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1

When you're quoted source says they're doing "the same thing" to lock a lock as to unlock it, they mean it's exactly the same thing. Literally the only thing that changes is the direction you push on the "wrench" (one of the picks), which is clockwise in one case and counterclockwise in the other, but is likewise reversed if you go to another lock that's ...


2

There are a lot of modifiers to Track checks. The RAW way to hide your tracks is not just to use the 'hide your tracks' modifier but to make use of as many positive modifiers and as few negative modifiers as you can. There is, unfortunately, no rule for making opposed survival checks like you are talking about. Pass Without Trace is a first level spell ...


0

I think distance, as well as the methods of perception/detection involved are the most vital pieces of information. In a modern world, we mostly have mundane detection methods - our senses, knowledge of normal traffic in the area, knowledge of local flora/fauna, etc. to know what's actually out of place. Even then, most of these things would assume that ...


0

The Planar Ward soulmeld (Magic of Incarnum page 83) grants continuous protection against mental control, specifically including possession. It is permanent unless (forcibly) unshaped. Any character with a Constitution score of at least 13 can gain this protection by selecting the Shape Soulmeld feat (Magic of Incarnum 40).


3

Sensory cues; Rangers are usually known for acute senses, so there's a lot of things they could detect. They could catch a glimpse of whomever is following them or hear the noises they make. The sense of smell isn't to be underestimated either; many real-life predators approach their target from below the wind to not give themselves away. Knowledge on ...


0

I will edit my question slightly above, but I did find in the Track Feat (http://www.d20srd.org/srd/feats.htm#track), it gives +5 difficulty to the survival (track) DC. This is not the rule I recall from the module however.


-1

Carry around a miniature house upon which you have cast Hallow. This costs 1K gp and for another 4K you and all your buddies can get replenishable Death Wards for a year and a day as well. If you need an NPC Cleric to cast the spell for you, you'll have to shell out another 450 gp, but, really, that's pittance. Note that Hallow is instantaneous and thus ...


0

Buddy up with an angel (or other creature with the Protective Aura supernatural ability or similar). The best case gives you continual Protection from Evil that can be reactivated as a free action if it's ever disrupted. Astral Devas, the only angels you are likely to be able to buddy with, are 12 HD LA+8 which means you'll need you'll need a leadership ...


-2

I can't read the possession rules at the moment, but: can you easily possess a possessed person? Is a possessed person necessarily even aware of the possession? If no to both, then how's about this scenario? Party gets a job offer from wizard. Wizard (who passes alignment check as good) says "Look, this job has a high risk of possession... here, let me show ...


2

The lowest level option is the 4th level class feature of the Spirit Shaman class. The cheapest continuous protection is the Dracanite Helm for 12,000 gp. The most ironic option is to be a level 11 binder, figure out how not to sleep, and continuously summon pseudonatural lantern archons. Item Based Expensive option: Buy a "Dracanite Helm" (Ghostwalk p70, ...


0

There's always undeath, it makes you immune to a great many things, including mind control. Vampire, Mummy, and Lich are (if memory serves, since I don't actually have access to the books at the moment) achievable through ritual. Maybe not the direction the PC is thinking of going, but it's AN option.


-1

Protection From Evil (or Good, or Law, or Chaos) + Permanency. Small XP cost, but any of the 'Protection' spells give you immunity suppression of the effects from mental control.


6

The spell Protection from Good|Evil|Law|Chaos will provide the protection you need. All 4 of the spells have the ability "Second, the barrier blocks any attempt to possess the warded creature ... or to exercise mental control over the creature ... This second effect works regardless of alignment." The easiest thing to then do would be to put the spell on an ...


0

The rules for becoming a Lich say that Lich must make it's own phylactery, so arguably a bunch of minions couldn't do that for him. However, you could retcon that Egan made a phylactery shortly before his untimely death, but that he was unable to finalise the rituals transferring his soul into the vessel. (Maybe he was unwilling to give up his mortality ...


8

You need to have both the regular metamagic feat and Divine Metamagic When you take this feat, choose a metamagic feat that you have. This feat applies only to that metamagic feat.


4

So I can't help but think of a Certain Comic Strip in relation to how far things can fly. You can always say that a specific Dark God(ess) allows it, ergo this one exception exists. You can also say that the planets, stars, and one particular old crone get into position and it allows the otherwise impossible. However, if you want to bypass the Phylactery ...


6

There's nothing in the rules which covers this. KRyan's answer covers this well. In the Pathfinder Campaign setting, there is precedence for this Note, Pathfinder's campaign setting is a 3.5 compatible world, not talking about the Pathfinder rules system directly. Arazni was a demigod, and herald of Aroden. She was summoned to fight alongside some ...


