dnd 3.5e – When does Endure Sunlight reset?

Suppose that a vampire with Endure Sunlight fights another vampire without this feat, and has a way to create sunlight that can be easily turned on / off. (In the situation that occurs in the game, it's a magical sword that can brighten the sun.) If the vampire turns on the sunlight briefly then off, how many turns does he have? can it support more is it reset?

dnd 3.5e – How Do Prepared Actions Involving a Movement Interact with a Charge?

Situation:

In turn, Alice uses the action ready. It specifies the condition "a creature attacks me" and an action that would take her out of her melee range (like teleporting with dimension door).

At Bob's next turn, he's charging Alice. The attack that he would take at the end of his charge meets the trigger conditions of Alice's prepared action, so she teleports.

What exactly come?

  • Can Bob make his melee attack before Alice is teleported?
  • Does it matter if Alice teleports somewhere that would have been in Bob's original charge range, compared to a place where he could not bill?
  • If Bob fails to attack, does he still lose all of his full round action for charging? Or did he just spend a movement action if he can never attack? What happens if it is already farther than it could be with a single action (since you can load twice as fast)?
  • Would it matter if Alice had chosen a different trigger condition for her prepared action, like "a creature approaching me at 20 feet?"

dnd 3.5e – How many prestige classes can you occupy?

Yes, the original epic rules found in the DMG …

… and the expansive epic rules found in the epic level manual support the progression of 10 higher-level prestige classes into epic levels.


The original epic rules, however, give no example of how to advance prestige classes, but only guidelines.

For example, in the original epic rules, it is only mentioned that the prestige class corresponds to the user's character level as part of a formula for calculating a DC backup progress at half a level of character after the 20th (the example used is the deadly attack), and that class characteristics that progress steadily (sneak attack or barbarous rage), but not those that stop before 20 (monk damage), or granted once (fast movement).


The DMG tips listed may have different effects if applied to prestige classes. For example, Mystic Theurge will continue to gain divine and arcane levels, increasing each level according to the epic rules of the DMG, which are primary source, as opposed to SRD rules.

dnd 3.5e – How does the Master of Shadow Prestige class affect Shadowcaster?

This is set to Tome of magic pg. 117:

PRESTIGE CLASS CASTING ADVANCES

When a shadowcaster gains new casting levels from
advancement in a prestige class this includes the
knowledge of new fundamentals and transformation
mysteries of lower level access path in spell or supernatural
capabilities. This does not include earning bonus feats to learn
new paths or other shadowcaster class functionality.

So, yes, you get insider and master paths as usual for a shadowcaster of a level equal to your level plus a shadow level master minus 1.

dnd 3.5e – Bring a petitioner to the first material

A petitioner is essentially the soul of a deceased person who has found his way to the plane to which he belongs. However, to my knowledge, it retains its level and capabilities – at least to some extent.

What would happen if a petitioner suffered the change of aircraft or a similar spell, either by his own casting or in another way, and by this means brought back to the main material? What would be his type and / or statistics? Would that be possible?
And would there be consequences beyond pure mechanics for the petitioner in question? Consequences for the plan of origin and the plan of arrival, for example?

dnd 3.5e – What damage does the spell wall do to a creature immobilized on its surface?

Our resident, a dwarf luthier, has launched a new challenge: he got 30 fire resistance points thanks to the energy of resistance and decided to drop walls of fire on himself during that he was struggling. His theory is that fire will not hurt him and that the opposing creature never leaving the initial complete damage zone, he will take maximum damage on each turn, plus the wall offers a nice protection against other enemies interfering with the grappling hook. .

My question is this: Can a motionless creature suffer a wall of fire damage after the initial cast, or suffer only "less than 5 feet" damage, assuming that it can never to move away from the initial launch point?

dnd 3.5e – Is this conversion of the Sidhelian race from the Birthright AD & D 2E campaign setting balanced for ECL 0? version 2.0

Second iteration of this race thanks to the excellent returns of "Hey I Can Chan"

Could everyone evaluate the race below in terms of balance problems? I'm trying to keep it at 0 ECL, but some of the qualities, even minor ones, are a bit difficult to evaluate when they are combined.

  • Ability: -2 Strength, +2 Dexterity, -2 Constitution, +2 Intellect, +2 Charisma.

  • Average height

  • Speed: 30 feet

  • Immunity (1): To magic spell spells and a +2 racial save roll bonus against enchantment spells and effects.

