dnd 3.5e – What do I roll to cast a summon with pre-determined base attack bonus?

I am playing a warlock in my current campaign and I selected earthen grasp for one of the invocations. Earthen grasp comes with its own base attack bonus:

Earthen Grasp:

Treat the arm as a Medium creature, with a base attack bonus equal to
your caster level and a Strength of 14 +2 per three caster levels (16
at 3rd level, 18 at 6th level, and so on).

Looking at this, it doesn’t seem to require any sort of roll since the strength bonus is always pre-determined. In that case, what would I need to roll in order to summon/cast an earthen grasp?

dnd 3.5e – Does the effects of a failed save versus disease or poison carry over into an alternate form?

Most diseases (mundane or magical) and poison deal ability damage upon a failed save after the incubation time.

Once the damage takes place, does the negative effects of a failed save versus disease or poison carry over into an alternate form?

This question is only asking about alternate forms, not wildshape or polymorph.

dnd 3.5e – Is there an official description of the appearance and culture of tribal orcs?

I play on a Neverwinter Nights persistent world module that uses the Dungeons & Dragons 3.5 rules. I’m editing and updating the module’s features into a new document. The module allows players to pick different races. I want to add pictures of the various available races and a short blurb about each race’s culture to help players role-play.

However, I’m struggling to locate information on tribal orcs. I’d like to have a brief physical and cultural description of this race that’s drawn from official 3.5 material. Is such information available?

dnd 3.5e – What is the description and information for the Deep Orc race in 3.5 D&D?

I need a physical description and information on the Deep Orc race from 3.5 D&D.
Can someone give me information or direct me to a source that can help me?

I tried searching, but the problem is that it often leads me to the Orog which I am unsure if it’s the same as a Deep Orc because the sources lead me to Forgotten Realms pages. Forgotten Realms creatures are not the same. The elven subrace names and even the appearance of the various elf types varies as an example. Even when I search for images I’ll get the 5e orog or something from Pathfinder.

dnd 3.5e – How does Absorb Spell (Su) work? [Spellthief class]

Absorb Spell (Su) is a class feature of the Spellthief (Complete Adventurer variant, p. 13) and it reads as follow:

Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief asa target, not effect or area spells. A spellthief can’t absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell’s caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action (see page 137), either to recast the original spell or to cast one of his own spells known using the stolen spell energy.

Let me pick these two phrases:

  • if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy
  • To absorb a spell that targets him, a spellthief must succeed on a level check

So, in order to absord the spell, you must succeed on a saving throw and then pass the level check.

What I do not understand is this part:

Failure (on the level check) indicates that the spell has its normal effect.

Does it refer to the fact that the spell complitely affects you even after a successful save?


Does it mean that if the spell’s descriptor has somithing like “Saving Throw: Reflex half” then this halved damage (or effect) still applies?

dnd 3.5e – What are the default subraces in the D&D 3.5 Players Handbook?

Refer to the race’s “monster” listing

The “default” subrace for each of the standard races in 3.x is named in the Monster Manual entries for the races, where the racial traits from the PHB are reprinted. From the SRD:

These subraces may have different names in specific campaign settings – for instance, in the Forgotten Realms, high elves are known as “Moon” or “silver” elves, and hill/mountain dwarves are “Shield” dwarves (though rock gnomes and lightfoot halflings retain the default name). The appearance of races may also vary between settings; FR’s elves, for instance, are much taller than the standard elves described in the PHB, being of comparable height to humans.

dnd 3.5e – Do non-native outsiders die of old age?

Outsiders are described so:

Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit.

The bond between Outsiders and their Home Planes is strong, if they are slain in the Prime Material Plane (or any another plane in which they gain the extraplanar subtype) they come back in their original plane.

For example, once a Devil is killed (Fiendish Codex II, p. 18) this happens:

A devil slain in the Nine Hells stays dead. A devil slain
outside Baator devolves into a puddle of foamy, stinking ooze
over a period of 3 to 9 minutes. This residual soul essence
registers as both magical and evil. (…)

Whether or not its residue is disturbed, a slain devil returns
to Baator 99 years later, in its original form, at full hit points.

A similar thing happens to Demons (Fiendish Codex I, p. 9):

Outside the Abyss: If a demon is killed on another plane,
its body eventually returns to the Abyss—unless trapped
through magical means, such as a dimensional anchor spell. (…)

Within the Abyss: If a demon is killed while within the
Abyss, it is permanently destroyed—both its body and its

Even Aasimon have a similar way to reincarnate whithin some decades after being slain (Monstrous Compendium: Outer Planes Appendix, 1991)

However, the only way to end those beings is to destroy them on their original planes and with a violent death, if not killed they are virtually immortal.

This brings me to some questions:

  1. Does this rule apply to ALL the Outsider out there?
  2. Is it possible that some kind of non-native outsider could die of old age?
  3. If not, does this mean that every outsider is immune to aging?

dnd 3.5e – What happens when a party’s member uses an healing spell on an unconscious PC who has spell resistance?

According to the rules, a spell noted as harmless in its Saving Throw entry does not automatically overcome spell resistance. Further, a creature that’s unconscious does not automatically lower its spell resistance.

