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1

Yes, a creature CAN cast Astral Projection from any plane. Note that this spell is different from spells like Blink & Ethereal Jaunt which interact with the Ethereal Plane because only certain planes touch the Ethereal Plane, Material Plane being one of them. However, "all planes are coterminous, to the Astral Plane", therefore, the spell works exactly ...


1

Yes, the demilich can use Astral Projection, even on himself. Infact, from reading the spell you HAVE to go with your intended travellers. Spell Immunity works exactly like Spell Resistance except it can't be overcome. From the Spell Resistance description we can see 2 important caveats: A creature’s spell resistance never interferes with its own spells, ...


0

Yes, you can use astral projection from planes other than the Material Plane. The Manual of the Planes describes how spells that access transitive planes such as the Astral Plane function on other planes in the section "Moving Among Transitive Planes" (starting on page 45). Characters generally must use spells or spell-like abilities to access a ...


4

No, they do not, and true dragon status has no impact here Races of the Dragon explicitly states that dragonwrought kobolds do not incur penalties for aging. See the footnote on page 39: Ability penalties due to aging do not apply to dragonwrought kobolds. True dragon status affects very few things in the game: Eberron’s sovereign archetypes and ...


-1

Nothing. It is what it is. If you view it as an attempt to help you understand, it is quite good at that in most cases, and as KRyan points out, in answer to some questions reveals areas where the official rules are silent and suggests house rules (and some of these made it into official rules in Pathfinder, Tower Shield for example). Why is it that many ...


11

Mage hand doesn't make a hand, therefore there is nothing to effect. Reread the spell description. It's just telekinesis on one object. If your game plays that there's a "special effect" of a hand that appears, that's fine, but has no bearing on the spell effect, which has no such thing.


9

Since "mage hand" isn't described as a construct of any sort or having any hit points, I'd assume nothing happens. Heck, part of the appeal of Mage Hand is that it nets you fine manipulation at range with little risk to yourself.


20

The D&D 3.5 FAQ inherited the reputation of its predecessor, the “Sage Advice” column in Dragon magazine. The Dungeons & Dragons product line has long had two channels for rules corrections and clarifications: errata and Q&A. Rules errata are edited into the rulebooks themselves and published in later printings. The Q&A channel was originally ...


37

In brief, the problem with the FAQ is that it often answers these frequently-asked questions incorrectly. Even though it is an “official” publication of Wizards of the Coast, it is not, and was never intended to be, a source of authoritative rulings or carefully-considered implementation suggestions. It was intended to be a quick source of clarification, as ...


4

The area is a 20' radius spread. The general rules for magic (in the PHB) state: The default shape for a burst effect is a sphere. and A spread spell spreads out like a burst but can turn corners. So the effect here is definitely three dimensional. Now, the spell states: These waving members seem to spring forth from the earth, floor, or ...


6

Expanded Psionics Handbook: no limit The original definition of astral construct, given in Expanded Psionics Handbook, has no limit on the number of astral constructs you could create, other than the limit on the number of power points you can spend in a day/the number of actions you can use before older constructs begin to expire. Expanded Psionics ...


18

I was unable to find any reference beyond the RAW description of the spell, but I think it's reasonable to assume it can be cast on a wall. My reasons are as follows: RAW Explanations: Underfoot is hardly a precise description. Given a creature's location, this could be a ceiling or a wall - so this restriction does not stop you. The fact that the spell ...


-1

The question concerns group dynamics, not game mechanics. Is it fair to deny XP to a player for missing an encounter or a session? Yes. Of course it is. If we're playing football and you can't attend, you miss out on the experience - the exercise, the camaraderie, the beer. If you want the reward for playing the game, you need to play the game. Of course, ...


2

The first option is correct: The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright, and paying the XP cost to make the item. He may then leave, allowing the wright to carry the process through to completion. The text of the dedicated wright indicates that the master doesn't need to do anything other ...


1

As long as you are on a plane that is touching on the astral plane, the spell should work. There are however very few planes that don't. There is nothing in the rules for planar travel in 3rd edition to indicate that the material plane interacts with other planes in a unique way. In all likelyhood, the spell description simply assumes that you are on the ...


12

There are no hard rules about this. An "encounter" in D&D 3.5 is a loosely defined and artificial concept that we use to separate an in-universe period of time and area of space where combat rules like initiative, positioning, and movement speed are important to keep track of. Unlike in some other editions, it doesn't really have much mechanical effect ...