  • Immunity (2): For normal illness and a +2 racial saving throw bonus against magic spells and disease effects.

  • Meaning (1): Vision in low light.

  • Senses (2): +2 racial bonus on the Listen, Search and Spot tests. Do not win the automatic search check within 5 ' Player's manual the elves receive.

  • Weapons: Mastering the long sword, short bow, long bow, long composite bow and composite short bow.

  • Sleep: Elves do not need sleep (but can make it an elven version if they wish). Instead, they only need rest (light activities, such as supervision) during the same time that a man sleeps (eight hours).

  • Timeless: Immortal (with regard to aging). Note: Players are not penalized and receive no bonus due to aging. NPCs always receive bonuses. (This is to prevent any deliberate min-max players)

  • Nature Stride: Can move on natural terrain without trace, as indicated in the No Trace Hex, with normal movement speed and no damage or penalty.

  • Automatic language: Sidhelien. Bonus Languages: Draconic, Dwarf, Giant, Goblin, Orog (Orc), Sylvan.

  • Preferred class: Choose an arcane spell casting class (Bard, Wizard, Sorcerer). * Note: In our table, we allow free multi-ranking and, as a general rule, we encourage other tables.

  • Restriction of alignment: must follow a non-legal alignment. A sidhe that becomes legal ceases to earn XP until it returns to an un-legal alignment.

  • Infamous Reputation (Alien Mein) **: Sidhelien receives a racial penalty of -4 in diplomacy and collects information, as well as a racial bonus of +4 in bullying. I am open to suggestions here. In Birthright, this fault is due to the fact that Sidhelien waged a war against practically everyone. In other contexts, I want this to reflect the fact that Sidhelien is a little foreigner. Would the reduction of penalties and bonuses at -2, -2 & +2 be appropriate? or can it be reflected in another way?

  • Soulless (1): Can not be raised by Raise Dead or Resurrection, only by a vow or a miracle identical to that of strangers. Optional Rule: – If a DM wishes to authorize the resurrection or resurrection, the Sidhe must pay an additional cost of 1/10 XP for that of the current Sidhe (after being raised), or the party (not including the late Sidhelian) may pay the The cost in XP, dividing it equally between them.

  • Soulless (2): Can not be a member of classes that channel divine power, such as clerics, druids, or paladins. Can become a non-spelling variant of a ranger.

The more experienced among you may recognize this race as a conversion of the elves as part of the 2E "Birthright" campaign. I've always preferred this version of Elves to others because they seem more "tolkian" than those of the PHB. Immortal, do not need to sleep, move without leaving a trace, etc. I used them in 3.5 Birthright games but I want to use them in other contexts (being a planar traveler or something like that), so I was concerned about balance issues. (Let me put it this way: in Birthright Halflings could basically detect evil / undead / magic at will and use Dimension Door or Shadow Walk three times a week.)

Race Details and Normal Elf Changes:

bonus:

  • They have an unbalanced ability bonus (3x + 2 attributes and 2x -2 attributes), but according to the DMG on page 173, a Force penalty is worth a bonus of intelligence AND charisma, while dexterity and skill Constitution have the same weight.
  • They are immune to normal diseases and slightly resistant to magic diseases. My personal experience in games is that normal illness has never been a problem for the characters, so I do not think that immunity is a big advantage. The resistance to the magic disease could be, but I do not know how much to weigh the bonus of +2.
  • They do not gain the automatic search control that normal elves receive. My personal experience … it's not a heavy penalty (or a benefit in this case).
  • Not requiring sleep: In all honesty, I do not know exactly how to weigh that. Although Sidhelien does not need to sleep or tremble, he needs rest for the full eight hours (that is, four hours as ordinary elves do), but how often does this happen? it in games? It's a bit difficult to assess for me because the ability to not sleep at all / can not be problematic at all could be problematic for some.
  • Immortality is almost pure because I have never seen a character / campaign last long enough for age penalties / hobby-free bonuses where we also prepare their replacement characters. Due to a suggestion, it was made clear that age bonuses should only affect NPCs.
  • Nature Stride is perhaps the most obvious and important boost. The Sidheleans get what is actually a first-level spell and the ability to ignore terrain penalties in natural environments, but is it worth it to adjust the level?

penalties:

