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1

There are pre-existing magic items that do this. From the d20 (3.5e) SRD: Ring of Regeneration heals 1 HP per level, per hour. Also regrows severed body parts. Price: 90,000 GP Ring of Rapid Healing gives Fast Healing 3 (heals 3 HP per round). Price: 300,000 GP


3

What you are looking for are spells that grant Fast Healing. Fast Healing X provides X points of HP healing per round for as long as it lasts. Fast Healing 1 heals 1 point per round, or 10 hp per minute or 600 hp per hour. The Vigor line of spells give Fast Healing. The following list is taken from the List of Stuff as means of getting Fast Healing. Fast ...


8

In Pathfinder there is a spell called Infernal Healing (Inner Sea World Guide) that gives fast healing 1 for one minute. I can't give you any answers about 3.5


8

The vigor spell line in Spell Compendium (and elsewhere, but Spell Compendium is the latest version) is your go-to in 3.5. Lesser vigor, in particular, is a 1st-level spell that is just about the most efficient HP-by-spell-level option in the game, healing 11 HP at CL 1. Therefore, wands of lesser vigor are pretty standard adventuring gear for folks ...


5

No existing item, feat, or class feature allows you to do this. Restoring HP infinitely out-of-combat is an easy trick to accomplish, which turns this into infinite spell slots if you have the time. And it’s pretty easy to make it not take very long at all. In other words, this is not a balanced idea. Best case scenario: no one goes out of their way ...


4

On the actual question: Are there any rules in D&D 3.5 that provide a guideline for exchanging hit points for spell levels? Answer: Not to my knowledge. And now a tangent (that includes a real suggestion). To be blunt, there is probably no such guideline because creating a general mechanism to turn hit points into spell slots is a bad idea! The ...


2

Cure Let's calculate minimum amount needed to prevent this staff from being "cure an army for free" item. Obviously, it must cost more than Cure spells it can buy. Cure light wounds: 1st level, 1d8 + cl HP ( 4.5 + 5 = 9.5 average, 13 max ) Cure Moderate Wounds: 2nd level, 2d8 + cl HP ( 9 + 10 = 19 average, 26 max ) Cure Serious Wounds: 3rd level, 3d8 + cl ...


-1

There are relatively few abilities that convert HP into spell slots, but there are a great many that convert spell slots into HP. A reasonable way to proceed might be to ask yourself "how much less efficient should this HP -> spells process be, compared to the reverse process, a.k.a healing?" The basic 'cure wounds' spells are d8 per spell level (1d8 for ...


-1

I found an addition to 3rd edition that has the spell "Spell Restore". The source is From the Laboratory of the Mad Wizard Shadmar by Nighthawk Interactive Games On page 16: Spell Restore Transmutation Level: Sor/Wiz 8 [...]The caster gains 1d2 spells per day for 1st, 2nd, 3rd, 4th, and 5th level spells. [...]The payment for these spells is in the ...


0

A lot of this will depend on the players. Some really do hate this kind of thing. But the way the DM lets a character be played when they are controlled can have a big impact on how much fun the player has when it happens. If the DM just takes it over and runs it then the player is left with nothing to do except feel pissed off. They get to sit out of the ...


8

Off the top of my head, your options for +0/+1 LA large-sized races are: Half-Minotaur (as you've noted) Half-Ogre (also Dragon Magazine, +1 LA) Anthropomorphic Baleen Whale (Savage Species, +0 LA, 3 RHD) Incarnate Construct Maug (Savage Species, Fiend Folio, +1 LA, 2 RHD) Goliath Barbarian (Races of Stone, only while raging, powerful build while not ...


6

The Draconomicon says Only a lawful good dragon should be allowed to serve as a paladin’s special mount. The dragonnel (see Chapter 4) is a special exception to this guideline. It also says A paladin who wishes to be able to summon a dragon special mount must select the Dragon Steed feat (see page 105). The paladin must choose a dragon ...


-1

Prestige classes are meant to be homebrewed, the 3.5 DMG - and moreso the DMG 2 - is very clear about that. They're a way to integrate narrative and mechanics. Say for example you have a forest-dwelling race who are master archers. You can (and probably should) make their favored class ranger, yes, but you can also make a prestige class for them that ...


-2

if you want Arcane based spontaneous casting of combat magic and able to wear medium armor that can cast with out and arcane spell failure then take the War Mage Class out of Compete Arcane on page 10 and if you wish heavy armor take the feat Battle Caster in Complete Arcane on page 75 but you will have a predefined spell list which will automatically know ...


3

Size changes the cost of the base weapon. [The weapon’s cost in the table] is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price. SRD > Equipment & Special Materials > Weapons > Cost Masterwork costs do not change with size or material. The masterwork quality adds 300 gp to the cost of a ...


1

The rules for paladins summoning their mounts from somewhere else have been written later than the Draconomicon. When the draconomicon came out, mounts always resided on the same plane of the paladin and did never get portaled in. The descriptions in the Draconomicon reflect that status. How to reconcile that is something the DM and the group should aree ...


