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17

The Gloves of Missile Snaring don't block, precisely. They reduce the damage you take from ranged weapon attacks by 1d10 + Dex. So against a ballista bolt or a boulder, they will still function, but a ballista deals 3d10 damage, and the boulder thrown by a hill giant (the weakest giant) deals 3d10 + 5. To reduce either of those to 0 would take a lot of ...


13

Firstly, Extra Attack is a class feature, not a feat. Secondly, Extra Attack says: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. To cast Fire Bolt, you take the Cast a Spell action, not the Attack action. Extra Attack only applies to the Attack action.


13

RAW is problematic on this point. I am therefore going to address this question in a rather unusual order for a rules-as-written question: I am going to discuss the (highly-likely) intent, and then discuss what the rules do or don’t say and why they are problematic. The intent seems pretty clear: the masterwork benefit is included in mithral’s In a ...


9

Nope. A Cleric can not Turn Undead in place of performing an Attack of Opportunity. Take note of what an AoO actually allows: Making an Attack of Opportunity An attack of opportunity is a single melee attack Particularly, note that no where in the AoO description does it allow the character to take a standard action, which is what is needed to ...


9

In the case of Hex PHB page 251 You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. There are three ...


9

Spells don't take on a higher level until you cast them using a higher level spell slot. As ccooke has already quoted, from page 201 of the PHB: When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. You are not casting the spell when you pick it for your Arcanum so ...


8

The exact text is: These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small ...


8

Yes in D&D 3.5e In D&D 3.5e, a 5-foot step is not a miscellaneous action — it is not action type at all. What it is, is an option you may exercise as a consequence of not moving. The trigger to be permitted a 5-foot step is: If you move no actual distance in a round If that is true, you can make a 5-foot step (barring other restrictions that ...


8

In uniform, shared light levels, vision penalties due to darkness work fine, intuitively, and exactly as written (no surprises). The deeper the darkness, the more trouble you have seeing, hitting things, and protecting yourself. This, however, isn't the case you're asking about. Mixed lighting conditions Let's stick with RAW to analyse this situation of ...


8

There is nothing in the rules (at least that I'm aware of) that either allows or prevents the acquisition of a non-combat non-magical pet. That means that whether or not you can have a pet is completely and totally up to your DM. As to whether or not there is a balance issue related to having a pet, I would not be very worried about it. It may occasionally ...


7

Yes, you can meet requirements with magic items Simply stated, anything at all that results in you having the appropriate stats, skills, features, and so on, will meet a requirement for feat or prestige class. The game makes no distinction, at any point in the rules, for how your stats got to be the way they are; it only cares what they are. To back up ...


7

No, the Strength reduction isn't increased. Critical hits say the following: When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. ...


6

The answer to your first question is that you're...kinda overthinking it. Every animal the Ranger can have as an animal companion has a statblock with numbers calculated for you. The proficiency bonus is added to those numbers. You don't actually need to know or care about the proficiency bonus of the animal, because it's not something players are assumed to ...


6

This is left completely to DM discretion. The rules do not define when or if a creature in the fiction knows whether or not a save was succeeded. As such, it is up to the DM to determine whether a creature knows when it's relevant. Normally it's pretty obvious whether or not a spell worked, but when it's not (say a mind control spell where the creature ...


6

As written, the witch archetype beast-bonded's supernatural ability twin souls kills a possessed foe The spell magic jar has a series of clauses that make missteps extremely dangerous, both for the possessor and the possessed. The beast-bonded witch's supernatural ability twin souls changes everything with three parenthetical words. It says that ...if ...


6

One wonders why clearly nonmagical items such as the elven chainmail are in the magic armor section. Yet, here it is. A mithral chainmail, costing like one, already statted up in the very same manual that introduces mithral. It turns out the masterwork bonus is already included. (-5 to -2) The same applies to the mithral shirt, by the way


6

Yes, you can get Combat Advantage on attacks made while not adjacent. The only requirement is that other creatures not be adjacent. If you had to be adjacent it would have been worded like Hunter's Gaze[DDI], something like "You gain combat advantage against enemies you are adjacent to that no other creatures are adjacent to."


5

Alright, let's start saying that your assumption to apply real world physics to explain how unexplained spell effects work isn't going to work very well, specially in D&D/Pathfinder. Now, Pathfinder has an two unwritten rules that say: "unless something says you can do it, you can't." and "specific rules override the ruling of the generic rule; and when ...


5

There isn't a huge advantage to having two swords instead of one. The difference is mostly a cosmetic one, which might matter for your character. Vampire: the Masquerade combat is fairly abstract in places. A sword attack or parry will be made with the same roll for one sword, or dual-wielding. You cannot double your effectiveness this way. Making ...


4

By RAW in the area you quoted, characters gain concealment when in dim light, but seem to gain blindness when in darkness while not affecting those attacking them. The important clause for dim light is this: Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. While the ...


4

The RAW doesn't specifically say. As you note in your research, none of the rules related to hitting objects have any information about what to do if the object is attended. That said, you can use existing rules to figure out a reasonable alternative. The rules for smashing an object that you link say: An object's Armor Class is equal to 10 + its size ...


4

Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class. Both rogue and swordsage grant swordsage initiator level, rogue at one every two levels, swordsage every level. You go with the faster one, i.e. swordsage, and end up with 6.


4

Yes. Unfortunately, the only place it does so is the FAQ, which doesn't have errata power. However, the prerequisite system nowhere bans magic items from being used to satisfy prereqs and there is no reason to think (especially given corroborating evidence like the passage from Complete Warrior) that they can't be used to do so. Thus the FAQ here is, for ...


4

As far as I can tell, the RAW about this would be: if one of the PCs that is grappling the NPC decided to move the NPC, they can do so without restriction but if they move the NPC out of the other PCs reach, the Grappled condition imposed by those PCs ends, since as the rules for the Grappled condition (PHB p.290) state: The condition ... ends if an ...


4

No. This is not willing movement. Forced movement is different from unwilling movement, in that unwilling movement is subject to difficult terrain and opportunity attacks (as normal movement). However, unwilling movement is not subject, as you say, to game mechanics that are driven by willing movement. RC p200 Willing Movement Movement of any ...


4

On page 217 of the DMG, it states that “the cost of the masterwork quality and any magical enhancement remains the same” regardless of a creature’s unusual size or shape.


4

As per page 248 of the VtM20th Anniversary edition, the prohibition against splitting Celerity actions applies only to the actions granted by Celerity. (I know, seems tautological, but bear with me.) Therefore, the following should be legal: Carla has two one-handed swords and Celerity 1, and is Ambidextrous. She has Dexterity 4 and Melee 4. At the start ...


4

In many versions of D&D, there are prices for (some) pet-like animals in the equipment list, along with the usual mounts and pack animals. So, you could buy a dog or a chicken for the listed price. These have no mechanical benefit, though if the DM allows it, you may be able to train them to perform some tasks. For example, I don't have access to the 5e ...


3

RAW, no. It's not quite true to just say it's up to DM discretion - everything is, of course, but since the rules don't say that you get spell-save ESP, then by default you don't. Also, by historical analogy to the earlier games 5e is more like (especially AD&D 1e/2e), no. The approach to spells in those was very cut and dried, they do what they do and ...


3

The exact language of Overwhelming Impact is: (emphasis mine) Whenever you use a hammer to hit an enemy with a melee attack, and that attack would slow the enemy, you can instead daze the enemy for the same duration. As such, converting a slow to a daze is entirely optional. In addition, Overwhelming Impact does not care about the source of the slow ...



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