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56

Rules citations: Animate Dead has the [evil] descriptor. "This is an evil act" is right there in the spell descriptor: Evil: Spells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor. Good Clerics can't cast [evil] spells: A cleric can't cast spells of an alignment ...


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.


32

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 ...


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

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 ...


29

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 ...


24

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.


21

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 ...


21

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 ...


21

Apply the (1/2) multiplier to the paladin level only. Your example paladin can use Lay on Hands 6 times per day. This is consistent with mathematical order of operations; in 0.5 * <paladin level> + <CHA>, you only apply the multiplication to the paladin level. In order to indicate an equation such as 0.5 * (<paladin level> + <CHA>), ...


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

No rules such as those you describe exist within D&D 3.5. There is no limit to how high any ability score can get. I obviously can't know where you got the idea from, but here are some possibilities: An overeager interpretation of the point buy rules (Dungeon Master's Guide page 169), which do not allow a character to buy a base score of more than 18 ...


19

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 ...


19

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 ...


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, ...


19

A few folks have mentioned to me that Mike Mearls has stated elsewhere that it's an oversight in the text, and the intent is that a level 1 character should recover 1 hit die. Seems likely errata-fodder. @MrMattFree : Hit dice question! Basic rules say you get half your HD back at a long rest but doesn't say round up. What does a 1st lvl do? ...


18

Yeah, there's no reason that can't be improvised. The classic would be scooping up and flinging sand in your opponent's eyes, which would in most situations* be Dexterity versus Dexterity. Another classic (but slightly more cinematic, so possibly with Disadvantage with non-cinematic DMs) method of blinding an opponent is grabbing their shirt or cloak and ...


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

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-- though personally, I'm not sure why the marks should be invisible: a large part of preventing theft is making the theft-prevention measures obvious. The contract itself probably can't be ...


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

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 ...


16

Short Answer: No It definitely does not count as ranks; it is a bonus. It’s effectively equivalent to the Skill Focus feat (which also provides an untyped permanent bonus). It does stack with Skill Focus, though, since they are different (and also does not count as Skill Focus for requirements, though I recommend houseruling that one). Relevant ...


16

Treat all of the daggers, together, as one suit of improvised Spiked Armor The rules for improvised weapons are as follows: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a −4 ...


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, ...



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