dnd 3.5e – What is the lowest level that an adventurous party can safely earn enough money to take care of a city-state?

Let's say that a party recently decided to withdraw from the adventure to focus their efforts on taking charge of a city-state in need of benefactors. I want to know what is the lowest level that a party can be and always earn enough money to provide the financial support necessary to take care of the people of a city-state, without risking his life or his adventure.

This is not an easy question as the economy of 3.5 is so screwed up that it is difficult to determine how much a gold coin is worth, let alone how much it takes to match a country's GDP. So let's be a little more specific about what I mean. Let's say the party is in charge of a city-state the size of Rome, with a population of 35,000. They generously want to support their citizens by ensuring that each person can live a rich lifestyle, which costs 50 gp / week / person. That means they have to deliver 1,750,000 gp / week.

The adventure group consists of 5 members, all at or below the level of the group you have chosen for your answer, from all the classes you deem appropriate. The party can work any "safe" job necessary to help earn the required income. At the time of their retirement, they have at their disposal a sum of money expected for part of their level, according to the wealth / level guidelines, to buy items or equipment that would help to support the needs of the city-state.

If necessary, the party can take up to a month from the time of retirement to prepare to support the city. This could be spent on building equipment, training minions or saving money on a large purchase; anything that will help them better support their city.

Lucky city members are taken care of without being required to earn support, which means they can't be used as part of the party compensation program. However, the party may employ subordinates or mercenaries to which it would otherwise have access.

Any solution must be sustainable in the long term, at least until the party of origin becomes too old to continue to support the city. Bonus points for minimizing the cheese factor (although I am open to answers with low-grade cheese) or for not requiring that each member of the group be equal to the total level of the group

dnd 3.5e – How can a Demilich use sticks, scrolls, etc. and study his grimoires from a distance?

3.5 Demilich has the capacity Speech bubble transfer:

Headbands, belts, rings, capes and other portable items kept in close association with the demilich's speech bubble transfer all of their benefits to the demilich, regardless of the distance between the demilich and the speech bubble. Standard limits on types of items used simultaneously still apply.

I have a demilich sorcerer who has an extremely well-kept speech bubble means and part of the speech bubble protection implies that the lich simply does not visit more than is absolutely necessary, lest a combination bizarre bad timing and divination spell reveals its location or defenses.

However, the Lich still wants to be able to use sticks, scrolls, wands and sticks, and wants to study their grimoires every night so that they have their sorcerer spells available the next day. Ideally, they would like to use the strange feather token or other wonderful item at once, with bonus points if they can access storage near their speech bubble (for example, so that their skull shape can appear without no treasure, but can still pay for a night in an inn if they wish).

He is a wizard of the 21st level with 2 open non-epic exploits and 500,000 gp to spend on magic objects for this purpose. They already have Scribe Scroll and Craft Wondrous Item, and crafting doesn't cost XP (for players, either). They also have an increased Haversack Handy (with lots of extra storage in the main area). They can also take levels in non-magician classes, as long as all of these levels increase their caster level (for example, taking Loremaster levels is okay, but Eldrich Knight is out).

I'm looking for a RAW compatible option for this recurring villain to have access to their non-portable stuff while keeping them away from gamers for now. If the PCs find the lich's hideout, which will include a newspaper detailing their character sheet, the full ability of the lich to stay away from its speech bubble for years must make sense. It is irrelevant whether PCs can use any device in the cache to have similar remote access (I presume they would not, because Speech bubble transfer will be the key to the functioning of the whole, but if it works for them, so much the better!).

So, unless GM Fiat, how can my floating skull switch between spans?

dnd 3.5e – [RAW| How can a Demilich use staves, scrolls, etc., and study their spellbooks from a distance?

3.5’s Demilich has the ability Phylactery Transference:

Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply.

I have a wizard demilich that has an extremely well-guarded phylactery way over that-a-way, and part of the phylactery’s protection involves the lich simply not visiting it any more than absolutely necessary, lest some freak combination of bad timing and a divination spell reveal its location or defenses.

However, the lich still wants to be able to use staves, scrolls, wands, and rods, and wants to study their spellbooks every night so they have their wizard spells available the next day. Ideally, they’d like to use the odd feather token or other one-shot wondrous item, with bonus points if they can access storage near their phylactery (eg., so their skull form can appear without any treasure, but can still pay for a night at an inn if they so choose).

They’re a 21st level wizard with 2 open non-epic feats and 500,000 gp to spend on magic items for this purpose. They do have Scribe Scroll and Craft Wondrous Item already, and crafting doesn’t cost XP (for the players, either). They also have an augmented Handy Haversack (with plenty of extra storage in the main area). They can also take levels in non-wizard classes, so long as all of those levels increase their wizard caster level (eg., taking levels of Loremaster is acceptable, but Eldrich Knight is out).

I’m looking for a RAW-compatible option for this recurring villain to have access to their non-wearable stuff while keeping it away from the players for now. If the PCs find the lich’s stash, which will include a journal functionally detailing their character sheet, the full ability of the lich to stay away from their phylactery for years on end must make sense. Whether the PCs can use any of the gear in the stash to have similar remote access is irrelevant (my presumption is that they wouldn’t, because Phylactery Transference will be key to the whole thing working, but if it works for them, great!).

