New answers tagged

0

Technically, bonus HD don't increase a creature's size… The Hit Dice that the DM uses to advance a monster differ from bonus Hit Dice that a creature gains by virtue of being a paladin's special mount. The Paladin's Mount says that Bonus HD are Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve ...


1

No, it does not. The larger sizes that creatures gain on advancement are only for when the DM “advances” the creature. Bonus HD, such as for being a paladin’s special mount or a druid’s animal companion, do not cause them. If you took the Leadership feat and had a creature as your cohort, which gained a share of XP and properly “leveled up,” then that might ...


4

2nd-level bonus spells aren't gained solely from having a high ability score and taking Precocious Apprentice Abilities and Spellcasters, in part, says 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 ...


0

No: their 2nd level "spells per day" column still has a value of "-", so they wouldn't qualify for bonus spells of that level.


1

Charges, by default, provoke attacks of opportunity as normal for any movement. The core rules are somewhat less than explicit on this—they just say that movement usually provokes, and nothing in the charge rules says otherwise for them, so that default prevails—but Rules Compendium is explicit, stating that the movement for a charge provokes as normal (but ...


4

No, there aren’t, not in the general case. There are variants, alternate class features, substitution levels, and so on, but unless the feature in question is targeted for one of those, there’s nothing you can do about it. This makes sense when you consider that some class features are intentional drawbacks—rules that let you skip those could cause balance ...


3

Consider an alternative approach for that ranged grapple… The grapple-at-range effect of Sailor's Lament (here) (minor artifact; 80 lbs.) as presented probably won't be a lot of fun and it may break the game. Let me establish this first: When the description says, "The tentacles can also be used to initiate a grapple, in which case they remain for the ...


4

Having scoured the Expanded Psionics Handbook, searching for "psionically", "null psionic", "focus", "antimagic", and (painstakingly) "power point", and having run a similar search in Complete Psionic (for only "focus"), examining all the text in the passages surrounding each, we're confident in saying that: There is nothing (other than the power point ...


1

A dispel magic only makes an item normal for 1d4 rounds and them it returns to exactly the way it was before the dispel happened. You can not dispel a magic item or curse and then destroy it or be un-cursed. The spell states after the 1d4 rounds it recovers. In the case of a ring it would reappear on your finger as soon as the dispel time ran out. A curse ...


0

It stays As this Answer states from the question Can summoned creatures take items back with them? The FAQ answers it (p.91) What happens to a summoned monster’s equipment when it dies or the spell ends? What if it’s not carrying the equipment any more? What if it’s carrying something new? When a summoned creature goes away, so does everything ...


-1

No. Many of the granted powers //are// magical, but nothing about being a granted power makes them so. For example, many granted powers are supernatural, but the Luck domain power is explicitly extraordinary. After reviewing the SRD granted powers, I am not able to find any which are ambiguous (though see War): Air Domain - supernatural (explicit) Animal ...


1

My impression of how this should work—though note this has never once come up in one of my own games, and I’m not rightly sure how it would unless your games involve a lot of time-skip—is that a true dragon’s dragon hit dice come purely from age, not XP at all. Theoretically, just speaking about “dragons in the world,” most dragons probably don’t really ...


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D&D 3.5e In the original, D&D 3.5e Eberron Campaign Setting book, the living spell template is given this description: “Living spell” is an unusual template, in that it is applied to an arcane or divine spell effect (or in some cases, a group of spell effects) and not to a creature. The characteristics of a living spell are determined by the ...


4

Yes, it could be ruled that way, as @KRyan states. However, there are other ways within the rules, and I have a few suggestions if you don't use those rules in particular: If you use the optional rules on training in the Dungeon Master’s Guide, you can make your character train to gain their levels (I like this rule because it makes the age of your ...


42

Yes, as soon as the wizard levels up, those two spells are found in one of his spellbooks and he can prepare them the next time he prepares his spells. They do not require time or money to scribe, though they do fill up the appropriate number of pages in his spellbook. This is one of those things that’s supposedly been going on in the background the entire ...


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The Scorn Earth (Su) class feature of the Elocater prestige class (Expanded Psionics Handbook; pages 142-144) allows one to float, hover, walk, run, and fight normally... one foot above the ground (flat surface part of solid or liquid). It also allows one to move at a speed of 10' per round at elevations higher than that. There does not appear to be any ...


0

Based on the Spell: Divine Interdiction in the Spell Compendium: Divine Interdiction This spell can be cast at a point in space, but the effect is stationary unless cast on a mobile object. The spell can be cast on a creature, and the effect then radiates from the creature and moves as it moves. A creature can attempt a Will save to negate the spell, ...


