D&D® Frequently Asked Questions
Version 3.5: Date Updated 12/21/07
Table of Contents
About the FAQ..................................................................1 Equipment ........................................................................ 46
Player Character Races .....................................................2 Combat ............................................................................. 63
Classes ..............................................................................9 Spells................................................................................ 74
Prestige Classes.................................................................29 Powers.............................................................................. 90
Skills .................................................................................32 Monsters........................................................................... 92
Feats..................................................................................35 Miscellaneous................................................................... 105
About the FAQ
If you have a question about the D&D game rules, you might find them within this FAQ. Any new additions or major corrections in a
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D&D FAQ v.3.5 1 Update Version: 12/21/07
Player Character Races
I’d like to know just how intelligent a human character Does the powerful build racial trait change the damage
with an Intelligence score of 3 is. What is the character’s the character deals with unarmed strikes and natural
approximate IQ? Is the character considered mentally weapons?
handicapped or just slow? Can he carry a normal No. The powerful build racial trait allows the character to
conversation or does he have problems speaking? “use weapons designed for a creature one size larger without
A character with an Intelligence score of 3 is smarter that penalty” but doesn’t say anything about changing the damage
most animals, but only barely. Any creature with an dealt by his unarmed strikes or natural weapons.
Intelligence score of 3 or higher can understand at least one
language (see page 7 in the Monster Manual). A human with an Okay, I’m confused by the current alphabet soup of
Intelligence score of 3 can speak Common but doesn’t have a abbreviations dealing with exactly how tough a monster or
good vocabulary (perhaps a few hundred one- and two-syllable a character is. What are character level, class level, EL,
words), and the character doesn’t have a good grasp of syntax ECL, and CR? How do they relate to each other? Are they
and grammar. The character speaks and understands only interchangeable? If not, what are they used for?
simple subject-verb sentences and probably has problems with The terms are not interchangeable. You can find definitions
things such as past and future tense. of most of these terms in the Player’s Handbook glossary or in
Intelligence also affects memory and reasoning, so the Savage Species, but here’s an overview.
example character doesn’t have much of a head for facts, and Class Level: The total number of levels you have in a
the character is not very good at arithmetic. particular class. A 5th-level fighter has 5 class levels in fighter.
Ten points of IQ per point of Intelligence is a good rule of A 5th-level fighter/5th-level wizard has 5 class levels in fighter
thumb, so your example character has an IQ of about 30. How and 5 class levels in wizard. Class level affects so many things
others perceive and treat the example character depends on it would be tedious to list them all in detail. The most important
social conditions in the campaign. Most cultures in a D&D include number of Hit Dice (1 per class level), base attack
world are pretty tolerant—they have to be just so they can get bonus, base saving throw bonuses, and number of skill points,
along in a place that contains the wide variety of creatures that all as shown in the description for the class. If a class gives you
inhabit most D&D worlds. In such cultures, terms such as bonus feats, it’s your class level that determines when you get
“dull” and “slow” probably don’t get much use, at least in them.
respect to a person’s mental capacity. When your own In addition, most level-based variables for a class feature
Intelligence is about average (10) you’re “slow” compared to a depend on your class level, as does any level-based variable for
dragon, beholder, mind flayer, or other creature that might live a spell you cast as a member of that class. Powers from clerical
right next door or lurk beyond the next valley. Still, elitism and domains are class features, and any level-based variables they
a sense of superiority can exist just about anywhere. have depend on your level in the class that gives you access to
It is a good bet, however, that the example characters’ the domain.
associates, relatives, and neighbors know the character’s mental Character Level: The total number of class levels you
limitations, and that they adjust their expectations for that have in all your classes, plus any racial Hit Dice you have. A
character accordingly. human 5th-level fighter/5th-level wizard has 10 character
levels. An ogre 5th-level fighter/5th-level wizard has 14
Does the powerful build racial trait allow a character to character levels (because it has 4 racial Hit Dice). Character
take advantage of feats for size Large or larger creatures, levels determine when you gain feats and ability score
such as Awesome Blow? Would a half-dragon goliath increases (see Table 3–2: Experience and Level-Dependent
qualify as Large for determining whether it has wings? Benefits in the Player’s Handbook). Any feat you get by virtue
No and no. The powerful build racial trait (found in the of your character level is in addition to any bonus feats from
goliath entry in Races of Stone and the half-giant entry in your class levels.