17

By the rules, becoming a lich is a willful and voluntary action on the part of the would-be lich. You can’t do it for someone, and you can’t have it done to you. You cannot even be forced or tricked or mind-controlled into it: The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. Furthermore, the rules ...


4

Per Secrets of Sarlona, Monolith shells are designed to contain the blast of a detonating core. The shell's two inner and outer layers have 3 feet of space between them. Each layer is nearly 2 feet thick, with hardness 20 and 1,440 hit points per 10- foot-square section. The core has hardness 10 and 600 hit points. If a monolith's core is ...


-1

Yes, depending on the situation, a prestige class can be charming more powerful than a base class. A prestige class also adds a new flavor to the classes — for example, a Hospitaler is a cleric committed to an organization, while a Cavalier is a fighter specialized in mounted combat. Prestige classes offer focused mix of flavor and advancement: if you want ...


0

For the sake of posterity, here is a list of items which anyone can buy (assuming they are for sale) that will provide you with immunity to critical hit or a percentage chance thereof. Fortification Armor or Shield (DMG): Pretty much the textbook answer. If your shield is only a +1, and then enchanted with the best Fortification you can afford, the cost ...


-5

from what source its the surge of fortune?personally i never seen such a skill.anyway its ok for vorpal to affect any monster including a ancient red dragon with a head the ability its a +5 enchantment ability and you need to be caster lv 18(o sea ultimate endgame) to create, however buying a vorpal weapon on a market would not make sense probably creating ...


3

You've got a couple different issues here. Natural Attacks don't provoke AoOs. Natural attacks work basically like attacks with manufactured weapons. You don't provoke an attack of opportunity for making an attack with a natural weapon. Your player could make his 'claw, claw, bite' routine with impunity. Tumblesparks don't deal energy damage with their ...


0

The tumblespark would not get an Attack of Opportunity on the wolverine because the wolverine's claws are natural physical weapons and considered "Armed" Unarmed Attacks "Armed" Unarmed Attacks Sometimes a character’s or creature’s unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster ...


8

Nonlethal Damage can be any type of damage, or it can be un-typed. Typed damage (be it from an Unarmed Strike see table or from taking a -4 penalty to use a weapon to deal nonlethal damage instead of its usual lethal damage) would be affected by DR just like lethal damage. It is a not-uncommon house rule that using a normally-lethal weapon to inflict lethal ...


2

The stat block you linked doesn't list a specific type for the tumblespark's slam attack, which means that it's going to be normal bludgeoning damage. Your interpretation that the attack of opportunity was a standard melee attack was correct.


5

Assuming that the Quori Monolith that someone linked to in the comments is accurate, critically that These towers ... stand anywhere between 250 to 500 feet tall with a diameter between 100 to 120 feet wide. While the walls of a Quori Monolith are 10 feet thick and the material is psionically reinforced (hardness 30, 1,440 hp per section), ... ... ...


4

Pathfinder, which aims to serve as a replacement/update of D&D 3.5, does away with XP costs and from what I have seen there is not a big difference. Downtime and cost become the standard limiter on "manufacturing" magic items. Overall, I think you will not have a huge problem if you waive the XP cost. Now, if your PCs try to flood the market, well, then ...


3

Unless Warcraft changed something, mundane crafting does not cost XP Mundane crafting requires Craft skill checks, but no Item Creation feats, and the costs are only time and money, not XP. Specifically, they cost a mere ⅓ of the base price of the item, but crafting takes a number of weeks equal to (P×10)/(DC×check) where P is the ...


8

The consequences of reducing the cost of anything is the same: it becomes more commonly available. Eliminating the cost completely is just an extreme case. If you eliminate the xp cost (which is fine, that's how the game was originally designed) then you will need to really charge time and effort if you don't want magic items to be flooding the gameworld. ...


7

I like Brian’s answer, but the existence of something that is so close to what’s requested bears mentioning. You could: Ask your DM to take levels in an adaptation of the Occular Adept Faiths and Pantheons has a prestige class called the occular adept, which is for misguided humanoid devotees to the Great Mother, the beholder deity. As a class feature, ...


2

Existing Choices Just a quick run-down of the choices already made and suggestions in the question. Lost Traditions is amazing This feat is fantastic; I would not allow it in my games at all. This character can get away with a lot of “mistakes,” build-wise, because this feat is so beefy. So take the following with that grain of salt; the critique applies, ...