A typical creature must take a standard action to lower its spell resistance (Player’s Handbook 141 and here). No description of spell resistance (PH 177 and here, Dungeon Master’s Guide 298–9 and here, Monster Manual 315 and here) says that a creature automatically and without taking an action lowers its spell resistance against spells labeled as harmless or when the creature loses consciousness. (It is a point of some contention whether or not spell resistance (and other usually continually active special abilities) end or are removed when a creature dies, though. Ask the DM.)

Even when the DMG says, “A creature’s spell resistance never interferes with its own spells, items, or abilities” (298 and emphasis mine), it does not follow that up with anything resembling what happened in the session that the question describes.

According to the rules, the caster of the cure serious wounds spell should have checked your PC’s spell resistance, and, if the caster failed to overcome your spell resistance the cure spell should’ve failed.

What you may want to do

I suggest raising this issue privately with the DM. Explain that while you’re happy that your PC’s alive, according to the rules SR doesn’t work the way that it was played during that session. It’s possible that the DM will institute the way it was played as a house rule. It’s a pretty reasonable house rule, too, by the way, but it’ll cut both ways.

For example, a drow priestess can now heal her drow comrades who lacked the foresight to lower their SR before being rendered unconscious… without the possibility of the priestess’s effort going to waste. On the other hand, the drow priestess’s flame strike spell will also automatically overcome the SR of her unconscious comrades caught in the spell’s cylinder. So it goes.

However, what this DM would do were this brought to his attention is explain to the players how he made a mistake and that from now on we’d play by the rules. The Dungeons & Dragons 3.5 rules are clumsy, particular, scattered, and fill multiple bookshelves. No DM can be expected to know them all, and mistakes will be made.

dnd 3.5e – Does an Arcane Hierophant without animal companion obtain a companion familiar?

Upon entering the Arcane Hierophant class you obtain a “Companion Familiar”, the feature description says you have to dismiss your familiar but you may retain your animal companion if you have one.

Companion Familiar: Upon becoming an arcane hierophant, you must
dismiss your familiar, if you have one (You do not risk losing XP for
doing so.) You may retain any one animal companion you already
possess. You add your arcane hierophant class level to your druid or
ranger level for purposes of determining your animal companion’s bonus
Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment
(see the sidebar The Druid’s Animal Companion, page 36 of the Player’s
Handbook). For example, a character who is a 4th-level druid/3rd-level
wizard/4th-level arcane hierophant has the animal companion of an
8th-level druid (+4 bonus HD, +4 natural armor, and +2
Strength/Dexterity adjustment, or an animal companion chosen from the
4th-level or 7th-level lists). In addition, your animal companion (if
any) gains many of the abilities that a familiar would normally
possess. You add your arcane hierophant class level to your arcane
spellcasting class level, and determine the Intelligence bonus and
special abilities of your animal companion accordingly (see the
sidebar Familiars, page 53 of the Player’s Handbook). For example, a
4th-level druid/3rd-level wizard/4th-level arcane hierophant has a
familiar companion equal to that of a 7th-level wizard and 8th-level
druid (Intelligence 9, alertness, improved evasion, share spells,
empathic link, deliver touch spells, speak with master, speak with
animals of its kind, devotion). The Hit Dice, hit points, attack
bonus, saving throws, feats, and skills of the familiar companion are
determined as normal for an animal companion. Due to the familiar
companion’s unusual Intelligence score, it may very well have more
skill points than other animals of its kind. The familiar companion is
a magical beast (augmented animal), but you can bestow harmless spells
on your familiar companion as if it were an animal instead of a
magical beast. If your familiar companion is killed or dismissed, you
do not lose XP. You can summon a new familiar companion by performing
a ceremony requiring 24 hours of uninterrupted prayer.

It is not clear to me what happens when you become an AH using classes that don’t have the Animal Companion feature (like a Cleric/Scout/Wizard, for example). Do you still get a companion familiar?

While i reckon it says “if any” in parenthesis, I find it weird the specifics of a class feature to be left to such an expression. Also, unlike the wild shape feature, it doesn’t state you don’t get it if you are not a druid.
On top of that (even if it should be related to the death of an companion familiar, but the wording seems to be vague about this implication) it also tells you how to get a new one by performing a ritual.

Me and my group always end up thinking the AH is a great class but its features are really poorly worded

dnd 3.5e – Could you explain the meaning of warlock invocation number next to its grade?

I am rolling a warlock in my current campaign and we started at level 3. For my invocations, I have picked walk unseen and fell flight. I was told I could not do that by my DM since he told me my level wasn’t enough. However, when I referred back to my Complete Arcane, it mentioned:

A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd
or 4th; a greater, 5th or 6th; and a dark invocation has a level
equivalent of 6th or higher (maximum 9th).

So I automatically assumed that at level 1 and 2, I have access to least and 3 and 4, I have access to lesser, turns out not.

When I refered back to Complete Arcane for the invocations I picked, it said:

Fell Flight: Lesser; 3rd


Walk Unseen: Lesser; 2nd

I am really confused about which level can I pick these two invocations? I would appreciate it if you could explain how the warlock level corresponds to the invocation grade and the number next to it.