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<  Dungeons and Dragons  ~  Rules Clarifications
Pitz-Ikko
PostPosted: Wed Apr 04, 2007 12:31 pm  Reply with quote
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But still, it would be a lot easier to read and notice if every D&D-related query has its own thread.

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boy_bakal
PostPosted: Wed Apr 04, 2007 12:48 pm  Reply with quote
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Maybe Xtian could make a DnD Rules Q&A sub-forum? Or it could be under teh RPGs section, if ever (w/ the forum title "D&D Rules Q&A", or if you want to be more general, "RPG Rules Q&A"). That works too.

Anyway, I have a very noobish question, since I've never gone epic before. Am I right in assuming that you never go above (spellcaster class) 20 in terms of spells/day once you hit epic, and that epic PrCs that advance spellcasting only advance spells known if you are already at SKL 20 for your spellcasting class (assuming you only have one)?

And on the assumption that this is correct, how does this interact with standard PrCs taken at epic? For example, if an arcane caster with wizard SKL 19 takes a level of archmage at level 21, does he gain new spell slots/day or is this trumped by the fact that archmage is not an epic PrC (as opposed to, say, Cosmic Descryer or Agent Retriever)?

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Xtian
PostPosted: Wed Apr 04, 2007 1:00 pm  Reply with quote
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Posting it in Dungeons and Dragons forum is fine. ^__^

Quote:
Anyway, I have a very noobish question, since I've never gone epic before. Am I right in assuming that you never go above (spellcaster class) 20 in terms of spells/day once you hit epic,

Yes.

Quote:
and that epic PrCs that advance spellcasting only advance spells known if you are already at SKL 20 for your spellcasting class (assuming you only have one)?
.
PrC that advance spellcasting only advance caster level.

Sorcerer 20/Incantatrix 10 casts knows like a 20th level sorcerer except at caster level 30.

Sorcerer 15/Incantatrix 15 also knows spells like a 20th level sorcerer except at caster level 30.

Sorcerer 20/Fighter 10 also knows spells like a 20th level sorcerer except at caster level 20.


The reason why in epic full caster is still important is because of you want your caster level as high as possible for longer durations, penetrate SR, epic spellcasting,etc.
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Revan
PostPosted: Mon Apr 09, 2007 6:51 pm  Reply with quote
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For purposes of persistent spell, what does the phrase "fixed range" mean? Does this include 1 creature (touch) spells like Bull's Strength, etc?

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Pitz-Ikko
PostPosted: Mon Apr 09, 2007 9:36 pm  Reply with quote
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Revan wrote:
For purposes of persistent spell, what does the phrase "fixed range" mean? Does this include 1 creature (touch) spells like Bull's Strength, etc?


IIRC, the "fixed range" works just like what it means - non-variable range. It includes emanations and touch spells with durations longer than instantaneous. It does not include ranges that vary with caster level and with instantaneous durations.

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Xtian
PostPosted: Mon Apr 09, 2007 11:09 pm  Reply with quote
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Found this. Very Happy

Quote:
Originally Posted by Official Customer Service
Subject: Can you use the Persistant Spell metamagic feat on spells with a range of "Touch"?

Response (Chris L.) 04/05/2005 08:14 AM
Thank you for contacting us.
Actually yes, since its range is fixed (touch).
Good Gaming!
To login to your account, or update your question please click here.

Chris L.
Customer Service Representative
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boy_bakal
PostPosted: Mon Apr 09, 2007 11:45 pm  Reply with quote
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regarding Persistent Spell, how does it not affect Time Stop? its range is personal, and its duration is longer than instantaneous.

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Pitz-Ikko
PostPosted: Tue Apr 10, 2007 12:04 am  Reply with quote
D' Original Henio


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boy_bakal wrote:
regarding Persistent Spell, how does it not affect Time Stop? its range is personal, and its duration is longer than instantaneous.


My guess would be that time stop is quite in a league all its own 'coz its duration is measured in *apparent time*, not the actual game time that most other spells use. Imagine, all day in apparent time...

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Xtian
PostPosted: Tue Apr 10, 2007 12:16 am  Reply with quote
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I agree with Pitz here. Apparent time is not a real time thus you can't persist it. It an instantaneous spell for the purpose of persisting it. And even if you managed to pull this off, you can't rest and reprapare your spells. Why? Because you're in an apparent time. You're just moving fast. Not in actual game time as Pitz said.

And, again, if you managed to pull this off to a clueless dm, get ready to get your butt whipped like hell while screaming "BAD Cheeetaaah! BAD Cheeetah!!!"
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boy_bakal
PostPosted: Tue Apr 10, 2007 12:34 am  Reply with quote
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okay, point taken. it's pretty close to what i was thinking, in that 24 hours of apparent time would totally screw up one's system... @_@

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boy_bakal
PostPosted: Sun Apr 29, 2007 12:09 pm  Reply with quote
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I have another question. What are some examples of things that one could do with a Miracle spell? I've never tried it before, and the text is kind of vague to me. Would it be within its bounds to, say, wish for great wisdom so as to better perform one's duty (which is, OoC, requesting for something like a +5 inherent bonus to wisdom)?