11

In the specific case of your example, the "two battles" should be one Considering most player races have a 30 foot base speed, and can run 4x that, the two "battles" are barely over 1 round's move apart. When you consider various spells and items that can increase your movement speed, it is possible to move from one melee to the other in 1 round. That's ...


0

In Complete Psionic The astral construct power was reprinted in the Complete Psionic. The new version is very similar to the old one. The main difference is: You can only have one astral construct shaped at one time. The new version is on Complete Psionic p. 79. I'm guessing that this was Wizards' way around their "don't errata anything without a ...


6

Skill Mastery, a Rogue Special Ability in the Player's Handbook, lets you do this with 3+Int skills. It's not worth taking, considering the other options, for most rogue builds, but you could take it and it would do this. Being in the PHB this method will nearly always be theoretically available to you, whereas other methods of accomplishing this may not ...


8

The feat Hardened Criminal, from City of Stormreach (page 95), grants the creature immunity to attempts to Intimidate it and the ability to take 10 under any circumstances on a single skill, chosen when the feat is chosen.


1

Q1: What happens when you dive charge a creature from straight above? Do you end up landed in the creature's area? Do you smash into the ground? A1: I believe this is covered by the article you linked "Colliding with a Creature" as well as http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm. Accidentally Ending Movement in an Illegal Space: ...


1

No. Improved Trip is pretty clear as to what triggers the free melee attack: If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. At no point is a driving attack a trip maneuver as per the rules of the game. Even in the fiction: Driving a spear into ...


4

The key to this is in the next sentence below your quote (emphasis mine): This is identical to the sorcerer's ability to summon a familiar (PH 52), including all benefits granted and gained by the familiar, except as noted below. Her functional level for determining the abilities of the companion is equal to her druid level or one-half her ranger level. ...


1

It is unlikely there is any firm documentation on this; web enhancements weren't the most well supported thing WotC did, and it came fairly late in the life cycle of 3.5. That said, the line 'this is identical to the sorcerer's ability to summon a familiar' strongly suggests that it should. This is in many ways just like a class ability granting ...


13

"Cacodemon" simply means "evil demon" The word itself is of Greek derivation, and since "daimon" referred to spirits of all stripe in Greek, a qualifier such as agatho- or kako- was necessary to distinguish whether one was referring to a benevolent or evil spirit. In the context of D&D, "cacodemon" and "cacodaemon" refer to particularly terrible demons ...


3

As it stands, the question cannot be answered on its face: “over-the-top, completely unrealistic cheese” is undefined and critical to try to do a comparison of the mechanical advantages of each class. This answer, however, is challenging the frame of the question, since it compares the two classes regardless of what each is or isn’t allowed to do. Artificer ...


14

The d20srd FAQ appears to answer this for us, rather helpfully, in a question about future content: This site currently contains content from all sourcebooks published by Wizards of the Coast that contain open content. This includes open content from the following books published in the official d20 SRD: Player's Handbook Dungeon Master's Guide ...


1

Unless a magic weapon special ability says so, a weapon special ability isn't bestowed upon a weapon's ammunition Magic items—like feats, spells, and other effects—do only what they say they do unless the DM says otherwise. Thus if a weapon special ability does not say that the weapon special ability is bestowed upon its ammunition, the weapon with that ...


3

You can't ordinarily replace one action with another action that "works like" that action. A charge is one specific type of action, not a class of actions that all behave in similar ways. In other words, charge and dive attack share similar mechanics, but they are not interchangeable in the RAW. The Battle Leader's Charge ability specifically states that ...


5

The point of TWWW is to remove the parts of Truenaming that don't work, improve the parts that are crappy, and get rid of the parts that are hilariously broken. In general, it seems to have done this, with a few exceptions. There are definitely still some options that are clearly better, and some that are clearly worse, but TWWW is definitely more balanced ...


7

It definitely doesn’t get added to the wand Healing Hands applies to casting a spell; creating a wand is not casting a spell (though it does expend the spell slot, the spell isn’t cast when you do so, the slot just goes away for the day). It therefore does nothing to affect the wand directly; a cleric who uses a wand made by a healer definitely would not ...


1

No. Confusion is probably arisen from: The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand’s creation. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.) It wouldn't apply since you are expending it into the wand itself ...


1

Advantageous against monsters that are vulnerable to fire. The Dragonfire Assault feat gives you the option to deal fire damage instead of the weapon's normal damage, and provide an advantage against monsters with vulnerability to fire. According to the SRD, this is the text for vulnerability to energy: Some creatures have vulnerability to a certain ...


2

Energy damage (such as fire) is one way to bypass damage reduction, which would normally apply to manufactured and natural weapons, including bonus damage from Power Attack. From the d20 SRD: A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either ...


