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41

Yes! if you perform any standard action (or any other strenuous action) you take 1 point of damage after the completing the act. The rules then go on to explicitly mention the possibility of healing thyself: Unless your activity increased your hit points, you are now at −1 hit points, and you’re dying.


31

There are three somewhat-contradicting definitions of True Dragon, from Monster Manual, Draconomicon, and Races of the Dragon (listed by publication date). Please also note my other answer, which poses a rebuttal that I’ve come across. Monster Manual The first definition, in the Monster Manual, is simply the “Dragon, True” entry, which ...


29

While I think it's awesome to award experience for in-character behavior, it's also very hard to quantify role playing into experience (how much gets you 100exp?) On top of that, in DnD, exp translates very observably to combat prowess - so it also makes sense to give other types of benefits. Good role playing should give good role-playing benefits. If the ...


28

Channeling negative energy isn't an Evil action by default the way some other powers are. Negative energy is the power of death, entropy, &c. In D&D3 and Pathfinder, it's often associated with baddies like evil clerics or the undead, but it isn't automatically straight-up capital-E Evil. For example, check the Harm spell, which is, like, the purest ...


27

No. From 3.5 SRD: The Basics – Abilities and Spellcasters: Abilities And Spellcasters The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a ...


25

There is no such rule in the setting-independent supplements that I know. But setting-specific supplements are another story. Forgotten Realms Campaign Setting, p233 or something: Changing Deities It is possible for a cleric, druid, paladin, or spellcasting ranger (or any other divine spellcaster) to abandon his chosen deity and take up the ...


23

Flight does indeed require Move Silently checks. (If, of course, you're trying to not make noise.) This is backed up in the rules by the entry for Giant Owl, which states: When in flight, giant owls gain a +8 bonus on Move Silently checks.


20

Player's Handbook II (3.5) / Divine Conversion / p193 This is a sidebar at the bottom of the referenced page, which is part of a section on rules for retraining. If you don't have the book, here is the direct quote: DIVINE CONVERSION As noted in the Player’s Handbook, a cleric who grossly violates the code of conduct imposed by his deity loses ...


20

There is no rule that says that flying allows you to move silently. The entry for Move Silently simply says that you move, it doesn't say how. You're dealing with noise issues such as the rustle of clothing and the creaking of equipment, as well as your own ability to step silently and not breathe loudly. That said, some of the terrain modifiers wouldn't ...


20

Abstractions are leaky, full stop In the software world, there's something called the Law of Leaky Abstractions: All non-trivial abstractions, to some degree, are leaky. The basic idea is that abstractions hide details, but sometimes those details are important, so pretty much every abstraction will require us to "break it down" and look deeper ...


19

Everybody needs a martial weapon proficiency The shield bash rules say this (emphasis mine): You can bash an opponent with a light shield or heavy shield, using it as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, ...


18

I've never seen any "official" guidelines, but in my group we handed out 1-2 poker chips to each player. Throughout the session, they could give those chips to any player that had an instance of exceptional role playing. At the end of the session players could hand in their chips (only those received from other players, not those given to them at the start ...


18

Yes, you can target yourself. However, note that multiple castings do not stack. It’s a same-source issue; you can’t keep casting the spell to get more. So you get 1d6/2 levels worth of HP (average 1.75/level, which won’t approach the cap unless you are badly hurt and have very low Constitution), which is poor compared to false ...


17

Through inference, there is no action cost for controlling facing. The SRD presents a combat facing "add-on" that states: The standard d20 combat rules intentionally ignore the direction a creature faces. The rules assume that creatures are constantly moving and shifting within their spaces, looking in all directions during a fight. In this variant, ...


17

You can charge as may things as you want, provided you're in the right condition (enough distance, no obstacles on your path) and you have enough time to do the action (with a belt of battle or on a high-level factotum you could do it even twice in a round). I can remember 3e's pounce ability (which was activated on a charge) worked only during the first ...


17

Use a Wisdom check. Ability Checks Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a roll of 1d20 plus the appropriate ability modifier. Essentially, you’re making an untrained skill check.