Expanded Psionics Handbook) spells out exactly when the In addition, your character level determines how much
character is treated as one size larger than normal: experience you earn when you defeat a foe and how many
1. Whenever subjected to a size modifier or special size experience points you need to gain your next class level.
modifier for an opposed check. This includes grapple checks, Effective Character Level (ECL): Effective character
bull rush attempts, and trip attempts. level is character level plus the level adjustment for the
2. When determining whether a creature’s special attacks character’s race. Races that are more powerful than the
based on size can affect him. This includes improved grab and standard races in the Player’s Handbook have level
swallow whole. adjustments to help promote some equity among the player
3. When determining what size of weapons the character characters in a campaign, and to help DMs decide how much
can use. danger a party containing members of those races can handle.
That’s it. The character isn’t treated as one size larger when For example, a drow has a level adjustment of +2. Many people
determining space, reach, Hide check penalty, or for the (and even one or two rulebooks) say “ECL” when they really
purpose of qualifying for anything that requires size. mean “level adjustment.”
Some feats, prestige classes, or other game elements may Use the character’s ECL to determine starting equipment
specifically allow a Medium character with powerful build to and how the character earns and benefits from experience
qualify as if he were Large. Such examples are specific and (including when he gains an epic attack and save bonus; DMG
intentional exceptions to the normal rule. p. 209), as noted on page 5 of Savage Species. Use the actual
character level for everything else.
D&D FAQ v.3.5 2 Update Version: 12/21/07
Encounter Level (EL): Encounter Level is strictly a tool A creature’s ECL has no effect on when it becomes an epic
for the DM to use when deciding if a particular encounter is too character, although once it becomes an epic character, its ECL
easy, about right, or too hard for a particular group of continues to affect how much experience it earns and when it
characters. It has no real effect on play. Some people think that can add a new level.
Encounter Level determines how much experience characters
gain from an encounter, but that’s not so (read on). The text for level adjustments on page 11 of Savage
Challenge Rating (CR): Challenge Rating reflects a game Species says that if the monster gains multiple attacks in a
designer’s best judgment about how tough a monster will prove single round before a fighter of equal level, or if the attacks
in a fight. The CRs of all the creatures in an encounter help to deal more damage than a one-handed martial weapon, then
determine the encounter’s EL (see Chapter 4: Adventures in the this is a level adjustment of at least +1. By “multiple
Dungeon Master’s Guide). When characters defeat a attacks,” do you mean two claws, or two claws and a bite,
creature, its CR determines the basic experience award, which such as the Multiattack feat requires? Say a monster has
in turn is adjusted according to the party’s character levels or two claws, each dealing 1d4 points of damage. Would that
ECLs (see Chapter 7: Rewards in the Dungeon Master’s still be a +0 level adjustment, since the two claws do not
Guide). exceed the damage a longsword can deal?
It is perhaps unfortunate that an NPC who belongs to a Having more than one natural attack gets you a +1 level
standard Player’s Handbook race has a CR equal to her adjustment (no matter how much damage those natural
character level, because it implies that CR, character level, and weapons can deal) if a fighter of equivalent level does not have
ECL are the same. They aren’t—CR and character level just as many attacks. If you have one natural weapon that deals
happen to have the same values sometimes. CR and ECL have more damage than you could deal with a one-handed simple or
nothing to do with each other, because they measure two martial weapon (more than 1d8 for a Medium creature), you
different things. See the next question. also have a level adjustment of at least +1.
I have been flipping through Savage Species, and I have Do anthropomorphic felines lose their pounce abilities?
become confused about the use of ECL. Would a 1st-level Yes; see the Special Attacks entry on page 215 of Savage
mind flayer wizard be an appropriate challenge for a party Species.
of 16th-level characters or for a party of 8th-level
characters? If you make a character with the reptilian template and
Effective character level (ECL) is a measurement of a the base creature is a human, do you still get the extra feat
character’s impact as a player character in a campaign, and that and extra 4 skill points at 1st level, or do you lose these due
usually differs from how dangerous it is as an NPC during a to the benefits gained from the template? I suppose this
single encounter. applies to any template.
To determine the challenge your example character When applying any template, treat racial traits as special
presents, ignore ECL and use the rules for determining NPC qualities. If a template says the new creature retains the special
Challenge Ratings in Chapter 7: Rewards of the Dungeon qualities of the base creature, then any racial traits also are
retained. Humans retain their extra feats and skill points, elves
Master’s Guide. The example character has a CR of 9 (base retain their skill bonuses and weapon proficiencies, dwarves
CR of 8 for a mind flayer, +1 for its character level). All by
retain their saving throw bonus, and so on. Thus, when you
itself, the example character is a challenge for a party of four
apply the reptilian template to a human, the base creature
9th-level player characters.
retains its human racial traits: an extra feat and 4 extra skill
The example character’s ECL, however, is a whopping 16
points.
(racial HD 8 + character level 1 + level adjustment 7).
Why the difference?