So, short of GM Fiat, how can my floating skull swap between staves?

dnd 3.5e – Prevent AOO during a charge

Charges, by default, cause attacks of opportunity as usual for any movement. The ground rules are a little less explicit about this – they just say that the movement usually causes, and nothing in the billing rules says otherwise for them, so the default prevails – but Collection of rules is self-explanatory, stating that movement for a charge normally causes (but not the attack for a charge itself), on page 27.

tumbling can avoid attacks of opportunity, but this is not automatic – the person must pass a Tumble test to do so. Likewise, the existence of an exploit means little to someone who does not have that exploit.

The kernel isn't even clearer whether or not Jump or Tumble can be used while charging – it just doesn't say, and arguments can be made in either case. Collection of rules is again explicit on page 27, but now it could probably be in contradiction with the basic rules, which could probably be a problem – see this Q&A.

Anyway, as far as I know, the only exploit that deals with attacks of opportunity while charging is Ride-by Attack, which means that the target is not provoked. But everyone still does. There is no, I can find, a feat to use Jump instead of Tumble while charging – the closest I can understand is Battle Jump, which allows a jump from a height to count (as a charge (and has many other benefits as well). It does not affect attacks of opportunity.

dnd 3.5e – Is there a way in the rules and options to selectively remove or lose specific class functionality?

No, there isn't, not in the general case. There are variations, alternative class functionality, substitution levels, etc., but unless the functionality in question targets one of them, there is nothing you can do about it.

This makes sense when you consider that some class functionality is intentional inconvenience—Rules that allow you to ignore them could cause balance issues. Many people might be interested in getting the ultimate power attack from the frenzied berserker while avoiding the frenzy, but this is not an option. An even more extreme example would be the Hulk's lack of time to think of extraordinary abilities, purely a disadvantage, and important too.

As a positive example, this community could find no way for a monk to avoid benefiting from the Wis-to-AC functionality. Obviously, this one is easy to ignore (because wearing armor disables it), but it shows that there are features that can't be avoided, which can also be true for d & # 39; 39; other features that are not so easy to turn off.

dnd 3.5e – implementation of a ranged grapple attack for an artifact weapon

I have created a new artifact as part of a campaign that I am launching, with properties that seem to fit perfectly with the campaign, the story of the articles and our group in general. I expect our oversized brute with the dark spirit of a barbarian to claim ownership. Due to its power and size, it also often uses other forms of attack like grappling, so I added a double grappling ability from a distance to the artifact. However, I have a hard time assessing whether it would be fun or revolutionary. I would like the article to have such a capability, but I don't have enough knowledge and references to judge the best implementation of it (or alternatives). Please help.

Also, I'm having trouble figuring out what any informed merchant would be willing to pay if a player decided to sell it (if a merchant was ready to buy it).

Here is the artifact in question with the grapple attack in bold:

The sailor's lament

It is a huge, dark wooden mast torn from a ship drilled over half its length with a large number of huge, sharp teeth like what was to be a colossal nautical predator. The mast is tied with thick lengths of old ship rope which somehow stays wet all the time and it is also covered with barnacles and algae and burnt at the base. It is accompanied by a pungent smell of salty sea air and decaying old fish strong enough to ward off anyone with a sense of smell or decent personal hygiene. If it weren't already off-putting enough, her soft moans and occasional moans would surely be …
There is an inscription at the burnt base of the mast, it reads "Ravage".


Around 1370, in the northern waters of the coast of the sword, a kraken wrapped its tentacles around the caravel "The Ravager" to bring it down into the depths. However, before he could properly grasp the ship, he struck a large iceberg and the kraken tentacles got caught in between. Gonchklas, the captain of the ship, knew they were sentenced but was not one to give up without fighting. He and his crew gathered their supplies of black powder and strategically transformed the ship into an oversized cluster bomb. When the kraken finally emerged from his head and descended on the ship to release his tentacles, Gonchklas ignited the black powder. In the explosion, the main mast of the ship was torn off and it tore the mouth of the kraken. The injured kraken retreated to the depths and left the shipwreck to haunt the seas.

Rumor has it that part of the Ravager's wreckage sometimes appears on land or at sea. Some say it is a tribute to the heroic captain and crew of The Ravager and that if there is one, it is to commemorate and honor their death. Others say it is the queen of the depths' plan to lure the land dwellers to its waters. Whatever the purpose of this wreck, as long as it is not reunited with The Ravager, the ship remains cursed to haunt the seas.

The Sailor’s Lament is a minor artifact and legendary wreck of the Ravager which, due to its nature, has yet to see many owners.


This large club of +2 inflicts 4d6 damage on any hit, which can be clubbed or slashed, and has a x3 multiplier on every critical hit. Due to its size, weight and shape, those who are at least two sizes smaller than the big club cannot use or lift it, and those who have lower strength to 15 can't use them either. but with penalties as if it were an improvised weapon. The large club has an improvement in the elementary power of water (large) (DMG2 p. 261).