1

The feat doesn't specify where the Dragonnel (or a Dragon, if chosen) actually comes from, and the flavor text for Dragonnel only states that: In the wild, dragonnels typically lair in hidden caves located far from civilization So there are two possible answers to where the creature comes from (and your DM should decide which one applies): You pay ...


16

Well, if it is a dragon dragon (not some goofball wannabe), a powerful, intelligent being that doesn't tend to be friendly to humanoids and other pests, a more important factor than the amount of gold would be simply respect. For a dragon to be feel treated with respect, providing a massive hoard and a comfy lair is a good start. If the dragon is treated ...


6

I think feats should have precedence on what it's written on the PHB. The feat says that the dragonnel replace your special mount. I read it as "your special mount is no longer the creature that is specified by the rules in the PHB", thus it is no longer summoned from the celestial realms. So I'm inclined toward your first interpretation: the paladin no ...


5

Where the steed is summoned from would be up to your DM but the rules seem to lean toward it residing in the material plane in its lair and being summoned from there. It could easily be swung that the steed resides in the Celestial Realm and you give it treasure to take to its lair when you summon it. When you take a draconic steed you must provide it with ...


0

Both above examples are very inline with the issue. A simple (well, not simple, but GM rules argument free way to rule it!) is this; The Leap Attack Doubles the power attack damage as a x2 multiple on its own. and if you have a valorous weapon that then doubles it again, so doubling a doubling run goes into effect. I will show a example below. And if a ...


6

Animal Devotion is a spell-like ability, as [Domain] feats generally are, per Complete Champion pg. 52. Unless otherwise noted, the benefit granted by any domain feat is a spell-like ability with a caster level equal to your character level. Wild Shape functions per Alternate form, as stated on SRD > Classes > Druid: This ability functions like the ...


7

First of all, just to be sure, you always can use animal devotion with different animal than the one you are using for wildshape. Because animal devotion would have nothing to do with the original form of your wildshape, no rules could possibly cross-apply. As far as I understand, even if the animal you select for both wildshape and animal devotion is the ...


1

Things Do What They Say They Do For example, a feat that says it enables the user to deal sneak attack damage to undead creatures enables the user to deal sneak attack damage to undead creatures. On the other hand, a feat that says it enables the user to score critical hits on undead creatures enables the user to score critical hits against undead ...


2

It's going to be pretty difficult to track down a specific system like that, and it sounds like you already know what you want to do, so such a system is probably unnecessary. I've seen this kind of "a year passes, you gain a level" thing done narratively, and as long as you have an idea of what your characters would likely be doing over that break, you can ...


6

This will depend entirely on whether your DM considers corpses to be objects, or dead creatures. There is an implicit assumption in the rules that you won't cast magic on corpses other than magic made specifically for interacting with corpses. The rules for death, and what happens to a character's corpse, are very poorly defined, and it's pretty clear that ...


1

What equipment exactly you don't want to drop or to meld when you change shape isn't clear, but you may need a druid's satchel (Dungeon #92 103) (3,000 gp; 5 lbs.). As this is a pretty obscure item, I've excerpted it below from James Jacobs's May/June 2002 Dungeon magazine adventure "The Razing of Redshore": Druid's Satchel: This small leather bag is ...


2

Turning yourself into a Construct. The Warforged from the Eberron setting are living constructs, and have no maximum age listed.


0

Best bet I'd go with to restrain a druid, with low-magic solutions, would probably be a snug wicker/wire cage (depending on how metallurgic your barbarians are) with tight spacing between the bands, added with a guard animal watching over him. The animal could be conceivably trained to not allow any interaction or 'magical' movement (remember, initially, ...


6

Rules-as-Written it depends on whether your ability temporarily removes or negates the target's immunity, or bypasses or ignores it. If it is of the former two options, you can certainly sneak attack the target while it is no longer immune to critical hits. If it is of the latter two options you cannot do so, as the target is still technically immune to ...


1

The question mentions using Roll20 to run the game, so I feel it's worth pointing out the tools that have become available since the question was posted. The May 2014 update, "Data Delve" introduced community-developed character sheets for Roll20. Users can submit sheets for any system to a GitHub repository; submissions which are approved are available to ...


3

If the DM rules that an unseen servant follows the rules for creatures with Constitution as a nonability, an unseen servant can run indefinitely An unseen servant isn't assigned Dexterity, Constitution, Intelligence, Wisdom, or Charisma scores, therefore it's not, by the Monster Manual's definition, a creature. But if it's creature enough for the DM to ...


4

In Dungeons and Dragons 3.5 experience points are given per encounter, not per fight. So they should be rewarded for what they accomplished, no matter of means. The examples you provided are a bit oversimplified in a way that benefits players. Let's look at them closer: A group of enemies with a very high challenge rating, by setting a trap, a very ...