How do racial Hit Dice factor into the computation of a
It has to do with the impact the character would have on a
multiclass character’s uneven class and a favored class?
campaign as an ongoing PC, as opposed to the much lower
Are they ignored completely? For example, a thri-kreen has
impact it has during a single encounter (which is what CR
2 racial Hit Dice (thus 2 levels of the thri-kreen monster
measures). A party of four 9th-level PCs can reasonably expect
class) and has a favored class of ranger (as listed in Savage
to dispatch the mind flayer wizard NPC in a few rounds. As a
Species). If a thri-kreen character wished to take rogue
player character, however, the mind flayer is much more
class levels, would this cause an automatic –20% experience
powerful, since it uses its mind blast, psionics, and deadly
point penalty when the 4th level of rogue was taken because
tentacles against a succession of foes, encounter after
of the existing 2 levels of thri-kreen?
encounter, adventure after adventure.
Ignore racial Hit Dice completely when calculating
experience penalties for multiclass characters. The example
When is a monster character considered epic level? Do character has no experience penalty.
you “go epic” when your total class levels equal 20 or when
your total Hit Dice equal 20? Is a monster character eligible
How do you determine the starting gold for a 1st-level
for epic-level feats (such as Epic Toughness) when its
monster class character (such as from Savage Species)?
character level is 21+ or when its ECL is 21+? The easiest method is simply to assign standard starting
A monster becomes an epic-level character when its
gold for any character who doesn’t have a value already listed.
character level hits 21, just like any other character. A
The Sage recommends 4d4 x 10 gp (or 100 gp average).
monster’s character level equals its racial Hit Dice + class
If you want some variety between the monster-class
levels. (See the second sidebar on page 25 of the Epic Level
characters in your game, try assigning a starting gold value for
Handbook.)
a Player’s Handbook class that’s similar to the monster in
flavor. An ogre or minotaur, for instance, is pretty similar to a
D&D FAQ v.3.5 3 Update Version: 12/21/07
barbarian (4d4 x 10 gp), but a mind flayer is more like a cast spells as clerics? What would happen if the dragon
sorcerer (3d4 x 10 gp). Ultimately, it doesn’t matter much—the added cleric levels?
difference between the various values in the Player’s When a dragon, or any other creature that can cast spells as
Handbook disappear within a couple of adventures when a sorcerer, adds sorcerer levels, those levels stack when
compared to the character’s overall wealth. determining how the character casts sorcerer spells.
The example dragon casts spells as a 4th-level sorcerer.
If a half-elf mates with a human, what race would the The dragon’s innate caster level doesn’t stack with its sorcerer
child be? What about other half-humanoid races? levels for other class features. If the example dragon has a
While the most common origin of a half-elf mentioned in familiar, the familiar has abilities from a 3rd-level master as
the Player’s Handbook is a union between a human and an elf, shown in Table 3–19: Familiar Special Abilities in the Player’s
it also mentions that “second-generation” half elves are Handbook.
possible—“the children of parents who themselves are partly A dragon that can cast cleric spells as arcane spells casts
human and partly elf” (PHB 18). The Sage thinks it reasonable such spells as though they were part of the sorcerer class list. If
to conclude that any half-elf parent is capable of parenting a the example dragon wanted to cast cure moderate wounds, it
half-elf child when mating with a human (or with an elf, for would have to choose cure moderate wounds as one of the 2nd-
that matter). level spells it knows. It would cast the spell as a 4th-level caster
Similar language doesn’t appear in the half-orc description, (and heal 1d8+4 points of damage when casting it). It cannot
but it seems a reasonable extrapolation for that and other, simply cast any 1st- or 2nd-level cleric spell.
similar races. Two half-orcs likely have half-orc children, and a If the example dragon adds a level of cleric, it would cast
half-orc mating with either a human or an orc probably also sorcerer spells as a 4th-level sorcerer (including any cleric
generates half-orc offspring. spells it has added to its list of spells known) and would
Of course, the DM is free to rule that one side or the other prepare and cast cleric spells and turn undead as a 1st-level
occasionally breeds true—that two half-elves might have an elf cleric. When preparing cleric spells, it could choose any 1st-
child or a human child, for example. level cleric spell, just as any other 1st-level cleric could.
Changeling Are the epic rules for advancement by prestige classes
Can a changeling take the form of a warforged?
different for dragons? Some prestige classes for dragons in
The changeling’s minor change shape supernatural ability
Draconomicon effectively require the dragon to be epic but
uses the rules for disguise self. This spell allows a human caster
still list base attack bonus and base save progressions. Are
to look “like any . . . human-shaped bipedal creature,” so it
those values used instead of the epic attack and save bonus
stands to reason that a changeling could take on the appearance
progressions described in the Dungeon Master’s Guide?
of a warforged (within the normal size limitation of the
And if so, does this let dragon characters (or half-dragon
disguise self spell). Of course, the changeling wouldn’t gain
characters) break the normal limit of base attack and save
any of the actual benefits of being a warforged, even though the
bonuses?
racial trait isn’t an illusory effect.