  • According to the Birthright setting, Sidhelien is pretty chaotic and can not be legal at all.
  • Once again, according to the Birthright setting, Sidhelian can not be a member of divine classes and almost never venerates deities (they are all unfaithful …).
  • Infamous Reputation: This comes from 3.0 BRCS (a 2E Birthright conversion made by a fan) as a way to give penalties to the Sidhelien race. In 3.0 BRCS, this was justified because the Sidhelian led the war against virtually all humanoid races. As I used to use a character of this breed in other contexts, I was going to change the justification by saying that Sidhelien was a little human, that despite his humanoid nature, there was simply something in the way they moved, talked and behaved that was a little foreign. it seemed intimidating to people because otherwise they seemed normal. However, I am VERY open to suggestions here.
  • Resurrect like strangers, partly to simulate Tolkien and partly to reflect some revelations published in one of the latest Splat Books of Birthright. This is a penalty if your group is strictly dealing with the character's death.
  • Note: The reason for the lack of divine magic and the difficulty in resurrecting is that in Birthright, Sidhelien is basically HALF a race that was split two years ago. The Sidhelian has arcane magic and lives in the material world while the other race has divine magic and lives in the world "Fey". Both are "timeless" in their own world but deadly in others. (This is in part why I am against easy resurrection, every time a sidhe dies, a member of the other race also dies, the reverse is also true and so is the the births).

So, is the race balanced for ECL 0?

I know this is in the high end for ECL 0 (and certainly better than normal elves, but I do not see normal elves as popular for their abilities – they are more popular for being elves). That being said, if you really think that they need additional penalties, then please consider the following:

  1. Breaking Nature Go through two abilities and delay them to 3rd (No Field Penalty) and 5th level (No Trace Pass) of the class taken by the Sidhelian PC?

  2. Divine beneficial spells cast on your workstation suffer a 2 Caster penalty. If this lowers the caster level below the minimum required for the spell, it will not affect the character. This does not apply to druid spells (due to nature).

If the above does not suit, any idea would be welcome.

dnd 3.5e – Does the Alter Self spell potentially change the launcher's effective dice dice for target spells?

In this question, one of the answers asserts that the use of Alter Self could actually reduce the dice of the caster's hit so that they match the chosen shape, thus making a creature / character at the higher level vulnerable to effects with dice limitations.

Does Alter Self have this potential effect?

dnd 3.5e – Is this conversion of the Sidhelian race of the Birthright campaign parameter AD & D 2e balanced for ECL 0?

Could you please evaluate the race below in terms of balance problems? I'm trying to keep it at 0 ECL, but some of the qualities, even minor ones, are a bit difficult to evaluate when they are combined.

  • Ability: -2 Strength, +2 Dexterity, -2 Constitution, +2 Intellect, +2 Charisma.

  • Average height

  • Speed: 30 feet

  • Immunity (1): To magic spell spells and a +2 racial save roll bonus against enchantment spells and effects.

  • Immunity (2): For normal illness and a +2 racial saving throw bonus against magic spells and disease effects.

  • Meaning (1): Vision in low light.

  • Senses (2): +2 racial bonus on the Listen, Search and Spot tests. Do not win the automatic search check within 5 ' Player's manual the elves receive.

  • Weapons: Mastering the long sword, short bow, long bow, long composite bow and composite short bow.

  • Sleep: Elves do not need sleep (but can make it an elven version if they wish). Instead, they only need rest (light activities, such as supervision) during the same time that a man sleeps (eight hours).

  • Timeless: Immortal (with regard to aging). Do not suffer penalties due to aging (still receive bonuses) (Fluff: – Can be killed but
    otherwise may live forever).

  • Nature Stride: Can move on natural terrain without trace, as indicated in the No Trace Hex, with normal movement speed and no damage or penalty.

  • Automatic language: Sidhelien. Bonus languages: depending on the campaign.

  • Preferred class: Choose an arcane spell casting class (Bard, Wizard, Sorcerer).

  • Restriction of alignment: must follow a non-legal alignment.

  • Infamous Reputation (Alien Mein) **: Sidhelien receives a racial penalty of -4 in diplomacy and collects information, as well as a racial bonus of +4 in bullying.

  • Soulless (1) **: Can not be raised by Raise Dead or Resurrection, only by a wish or a miracle identical to that of the underdogs.

  • Soulless (2) **: Can not be a member of classes that channel divine power such as clerics, druids, or paladins. Can become a non-spelling variant of a ranger.

