3.5nd dnd – When is the advantage of Endure Sunlight exploit reset?

There is no limit to the number of times a creature can benefit from this feat. Endure the sunlight (Libris Mortis 26). The creature that has the feat does not need to be exposed to the sun to reset the advantage of the exploit. There is no limit per day to use the advantage of the exploit, nor the minimum time without sun required for the advantage of the exploit resets.

So it seems like a vampire can stand out in the sun during almost its maximum number of turns then takes a movement action to be placed under a very large umbrella and, during this same turn, completes this action of movement by returning the sunlight to work on his tan.

3.5nd dnd – Create a tank character

It is often said that the knight has five good levels: 1st, 2nd, 3rd, 4th and 20th. Basically, nothing in the class from 5 to 19 is very good. Loyal beyond death is unbelievablebut you will spend 16 class levels getting it, so keep that in mind.

In the end, since hunter and knight are so similar, this question on a hunting tank is a very good read. Since you are not a fighter and you do not get nearly as many extra feats (or such quality), you can not do everything mentioned in the answers, but as the suggestions relate only to feats and objects you have these options and possibilities. just choose less. Dungeoncrashing is out, but it also allows you to skip the options related to Bull Rush; Opportunity, stumble and intimidation attacks all remain strong suggestions for you.

In particular, since the best thing you shoot from increasing the number of knights is an increased backup throw for DCs. courage testyou should probably look into this and pump the charisma, which also improves bullying. You do not get the quick intimidation of a Zhentarim soldier, but the formidable property of the armor of Drow of the Underdark can let you do it as a movement action. Combine that with the skill trick Never outnumbered Complete scoundrel and the feat of imperious command, also of Drow of the Underdark, and you can reduce everyone around you to shake at the start of each fight, while simultaneously challenging them to a courage test so even if they do, they still have to fight you. And you would always have your usual action to attack someone if you wanted it.

Another potential use of charisma is the use of the magical device: you can make it a class skill by exploiting the exploit of an apprentice. Player's Handbook II. If your first game in combat is to intimidate everyone around you, courage test them and also activate a useful rod, you are in serious business. Most of the time, you will probably have to put yourself in the place, but it is worth having the option.

Unfortunately, Intimidate and courage test are effects affecting the mind (well, probably), which means that if you fight constructions, undead and similar blind creatures, you could be effectively canceled. It is there that intervene trips and attacks of opportunities. Unfortunately, as a pure knight, you have to call on the combat expertise to get an improved trip, which means Int 13, which hurts a lot when you want to emphasize the charisma and the Constitution. Dexterity not bad. You will probably have to empty your Force, which means that you will probably want Weapon Finesse (or a Feycraft weapon) – ask your DM if non-light weapons that work with Weapon Finesse can take advantage of Feycraft in the same way as weapons light!). You could try to be a killoren from dragon Nature Races (dragonborn is a model, which means you also get a race to accompany it) to take on Charming the Arrow: you can actually use it in melee with any of the hybrid arcs of Nature Racesbut it's probably not worth giving up.

The suggestions of Mage Slayer, Occult Opportunist and Supernatural Instincts recommended for the hunting tank are also good options for a knight. The exploits of Close-Quarters are probably too situational to be bored when you do not have so many bonus explosions. Martial study and martial posture of Battle Tome are also good ideas – you probably want defensive reprimandand you really want stuffed with blades. Island of the blades and iron guard It would be good too, but you only have one position at a time, so be aware of it.

Finally, at very high levels, you may want to buy a starmantle coat of Book of exalted acts. Non-magic weapons that hit you while you wear them disintegrate. If you can dispel the creature's equipment – there are weapons properties in Compendium of magic objects doing exactly that, or spell-casting allies can help, you can destroy everything. However, it weighs 132,000 inches, can destroy your loot and can spoil the fun of meetings, so think about it and maybe run it through your DM and your group before doing it.

3.5nd dnd – Under the Rules Compendium, can I load through a box that would hinder my movements as long as the terrain is not difficult?

Relevant text

INITIATION OF A LOAD

If you do not see the opponent you want to load at the beginning of your turn, you can not load it. To charge, you must move at least 2 meters and you can move up to double your speed. You must be able to reach the nearest area from which you can attack the designated opponent. This movement must take place before your attack. If a line from your starting space to your final space goes through a square that blocks the movement, is a difficult terrain or contains a creature (not a helpless one), you can not charge. You can not bill if the final space is busy or blocked. Since you start charging, you can not step 5 feet during the same turn. You cause opportunity attacks as usual for your movement.
(Compendium Rules p.27)

It seems that the boxes that are not difficult terrain, which only hinder the movement without blocking it are legal.

This would include obstacles, reduced visibility (whenever you can not see at least 60 feet in the prevailing visibility conditions), and pinching.

In addition, some spells hinder movement on difficult terrain.

3.5nd dnd – Can you use a spell as a spell?

The PHB2 Hex Gift allows you to transfer a spell into a weapon or ammo, and then on the next attack with the weapon, the spell is discharged by applying its effects.