It's not really a rules clarification I suppose, more of a "what exactly can I do with this spell" sort of thing.

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Xtian
PostPosted: Sun Apr 29, 2007 12:42 pm  Reply with quote
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d20srd wrote:
Miracle
Evocation
Level: Clr 9, Luck 9
Components: V, S, XP; see text
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

A miracle can do any of the following things.

Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).
Duplicate any other spell of 7th level or lower.
Undo the harmful effects of certain spells, such as feeblemind or insanity.
Have any effect whose power level is in line with the above effects.
If the miracle has any of the above effects, casting it has no experience point cost.

Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.

Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.
Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.

XP Cost
5,000 XP (for some uses of the miracle spell; see above).



Per casting of Wish grants +1 inherent bonus to one ability score. Successive castings may increase this inherent bonus. As written above, Miracle can't directly do that but I think it is reasonable to allow that since Miracle can be used to craft tomes and manuals.

Asking a +5 inherent bonus to wisdom to better perform one's duty is allowable but the bonus will go away after the duty is performed. Probably after a quest or an encounter. Safest is to get craft wondrous items and craft your or tomes. Or if DM will allow, successive casting of Miracles to add inherent to wisdom. Of course, you ust pay 5000xp per casting.
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boy_bakal
PostPosted: Sun Apr 29, 2007 1:19 pm  Reply with quote
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wait... Tomes? So I could, like, ask for Tome +5 stuff and there you go, miracle granted? o.O

EDIT: Even if I don't have the required item creation feat?

EDIT 2: Oh wait nvm, I think I do need the feat >_<


Last edited by boy_bakal on Sun Apr 29, 2007 1:23 pm; edited 1 time in total

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Xtian
PostPosted: Sun Apr 29, 2007 1:22 pm  Reply with quote
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boy_bakal wrote:
wait... Tomes? So I could, like, ask for Tome +5 stuff and there you go, miracle granted? o.O

EDIT: Even if I don't have the required item creation feat?


What I mean is miracle can be used to create tomes and manuals even if miracle can't give you inherent bonuses. Asking for tomes using a miracle is subject to DM twisting.
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Xtian
PostPosted: Mon Jun 11, 2007 2:33 am  Reply with quote
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Where is it written that you can't use social skills check like diplomacy or bluff (not in combat bluff) against other PCs?

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boy_bakal
PostPosted: Mon Jun 11, 2007 10:54 am  Reply with quote
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I don't think it's written per se. But it'd be pretty absurd if you could use social skills on another PC.

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Pitz-Ikko
PostPosted: Mon Jun 11, 2007 11:47 am  Reply with quote
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Xtian wrote:
Where is it written that you can't use social skills check like diplomacy or bluff (not in combat bluff) against other PCs?


I don't think it is written anywhere. But if players are willing to really RP their characters, then you can use these 'social' skills. Normally, though, it's practically useless.

Example: Christian's PC is trying to lie to Tope's PC. Tope can then call a Sense Motive against Christian. If Tope wins the check, then Christian is obliged to say his PC is lying.
DISCLAIMER: All characters (namely Christian and Tope) presented in the above example are fictional. Similarity to any actual person, living or dead, is purely coincidental.

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Xtian
PostPosted: Sat Jun 16, 2007 10:53 pm  Reply with quote
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Can you use extend spell to increase time stop's duration?

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erwin
PostPosted: Tue Feb 05, 2008 9:00 am  Reply with quote
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*Casts Raise Thread*
Check out this discussion from DF:
Kain Darkwind of Dicefreaks wrote:
You are in a swimming pool. A live power line falls into the pool. What sort of saving throw do you get?


What do you think should happen?

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BJ
PostPosted: Tue Feb 05, 2008 9:48 am  Reply with quote
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As RAW? Reflex. DnD rules have no electricity-water interaction rules (A lightning bolt cast underwater will not turn into a spread, will stay as a line), so you won't take damage unless you are hit by the power line itself. Bludgeoning damage plus electricity damage, reflex save to avoid the powerline, penalty on the save if you do not have a swim speed.

As simulationist DM? I'll ad hoc none. Electricity disperses on the water, everybody within the pool takes damage, much reduced from base damage because it's no longer concentrated. Next round you'll be given ayour chance to escape the pool, if you're still conscious.

As evil DM? You all take damage, no save, no reduction. Damage persists every round, Ref save at the start of turn to avoid being entangled (because I somehow remember the same ability from Orb of Electricity).

