Hot answers tagged

16

This should be an enormous increase in CR. Basically, you're giving every attack the zombie makes a "save twice or die" effect. Unless there's some easy way to cure this infection outside of combat, your entire party will be dead within a week. There's a reason Left 4 Dead and some other zombie games/media often imply or outright state that the main ...


13

In Core, Druid 3 or Ranger 3 will both work tolerably well for this, using their Wild Empathy features to make Diplomacy checks at 1d20+level+Cha (instead of the usual 1d20+ranks+feats+Cha, which can very easily be several points higher). (There is no Wolf language by default, although the Druid has a first-level spell that allows them to magically bypass ...


7

This is a contentious issue which is addressed in Dungeons and Dragons 3.5 only by the Main D&D FAQ and, as of this writing, in Pathfinder only by commentary from creative director James Jacobs. I've done my best here to present information rather than take a side. Maybe in Dungeons and Dragons 3.5... If ignoring the Main D&D FAQ (see below), one ...


7

Try instead the disease zombie plague To challenge the frame, I suggest you roll instead with published material. The description of the 4th-level Sor/Wiz spell animate infectious zombie [necro] (City of Stormreach 144) includes this disease: Zombie Plague: The disease carried by an infectious zombie has an incubation period of 24 hours. After that ...


7

Taking Aereni Focus does not prohibit you from taking Skill Focus in the same skill, they're two separate feats. In addition, the bonus for both feats aren't typed so they stack.


5

Going exactly using RAW then it might be allowed, but there is some concerns I have that it should not be. Here are some notes from the PHB (page 171-172) that may help to clarify the situation. Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. For example, a ...


5

Stats in 5E are MUCH more tightly bound than in 3.5. With the default 5E point buy, you aren't even allowed to raise a stat above 15 (before racials). Additionally, stats are hard capped at 20, with very few exceptions. Your 90 points will be VERY powerful. Comparison to 3.5 is difficult: it depends on the specific level of optimization as well as the ...


5

"OP" depends upon how you run your campaign. The default character generation method is 4d6 (best 3). My last look at anydice showed that rolling mode to average about 12.25 per stat, but the results can swing quite a bit. (Basic Rules p.7) You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of ...


5

Nothing in the rules state that double weapons behave differently when targeted by sunder, so I’d expect that a single successful sunder would break the entire weapon. It does not seem possible to fight on with the other end after one has been broken. This inclines me to feel that a weapon, as a singular object, can only have one HP and hardness value.1 ...


4

As pointed out by Mike Kellogg in a comment Hand of the mage is a command word item, which means 900 gp actually is the correct price by the formula for command word items (½ × 1 × 1,800 gp). (minor formatting by me) Anyway, if creating an actual continuous item of a concentration-requiring spell, that would imply that its effect ...


4

The sample human fighter dhampir has a Level Adjustment of +8. This should be the LA for any dhampir character.


4

Yes, he would, assuming each enemy actually took the opportunity to attack (this is always an optional thing, so they could avoid doing so e.g. after recognizing his use of the feat). Attacks of opportunity interrupt the flow of actions, so that means they can interrupt movement, and after they have resolved the interrupted actions continue, meaning he ...


3

Complete Arcane and Rules Compendium discuss the concept of “weaponlike spells,” which can be treated as weapons for a number of purposes. Rules Compendium goes further and says that a touch-attack charge qualifies as being armed for the purposes of threatening areas and taking attacks of opportunity. In effect, it is no more impossible to “hold your weapon ...


3

If it is only the bite of the zombie, that is infectious, then not every combat need be that deadly. Maybe the zombies usually try to grab or swing at the characters and can only try a bite after they have overwhelmed of incapacitated someone. In that case the CR would not increase that much. But if it's really every scratch, that dooms the character, then ...


3

Using these "CR 1" zombies against a party of an appropriate level is a nearly guaranteed TPK. The Oblivious Sage has explained that, and I could elaborate a little on that: A CR 1 zombie would be a Troglodyte zombie. One of the "normal" Troglodyte zombies should be a relatively easy encounter for a level 2 party. This zombie has 4 HD, which means the save ...


3

In the absence of house rules, you probably want to be a druid. They get the speak with animals spell, and they get an animal companion which can be a wolf. Rangers get those abilities too but not until fourth level. Rangers and druids both get a "wild empathy" power which lets them influence animals. Although this power works like a Diplomacy check, it ...


2

TL;DR: Usually, the same as the average level of the other PCs. But, a new player with no D&D experience should learn the ropes with a level 1 character first. They'd most likely need to gain some levels with that character before joining your 9th-level party. The Dungeon Master's Guide actually has something to say on this very topic. On page 134, ...


2

To tilt the frame slightly, instead of increasing your caster levels to ridiculous heights, you can try to avoid getting your spells dispelled by just becoming immune to spells that dispel magic. While many spells dispel magic, unless the DM is Dumpster-diving to deliberately overcome your shored-up defenses, you only really need worry about the 3rd-level ...


1

To summarize what the template actually gives you so people don't have to cross-reference the two templates: HD increased by 1 step, and +1 NA Vampire's slam attack (presumably without the level drain) Charm (presumably Person) a few times a day, and blood drinking on pin (Fort negates) DR 5/magic and bludgeoning, Spider Climb a few times per day Loses ...


1

As others already pointed out, such a thing would basically have a very high CR due to its "save or die" mechanic... However I can see many ways to make it fairly balanced again. First of all, the DC is just too high. Consider something like 5+HD, or maybe take the classic "15+characteristic" approach. That being said, for example, can this be considered a ...


1

As Oblivious Sage says, these monsters will kill your players if they get in melee combat. Do not calculate a CR or hand out exp according to the CR formula, as these are a plot device, not a monster. Your level 1 characters have as much chance against these as they do against the Legendary Tarrasque. Tarrasque: CR: 20. Speed: Less than your players. ...


1

Class Ability: The Master of Masks (Complete Scoundrel), gives you the ability to craft and wear Persona Masks. You may only wear one mask at a time, and at level 1 you may craft two. Of particular interest is the High Priest mask, which gives (among other benefits): Your caster level is treated as two higher for the purpose of casting divine spells ...


1

TL;DR: Undefined. First, I would argue that a clause like even if stress and distractions would normally prevent her from doing so is Inclusive and not Exclusive. That is, it does not precludes the capacity it applies to only such cases, but rather clarifies that said capacity applies in this situation even though normally it would not. Thus, I would ...


1

Isn't there a mundane item called waterproofing in Song and Silence? I seem to remember it was put in there to allow bards to protect their instruments from water.


1

Under PF for the Rogue class (page 68 of the Core rules): Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty. As others have said, from greater-than-half-speed to less-than-full-speed, the penalty is -5. Personally, I have run it as -5 for (51% to 75%) speed and -10 for (76-100%) speed ... unless the ...



Only top voted, non community-wiki answers of a minimum length are eligible