The more experienced among you may recognize this race as a conversion of the elves as part of the 2E "Birthright" campaign. I've always preferred this version of Elves to others because they seem more "tolkian" than those of the PHB. Immortal, do not need to sleep, move without leaving a trace, etc. I used them in 3.5 Birthright games but I want to use them in other contexts (being a planar traveler or something like that), so I was concerned about balance issues. (Let me put it this way: in Birthright Halflings could basically detect evil / undead / magic at will and use Dimension Door or Shadow Walk three times a week.)

Race Details and Normal Elf Changes:

bonus:

  • They have an unbalanced ability bonus (3x + 2 attributes and 2x -2 attributes), but according to the DMG on page 173, a Force penalty is worth a bonus of intelligence AND charisma, while dexterity and skill Constitution have the same weight.
  • They are immune to normal diseases and slightly resistant to magic diseases. My personal experience in games is that normal illness has never been a problem for the characters, so I do not think that immunity is a big advantage. The resistance to the magic disease could be, but I do not know how much to weigh the bonus of +2.
  • They do not gain the automatic search control that normal elves receive. My personal experience … it's not a heavy penalty (or a benefit in this case).
  • Not requiring sleep: In all honesty, I do not know exactly how to weigh that. Although Sidhelien does not need to sleep or tremble, he needs rest for the full eight hours (not four hours), but how often does this happen in games?
  • Immortality is almost pure because I have never seen a character / campaign last long enough for age penalties / hobby-free bonuses where we also prepare their replacement characters.
  • Nature Stride is perhaps the most obvious and important boost. The Sidheleans get what is actually a first-level spell and the ability to ignore terrain penalties in natural environments, but is it worth it to adjust the level?

penalties:

  • According to the Birthright setting, Sidhelien is pretty chaotic and can not be legal at all.
  • Once again, according to the Birthright setting, Sidhelian can not be a member of divine classes and almost never venerates deities (they are all unfaithful …).
  • Infamous Reputation: This comes from 3.0 BRCS (a 2E Birthright conversion made by a fan) as a way to give penalties to the Sidhelien race. In 3.0 BRCS, this was justified because the Sidhelian led the war against virtually all humanoid races. As I used to use a character of this breed in other contexts, I was going to change the justification by saying that Sidhelien was a little human, that despite his humanoid nature, there was simply something in the way they moved, talked and behaved that was a little foreign. it seemed intimidating to people because otherwise they seemed normal.
  • Resurrect like strangers, partly to simulate Tolkien and partly to reflect some revelations published in one of the latest Splat Books of Birthright. This is a penalty if your group is strictly dealing with the character's death.

So, is it balanced for ECL 0?

I know this is in the high end for ECL 0 (and certainly better than normal elves, but I do not see normal elves as popular for their abilities – they are more popular for being elves). That being said, if you really think that they need additional penalties, then please consider the following:

  1. Breaking Nature Go through two abilities and delay them to 3rd (No Field Penalty) and 5th level (No Trace Pass) of the class taken by the Sidhelian PC?

  2. Divine beneficial spells cast on your workstation suffer a 2 Caster penalty. If this lowers the caster level below the minimum required for the spell, it will not affect the character. This does not apply to druid spells (due to nature).

If the above does not suit, any idea would be welcome.

dnd 3.5e – How is this scenario involving the Polymorph and Alter Self episodes?

We had an interesting scenario popping up at our table. A dwarf runesmith (Races of Stone, p.118) level 9, preparing for a great battle, took the following steps:

  1. He put all his equipment on the ground so that nothing was eaten by a polymorph
  2. He threw Polymorph and turned into Behir
  3. He launched the Blessing of Girralon (Compendium of the Kinds, p.106) to obtain a pair of arms.
  4. He launched the Fearless Grappling (Spell Compendium, page 90) to gain 2 pairs of tentacles.
  5. He released Fuse Arms (Spell Compendium p.100) for +20 untyped strings from Behir's 2 additional claw pairs + all his spells brought.
  6. He then launched Alter Self and became a dwarf again.
  7. He put all his armor on and cast Stone Fist (Spell Compendium, 94) to get a +6 bonus to Strength.
  8. He launched Enlarge Person on himself to become big and get a size bonus of +2 to force

In total, he claimed to be a big dwarf with 54 points of strength, 11 dexterity and 21 of constitution.

It works?

The argument was that Alter Self transforms you according to your "normal form" which is a dwarf, but does not explicitly affect your ability scores, which are obscurely high since the Polymorph. And since he's taken the form of this creature (a humanoid dwarf), this has changed his type of magical beast so that he can always launch Enlarge Person. Is it correct?