My question is: Can you still use a spell modified by "Smiting Spell" as a normal touch attack?
Let's say I'm in a situation where it will be more convenient for me to use my Smiting Poison as a touch attack (maybe because my enemy's touch is much lower than its normal AC power), could I? still use it? In this way or am I obliged to use it only with a weapon attack?

3.5nd dnd – Can you use a spell as a spell?

The PHB2 Hex Gift allows you to transfer a spell into a weapon or ammo, and then on the next attack with the weapon, the spell is discharged by applying its effects.

My question is: Can you still use a spell modified by "Smiting Spell" as a normal touch attack?
Let's say I'm in a situation where it will be more convenient for me to use my Smiting Poison as a touch attack (maybe because my enemy's touch is much lower than its normal AC power), could I? still use it? In this way or am I obliged to use it only with a weapon attack?

3.5nd dnd – How to replace an exploit that I have received as a class entity

Arcana unearthed sure Monk Variant: Combat Styles, in part, says

A monk may give up his fighting style by selecting an additional feat at the 2nd or 6th level. however, if she does, she loses the bonus on first level skill tests and never gains the combat style bonus ability (even if she encounters
prerequisites). (52)

In other words, at level 1, the monk could have avoided the feat of combat expertise by taking an additional feat of a combat style other than the passive method (such as Combat Attacking Attack Style which, at Level 1, confers the Power Attack bonus feat). Then, at level 2, the monk could have achieved the Improved Trip feat thanks to the Passive Way combat style. Anything that a multi-style monk gives up at level 2 is a +2 bonus on a specific skill. (The Passive Way combat style, for example, gives a +2 bonus to Bluff skill tests.)

The rule is a little buried, poorly formulated and easily overlooked. Explaining to the DM that you were not aware of the rule may be enough for the DM to allow you to modify the exploit without needing explanations in the game.


Note: This answer is not intended as a global solution to the broader issues raised by the issue, but rather as an effort to address the specific problem of the claimant.

3.5nd dnd – The missing capacity of the lord vermin in the text

Page 74 of The book of the vile darkness shows the table for the Lord of vermin and at level 8 the ability "claw claws" is acquired. However, in descriptions of the class's abilities that accompany it, this ability is clearly absent. Does anyone know if there is an official errata explaining this ability? Incidentally, I have just given my lord of the vermin (2) 1D6 attacks of natural claws which, if they succeed, can attempt a fight to the dead body. If there is a known errata, I would appreciate knowing it, thank you.

3.5nd dnd – Before the high levels, can the salient divine abilities be balanced for the players?

I was interested in the salient divine abilities. This answer details some of the ways in which they can become absurdly unbalanced (even when compared to an Epic-level party). However, when I search among the prerequisites for the most absurd of these capabilities (for example, those that can easily affect multiple targets, do not allow any backup or rewrite reality), I find that they require very high levels or abilities that, in my opinion, are going to be very difficult for most PCs to reach a point where a normal 3.5e game would still be considered balanced (for example, unless you break the game, how do you get Cha 29 at level 10?). So, for the purposes of this question, I will choose level 15 as an arbitrary point on which we can say that the 3.5e is still a game that we must be concerned about the destruction of the scale.

That gives me my question: Before level 15, is there a way to give players access to salient divine abilities that would not destroy the game's balance? Ideally, an answer gives either an example of a salient divine ability that is easily accessible for most computers, or will show, with the help of several examples, that the power of the salient divine capabilities accessible to personal computers does not go far beyond the power of what they can already realistically access at their level. Finally, we will assume that the DM does not prohibit any particular ability and that players may acquire any of the Divine Ability for which they qualify.

3.5nd dnd – Are there updates to the DMG file describing the activation of a magic object in the format presented in the compendium of magic objects?

Direct explanatory question as described in the title. Magic Item Compendium presents the activation of magic objects in this way [Action Type] (type of action) according to page 220. Anyone is aware of a DMG update describing the magic objects presented there in the same format?

Take, for example, page 125 of the Magic Item Compendium, RING OF LIGHTNING FLASHES, which indicates that activation is performed. [Swift] (mental) that produces a comparable spell effect that causes direct damage. Whereas reading a Basic Control Ring (Fire) on page 231 DMG includes one of the following actions: Burning Hands, Flaming Sphere, Firewall, or Flame Attack requires standard action. This kind of disparity in the economy of action seems a little strange to me. Just to be clear, I understand that quick and immediate actions were introduced after the release of the DMG, hence the question.

3.5nd dnd – What is the maximum number of uses of bardic music that a level 15 bard can have?

I am working on a (somewhat) functional version of the classic Bard / Barbarian hybrid. The lynchpin uses Casting of rage(Dragon n ° 310), which requires that it be a free action, citing Quicken Spell(PHB) as a potential option. To do this, I use Metamagic song(RoS) to feed an accelerated spell and use Fast metamagic(CM) to make it acceptable for spontaneous spell casting, and for other ways to reduce metamagic costs in order to reduce costs. Therefore, I have to have so many uses of Bardic Music a day.

How many bardic musical uses is it possible for a level 15 bard? Ideally, I would like it to be at least 60-70.