14

In General The typical recommendation here is to decouple experience from the process of killing, and take advantage of the concept of encounters. In other words, an orc isn't worth X experience points, a standard fight with an orc is an encounter that is worth X experience points. You build an encounter using combat enemies, traps, skill checks, and so ...


9

They lose the Humanoid traits, which aren’t much Literally the only thing that they lose, since they presumably have class levels, is the need to eat, breathe, and sleep. Which they will probably get back by whatever type they gain. They gain the traits of their new type, whatever they are For example, if they gain the Elemental type, they get the ...


2

Coming out of ToEE they should be 7 or 8. Coming out of SotSL they should be probably 10 or 11. That should keep it pretty balanced, from my memory of those modules. Some amount of balance might need to be done as you play- if it's too tough give them some XP or item bumps above recommended, if it's too easy crank the AC's and saves of opponents up a ...


1

Just to have a null default answer: No, there are no such variants. Every member of the monk class always has Wis-to-AC. This statement is based on the Alternative Class Features handbook, the most up-to-date version of that guide to my knowledge, as well as Chet Eretz’s base class index, which occasionally has things the ACF handbook does not. None ...


14

Would players be tempted to do something out of character that might spoil the game for fomeone? If not, let them roll. Are you (almost) sure they will resist the temptation? Let them roll. Rolling is fun, so unless a roll spoils some bigger fun, let the players roll. Most of my passive perception rolls (different system, but shouldn't matter) are done by ...


4

In general spending skill points on Open Lock is a bad idea because the DCs are very high and there are easy ways to bypass those skill checks without even rolling (e.g. knock). This is even more true for your characters, who get very few skill points. You don't need skill points, you need gp: Crowbar(2 gp): +2 circumstance bonus to opening things via ...


4

This is a typical example for the separation and (at the same time!) inseparability of in character (IC) and out of character (OOC) knowledge. Ideally, your player's will strictly separate these two. In practice, this is often not the case, regardless of whether it's intentional or not. If you know somethings up, it's really hard to not let it influence the ...


0

From the DMG, pg 15: HANDLING PC ACTIONS The important point to remember regarding the actions of player characters during an adventure is that each player controls his or her own character. Don’t force a character to take a specific action (unless the character is under a magical compulsion; see below). Don’t tell a player what his or her ...


26

You have two good options here: Roll for them Don't have them take 10, as this gives them a statistically worse chance of succeeding than rolling. Also be sure you know exactly how much each character adds to Spot, Listen, Sense Motive, Search and whatever other checks you are handling this way. It is likely that characters who care about these rolls add ...


8

No. I think the best way to handle this type of situation is to borrow from later editions and/or flavors of D&D. Make it a passive check! Simply let them all take 10 on their d20 rolls and add their bonus to it. If they succeed, then start giving them clues. You can handle Spot the same way. Cunning players will pick up on this and start making ...


7

For a rainbow servant into radiant servant of the burning hate, a 1 level sacred exorcist dip is your best bet. The comprehensive forum post by widow says: grants turn/rebuke undead - anything that grants turning generally stacks Cleric 1 Paladin 4 Blackguard 3, ecl, command or rebuke only Sacred Exorcist 1, ecl 8, Complete Divine, turn only ...


18

No Those "dead" levels are there for a reason. It's supposed to balance the classes. If you want to take the levels beyond that "dead" level, you need to take the dead level first. You are free to take levels in another class as described in the multi-class rules, if you don't want to advance in that class anymore. But there are no shortcuts to later ...


3

No, there aren't. The definition of tier 1 is the versatility as well as the effectiveness. There are no classes that have that versatility in homebrew that do not use the spells in existing 3.5e terminology. There is some stuff that isn't overshadowed by tier 1 casters, though. As KRyan brings up, the Tomes. Start here, with Races of War. There ...


7

Not without giving them abilities functionally identical to spells. The reason that the full caster classes meet the criteria for Tier 1 is that they have a massive list of solutions available to them. With the huge number of spells that exist (even just in the PHB, there are hundreds), full spellcasters can emulate or improve on anything that other ...


-1

It depends on how and why the spell fails. The caster is assumed to have a complete understanding of the spell, so he immediately knows the subject of the spell violates those rules or how the spell might be disrupted. Most cases, he'll assume something along they lines of wrong type, etc (like Charm Animal on a aberration). In some cases a Spellcraft or ...


7

None whatsoever. There are no merits that a vow of poverty provides to this "build". With that said, if you simply must take vow of poverty, take it as early as possible to take advantage of the extra feats provided. (In the build indicated, that suggests that you'll need to take a flaw.) Druids gain quite a lot of benefit from magic items, even going with ...


5

The rules are silent on this. In practice, I've seen it both ways, depending on whether the group takes a more gamist/metagamey approach or a more simulationist approach. "Open rules" games just have the GM tell you "that fails" if it's invalid on its face (only concealing the reason if it plays into the challenge, like "Charm Person fails... I wonder what ...



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