dnd 3.5e – Box Alternatives

You seem to have managed to get your players excited when they found "boxes", you can take advantage by leaving some unpleasant surprises instead of offering treats in these "boxes" to help alleviate this expectation.

On the other hand, having some trends on the tables is not the worst thing if you want to distribute treasures in a form other than boxes, you can always have them choose treasures / objects equipped with enemies or receive them in form rewards. quest givers. (Although in a sense, they are still boxes, but only boxes that have opinions and move)

The best alternative I can suggest (taking up an idea of ​​a game in which I was) is to have a single seller / shop / chain that sells your original original magic items for a variety of things (not gold). My boyfriend set up the shop so we could just keep other items to keep in mind when we were looking for random monster coins or relics / coins, just to get homebrew magic items having a high RP value almost no additional combat value).

dnd 3.5e – Can a specialist assistant multi-cast to cast spells in his forbidden schools?

The answer to your question is yes. In fact, multiclassing, once done correctly, can give a specialist assistant much more flexibility than a simple assistant (specialist or not) with a few small compromises. One of my favorite strategies that I often quote as a great example (which many DM have found legal) is a Beguiler / Conjurer / Ultimate Magus / Master Specialist combination.

The idea is to prohibit enchantment and illusion. Although the illusion has many good defense spells, Beguiler 's spell list contains virtually all the best spells of illusion and enchantment that make the prohibition of these two schools relatively easy. The Ultimate Magus part of the combo allows you to reinforce SKL and ECL for your two arcane classes, as well as to use a persistent spell more often without increasing the spell level. In addition, Wizard and Beguiler are extremely well networked because they share the same main capacity (intelligence). Finally, the stupid amount of Beguiler's skill points (though still not as high as that of a thief) and the inherent trapping ability will really help you to be more autonomous. If you wish to follow this path, I recommend you take your first level as Beguiler, the next four levels as a Joker, 6-15 levels as Ultimate Magus, and the rest of your levels as Conjurer or Master. specialist. If you execute it correctly and you realize the magician's feat performed for Beguiler and Wizard at the appropriate times, you will end up with a character with the spells of a Level 17 Wizard (who you are). allows to launch up to a level). 9 spells a day) with a caster level of 24 and the known spells of a level 10 beggar (which gives you access to level 5 beggar spells) with a caster level of 18.

Some might say that the actual loss of a few wizard levels is simply a too big sacrifice, but I think as long as you are able to cast 9th level wizard spells, the addition of the use persistent and essentially free spells, as well as many super useful utility spells that do not need to be memorized to use far outweigh the ability to cast three other level spells 9 a day. As always, use your own judgment. Another variation of this strategy is to use the Sorcerer class as a base and combine it with Knight of the Weave. To qualify for Ultimate Magus, you must take the feat that allows you to prepare your spontaneous spells in advance, but less DM allow, because you end up with a wizard who has a complete progression of spells, a small number of divine spells useful, and no side. For most DMs to integrate your campaign into the campaign, you often have to show that you give up something in exchange for something else. In this case, you swap a few spells a day from your higher level spells against being able to specialize in a particular magic school for its benefits, while being able to cast some of the best spells belonging to your forbidden schools.

dnd 3.5e – What are the statistics of the spider constructs created by the spell "Stone Spiders"?

The spell Stone spiders bed:

You turn 1d3 pebbles into stone constructions that look like
monstrous spiders. Buildings can be of any size, from tiny to huge,
you decide, but all the builds you create must be the same size.
Buildings have the same stats as monstrous spiders (see
Annex 2 of the Monster Manual) of the appropriate size, except in cases
follows: Their natural armor increases by +6.
They have 30 / + 2 damage reduction.
Their poison has a Fortitude save of 17 and your Wisdom modifier.
Initial and secondary damage is 1d3 points of temporary Strength damage. (FRCS, 75)

It seems simple enough. But the MM (page 307) says about constructions:

