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2

With 3rd-party sources available, one can reduce the tower shield's armor check penalty from −10 to at least −1... The armor and shield special ability maneuvering (Complete Book of Eldritch Might 163) (+1 bonus) and greater maneuvering (ibid.) (+2 bonus) reduce an armor or shield's armor check penalty by 2 and to 0, respectively. Yep, to zero. Straight ...


2

Find the Dragonlance sourcebook "War of the Lance"... it's obscure, so you might need to hunt Ebay or other sources. Inside this book you will find an NPC base class called the master. It's like Expert on Steroids or a pitiful nonmagic artificer. A level 13 Master who focused on Craft can make for you tower-shields of Legend. The of Legend property is a ...


1

A grappled opponent is nowhere near helpless. A pinned opponent is nearly helpless, but pinning specifies that they are not considered helpless (don't forget to throw away his weapon while you have him pinned!). However, if you're not alone, everyone but the one person with the highest Use Rope check can pile onto a guy and pin him while the best Use Rope ...


1

When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter You expend the maneuver for the combat. Not the maneuver slot. The way I see it, if you could ready 3 of the same maneuver, when you would use any of them, the maneuver would be marked as expended and you wouldn't be ...


-2

Given you said this is for selecting a 3.5 Wizard's daily spell preparations, I can offer the following suggestion. Every time you level, review your new spells scribed and and spell slot count, and just update 2 or 3 go to lists. The standard I go with is one list for dungeon delving, one for overland travel, and one for downtime/city life. How ever, if ...


5

No. They're completely different rules for two rather different games. None of the Powers from D&D 4th edition are part of D&D 3.5e, and those that happen to have similar names to 3.5e spells work completely differently, and reference rules that don't exist in 3.5e. If you want a spell reference for 3.5e, you're better off cutting and pasting out of ...


5

No, there are no alternative reincarnate charts It's likely the expectation is that the DM adjusts the chart based on his campaign. That's because, if I remember correctly, when Dungeons and Dragons, 3rd Edition was in the planning stages, one of the complaints fans of Advanced Dungeons and Dragons, 2nd Edition had was the necessity of cross-referencing a ...


1

Not that I'm aware of, but if you're in the DM, it wouldn't be hard to make one that fit your needs using Internet References. Allow me to demonstrate; Reincarnation Chart Roll a d100 01-85: Consult This Post, and the following one, rolling a d126 to determine which race* 86-90: Consult This Post, rolling a d10 to determine which race 91-95: Consult This ...


3

Tower Shields are always bad for a character It is literally impossible to use a tower shield where you would not be better off using a heavy shield. See my answer here (and note that the accepted answer posits a single niche use-case that only “works” because of a misunderstanding of the rules). Only four classes gain proficiency in tower ...


2

I've upvoted several of the good answers here already, just want to add something from my own experience. During one adventure in my current campaign, my players took an action that seemed to me to be the height of foolishness. I confirmed with them, "you say you want to go in the tomb? Now? You're sure? Okay...". They had a higher level party of evil ...


1

I would be thinking hard about how this treachery could be revealed IC so that your players have as much information about the possible outcomes of their decisions before they make them. That way they also have the opportunity to outwit the kobolds too if they play smart, which gives them as much agency as possible. One thing that might happen on arriving ...


0

Well, that's a tricky situation. Fortunately, this can be solved by sprinkling some NPC action, before they go to the duke. You said that your campaign is a Sandbox. That's really good, because that enables you to just plant side quests anywhere, anytime. Quests that give, in fact, what your players need: fun moments. Before they get to the duke, assault ...


1

While playing a game scene, with players actually in character, you can suggest some intelligence rolls or skill rolls that let the character perceive a possible fraud or unexpected outcome if they proceed blindly in that direction. You can also avoid the roll and just give in the information as coming from the character skills without involving random ...


0

Magical Beasts can have character levels. From the SRD: The separate table for Intelligence ensures that no PC ends up with an Intelligence score lower than 3. This is important, because creatures with an Intelligence score lower than 3 are not playable characters. Creatures with any ability score lower than 1 are also not playable. As mentioned in ...


-1

Much of "verbal" communication is in fact, non-verbal; tone, timeliness of expression, gestures and body language. It is conceivable an intelligent but non-verbal creature could hold up two fingers, for example in response to a question. The more intelligent and social the creature, the more likely it would have a formalized method of communication. ...


2

Neither. This is what's known as a "second party" publication. You've heard of "third party" publishers, right, and the game owner is the "first party?" Officially licensed publications are second party. Margaret Weis/Sovereign Stone was officially licensed to do Dragonlance stuff, and so it's official inasmuch as anything's official (WotC does a lot of ...


3

Margaret Weis helped create it. She owns it. It's canon. It isn't mentioned in many builds, due to some confusion surrounding if it is either 3rd edition, or 3.5 edition, being campaign specific, and the fact it isn't an official WotC product (but officially licensed - yes). It isn't a stretch to imagine officially licensed 3rd party publishers of game ...