28

Yes, amazingly enough, there are rules for that. You'll need 195,000 GP (or half that if you're doing it yourself), and access to someone with Heal 10, the Graft Flesh Feat, the Disintegrate Spell (presuming that's the eye stalk you want to implant, and 195 days. ... Or you can decide to not bother. Traditional, Bad, Mad Science Looking at the grafts ...


3

Look at races of stone, it has 2 PrCs that are thematically and mechanically appropriate, as well as a line of feats: Useful to the gishy dwarf is the Runesmith (though they're much much much much better for wizards.), allowing full casting without Arcane Spell Failure in heavy armor. The feats Earth Sense and Earth Spell are thematically appropriate and ...


1

At level 6, you seem to be playing to warlock strongly, especially as you don't light the ur-priest rocket until level 10. Looking closely at the literature, your character, as proposed, is trying to do too many things poorly. Focus either on dragon-fire adept/ur, binder/ur or warlock/binder/hellfire and the feat requirements should flow naturally from your ...


3

No. Unarmed Strike A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for ...


2

While this is a common house-rule, it is not, in fact, the case, as you can see here, in wizards' introduction to the unarmed strike rules in 3.5. The most relevant section is the following one: Unarmed Attack/Unarmed Strike: These two terms are used interchangeably to describe an attack with an appendage that is not a natural weapon, such as a human's ...


6

Domain powers are always available for use The cleric needn't do anything special while preparing spells to have access to his domain powers, and, unless the domain power says otherwise, it is always available for use. The cleric class description includes this information in the section Deities, Domains, and Domain Spells: The cleric gets the granted ...


0

Talk to the DM While there's plenty of perfectly acceptable role-playing game stuff out on the Web, Sturgeon's law applies as it does in most media. If the DM's allowing homebrew stuff into his campaign, I suggest you and the DM work together to write that homebrew stuff. Often homebrew stuff relies on the writer's internal understanding of the mechanics, ...


2

Wild armor does not have an Armor Check Penalty or a Max Dex when you are in Wild Shape. Normally, when you Wild Shape any equipment worn or carried melds with your new form and becomes nonfunctional. All the Wild armor property does is say that you continue to benefit from your armor (and enhancement) bonuses to AC when this happens. If you don't mind a ...


2

The case is not covered in RAW. There is a feat in the Races of Stone (I don't remember what it's called) that has rules on throwing someone. Without that as a guide I would say a mix of RAW and experienced-backed house rule is the best option. Here is mine: Make sure the PC is strong enough to pick up the creature in question. If they can't lift/press ...


2

Chain Shirt A chain shirt is the right choice for almost every character, sadly enough. It provides a fairly big wodge of AC, minimal armor check penalty, and has a nice, big maximum Dexterity limit. In theory, a lot of characters could swap this for mithral full-plate if they have medium armor proficiency, but in practice it’s usually not worth it; ...


5

RAW RAW: The gaseous creature could not activate the decanter, but may be able to keep it active: Gaseous Form says: [the gaseous creature] also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. Gaseous Form would turn ...


3

It's okay if the players know what's happening If the DM says, "Make a Disable Device skill check," and the PCs expend resources to make that Disable Device skill check, they'll expect, afterward, a disabled device (or, y'know not, depending on the result). Unless warned beforehand, the PCs won't expect that they'll need a second check (or more) to actually ...


2

Possibly, with DM approval. This combination, albeit very pricey; requiring a maug grafter, and very min/max-ish, could be a work around; in the following order: Create Stone Hands. Craft (Stone Working): Creating Masterwork Items You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its ...


4

Yes Reasoning line 1: experience We allow this in our games, using the line you quoted as reasoning and houseruling monk's bodies to be 'masterwork' quality for free. It isn't particularly disruptive, though the +1 is fairly powerful for first level characters. Given that level 1 monks get 0 BAB, however, I think it's quite fair. If anything, this seems ...


7

No, because they aren't masterwork and can never be, and all magic weapons must be crafted with a masterwork base. Creating Magic Weapons To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be ...


1

An alternative in this case would be to allow the rogue to make the Disable Device check, and if that is passed, tell him how to disable the trap. Say he realises that cutting the wires would trigger the trap anyway (or has a crazy high DC at least), but "he notices that the wires lead into the wall to the east". Or something. Like a Knowledge check, with a ...


6

When a spell with a duration is cast a second time, it does not end the first casting. The two spells overlap and they both take place (but their effects don't stack since they come from the same source). Casting the spell a second time has no effect on the durtation of the first casting, that still ends (with all ill effects) when it would have before.


4

No. Unless there's some specific restriction for a given spell, or you are doing something special like holding the charge, casting the same spell a second time before the first spell's duration has completed has no effect on the first spell's duration.



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