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6

Death Devotion is specifically not an energy drain effect, though the negative levels operate as if they had been applied through energy drain. None of the other effects of energy drain are applied other than those that are specifically caused by negative levels. Because Death Devotion doesn't say otherwise, the negative level(s) last for 24 hours or until ...


1

I've recently been playing pathfinder, in which the answer would be: Use Staves. A magic staff is a repeatable use item - you can cast spell X from the staff, and then recharge it with spell Y from your spell list, making it a way to convert your magic from any spell you can cast, into whatever spell you want - as long as you are able to pay the exorbitant ...


10

You are correct, it does not affect spells. Eldritch Blast states you “Make a ranged spell attack,” therefore it is not affected by Sharpshooter.


2

From a RAW standpoint, the invoked shrouds vanish... The feat doesn't say anything about moving shrouds instead of the shrouds vanishing. All the damage from the attack you invoke the shrouds for happens at once (both the attack's damage and the additional damage from the shrouds), so the shrouds would vanish before the target was reduced to zero. ...but ...


2

Custom Magic Item Creation Following Magic Item Creation Rules, this would be pretty simple and straight forward. How I Would Do It (Opinion) Let's break it down. Base Cost: From the first entry under Spell Effect (Command word), we can see that the base cost should be Spell level x Caster level x 1,800 gp. Modifications: For a tattoo like the one ...


0

If unconcerned with enhancement bonuses and only needing the weapon special abilities, the 1st-level artificer infusions personal weapon augmentation [trans] (Eberron Campaign Setting 117) et al. and personal natural weapon augmentation [trans] (Races of Eberron 188) et al. grant weapon special abilities to one of the creature's weapons or natural weapons.1 ...


13

Background features are not feats; you're reading the features right as prompts to character development, usually with a tiny easter egg (free passage, access to encampments) thrown in. Feats, which one might obtain by DM option after forgoing ability increases, are described starting on p.165.


2

Rules as Written, No. Improved Familiar's text specifically refers to the chart which specifics arcane spellcaster level. The alchemist isn't an arcane spell caster and doesn't have a 'virtual level' of such for the purposes of his familiar. Instead his familiar gains abilities based on his alchemist's caster level (again something he doesn't have ...


5

Even with the discovery tumor familiar, an alchemist can't normally take the feat Improved Familiar First, the alchemist would need a for-real familiar. The discovery tumor familiar very carefully never says that the tumor becomes an actual familiar: The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a ...


4

Officially, No... The Player's Handbook II errata has the following entry: Page 81 – Melee Weapon Mastery [Omission] Add the following the two following sentence to the end of the “Benefit” section: “Weapons with two damage types (such as the morningstar, which does bludgeoning and piercing damage) the benefits of Melee Weapon Mastery (bludgeoning) ...


2

It means that if the damage cap on a spell was normally 10d6 at Caster Level 10, it would increase the maximum damage die by 5 at Caster Level 15. Therefore changing the spell to be up to 15d6 instead of the normal 10d6.


8

an intensified spell increases the maximum number of damage dice by 5 levels. The Intensified Spell feat will allow you to increase this spell by 5 steps higher then the standard maximum level. For example: Fireball reads: A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per ...


17

Intensified Spell does not improve the damage of a spell per se, but increases the damage cap. Let's look at fireball (emphasis mine): A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Damage is based on your ...


1

Based on simply damage output, Pick Great Weapon Master Assumptions before reaching 4th-level: You hit 65% of the time (+6 bonus to Attack Rolls) You are using a Greatsword (the best weapon to pick Great Weapon Fighting with) Disregard critical hits DPR is calculated as (%hit)(ave. weapon damage + str mod) or 65% x (8.33 + 4) Currently, on a ...


0

If you want to increase your damage, you should take Great Weapon Master. Not because of its Cleave-like ability, but because of its Power Attack-like ability. Boosting your Strength to 20 would increase your damage and attack rolls by 1. Great Weapon Master will increase your damage by 10, as long as you're confident about landing attacks with a -5 to ...


7

Strictly speaking, yes, but it involves intense shenanigans. First, the Magical Training feat from Player’s Guide to Faerûn gets you in the door with three cantrips from the Sor/Wiz list, cast as sorcerer or wizard would (your choice). You count as a spellcaster with caster level 1st (minimum). You must be an elf or human, and must be from a specific ...


6

Wizards of the Coast: No. Mongoose Publishing: Yes. Analyze Unliving: Pick a monster type: Construct, Elemental, Ooze, plant, or Undead. You can do sneak attacks against a monster of that type, but they are d4 damage dice instead of d6 damage dice. (Ultimate Feats) Some Friendly Advice If you can't sneak attack, then you have one thing that you can ...


7

For Serpent's Venom, the feats table entry on p. 78 in Complete Divine states: Gain a poisonous bite attack for 1 minute This was easy. For Stone Form I can only speculate. I'd say that if a wild feat states that you "assume a [...] form" it works as the Wild Shape ability, with the form specified in the feat. For Stone Form, note that: Normal: ...


12

Your DM is definitely misinterpreting the rules. "... Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20 is used for the attack roll, ...


20

Your DM is wrong. The ability wouldn't have 3 points if you had to spend 2 to use it once. The confusion in the wording is the second sentence. All it does is clarify when the luck point can be spent. Example: You are climbing a mountain and there's a rockslide, the DM says, "Make a DEX save to see if you get knocked off." You roll a fail on your save. ...


0

The 3.5 rules set does not classify ranged weapons as light, one-handed or two-handed. Ranged is itself the classification*. With melee weapons that can be thrown, like a dagger or spear, you get the classification from it's melee counterpart. Sometimes, you can read the description for more information, like with a composite longbow to determine you need ...


0

How it really works in a nutshell: Any roll disadvantaged: You roll 6 and 13 You know you have to have a 14 to hit/"win" Lucky is used: You roll a Lucky 17. Awesome... But then this happens: The outcome is resolved. You end up with a 17 and a 13 because you replaced the 6...Disadvantage:13 final score; fail. Note: No matter what dice you pick...the ...


17

Yes, Heavy Armor Master should reduce damage from unarmed strikes. Back in June, Jeremy Crawford stated that the intended Errata which will be released eventually with the next Monster Manual will clarify that all instances (for example) of "bludgeoning damage from non-magical weapons" to instead read "resistance to nonmagical bludgeoning damage" and for ...


11

No, not anymore. The changes in the errata remove Unarmed Strike from the weapons table and explicitly outlines punches, etc. as not weapons. Heavy Armor Master only reduces damage from weapons, not all sources of nonmagical bludgeoning, piercing, and slashing damage. As an example, Heavy Armor Master does not reduce the nonmagical bludgeoning damage ...


4

There's a GM ruling to be had here, depending on the order they choose to apply effects. At my table, Yes, the creature can take and benefit from the feat, depending on the circumstances. Taking the feat: The prerequisites are pretty straightforward. It's fairly clear you can take the feat if you have at least three natural attacks. Benefiting from the ...


1

Yes, the creature would be able to take the feat Multiattack Without any Secondary Attacks, the creature would not benefit from the feat. The creature's secondary attacks with natural weapons take only a –2 penalty. Emphasis Mine, the feat will only reduce the penalty for secondary attacks, As according to Natural Attacks, Claw, Bite and Gore are all ...


0

Yes, the monster would be allowed to take Multiattack, and yes, you would need secondary attacks in order to benefit from it. The natural attacks in your example wouldn't benefit from the feat. Monster: 2 Claws, One Bite and Horns (Gore) = 4 natural attacks. Primary or secondary doesn't mean anything for the feat prerequisite.



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