0

Beware... There is a decent chance that a player has thought "hey, aren't kobolds always evil ?' and suspended its disbelief (because the NPC is giving them quests, because you changed a lot about the social order of kobolds, because it is 'PC' to change 'always evil' to 'neutral' ...) I am not quite sure that there is a way for you to hint the fact that ...


0

Maybe the duke they are introduced to is not the duke. Perhaps it a son or advisor in his stead that actually has no power to make agreements. This fact is withheld until their successful return. Or at the very least, the duke is murdered while they are away and all agreements he made are null and void under the new ruler. No lying required, if that is ...


5

Depends on the dirty work. And it depends on the players. But a tactic that comes to mind is the following: Make the kobold duke a jerkwad. Refuse to pay money. Order them out. Do something unlikeable. If they're good at taking story bait and generally have a soft heart, I'd probably toss out a kobold who seems half decent and have the duke dead-set on ...


20

Firstly, it sounds as though your players are doing a lot of the heavy lifting for you in that they are being very easily manipulated without much effort on your part at all. But let's talk about manipulation. Pa-pa-pa-poker face Manipulation relies on getting people to do something without them knowing exactly why you want them to do it, or even that you ...


2

In my opinion... The feat is often overrated. What this feat can do is make the character extraordinarily good at protracted melee. The bonuses involved can get huge, no doubt about that. But it's situational. In order to get the most out of the feat, you usually need to spend at least one round locked in a melee with something else. The problem? A ...


18

For me this is largely about expectations, signposting and player agency. The first point is expectations. How much was the tone of the campaign discussed before you started? Did you make sure the players were aware you were going for a world where their actions can have negative consequences and that you would follow through on these? This might sound ...


2

I agree with @Nagora, but some ideas to tell them about this "in-game" if you feel it necessary: While they still have a chance to get out of it relatively unharmed, maybe drop more warnings. Have them meet a human slave or something on their way to the duke that tells them to trust no one or something along these lines. After they have been burned, have ...


7

My advice would be not to rub their noses in it unless they express displeasure at you rather than themselves. If the gnome's been in disguise for weeks then they surely know that they're in a "situation" of some sort. If they're happy and you start getting defensive then you're probably going to spoil things to some degree. If they're unhappy and you start ...


4

Read up on real life evil rulers such as Lenin, Stalin, Hitler, Ad Amin, Haile Selassie I, Pol Pot, Gaddafi... The list is sadly almost endless. Any one of them would make a fine model for an evil ruler. Ryszard Kapuscinski's Shah of Shahs and The Emperor: Downfall of an Autocrat are two fine books about two autocrats, how their control worked, and ...


2

If it doesn't do anything, it shouldn't cost anything If a character can, for example, create very pretty but ultimately worthless tchotchkes because he learned how from his father or can play the violin very well but no one's interested in the weird style of playing he learned from his mother, neither of these minor character details need be reflected on ...


4

You are the GM – do what you think is fair, and then make it fair by doing the same for the players I habitually give away ranks in Craft, Perform, or Profession for backstories, typically 4 in 3.5 or just the 1 in Pathfinder. Making those three in particular into “always class skills” is also a common thing I do (I do make exception for Perform in some ...


-2

Your best bet is to download the System Reference Documents for 3.5, and copy paste them yourself. It's a little labor intensive, but it does mean that you have the formatting just how you like.


3

Stormguard Warrior is an excellent feat – for building a character around Stormguard Warrior can add huge amounts of attack and damage bonuses, but it requires that you be pretty dedicated towards generating attacks of opportunity to not take. Specifically, the feats Karmic StrikeCWar and Robilar’s GambitPHB2 are often used, because these feats allow you to ...


7

There is no canonical answer to this question In no published source that touches on the eladrin, and there really aren't that many, is there a canonical answer pre-4E (and 4e ones are just high elves). The celestials have always gotten less attention and detail than the fiends, for obvious reasons. We actually don't have a firm origin, or even suggested ...


1

The Beast Strike Feat from the Dragonmarks: Way of the Shackled Beast article in Dragon Magazine Issue 355 allows you to add claw or slam damage to Unarmed Strike Attacks as a monk. Its what actually makes Eldritch Claw Warlock and Monk multiclassing work.


1

The undead creatures flee until they lose the condition turned The supernatural ability turn undead inflicts the condition turned (PH 314, DMG 301). In the same way a wizard can't command a creature he dominates to see or turn back to flesh if the creature's blinded or petrified, respectively, a wizard who otherwise controls the turned undead creature via ...


4

No weapon meets your criteria... There's no published weapon that's both light and that one can ready an action to set against a charge. The weapons that one can ready to set against a charge are listed below. Simple 1-handed: none. Simple 2-handed: longspear (PH 116, 119); spear (PH 116, 121); sword crossbow bayonet (CS 109). Martial 1-handed: ...


