to do it better than, say... barbarian, bard, duskblade, fighter, favored soul, hexblade, knight, marshal, monk, ninja, paladin, ranger, rogue, samurai, scout, spellthief, or ...


3

There is no established craft DC, obviously, but the Player's Handbook page 71 table lists 'exotic melee or thrown weapon' with a DC of 18, and 'complex or superior item (lock)' as a DC of 20, so pistol and musket should both be in that range. And, given that 'crossbow' lists Weaponsmithing as the proper Craft skill, I would be happy asserting the same for ...


3

I feel dumb, I just found the answer hidden in a paragraph, Sigil does have the normal magic trait within the ring. Its in the Manual of the Planes page 151.


3

Time Stop as a Delivery System This is a very standard high-optimization tactic. Against a spellcasting enemy with contingent spells or the ability to use Celerity or similar effects to avoid being closed with, using Time Stop to walk up to them and then an Antimagic Field to shut down their ability to escape (as well as all buff spells and spellcasting ...


2

As The Mailman article says, "the first 16 levels are pretty critical, but the last 4 are fielder's choice". You can easily replace any of the higher levels with Archmage. This is because Incantatrix is really powerful, to a degree that most DMs find unreasonable. But if yours is okay with it, have fun. At 32 point buy, Str9 Con14 Dex14 Int14 Wis8 Cha17 ...


2

Classes Character Class List on archive.wizards.com Prestige Class List on archive.wizards.com Every source for every class. Many classes are listed repeatedly since they can be found in multiple books (Eberron Campaign Setting and Forgotten Realms Campaign Setting each discuss all the core classes and how they exist in those settings, for example), but ...


2

The SRD contains the following, possibly abridged, text for the Knowledge skill. Check Answering a question within your field of study has a DC of 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 ...


1

Its possible to be a melee wizard... Given that a single cleric spell (Divine Power) solves the BAB problem for a short duration and that you have access to all of the polymorph spells there shouldn't be a problem in actual combat. Hit points will always be an issue, you having less than everyone else, but you can compensate for that. Your main problem ...


1

Have them be "attended" (properly carried close to the body) by a character with good fortitude saves. Or enchant them with powerful (high casterlevel) effects. From the Rules Compendium, page 106: Nonmagical, unattended items never make saving throws. They’re considered to have failed their saving throws. An item being grasped, touched, or worn ...


1

Incantatrix, spell-selection, and metamagic feats are the heart and soul of the mailman. The remaining class levels are not important, and could be archmage levels. In other words, you definitely can do it. Just take the feats and spells you need and have at it. You’ll still be phenomenally powerful. That said, there is a problem. The problem with ...


1

A few ideas: Make it clear that it's the same skeletons raising over and over again (there are glowing little runes etched all over the bones), or alternatively, the same Evil Spirits possessing a new pile of bones every time (so when the skeleton "dies", you see the spirit float out and go back to the necromancer so he can be put in a new body, pacman ...


1

There's no hard and fast rule, but in lieu of anything else, you could simply choose a random point of interest on that plane as the target, under the assumption that frequently used teleport targets could have a form of resonance that naturally attracts directionless teleportation effects, and then do the 5-500 mile roll from that. Following the point of ...



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