It all depends on the approach, really. Wink 1st one is the one that sticks to the rulebook most. 2nd one makes it believable (believable not equals realistic). 3rd one means I just want to take every opportunity to deal damage to my players.

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erwin
PostPosted: Tue Feb 05, 2008 9:54 am  Reply with quote
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LOL nice answers, really informative Very Happy

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Pitz-Ikko
PostPosted: Tue Feb 05, 2008 12:07 pm  Reply with quote
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Quote:
Can you use extend spell to increase time stop's duration?


I'd say yes, but if the DM will be *really* strict about it, s/he can rule otherwise, quoting the same reason that time stop can't Persist.

Quote:
You are in a swimming pool. A live power line falls into the pool. What sort of saving throw do you get?


If you're immediately within reach of the pool's edge (subject to DM interpretation), I'd say you're up for a DC 10-15 Reflex save to save your hide - it's really not that hard to quickly jump out of the pool (unless it's molasses). I'd rule Improved Evasion won't work on a failed save.

If you're not within reach of the edge or if you fail the Ref save, I'd say a DC 20-25 Fortitude save for half damage every round. High current/voltage in a pool isn't exactly a lightning bolt cast by a 10th-level caster. We're talking damage that soaks right into your skin, so a pretty high Fort DC isn't that unfair at all. Twisted Evil

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BJ
PostPosted: Tue Feb 05, 2008 12:36 pm  Reply with quote
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Trivia:

d20modernSRD wrote:
Electricity
Electrical hazards come in many forms, including stun guns, downed power lines, and electric security fences. Table: Electricity Damage gives damage values for various electrical hazards based on relative voltage. A character can make a Fortitude saving throw to reduce the damage by half. If that character is not grounded or is otherwise insulated from the current, a successful save indicates that no damage is suffered.

Code:


Table: Electricity Damage
Type             Examples                                 Damage   Fort DC
Jolt              Car battery, stun gun                   1d3        10
Low voltage       Fuse box, electrical socket             2d6        15
Medium voltage    Industrial transformer, electric fence  4d6        15
High voltage      Power line, electric chair, lightning   8d6        20




Apparently Lightning Bolt is stronger than high-voltage. Laughing

Still, I'm sticking to my three scenarios. Razz

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Pitz-Ikko
PostPosted: Tue Feb 05, 2008 5:54 pm  Reply with quote
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But then again, that 8d6 damage doesn't count being in a pool when the live power line actually shocked you. The pool could maybe double that damage. And for this specific scenario, since the character is *obviously* not insulated, s/he gets half damage for a successful save.

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Xtian
PostPosted: Wed Feb 06, 2008 12:29 am  Reply with quote
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Some people do survive a lightning strike. For me, fort negates. In the scenario of continous electricity on pool, fortitude save every round until they get out of the pool.

This of course, assumes that the water in question can conduct electricity. If i'm not mistaken pure water is a very poor conductor.

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A druid on rogue:
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Revan
PostPosted: Wed Feb 06, 2008 12:38 am  Reply with quote
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Xtian wrote:
Some people do survive a lightning strike. For me, fort negates. In the scenario of continous electricity on pool, fortitude save every round until they get out of the pool.

This of course, assumes that the water in question can conduct electricity. If i'm not mistaken pure water is a very poor conductor.


Those people survive the strike because they can disperse the electricity by channeling it to the ground. Contained in a swimming pool, the odds don't seem to be quite as good for the hapless schmoe.

As for water purity, swimming pool water is actually more a cocktail of water and purifier chemicals like chlorine, so it should be pretty conductive.

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Xtian
PostPosted: Wed Feb 06, 2008 1:05 am  Reply with quote
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Good points Revan.

Maybe a fortitude save penalty? More if the affected creature is carying lots of metals?

How big is the pool anyway? Olympic size or kiddie size? I would decrease/increase the dc based on pool size.

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solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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Pitz-Ikko
PostPosted: Wed Feb 06, 2008 6:53 pm  Reply with quote
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Pool size shouldn't affect the Fort save. The Ref save, on the other hand, should be affected by the *proximity* to the pool's edge, so pool size is not a direct factor.

Of course, you might be meaning the depth of the pool. If that's the case, then it's sure to entail a lower Ref DC if the pool is shallow. I can't be sure how depth affects the Fort DC, though - I'd say you'll have the same likelihood of receiving the same amount of damage with your feet submerged as when you're neck-deep in it.

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erwin
PostPosted: Wed Feb 06, 2008 9:43 pm  Reply with quote
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What if you're submerged/underwater, would it matter?

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Xtian
PostPosted: Thu Feb 07, 2008 12:39 am  Reply with quote
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I think pool size, if the size is significant enough, may be a factor. Craetures near at the source of electricity may be damaged more than the creatures 50m away because of resistance. I was wrong though, it should not be a reduction of fort dc but reduction of damage instead.

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solbergb on sorcerers:
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A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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