Features: A construction has the following characteristics
– Dice Hit with 10 faces
– Basic attack bonus ewual to 3/4 Hit Dice (as cleric)
– No good backup jets (…)
– No constitution score.
– vision in low light.
– Darkvision at 60 feet.
– Immunity to all effects affecting the mind (charms, compulsions, fantasies, patterns and effects on morale)
– Immunity to poisoning, sleep disorders, paralysis, dizziness, effects of illness, death and necromancy. (…)
– Not subject to critical hits, non-lethal damage, capacity damage, loss of ability, fatigue, exhaustion or loss of energy.
– Immunity to any effect requiring a backup of Fortitude (unless the effect also works on objects or if it is harmless).
– No risk of death due to significant damage (…). Immediately destroyed when it is reduced to 0 hp. (…)

The MM also assigns the HP bonus to size-based builds.

If you apply all these traits and features to the monstrous spider, you get a creature that has almost no "the same stats" as the monstrous spider.

A huge "stone spider" would look like this:

Huge Construct
Init +3 (+3 dex) 
AC 22 FF 19 Touch 11 (-2 size, +3 Dex , +11 natural)
HD: 8
HP: 84 (8d10+40)
DR 30/+2
Fort +2 (immunity to all effects unless effecting objects) Ref +5 Will +2 (immunity to all mind-effecting effects)
Speed 30 ft. (6 squares), climb 20 ft.
Base Atk +6 Grp +18
Attack: Bite +8 2d6+6 plus poison DC 23 (1d3 Str/1d3Str)
Full Attack: Bite +8 2d6+6
Space 15 ft. (3 squares) Reach 10 ft. (2 squares)
Abilities Str 19(+4) Dex 17(+3) Con -- (+0) Int -- Wis 10(+0) Cha 2(-4)
Darkvision(Ex): 60 ft.
tremorsense(Ex): 60 ft.
Low light vision
Immunity to all mind-effecting effects, poison, sleep, paralysis, death, stunning, disease, necromancy, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain all effects that require a Fort save (unless effecting objects).

On the other hand: if you take the spell to the letter, you will get a build with a Constitution score, which is very strange.

So, my question: do you really go with the Monstrous Spider stats or do you apply any construction traits to Monstrous Spider (with the exception of the DR which is explicitly defined in the spell)?

dnd 3.5e – Are there any official laws on Vecna ​​constructions?

Yes, but only in AD & D products

Statistics for Eyes and Hand is not included in any official D & D 3rd Edition book, based on the WotC Monster Index and the DragonDex Index of Monsters.

However, they have appeared in previous collections of AD & D sources, and conversion to 3rd should not be too difficult, as they are only advanced flesh golems with unique abilities.

Statistics for The hand appears in Die Vecna ​​Die (2000), p.62, 63, 157. It's a golem of intelligent flesh, made entirely from hands. He has telepathy, treats the level drain and mum rot on a close-to-hand shot, resists non-magical weapons, and has 10HD instead of the usual 9HD.

L & # 39; s eye appears on pages 115-116 of the same collection. This is another golem with intelligent and unique flesh, made entirely from moist eyeballs. He has 12HD and does not hit in melee, but he has 11 look attacks which he can use 5 each turn: cause serious injury, confusion, death spell, dispel the magic, disintegrate, weakening, death finger, stone flesh, hold the person, lightning, and to sleep. It also has troll-like regeneration and is resistant to non-magical weapons. Dispel the magic will destroy it temporarily, but it will revive soon later.

dnd 3.5e – Spells Required for Spellcraft Skill Checks in Airplanes

If you have no rank in Spellcraft and you do not have an ability to perform skills checks without training, you can not attempt Spellcraft checks.


This entry indicates what a character without at least one rank in the skill can do. If this entry does not appear, it means that the skill works normally for untrained characters (if it can be used without training) or that an untrained character can not attempt to check with this skill ( for the skills designated "Trained only").

Spellcraft does not have an untrained section.

To cast a prevented spell, you must do a Spellcraft check. You can not, so you can not cast a prevented spell. At all. You do not lose a spell location, because you do not fail the check. You do not have the spell, because you do not succeed. You can not even try to cast the spell.

dnd 3.5e – A special quality doppelganger Does Change Shape create clothes?