The prestige classes in Draconomicon are special
Doppelganger exceptions to the normal limits on base attack and save bonuses
Does a PC who uses the doppelganger monster class from listed in the Dungeon Master’s Guide. While they are designed
Races of Destiny receive a +4 racial bonus on Bluff and for monsters, any character of the dragon type who meets the
Disguise checks and additional disguise bonuses from the prerequisites is technically allowed to take levels in these
change shape and detect thoughts abilities? classes, and thus exceed the normal limit on base attack and
Yes; since the bonuses from change shape and detect save bonuses.
thoughts abilities are both circumstance bonuses (Races of DMs who want to avoid this headache are encouraged to
Destiny 95), the bonuses stack. Keep in mind that with the adopt either or both of the following house rules:
detect thoughts ability, your target must first fail the Will save 1. The classes are available only to true dragons (not
on the third round of using the ability in order for you to gain simply to creatures of the dragon type); or
the bonus (as the detect thoughts spell, PHB 220). 2. The base attack and base save bonus progressions listed
apply only to characters who haven’t already reached ECL 20.
Dragon In some cases (such as the bloodscaled fury, which requires the
I was reading Savage Species, and its discussion of caster creature to already have a base attack bonus above +20), this
level confused me with the example of a young gold dragon. means that the entire progression is effectively eliminated.
If you are a young gold dragon, you have spells as a 1st-
level sorcerer and can also pick clerical spells (and some Drow/Duergar
spells from some domains) and cast them as arcane spells. Can a duergar or drow gain the Aberrant Dragonmark
Suppose you then take 3 levels in sorcerer. Savage Species feat?
explains that you derive spells per day, spells known, and Yes. The Aberrant Dragonmark feat is available to any
caster level from the sum of your caster level as a dragon character with one of the dragonmarked races as a subtype,
(1st) plus your caster level as a sorcerer (3rd), so you are a even if that character is a member of a subrace.
4th-level caster. My question focuses on the cleric spells you
can learn as arcane spells. Can you take 2nd-level cleric Do drow and other creatures with light sensitivity or
spells and cast them as arcane spells because you are a light blindness count as “creatures to which sunlight is
dragon? Also, is your caster level for the cleric spells you harmful or unnatural” for the purpose of sunbeam and
can cast as a dragon 4th or 1st? Can the dragon cast any sunburst?
cleric spell as an arcane spell? What about monsters that The Sage is leery of extending the definitions of light
sensitivity and light blindness beyond the wording of those two
D&D FAQ v.3.5 4 Update Version: 12/21/07
qualities. Each one specifically states its effect, and arbitrarily character is considered to be wearing armor, and thus would
adding corner-case effects usually isn’t in the best interest of limit use of such abilities.
game play (it tends to create arguments and slow down the
action). Can a warforged swim? Should I double its armor
That said, it seems like a reasonable house rule to say that check penalty when applying it to Swim checks?
sunlight is “unnatural” to a creature with light sensitivity or Although slightly denser than most other characters,
light blindness. It’s certainly not unbalancing to the game. warforged can swim about as well as any other race. A
warforged has a penalty on Swim checks, but this isn’t an
Dwarf “armor check penalty” and thus isn’t doubled for such checks.
Can a dwarf wearing medium or heavy armor or carrying a
medium or heavy load use the Tumble skill?
Can a warforged go to any depth underwater?
Yes. Thanks to the dwarven racial ability to move at full
A warforged has no need to breathe (and can thus survive
speed even when armored or encumbered, the character’s speed
underwater without drowning). However, warforged are just as
hasn’t been “reduced by armor, excess equipment, or loot”
vulnerable to the pressure exerted by deep water as any other
(Player’s Handbook, page 84), so he’s free to use the Tumble
character. See “Water Dangers” on page 304 of the Dungeon
skill. Of course, he still suffers an armor check penalty for
Master’s Guide for details on this hazard.
either the armor or the load (whichever is worse).
How long can a warforged run? How long can it hustle?
My dwarf character fell into a pit of alchemist fire.
How long can it make a forced march?
Although he survived, the fire burned his beard away. Does A warforged can’t run any longer than a normal character
dwarf facial hair re-grow at the same rate as human facial (Player’s Handbook, page 144).
hair? A warforged suffers all the effects of hustling (Player’s
While a dwarf’s facial hair grows at roughly the same rate
Handbook, page 164) except for the fatigue (since warforged
as human facial hair, a dwarf’s beard is cultivated from the
are by definition immune to fatigue). Unless the warforged has
time a young dwarf’s first facial hair sprouts on his chin. It may
access to healing, eventually it can hustle itself to negative hit
take a decade or more of careful care and grooming for a beard
points.
to feel (or be recognized by other dwarves) as full as it once
The same is true of a warforged making a forced march.
was.