3

There appears to be no default, and therefore we're stuck. I've found the following quote on page 171 of the PHB, emphasis mine In the event that a class feature, domain granted power, or other special ability provides an adjustment to your caster level and I have also found the following in the PHB's glossary, emphasis mine again granted power: ...


2

As a primary source, the Monster Manual (Page 312) explanation for nonabilities (not a score of zero, but lack the ability altogether) is: Nonabilities: Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are ...


5

Per the SRD entry on “non-abilities”, having a “-“ in constitution means: A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless.…A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless the creature’s ...


2

For the purposes of the Two-Weapon Defense feat in particular, Two-Weapon Defense [General] [...] Benefit: When wielding a double weapon [...] you gain a +1 shield bonus to your AC. It doesn’t get any more explicit than that. Ambidexterity was a feat in 3e, which was removed from the game in 3.5e. It is no longer necessary at all; its benefits ...


24

You can get there without any levels with favorable rulings, but otherwise level 1 The Character The character to run the sub-2-hour marathon at level 1 with three of the following selections (only one of which can be a class, and only two of which can be a feat): The Barbarian class (for Fast Movement) The Cleric class with the Celerity Domain (Spell ...


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David Coffron’s answer does better than this one, but just for the sake of listing out some more options (which are also compatible with the Quick trait he uses and that I forgot about). 2nd level: 1st-level monk/1st-level barbarian or druid To run 26.2 miles in 2 hours, a 3.5e character needs to achieve an average movement speed of 115.3 feet for the ...


2

Expanded Psionics Handbook does introduce Chapter Two: Classes with The Classes The four psionic classes, in in the order they’re presented in this chapter, are as follows. Psion: [...] Psychic Warrior: [...] Soulknife: [...] Wilder: [...] Complete Psionic establishes that these four are “not the only psionic classes the game could ...


5

If a weapon is light, but made for a creature of a size category larger than you, you treat it as a one-handed weapon (and also take a −2 penalty on attack rolls with it). So, for example, a halfling can wield a Medium shortsword as a one-handed weapon at a −2 penalty. The only real reason to do this is if you are caught in a situation where you ...


3

The players handbook (Page 113) has a small paragraph that answers your doubts - For instance, a Small greatsword (a two-handed weapon for a Small creature) is considered a one-handed weapon for a Medium creature, or a light weapon for a Large creature. Conversely, a Large dagger (a light weapon for a Large creature) is considered a one-handed ...


3

We can answer precisely none of your questions here. The first three are going to have to be questions for your DM, and the last is something you’re going to have to do your own research on because it’s too broad for a question here. When we project, does that body remain as is until AP is dispelled? Unclear. Your body is in “suspended animation,” ...


2

Elemental savant’s elemental specialty: When the savant casts a spell that normally deals energy damage, Extract water elemental: This deals 1d6 points of damage per caster level (maximum 20d6), or half damage on a successful Fortitude save. As extract water elemental’s damage is untyped, it is not energy damage, so elemental specialty’s “When...” ...


1

The spell resistance, in this case, is not to "turn" the berries, but for creature who consumes them. It allows SR for the off-chance you try to give one to an undead (who would be healed by the berry: takes 1 damage) - this is the only reason I could think of, and it depends on your DM ruling that the goodberry is Positive Energy.


8

I think traits are a poor vehicle for this kind of change From the outset, I want to say that this is a massive change compared to most traits. Traits are tiny things, +1 or +2 here, −1 or −2 there, and that’s what they’re supposed to be. Fitting such a large change into the same “slot” is extremely awkward, and really quite dubious. Balance is ...


5

Prepare incarnation of evil Spells That Have Come Before, in part, says "For the purpose of adjudicating effects that apply to polymorph spells, any spell whose effect is based on either alter self or polymorph should be considered to have the polymorph subschool" (Player's Handbook II (May 2006) 96 and here). This means that a cleric can prepare the 5th-...


1

Psychic Chirurgery (from XPH) can teach any psionic power to any psionic character, explicitly bypassing class lists. It's a 9th-level telepathy-discipline-specific power with a hefty xp cost. (Though the discipline part isn't all that restrictive, since one can use Psychic Chirurgery to teach Psychic Chirurgery itself to a non-telepath.) Transfer ...


2

Telepathy is probably two-way, so a pseudodragon can telepathically say something to a creature without telepathy, and that creature could respond in kind. Even this much, however, is not clearly or explicitly stated by the rules, and I can see arguments to the contrary. Anyway, if we buy two-way telepathy, it’s kind of like reading thoughts, maybe. But ...