The Doppelgangers have a version of the Special Change Shape ability. Linked rules specify what this ability allows you to change, and creating new equipment is not an option. The only mention of articles is:

Any equipment worn or worn by the creature that can not be worn or worn in its new form falls rather to the ground in its space. If the creature changes size, any gear that is worn or can be worn in its new shape changes size to match the new size. (Non-humanoid creatures can not wear armor designed for creatures with a humanoid shape and vice versa.) The gear returns to its normal size when it is abandoned.

So No, a Doppelganger can not create new clothes with his Change Shape ability. He will continue to wear the same clothes as before (if they fit the new shape) or his clothes will fall to the ground (if they do not fit the new shape).

dnd 3.5e – How can I counter target shooting tactics of my players as a DM?

My problem is divided into two parts, Realism and Counterplay.
I am the DM (we play the Cool rule Legend, which is quite similar to D & D, and D & D 3.5e) and each fight of my party takes a target and focuses that enemy down, in the best case, the target is lowered and there is no way to heal or recover the target between turns. I understand that it is a simple but effective way to win your battles and to heal.

My problem of realism:
In the real world, even with the existence of magic fireballs, you would be punished for ignoring enemies on the battlefield. You can not just ignore 3 other enemies to kill one of the four, because your "open" back would result in 3 dead allies.

My problem with Counterplay:
The party has a lot of support and little personal reserves, so everyone can survive pretty well by themselves. It's an invitation to do the same because they could not do anything to save a fired ally. But that, I'm pretty sure, would kill one.

How can I fix this problem? What is especially annoying is that they know (more or less) that I would kill someone if I do the same and I abuse the situation (not intentionally).

dnd 3.5e – Without cheese or divinity, what gods of deities and demi-gods can they defeat a party at a ridiculous level?

Divinities and demi-gods is a strange piece of 3.0 material that gives statistics to a very large number of gods. As every DM knows, "if you declare it, they will kill it". Indeed, on page 31, the seemingly absurd statement that a 100-level party might find it easy. As a result of this investigation, I took a closer look at the statistics blocks of these gods and found the following:

  • Most deities have level 40, although a handful (for example, the Dennari) have levels close to 20. This often gives them absurdly good statistics, but perhaps not absurd level 100.
  • Most deities have access to some of the salient, absurdly powerful divine abilities, such as Alter Reality or Life And Death, and are immune to more than I can list. I suspect it would make it even ridiculous for a 1,000-level party to challenge them.
  • Most gods have existed for so long that they have already seen all the tricks that players can think of and, given the absurd range of their senses, they will be ready to resume several weeks in advance.

So, unless they become gods themselves, which gods could a party of high enough level defeat? In particular, my second and third points seem to make many gods invincible.

I know that there is cheese that can kill just about anything, but I would like to eliminate it. As I allowed the hypothetical party to be as high as possible, I hope the cheese will not be needed. After all, the book says a 100-level party could do it easily and that's my goal. Who can a non-pious and ridiculously misguided party defeat in a way that the designers might have wanted?

dnd 3.5e – Does the caster know when a spell of varying duration ends?

Does the caster know when a spell of varying duration ends?

I am looking for a RAW response (Pathfinder or D & D 3.0 based answers are acceptable if there is no information on this in D & D 3.5); I did not find any here or in the rules.

For example, stop time has a duration of 1d4 + 1 rounds.

  • Does the character only know that he has between 2 and 5 rounds?
  • Does he know exactly how long he has, since the spell is concerned
    (ie if he got a 1, he knows he has 2 turns)?

What about color spraysince it is thrown on another person?

If such information does not exist, how should I handle this as a GM?

dnd 3.5e – Does the spell checker know when a spell ends with a variable duration?

For example, the stop time has a duration of 1d4 + 1 turns.

I am looking for a RAW response (pathfinder or 3.0 is ok if there is no info in 3.5), I have found neither here nor in the rules.

Does the player know that he only has 2 to 5 rounds?

Does he know exactly how long he has since the spell is affected (if he rolls 1, he knows he has 2 turns)?

What about the color spray since it is launched on another person?

If there is no such information, what suggestion do you suggest to me as GM?