While it can’t become fatigued, it still suffers the nonlethal
damage caused by a failed Constitution check.
Goliath
Do goliaths (from Races of Stone) have darkvision? The Do warforged have a scent?
Monster Manual says that monstrous humanoids have The rules are silent on whether constructs (and by
darkvision unless stated otherwise, but Races of Stone extension living constructs such as the warforged) interact any
doesn’t say one way or the other. differently than other creatures with the scent special quality.
Yes. Ideally, the goliath description should have reiterated For ease of play, the Sage recommends that warforged be
this, but since it doesn’t state otherwise, you can assume that treated as having a scent just like any other creature.
goliaths have darkvision. If the Sage were an oenophile, he might describe this scent
as woody, with a hint of warm, rain-spattered iron, and a
Minotaur pleasant gravelly finish.
A player of mine wants to create a minotaur character. The Thankfully, he isn’t, so he won’t.
average party level is 15. He says he can just make a 1st-
level barbarian/14th-level fighter minotaur and be equal to Is it possible to salvage any materials from the body of a
the other player characters. I say he can have only a 7th- warforged? What if it has a feat such as Adamantine Body?
level character (say 1 barbarian level and 6 fighter levels) The rules are silent on this issue, but it has been suggested
because of the minotaur’s ECL of 8 (8 minotaur + 1 in other sources that materials stripped from the body of a
barbarian + 6 fighter = 15th level). Who’s right? warforged quickly degrade and become useless. The Sage
You’re on the right track. You’ve figured out the right strongly recommends that the DM adopt this as a house rule, as
number of class levels the character can have, but a minotaur treating fallen warforged as repositories for special materials is
has 6 racial Hit Dice and a +2 level adjustment. Your example rather distasteful, to say the least.
minotaur character does have an ECL of 15 (6 HD, 7 class
levels, and a +2 level adjustment), but it is a 13th-level Does a warforged take the Constitution damage of a
character with skill points, base saves, feats, and ability score wounding weapon every round, even though it doesn’t have
increases as a 13th-level character. The minotaur character blood?
starts with 15th-level equipment, however, and earns Yes. Warforged are not immune to Constitution damage,
experience as a 15th-level character. nor are they immune to critical hits (which, as the wounding
Warforged property states, provides immunity to its effect). Even though a
Is a warforged considered to be wearing armor for the warforged isn’t a “flesh and blood” creature, its body still
purpose of using special abilities, such as a monk’s fast shares many of the physical qualities of such creatures. It’s not
movement? clear, for instance, that the “fibrous bundles” that make up the
The composite plating of a typical warforged doesn’t count body of a warforged wouldn’t ooze some sort of life-giving
as armor. Certain warforged feats, such as Adamantine Body fluid when damaged.
(EBERRON Campaign Setting, page 50) specifically state that the A warforged who reaches 2nd level in the warforged
juggernaut prestige class is immune to the effect of a wounding
weapon, since it is now immune to critical hits.
D&D FAQ v.3.5 5 Update Version: 12/21/07
Is a warforged with the Adamantine Body feat Does a warforged taking racial substitution levels for
(EBERRON Campaign Setting, page 50) able to bypass paladin or fighter get only the listed class skills (with
adamantine damage reduction with its natural attacks? standard class skills being counted as cross-class for these
The Adamantine Body feat does not turn the warforged three levels)?
character’s slam attacks (or any other natural weapons) into Yes. (In those cases, it was easier to present a complete list
adamantine weapons. of the substitution level’s class skills than describe what the
character didn’t get from the normal class list.)
How would the various warforged “Body” feats (such as
Adamantine Body) affect a warforged’s weight? Does the Improved Fortification feat (EBERRON
These feats (found in the EBERRON Campaign Setting and in Campaign Setting, page 55) and the 2nd-level ability of the
Races of EBERRON) do not list any effect on a warforged juggernaut prestige class (EBERRON Campaign Setting, page
character’s weight. 84) grant a warforged immunity to coup de grace, sneak
That said, in the “Dragonshards” web column found at attacks, and similar effects as well?
wizards.com, EBERRON Campaign Setting coauthor Keith Yes. The wording’s not as clear as it could be, but
Baker suggested some (optional) weight variants for such immunity to “extra damage from critical hits” means the same
characters. DMs interested in adding some variety to their as “immunity to critical hits” for the purpose of the sneak
warforged characters might find these useful as a house rule. attack class feature, as well as similar abilities that don’t
Feat Base Weight Weight Modifier function against creatures immune to critical hits (such as the
Adamantine Body 320 lbs. ×6 coup de grace action).
