New answers tagged

1

Activating the rod in the air and fixing it in space in whichever world you are in SHOULD affix it to that space IN THAT WORLD (i.e. to the planet or body you are standing on, otherwise it could rip the planet as it moved through it while orbiting a sun). Placing the bag over it causes the extra-dimensional space to move around the bag, not the rod to move ...


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.


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 ...


-1

The answer is yes, but probably not in the way you intended. You can 'benefit' from Punishing Stance with Touch Attacks but you would generally not apply benefits to damage. You can, however, increase your ability to land touch attacks with abilities/stances etc that increase your ability to accurately hit things. For the purposes of D&D, your hands ...


0

To supplement KRyan's answer with the detailed mechanics... In return, they provoke attacks of opportunity from you each time they swing. Since you mention "sufficient Dex", you are probably aware of it, still I find it worth mentioning: Robilar's Gambit only gives the character an opportunity to strike back. This means that: the character may ...


0

Yes, you would be able to retaliate. Although they may choose to not attack with this attack of opportunity. Also they get their attack of opportunity first meaning they deal their damage to you first. In short you would be able to move past enemies provoking an attack from each and you would be able to retaliate to each hit. Then when your movement ends ...


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 ...


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 ...


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 ...


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, ...


0

It shouldn't. Adding an instant death attack like this to a CR 1 monster leaves you with something that the CR system simply wasn't meant to cover. To a low level party, these monsters are potentially deadly, since they can kill in a single attack. Even at level 4, a wounded character still has a <50% chance of making the double save. To a party with ...


0

The attack is deadly, as other posters have said, but it's postponed and melee only. How it effects the CR depends on how easy it is to cure. If it is easy for characters to counter during the incubation period then it should only have a mild effect. Also, the slowing effect of the disease suggests that you are also going to slow your zombies down. If their ...


4

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


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 ...


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 ...


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 ...


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. ...


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 ...


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

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

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 ...


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.


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 ...


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 ...


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 ...


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 ...


-1

From the SRD: Double weapons have separate bonuses for their different heads. additionally A character can fight with both ends of a double weapon as if fighting with two weapons. The game mostly treats double headed weapons as two separate weapons and I would say the same principle applies here and each head has its own hardness and HP. Sunders ...


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 ...


1

You have a few options. (Nearly any major change such as what you want to attempt requires cooperation from the GM in my belief) No, you can't do it. Personally to me as a GM it smacks of metagaming and as a GM I wouldn't allow it, without some real good reasoning. As a GM I can think of ways to reduce your Charisma easily (disfiguring wounds and a ...


6

No, from 3e onward there are not morale rules in the core books. Everyone shouts "DM decides" when this comes up, but I like to decide what I want to decide and what I want to randomize. (You may as well have the same fiat-vs-roll argument about everything from random encounters to hit rolls. To me it's easier to have a way to randomize it and then overrule ...


0

I am assuming that you are creating a character from scratch rather than adding traits to an existing character. The materials that the character might be made out of could be non-standard. The wooden portion could be made from wood infused with dragon blood or replaced with carved dragon bone. Metal plates could have patterns that were etched with a ...


7

The DM typically determines if a creature's routed In a core-only Dungeons and Dragons 3.5, campaign there are no morale rules. Creatures fight to the death if the DM thinks they would and opt to flee or surrender if the DM thinks they would. This can be problematic for the DM and players alike. For example, a beginning DM may not realize exactly how ...


0

The pathfinder mass combat system has rules for morale including when armies route/disband and the pathfinder performance combat system has morale rules as well you could try adapting either of these to suit your purposes (presumably you are looking to apply this to regular combats). A number of adventure paths will tell you how NPCs should behave (when ...


0

Fluff wise, your warforged could have been made to replicate some of the dragon capability. If you go for this, especially from character creation, you may be the latest creation of the Lord of Blades, which is famous for having a working,technically the only one, warforged-forge (i don't know the specific name in the english version) and he's working on ...


7

RAW, no. The rogue ability clearly says "even if stress and distractions would normally prevent," not other factors like "the rules say that the skill can never be Taken 10 with." You can of course rule more generously yourself - but I don't think other abilities like Steady Concentration would allow that with UMD. Specific trumps general, and while it ...


7

I argue that Skill Mastery allows one to take 10, in general, and only explicitly lists stress and distraction so that it can specifically trump one particular common situation where you cannot. I do not think that stress and distraction are the only things that Skill Mastery allows you to ignore when deciding whether or not you can take 10. In effect, I ...


0

Depending on the sort of group you're playing with, a little role playing and creative problem solving can go a long way toward cutting the Gordian Knot in these situations: For instance, if you character has a problem with fear spells, another player's character might be able to intimidate him into running away toward the enemy, or you can take up ...


4

Undefined You have two equally-specific clauses (they’re both feats) that say contradictory things (one says you always can, the other says you never can). The errata rules define how to handle contradictory statements (specific trumps general, primary trumps secondary), but that doesn’t help when both are primary and both equally specific. Unfortunately, ...


4

No. From the PHB, p65: Taking 10: When your character is not being threatened or distracted, you may choose to take 10. ... Distractions or threats (such as combat) make it impossible for a character to take 10. Steady Concentration lets you take 10 when conditions would not allow you to. Elder Giant Magic's rules text is not a "condition", the way ...


2

Just to name a few good sources of bonuses on Will saves that haven't been mentioned already: The crystal mask of mindarmor (MIC 92) costs 10,000 gp. It takes your head slot but gives a +4 insight bonus on Will saves, a named bonus less common than resistance. The mask of mental armor (MIC 115) costs 4,000 gp. It also takes up the head slot but gives a +3 ...


21

Dragonborn of Bahamut The traditional (cheesy) approach is to use the dragonborn template from Races of the Dragon. Dragonborn is an LA +0 acquired template, not inherited, and can apply to warforged. It replaces most racial traits with those of dragonborn. Dragonborn are Humanoid (dragonblood). The fact that dragonborn is an acquired template is what’s ...


10

Most ways of obtaining the Dragonblood Subtype involve having a Dragon somewhere is your family-tree. Such is obviously the case with the Half-Dragon template (One parent is a Dragon), the Dragon Heritage feat (Have a draconic heritage, duh) and many others. But the Dragontouched Feat says: You have a trace of draconic power, a result of dragons in your ...


4

Your first question is utterly undefined in the rules. I have searched high and low for an answer to that question, and it just does not exist. Any time one move action involves different movement modes (and thus different speeds), how much you can actually move is just one big question mark. The most “fair” thing is to pro-rate your movement speeds (e.g. ...


4

Yes, the eagle can use a Standard Action to attack and then a Move Action to fly 80 feet. Or, it can use one Move Action to walk 10 feet, and forego its Standard Action to take a second Move Action and fly 80 feet. It definitely cannot do both of these to move 90 feet with a single move: A climbing thief can use part of his speed to climb down a short ...


6

Get this anyway... Although more interested in things that aren't stopped by protection from evil, protection from evil is too good not to mention. It's also inexpensive. Any town should have this: A potion of protection from evil [abjur] (PH 266) (50 gp; 0.1 lbs.) (1st-level spell at caster level 1), in addition to other effects, includes an effect that ...


4

Let's first discuss boosting the Will Save: The feat Steadfast Determination (PHB II), among other benefits, let you use your Constitution modifier instead of your Wisdom modifier for your Will save; it has Endurance as a pre-requisite which you can get for free at the 3rd level of Ranger. For 25k, you can get a Cloak of Resistance +5. The spell ...



Top 50 recent answers are included