3

It doesn't appear there are any light spears (or any light weapons which can braced against a charge at all). However, that doesn't necessarily mean you can't use the feat, you just need to modify your formation. Most "spear/shield" walls are two men deep, at least. In this terrible, terrible diagram, T represents targeted or threatened squares, S ...


0

This assumes the balance point is Pathfinder, where a ranger can survive until level 15. In Dungeons and Dragons 3.5, characters typically stop taking levels in the ranger class early, making PC rangers anyway rare. No, these abilities aren't too powerful... A character won't overcome challenges beyond his own Challenge Rating with these abilities. The ...


0

By RAW, the undead will run away. The wizard will still be in control of the undead once it stops running, but the effect of Turn Undead will override that control, at least for a time. Changing this would not be good. If a necromancer is attacking your party with a horde of undead, then the cleric should be able to turn those undead without having to ...


3

There are some related terms which you seem to be confusing. Your answer depends on which one you actually intend: Turn or Rebuke Undead Ability This is the generic word for the class ability of clerics of all alignments. Also sometimes referred to as "channeling." Confusingly, it encompasses turning, rebuking, and many other effects. Turn This is the ...


2

While the sources are different, the type "command" is the same so I'd guess that's the same answer as if someone casts two Dominate Person spells (http://www.d20srd.org/srd/spells/dominatePerson.htm) answered in the FAQ (http://archive.wizards.com/default.asp?x=dnd/er/20070731a): What happens when multiple creatures dominate the same target? In most ...


0

Additionally to non-lethal damage, which it seems perfectly easy to do on your tech creation system; It might be a good idea to look into devices that in some way hinder the being it's used on. An Immobile Ranged Weapon device with a high strenght/dex score, plus some additional hardness and hit points is a decent way to model an animated steel link net ...


5

The Law of Sequence kills you You cannot use the same utterance more than once at a time. So if you apply your damage-over-time effect with inverted word of nurturing, guess who no longer has a healing ability? That’s right—it’s you! The truenamer is pretty much awful at everything The truenamer is very-nearly-unplayable. That chapter of Tome of Magic was ...


6

Just as sysadmins have the insult "you can be replaced by a very small shell script." So too does the truenamer: "you can be replaced by a level 1 magical item". To strictly answer the question: "very poorly, but they can use items slightly better than some other classes due to a +5 untyped bonus in use magic device." Given that this question is situated in ...


-4

There is plenty of opportunity as a moderator to add your own rule for this kind of situation as long as its fun for everyone. Perhaps a spell check between the wizard and cleric to determine which holds more power over the creature to gain control or maybe the conflicting commands cause the creature to suffer damage, etc...


0

No books to quote from, but in most cases for these types of things,"can't" beats "can" for things like this. Wizard casts Command Undead on a zombie, then demands that it attack the Cleric that Rebuked it. It can't, so it just kinda... shambles around, moaning. Likewise, Wizard casts Command Undead on a ghoul and demands that it cast Wish to turn the ...


1

It seems to me like the problem is on the DM's side, not yours. You said that you got some rather high results and it still wasn't good enough to let you find out what was behind the door. That tells me that the DM is putting stuff behind the door that's impossible for you to discover, and that's a failure to balance the adventure properly as well as ...


1

What strategies might you — personally — follow in the real world to figure out what lies behind a closed door? Listen at it? Look through the keyhole? See if there are any cracks in it/under it/above it? Open it a crack and have a peep? Try some of those before reaching for the spells and special abilities.


2

The blade guide is not a creature – it is a projection The blade guide isn’t a creature in the first place. It’s never actually called a creature, nor given any type. It is called a “spirit,” and it is that based on the definition of spirit given in Complete Divine, but that definition does not require that the spirit be a creature. Furthermore, “creature” ...


1

I'd say yes it's overpowered. First off, assuming I read your writeup correctly and you're not making other adjustments, you're substituting standard Ranger abilities from 12th(PF)/13th(3.5), 17th and 20th levels with abilities from level 5, 10 and 15. This means they get this power earlier. Even if the abilities were equivalent, this would be unbalancing ...


1

No, there are no rules for using the skill Craft to resize a weapon... The skill Craft has specific applications, and resizing a weapon isn't one of them. The DM must fabricate rules for doing this if the DM wants this to be an option in the campaign. ... But a mutable legacy item can be founded for a weapon of legacy Full Moon's Trick's wielder can ask ...


-2

A 4' 10" dwarf and a 6' 3" human are both technically "medium" creatures, yet there is no penalty if one wants to pass a set of full plate to the other. It's a very short step from there to the common house rule that enchanted gear resizes itself to fit the wearer. Because magic. If you really want to make item size a thing in your game, a magical forge or ...



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