The damage inflicted by the big club is the same as that from the bite of a kraken. If the owner knows that the big club is The Sailor & # 39; s Lament (not just a big club +2), it can be used to full effect: he earns a total improvement bonus of +4, works like a Bane weapon (magic beasts), and once a day, rapid action can be projected onto any hard surface with its base to ignite fiery flames around the wearer with an effect similar to that of a fire shield (as long as the wearer is not underwater).

While underwater, The Sailor & # 39; s Lament used to full effect also has aquatic enhancement, allows the use of the Jet (at twice the owner's full racing speed) and extraordinary abilities of an Ink Cloud of a kraken once a day, and once a day as a standard action The Sailor & # 39; s Lament can be used for two simultaneous tentacle attacks. These tentacle attacks can have the same or different targets, use the owner's full basic attack bonus, deal 2d8 damage plus the owner's force modifier on any hit, and have a range of 60 feet. The tentacles can also be used to launch a grapple, in which case they remain for the duration of the grapple. During a grapple, the extraordinary abilities of the Kraken Improved Grab and Constrict apply and the abilities Jet and Ink Cloud cannot be used.

The Sailor’s Lament is cursed and imposes a -4 penalty on the charisma of its owner. Its history and appearance may lead to additional changes in the situation at the discretion of the DM.

Strong evocation and transmutation, moderate conjuration and abjuration; CL 20th; Weight 80 lb

PS: any other feedback on the artifact and its capabilities would be equally appreciated.

dnd 3.5e – What happens to creatures engulfed by a summoned creature when that creature is returned?

I am a conjurer and I have a particularly bad idea. Certainly, there are monsters that I can summon with the "Swallow All (Ex)" ability, and I then reject my summon after the summoned creature has swallowed the desired target (s).

What happens to the unhappy souls who have been eaten by the creature?

Will they be abandoned or taken with the creature to its native plane?

dnd 3.5e – Is the psionic focus itself really psionic or magical?

Extensive Psionic Manual introduced a new use of the Concentration skill to gain psionic concentration, which can then be used to "take 15" in an upcoming concentration test. Various psionic exploits and class features only work when they are concentrated, or require you to spend them to activate an effect.

Mostly, only characters who have at least 1 power point available can acquire psionic concentration.

Is the psionic focus, either earning it, maintaining it or spending it, intrinsically "psionic", that is, suppressed by null psionic field? Descriptions Extensive Psionic Manual to neither gain psionic focus nor null psionic field, But Full Psionic included a lot of really stupid stealth changes in psionics, so it's hard to exclude anything found there Psionic exploits, which are among the most important sources of things powered by psionic focus, are explicitly supernatural, for example, but for the purposes of this question, I'm curious about other things that aren't as explicit, such as "spending concentration to take effect 15"

dnd 3.5e – What happens if a dragon ages but does not gain experience?

Chapter 3 of Draconomicon details how, every two years, a real dragon must take its higher level in its "class" of dragon. But what happens if the dragon stays seated, gains no XP and therefore never really gains a "next level"?

Many dragons are said to have let their natural abilities grow rather than venturing out to gain experience. Do they somehow get free "class" levels of dragon through aging (like, they instantly get enough XP to advance a level but are required to put it towards more dragons?), Or will they finally an ancient dragon with all the statistics of a wyrmling?

dnd 3.5e – Do sorcerers' spells won by level simply appear in the spell book?

Yes, as soon as the sorcerer goes to the next level, these two spells are in one of his grimoires and he can prepare them the next time he prepares his spells. They do not need time or money to write, although they fill the appropriate number of pages in his grimoire.

This is one of those things that would have happened in the background all the time since the last level: the fighter practiced new movements, the cleric prayed, the monk meditated and the wizard studied. We have a lot of questions about this stuff, and they all have the same answer: while mechanically, we just have the whole level of class that appears at some point, narratively, it's no longer a moment. " eureka! ”When it all comes together.

So the two sorcerer spells "just appear" in a mechanical sense, in the sense that this is one of their class levels, but behind the scenes / off screen, the sorcerer worked for correct them all the time, and it is only suddenly —Maybe inspired by something they have experienced recently – that they understood them and made them work. Before the level, they weren't ready, so they couldn't be used. Now they are.

The game does not provide rules for this sort of thing, because it is difficult to create something unique; the campaigns are too different. And really, we'd expect that stuff like that isn't really meant to really take up game time. Yet the books could best explain it narratively – the more we get is the Dungeon Master Guide saying that you could level up a process, which requires some downtime once you have enough XP, which could be when an assistant is working on these two spells . This is just a suggestion and it will not work for every campaign, and how to tell things without doing it is not described, even if it is not also really bad.

But even so, it requires a little bit of "looking the other way" – a wizard does not use resources tinkering with these spells, not even the pages of the spell book, nor does it lose money. 39; XP if he loses his notes or anything, and the correlation between "discovering these new spells" and "killing these monsters" may not be as strong as these things for a fighter or a clerk – but at some point we have to accept that the levels are, from the very beginning, an abstraction to make the game easier to run.