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60

AngryDM Says Something About This Once your characters are obviously going to win, end the encounter/fight. That's tough, but I'm going to sum up what he said. (You should still read it, though) You need to figure out what the main question the encounter is trying to answer, and when the answer becomes obvious, end the encounter! Yes, I know AngryDM's ...


25

Allow them to carry any spell components, parasites, flower tiaras, and intestinal flora along with them. The RAW aren't exactly silly, but they seem intended to avoid someone melding into stone along with an ally, enemy, victim, or familiar by claiming that they're carrying them as gear. As long as something is CR0 and Diminutive or smaller, it's fine. ...


24

Be the wiser character. If you think that all humans are an inferior threat to nature but you need their help, your character shouldn't be surprised when they verify your assumptions. You "knew" they were problems going in and you still chose to work with them, so seeing evidence of it shouldn't change your approach. Someone calls you an idiot? You're ...


24

Page 32 of the PHB has the description of the Cleric's Spells class feature. A cleric may prepare and cast any spell on the cleric spell list (page 183) So, yes, your cleric does not need to add his spells to a list of known spells, because (unlike the arcane casters in this book but like every divine class in this book) he already knows the whole ...


22

It's pretty simple: don't be a murderous angry jerk. If you reach the point where you're going to threaten people, or kill them, or kill the entire party, the simple way to handle that is... not do it. If you feel you must do it, you're probably falling victim to My Guy Syndrome, where you think "well, my guy would do it" as if it remotely limits your ...


22

Think in terms of how you—as a player, not a DM—might tackle an opponent doing what your players are. There are several things I can think of. Spellcasters with Protection from Arrows and Slow or Grease are good start points. Protection from Arrows removes their attacking options while Slow and Grease, among other spells, are excellent for taking away ...


21

Fireburst from Complete Arcane is not an overpowered spell. It is not even a good spell. It is so bad that the 3.5 designers decided to change it when the spell was re-printed in the Spell Compendium. There, they increased its radius from 5' to 10', leaving the rest of the spell identical. However, the "improved" Spell Compendium version is also not a good ...


21

It's been a while since I dealt with 3.5, but couldn't enemies armed with missile weapons just ready actions to "shoot them when they come into range"? That's certainly not a "screw you" approach. As a way to mix things up, you could also introduce terrain that makes this strategy less viable (much reduced line of sight, for example.) or NPCs who are ...


17

As the spell description states, GMs can be a bit more liberal with how they interpret the results of Grease. A save would be keeping more in line with the spell, but a climb check wouldn't be out of the question. The reflex save can be thought of as reacting to the hand/footholds suddenly becoming slippery. They fail, and they lose their grip and plummet ...


17

You Can't Skip Obtain Familiar, But... You can't skip Obtain Familiar. It's a prerequisite of Improved Familiar to be able to obtain a familiar, and Obtain Familiar is how you'd meet that requirement without multiclassing. So, if you only have one feat, you have to take Obtain Familiar. You now qualify to take Improved Familiar the next time you have a ...


14

Yes, Warforged Barbarians suffer no ill-effects after raging. From Races of Eberron, page 23: As a warforged, your Constitution bonus allows you to rage longer, your immunity to fatigue means you suffer no ill effect when your rage ends, ...


14

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 ...


13

Nothing stays the same forever. The players won't be expecting to 'get away with' this tactic much longer. If it was my group, I think I'd let them enjoy it while it lasted. When the campaign was ready to move away from the wide open terrain into tight, cramped dungeons, I think we'd all laugh about the good old days on the wide open Outlands and enjoy ...


12

You built a murderous anti-social character. Yes, demonstrating your ability and willingness to kill someone for saying something you didn't like is murderous and anti-social behavior. And your question seems to be, "How can I continue being anti-social and disdain humanity?" My answer is: Transition your PC into a recurring NPC villian. He is ...


11

Undefined and up to the DM. This is a feature, not a bug! In AD&D, both editions, magic items are the exclusive domain of the DM and they are given full rein in deciding how they work, which is to say: If you're the DM, the game doesn't care, so make up whatever sounds good. If you're a player, you have to ask your DM, or (more likely) experiment with ...


11

Yes and No. You get both sorcerer spells and wizard spells, but you must keep track of them separately. Your sorcerer spells must come from the limited spells you have chosen to learn as a sorcerer, have their save DC set with Charisma, and use your sorcerer spells per day. Your wizard spells must be prepared from a spellbook, have their DC set with ...


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 ...


11

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 ...


10

There are no editions of D&D which impose a direct rule on which weapons a character may carry but not use. An archer can indeed carry a greatsword as their backup melee weapon, just as the greatsword-weilding barbarian could carry a bow as their backup ranged weapon. In D&D, or in any other tabletop game, such a rule would be found under how you ...


10

As a lot of answers are covering on the logical aspects, I will focus on a more mechanical approach to your problem. From what you wrote, your player are level 6 which means that opposition would have by now access to a fair amount of magic/spells. I would like to improve the previous spell list: Spike Growth is a pretty handy solution to your problem, long ...


9

Only If Using Haste from Dungeons and Dragons, 3rd Edition The Player's Handbook (2000) for Dungeons and Dragons, 3rd Edition has on page 212-3 the spell haste, which reads Haste Transmutation Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Target: 1 creature Duration: 1 round/level Saving Throw: Fortitude negates ...


9

The info you require are on the first pages of the Player's Handbook. In 3.5 (and I think in other editions as well), info is seperated in the books by the person they refer to. For example the experience points required to level up, is information that the players need and not the DM, that is why it is referenced in the Player's Handbook. This info is not ...


9

As @Drunken_Guy already pointed out, the table you are looking for is on page 22 of the Player Handbook, however I usually found more useful to simply apply the formula: exp for level X = X * (X - 1) * 500 For example, if you need to now the exp needed for level 3 then exp = 3 * 2 * 500 = 3000 or another example, for level 9 exp = 9 * 8 * 500 = 36000 ...


9

Rules Compendium p. 150 (emphasis mine): A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent. Most reach weapons double the wielder’s natural reach, allowing the wielder to attack at that reach but not within its normal reach. A typical Small or Medium wielder of such a weapon can attack a creature ...


9

Using RAW then no, your druizard is unable to meld into stone. However, I would recommend hand waving the spell and saying that since it's a druid spell it can ignore small amounts of components used in other druid spells. That seems to work with RAI. Do not just remove the "Non-living" portion from the spell, as your players will abuse the spell horribly ...


8

It does not get fatigued Well, technically what happens is the rage tries to apply the condition and then the barbarian ignores it, but "immunity" is pretty explicit - the warforged cannot suffer the effects of fatigue.


8

No - Unless you also have 3 Clerics, it'll take 3 days Magic Items creation rules state that: (emphasis mine) Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning ...


8

Mechanical Trap Minimum Cost It doesn't look like you're pricing that trap correctly. Here's from the mechanical trap rules: The base cost of a mechanical trap is 1,000 gp. Apply all the modifiers from Table: Cost Modifiers for Mechanical Traps for the various features you’ve added to the trap to get the modified base cost. The final cost is ...


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 ...


8

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 ...



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