Darkwood Body 180 lbs. ×2
Mithral Body 180 lbs. ×2 Is a warforged juggernaut affected by the class features
Unarmored Body 225 lbs. ×3 of the quori nightmare prestige class (Races of EBERRON,
page 148)?
Is a dead warforged character’s body subject to sunder At 3rd level, the warforged juggernaut becomes immune to
attacks, since it is now just an object of wood and metal? all mind-affecting abilities (due to his construct perfection II
A dead body of any creature (warforged, human, dragon, class feature). As the disturbing touch, nightmare touch, terror,
whatever) is treated as an object, and thus it can be damaged and embodiment of nightmare class features of the quori
using the rules for “Smashing an Object” (PH 165). nightmare are mind-affecting abilities, the warforged
There are no rules for determining the hardness or hit juggernaut becomes immune to them beginning at 3rd level.
points of a corpse. Most dead bodies don’t have a hardness Note that since warforged characters do not sleep, they are
score, but the creature’s DR (if any) should continue to apply by definition immune to the harmful effect of nightmare touch
against attacks. Use Table 9–9: Substance Hardness and Hit (which requires its victim to attempt to sleep).
Points and Table 9–11: Object Hardness and Hit Points in the
Player’s Handbook to estimate hit point values for corpses Can a warforged juggernaut gain levels in the reforged
should such situations arise in your game. prestige class (Races of EBERRON, page 161)? If so, what
happens to a warforged juggernaut’s class features if that
Since a warforged paladin is much heavier than a fully- character chooses to advance through all three levels of
armored human paladin, what paladin mounts do reforged? What about going the other direction (a reforged
warforged get to choose from? becoming a warforged juggernaut)?
A warforged paladin can choose any mount available to a There’s nothing stopping a warforged juggernaut from
normal paladin. Be sure to consult your prospective mount’s qualifying for the reforged prestige class. In general, the class
carrying capacity to ensure that it can carry your character. features from both prestige classes would apply normally, but
Without gear, an average warforged character weighs about note that the character would lose his Adamantine Body feat
300 pounds, or about 75 pounds more than an average male upon reaching 3rd level as a reforged.
human character wearing full plate armor. A heavy warhorse The only tricky interaction is between the 3rd-level
can carry up to 300 pounds as a light load, 600 pounds as a warforged juggernaut’s healing immunity class feature and the
medium load, and 900 pounds as a heavy load. That means reforged’s magical healing class feature. In this case, the
that, fully equipped, the warforged paladin probably qualifies warforged juggernaut’s immunity takes precedence. That’s
as a medium load for the heavy warhorse. because the reforged’s class feature is an adjustment to the
normal warforged limit to magical healing, while the warforged
No bonus languages are listed in the racial description juggernaut is a blanket immunity to all such effects.
of the warforged. What bonus languages are available to a As far as a reforged becoming a warforged juggernaut, the
warforged character with a high Intelligence score? character could do so but would have to begin progression as a
None. According to the Player’s Handbook, bonus juggernaut before reaching 3rd level as a reforged. That’s
languages from a high Intelligence score are selected from the because at 3rd level, a reforged loses any warforged feats he
list found in your race’s description (page 12). Since the possesses, including the Adamantine Body feat required for the
warforged has no such languages listed, it cannot gain bonus warforged juggernaut. Thus, such a character could never
languages from a high Intelligence score. qualify for the warforged juggernaut prestige class.
Some classes offer bonus language options over and above If the character already had one or more levels in warforged
those granted by your race. A warforged cleric, for example, juggernaut before reaching 3rd level as a reforged, he would
could choose Abyssal, Celestial, and Infernal as bonus retain all warforged juggernaut class features (even the armor
languages if it had a high Intelligence score. spikes gained at 1st level, since these aren’t the result of a
D&D FAQ v.3.5 6 Update Version: 12/21/07
warforged feat) but could not gain any additional levels in the Despite the misleading entry in the dragonborn racial traits
prestige class. that suggests that all dragonborn are humanoids, the only
prerequisites for being reborn in this manner are a non-evil
Can a warforged have its brain extracted by a mind alignment and an Intelligence of 3 or better. Thus, there’s
flayer? nothing stopping a warforged from undergoing this ritual and
Yes. His brain may not look like the illithid’s normal meal, dedicating himself to the service of Bahamut.
but a warforged is a living creature and thus is just as A warforged who becomes a dragonborn would be a
vulnerable to that dreaded attack as any human or dwarf. (That construct with the living construct and dragonblood subtypes.