17

There is a +1 to the DC for perception when trying to see something for every 10 feet away it is from you. Therefore, you have a chance to see things that are less than 200 + 10*perception modifier feet away; if things are more than 100+10*perception feet away, you can't see them by taking 10, so that's about when I'd be rolling to see things. Of course, ...


17

The lich template requires that you create a phylactery (see "The Lich's Phylactery" in the d20 SRD entry for Lich). The phylactery requires Craft Wondrous Items, the ability to cast spells, and a caster level of 11th or higher. A swordsage cannot cast spells and does not have a caster level, and therefore cannot create the phylactery and cannot become a ...


16

There is no legal problem with using intellectual property in a private game. Unless you're making money off it or making it available to large numbers of people, what you do in your game probably isn't interfering with copyright. Of the established settings you're mentioning, only Forgotten Realms is codified in 4e. D&D Fourth Edition has its own ...


16

Arcane Mark It's not extra-fancy, but it can produce six-symbol codes (ANY kind of symbols) which are invisible to the naked eye but readable by anyone with read magic. The contract itself probably can't be fully explained with an arcane mark, but it can be abbreviated much the way the Creative Commons licenses are (eg, "CC-BY"), and the caster of the mark ...


15

RAW, no. The spell specifically says 'vertical' so unless your 'floor' is a wall, you cannot use it as a bridge. Look at the wording for 'wall of iron': http://www.d20pfsrd.com/magic/all-spells/w/wall-of-iron You cause a flat, vertical iron wall to spring into being. And now look at 'wall of stone': ...


15

I would say no, both by RAW and by interpretation. By interpretation, part of the point of setting against the charge is usually using the opponent's momentum against them by forcing them to run into a stationary piercing weapon, braced against something equally stationary, usually the ground or a foot. When you're falling you don't get that benefit. By RAW, ...


15

The lack of 'and so on' implies absolutely nothing RAW only deals in what is written, not in anything that is implied or could be implied. The spell specifies no cap and as a result has no cap. It could be that they intended to write in a cap, it could be that the editor forgot to add 'and so on', it could be that the author happened to be drunk that day. ...


15

Unlike Diplomacy, Intimidate and Bluff both have well-defined mechanical uses outside of open-ended persuasion. For instance, Bluff can be used as part of a Feint action in combat. If player-versus-player actions are allowed in game, then those uses of the skills are allowed by RAW. That is, in my opinion, why you do not see an explicit rule against the ...


14

Actual rules always trumps examples of those rules in use. You will often find that examples in RPGs don't match the text—it's very common for rules to be tweaked after the examples have been written, and for the editor to not notice that the example has become out of date. This results in publishing RPGs with examples that contradict the rules, a ...


14

I have to agree that the wording in the original rules is not a 100% explicit. It is clear that you cannot cast spells of a higher level than you have access to, but can you prepare them? The Pathfinder FAQ has a more complete answer, emphasis mine: No. You only get the bonus spells if your class level grants you access to those spell levels. You can't ...


13

Well, looking at the description of a Not Action from the rules, under combat; Not an Action: Some activities are so minor that they are not even considered free actions. They literally don't take any time at all to do and are considered an inherent part of doing something else, such as nocking an arrow as part of an attack with a bow. I would think ...


13

One: The Unarmed Strike is a Simple Weapon It’s listed in the table of simple weapons. The errata rules clarify that in the case of a contradiction between rules text and a table, the text should be taken as correct (“text trumps table”), but no text states that Unarmed Strikes are anything but a Simple Weapon. Ergo, that is what they are, ...


13

You can charge anytime you want providing you see your ennemy and there is a practicable 10-feet long straight path between you two. D20SRD says : You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. You must have a clear path toward ...


13

Usually, being able to perceive and recognize a scent involves feats and racial or class features like Scent, rather than skills. What follows is purely speculation and my idea on how to manage it, since the rules stay silent. Sometimes the scent is so strong that you'd need not to have a nose to be unable to peceive it. Whether a character feels it is ...



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