5

Charm person as assassin spell Actually getting charm person as an assassin spell is a bit tricky. Arcane Disciple, a feat from Complete Divine, can add the spells of a domain to your arcane spell list—Charm, Fey, Lust, Renewal, Seduction, and Temptation all get it (though it’s bizarrely a 2nd-level spell for the Fey domain). However, they’ll use Wisdom ...


3

You ignore all penalties specifically associated with riding It is far from being crystal clear, but relevant part probably means The character takes no [i.e. ignores] penalties [induced by the process of riding only, not each and every, obviously] to actions while doing so. clarifications mine Penalties which come from riding are: -5 penalties for ...


0

In Dungeonscape Pg 12/13, a Ranger can lose Track and gain Trapfinding as an Alternate class feature. I have had several DMs allow me to do the reverse.


0

Daggers and Shortswords have much in common, as it was outlined in other answers. To sum it up: Both are light weapons, that qualify for Shadow Blade feat Rogues are proficient in both Both are melee weapons As for the differences: Daggers have smaller damage die(as others have pointed out, a difference of 1 damage on average), but in exchange are ...


2

Not really, but sort of Why not: In my experience, Epic Spells are eschewed in favor of normal spells not because those spells are difficult to cast but rather because they are difficult to put in items. Epic Level play is an environment I have found generally amiable to levels of optimization other circles frequently scorn, so most Epic level games I ...


0

Technically yes, but in practice, it's not worth the effort. It looks like your main concern is an opponent using handle animal to command your companion in combat to cause issues for you. Most animals aren't going to take commands from creatures they are unfriendly or hostile towards, and will also prioritize commands of their master over the commands of ...


4

Action economy is the same. 1 standard, 1 move, and 1 swift action per turn. Pathfinder is nearly identical to 3.5e in regards to action economy, with the exception that swift actions are now core(and much more common), rather than found in a few side books. The only thing that changes the action economy at all are optional rules published in Pathfinder ...


1

No, you cannot. Shadow Jaunt requires a standard action to use. (But you could use Shadow Stride). Yes, provided you hadn't used your standard action for anything else. No you cannot. Shadow Stride requires a move action to use. (Though Shadow Blink is a swift action.) So you could do a Stride (move action) attack (standard) Blink (swift) but it would ...


4

You can't benefit from the spell Astral Projection without a physical body The term ''physical body'' is used 5 times in the description By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. Since you don't have a physical body, this spell cannot be used on you. We could argue ...


4

First, unless the campaign makes magic items objects unusually rare, nobody's actually going out of their way to steal magic items. Sure, if the magic item's an original magic item or an artifact, it'll be a target, but that's a story. In a typical campaign, most magic items can just be purchased with money in a big enough town by anyone who wants one. ...


4

A lot depends on your character class. Martial characters will need to spend increasingly large amounts of money on beating monster damage reduction. At first they will need silver weapons, then +1 weapons; they might need adamantium or cold iron too. Later they'll need aligned weapons as well. As one example (from https://www.d20srd.org/srd/monsters/...


9

Wizards of the Coast has never explicitly stated what they built into their designs for 3.5e; it’s only apparent from the progression of monster stats as one progresses from one CR to the next. And since CR is wildly inconsistent, that is not an easy thing to do. That said, while Wizards of the Coast never delineated their process to the point that they ...


7

The 50% surcharge is for combining wondrous items. If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ...


4

Yes Here are some: Custom Magic Items. The custom magic item rules in the DMG suggests that a DM should give a player price reductions when crafting an item with additional restrictions on usage. That seems silly, but it is what the text says. In particular, you should get a 10% reduction in price if your item requires a skill to use, and a 30% ...


0

If you want quick and simple, the level 5 spell Control Winds is the easiest rubric. Wind Direction You may choose one of four basic wind patterns to function over the spell’s area. A downdraft blows from the center outward in equal strength in all directions. An updraft blows from the outer edges in toward the center in equal strength ...


2

Guidelines for magic items that grant feats are provided by the Arms and Equipment Guide… To summarize the Arms and Equipment Guide sidebar Magic Items that Grant Feats (128), a magic item that grants a feat costs 10,000 gp plus from 5,000 to 10,000 gp per prerequisite possessed by the feat that's being granted. Thus a magic item like a magic sword that ...


4

Epic Spellcasting and Epic Manifesting basically add another tier—anyone who has Epic Spellcasting or Epic Manifesting is literally playing a different game from everyone else. Notably, the only tier-1 class who cannot take Epic Spellcasting is the artificer. Several tier-2 classes (ardent, favored soul, psion, sorcerer, spirit shaman, wilder), tier-3 ...


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