said, the Sage expects that warforged brain likely isn’t a He’d retain his warforged ability score modifiers and favored
commonly appreciated meal among mind flayers. Probably an class.
acquired taste at best.) The same is true of other effects that He’d also retain all traits derived from the living construct
might not apply to constructs (such as a vorpal weapon, which subtype, including immunity to poison, sleep effects, paralysis,
doesn’t have much effect against most constructs), unless disease, nausea, fatigue, exhaustion, and energy drain; inability
otherwise stated in the living construct subtype. to heal damage naturally; vulnerability to certain metal- or
wood-affecting spells; and half effect from healing spells. He’d
Does a warforged barbarian become fatigued at the end still become inert at –1 to –9 hp, and he still wouldn’t need to
of a rage? eat, sleep, or breathe.
No. Since all warforged are immune to fatigue, a warforged However, he would lose his composite plating, light
barbarian doesn’t become fatigued when the duration of his fortification, and slam attack.
rage ends. The next logical question, of course, is whether the
dragonborn warforged can select feats that would improve his
Can a warforged character use a graft, such as those in now-absent composite plating. Technically, these feats don’t
Magic of Eberron? list composite plating as a prerequisite, so it appears the answer
Yes. Unless a particular graft states otherwise, any creature would be yes.
capable of paying the sacrifices (if any) required to accept it The Unarmored Body feat (Races of Eberron, page 120)
(such as the Constitution sacrifice for the deathless flesh graft; supports this ruling, as it indicates that other feats that adjust
Magic of Eberron, page 128) can use a graft. the character’s armor bonus could be selected later, even
though he technically doesn’t have the composite plating’s
Does a warforged with the Adamantine Body feat need armor bonus any more.
to have Heavy Armor Proficiency in order to avoid
suffering penalties for wearing heavy armor? What would happen to a warforged who wanders into
No. The Adamantine Body feat resembles heavy armor in an antimagic field? Paralysis? Instant Death?
many ways, but it doesn’t require you to have any special The Sage can’t help but wonder if a warforged has been
proficiency. kicking your cat or stealing your newspaper—it’s a pretty big
leap from antimagic field to instant death.
What, if any, templates can a warforged have applied? Sorry to disappoint you, but an antimagic field doesn’t have
Does it lose any of its racial traits when its template changes any special effect on a warforged. Any magical effects on the
its type? warforged (active spells, magic items, and so on) would be
As a general rule, if a template can be applied to a suppressed as normal, but he’d still remain fully functional.
construct, it can be applied to a warforged. Thus, most of the
templates in the Monster Manual are out. Do brilliant energy weapons affect warforged?
Three notable exceptions are the half-celestial, half-dragon, Yes. Warforged are living creatures, despite their
and half-fiendish templates, which can be added to “any living, appearance, and are thus affected normally by brilliant energy
corporeal creature.” Technically, that excludes most constructs, weapons. Of course, the warforged wouldn’t gain the armor
since creatures without a Con score aren’t considered living bonus normally granted by its composite plating, since the
creatures. However, a warforged has a Constitution score and is brilliant energy weapon property ignores armor bonuses to AC.
thus considered living (as suggested by the “living construct”
subtype it has). Is a warforged considered to be wearing gauntlets, and
A warforged with one of these templates changes its type therefore always armed?
(to outsider or dragon, depending on the template), but retains A warforged always threatens squares within its reach, but
the living construct subtype (and all features and traits thereof). not because it’s considered to be wearing gauntlets. A
It gains the traits of its new type, and it would lose any warforged has a natural slam attack, and thus always threatens
construct traits it possessed. However, since the living squares within its reach (just like any other creature with a
construct subtype basically supercedes the construct type, the natural attack). These are slam attacks, however, not gauntlet
warforged doesn’t really have any construct traits to lose. attacks.
A warforged that changes its type wouldn’t lose its racial
traits (such as its composite plating or slam attack), just like a Does a warforged benefit from the vigor spells in Spell
half-dragon human retains his bonus feat and bonus skill Compendium?
points. Yes, but the warforged would get only half the normal
value of fast healing, rounded down. Thus, the lesser vigor
Can a warforged become a dragonborn of Bahamut, spell would be useless to a warforged (fast healing 1 halved,
and if so what are the racial traits it keeps from the rounded down, is fast healing 0). Vigor or vigorous circle
warforged list? would provide a warforged with fast healing 1, while greater
vigor would grant fast healing 2 to the warforged.
D&D FAQ v.3.5 7 Update Version: 12/21/07
bonus, the warforged couldn’t even use least armor augment
Can a warforged be animated as or transformed into an crystals, since his body isn’t considered a masterwork suit of
undead? armor.