5

It depends, but probably not. While fire damage is far and away the most-resisted energy type, fire damage is still resisted much less than normal damage. Many more creatures have DR than have fire resistance. The nominal benefit of this feat is to let your power attack damage bypass a creature's DR. That said, it's going to be pretty rare for DR to ...


0

1) Can we add Wounding/Dancing to a ranged weapon? Our feat says: You can create any magic weapon, armor, or shield whose prerequisites you meet. The prerequisites in general do not restrict weapon type In the magic weapon section we read first that: In addition to an enhancement bonus, weapons may have special abilities. and later, and more ...


0

With a bow, no. Only a melee piercing weapon works because the rules for a charge specify that a melee weapon must be used. Funnily, there are two melee weapons that deliver a crossbow bolt: the Spear Spikard and War Spikard (Magic of Eberron pp137~138). A spear spikard resembles a thicker-than-normal shortspear. [truncated] A spear spikard is actually a ...


2

NOT according to SRD/DMG SRD/DMG explicitly states (in tables) that these 2 properties are "Melee Weapon Special Abilities". There is another table right below it that has a list of "Ranged Weapon Special Abilities". That said, one of D&Ds greatest attributes is that there are tons of Splat books & magazines available, any of which could possibly ...


0

Capitalizing on Big Strength. Sir Casts-a-lot: Be an Illumian so you can us your sigils/word of power and gain bonus spells based off of strength. (Races of Destiny) Commentary: This would reduce your strength score, but would set you up on a more utility path for more strength gains. McHuge Damage in a Charging Bun: Power Attack: If you attack with ...


10

The helmsman could be weird... Neither constructs, elementals, oozes, non-native outsiders, plants, nor undead need to sleep, therefore the helmsman could be a creature with any of these types or take feats or prestige classes that transform him into any of these types. However, a helmsman could also take... The general feat Tomb-tainted Vitality (Libris ...


0

One Level Dips Fist of the Forest. With Great Fortitude and Power Attack (Improved Unarmed Strike is probably covered if you're an Unarmed Swordsage, and you should be) you too can never sleep inside a building ever again! This class is pretty good if you can add cha or something to AC instead of con ( I think undead have a rule about that somewhere), as ...


2

You could create your own magical source (i.e., the character draws energy from the ship, etc). Or you could have the character cursed - no sleep but still able to complete the job, a la Davy Jones. One of the ways I would suggest is a constructed creature (much like Erik's Warforged). Have you explored the possibility of a Golem? Perhaps a wood golem or ...


15

This guy sounds like a Warforged, from the Eberron setting. It's a sentient machine, doesn't sleep and "my only duty is to the ship" along with "I'll stand watch 24/7 without getting bored" is right up their alley. Of course, it does mean your "guy" is built from wood and metal.


9

By default, no That is; Dragons (or any other creature types that I know of) have no default abilities that allow them to see the creature type of any other creature type, nor can they sense transmutations or illusions, they don't have Truesight (unless it says so in their entry, but I don't think any Dragons have it by default), so they don't have any ...


12

Actual healing is halved, rounded down (per the 'always round down unless otherwise stated' general rule). Fast healing is an ability that constructs can benefit fully from: Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft ...


3

Martial Arcanist only applies to caster level, as it says in the ability description. Caster level determines things like how much damage your fireballs do, and doesn't affect your spells per day or spells known at all. A Sor 1/Abj 5/Fighter 5 would have a caster level of 10, and would have spells per day and spells known of a 6th level Sorcerer.


-2

I suppose it'd only be medically and magically valid if and only if you punched your way into someone's digestive tract, and purified the food in them.


3

A familiar with int 6 has a number of skill points equal to 1 per hit die, and you use the master's hit dice or the creature's, whichever is higher. People forget this. This means that even if your familiar does not have a language to start with, it can learn one. No, it probably can't speak it (unless it's a raven or a parrot or similar) but it can ...


-3

The only thing that really didn't work with the True Namer was the rapidly scaling DC as you leveled and the Law of Resistance aspect of Truenaming, both of which have been done away with. In exchange however the class has gone from an average base attack bonus to a poor one. While the early utterances, incantations, and recitations are generally pretty ...


-2

This works on pretty much anything, alive or dead. Being a werewolf is not necessary. The spell targets "1 cu. ft./level of contaminated food and water" which means as long as your target contains some water or you supply some you can target anything that is 'food'. A classic, but terrible, GM solution to players using this on edible substances (like ...



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