A warforged isn’t immune to necromancy effects, so it can
be animated as or transformed into an undead, as long as the
Wild Elf
effect, template, or monster description doesn’t otherwise bar Can a wild elf gain a dragonmark available to elves (such as
it. For example, only humanoids and monstrous humanoids can the Mark of Shadow)?
No.
become vampire spawn (according to the vampire’s create
In the EBERRON Campaign Setting, subraces are not eligible
spawn special attack), so a warforged couldn’t become a
to select a specific dragonmark associated with the parent race.
vampire spawn. Another example: The zombie template states
Since these dragonmarks appear only among the members of
that it “can be added to any corporeal creature . . . that has a
“one large extended family” (EBERRON Campaign Setting, page
skeletal system.” (MM 265) A warforged is certainly a
63), subraces are considered too unrelated to manifest such
corporeal creature, but it doesn’t seem like a warforged has a
marks. For example, despite having the human subtype,
skeletal system, so it couldn’t be animated as a zombie.
illumians (from Races of Destiny) are not eligible to select any
of the dragonmarks available to humans (Mark of Finding,
Can a warforged be afflicted by lycanthropy?
Mark of Handling, Mark of Passage, and Mark of Sentinel).
Warforged are immune to disease but it never specifies in
Only hill dwarves (known in the FORGOTTEN REALMS as
the Monster Manual that lycanthropy is a disease.
shield dwarves) may select the Mark of Warding.
No, they can’t. Though not technically a disease (it is a
Only high elves (known in the FORGOTTEN REALMS as
curse that acts like an affliction in some ways), only humanoids
moon elves) may select the Mark of Shadow.
and giants can be afflicted with lycanthropy (see “Creating a
Only rock gnomes may select the Mark of Scribing.
Lycanthrope” MM 175). Warforged are neither, as they’re
Only lightfoot halflings may select the Mark of Healing or
living constructs.
the Mark of Hospitality.
Only half-elves of high elf parentage may select the Mark
Does a warforged monk deal extra damage with his
of Detection or Mark of Storm.
unarmed strikes?
No. Even though a warforged has a slam attack, that’s a
particular kind of natural weapon, not simply a replacement for
your unarmed strike damage. A warforged monk deals the
same damage with his unarmed strikes as any other monk of his
level.
Is a warforged character affected by exposure to
extreme weather?
In general, warforged suffer the same effects from extreme
weather as any other character. For example, they’re just as
prone to suffering nonlethal damage from heat or cold as
anyone else. Of course, the normal warforged immunities still
apply. For example, a warforged doesn’t become fatigued due
to nonlethal damage from heat or cold, since they’re immune to
fatigue.
Does a warforged druid using wild shape look like a
warforged version of an animal?
No. A halfling druid and a human druid who both take the
form of a wolf both look just like a wolf, and so would a
warforged druid.
Can a warforged use the Craft skill to recover ability
damage?
No. A successful Craft skill check can repair hit point
damage suffered by a warforged, but not any other kind of
damage or injury.
Can a warforged character attach an armor augment
crystal (Magic Item Compendium, page 221) to his own
body?
Yes, but only if the warforged A) has some sort of
composite plating (either the base version or an augmented
version from a feat such as Adamantine Body), and B) that
plating has a sufficient enhancement bonus to accept the
crystal. For example, a warforged whose plating has a +1
enhancement bonus could attach a least or lesser augment
crystal to his own body. Without at least a +1 enhancement
D&D FAQ v.3.5 8 Update Version: 12/21/07
Classes
What class features do my character’s bloodline levels No. A soulmeld may be bound only to the chakra it
(from Unearthed Arcana) stack with? Do they stack with occupies. Even if a soulmeld lists more than one chakra, it
only one class or with all my classes? Do they stack with occupies only one at a time (chosen when you shape your
other class levels for the purpose of meeting prerequisites? soulmelds), and it may be bound only to that chakra.
Your bloodline levels stack with your normal class levels The totemist class provides a specific exception to this rule.
“when calculating any character ability based on . . . class Since soulmelds can’t occupy the totem chakra (Magic of
levels” (Unearthed Arcana, page 19). The key word here is Incarnum, page 51), a soulmeld bound to the totem chakra
“calculate”—it means when you use the level as part of some must actually occupy a different chakra (and can’t be bound to
mathematical determination of the class feature’s power or both chakras until the totemist reaches 11th level).
uses. Abilities that say “add your class level” count, but
abilities that say “a character of level X gains this effect” don’t. Can the weapon created by the incarnate weapon
Examples from the Player’s Handbook where bloodline soulmeld be enhanced like a normal weapon?
levels would stack with normal class levels include the bard’s No. An incarnate weapon is a manifestation of magical
bardic knowledge and uses of bardic music per day; the cleric energy, not a real weapon. Its enhancement bonus depends
and paladin’s effective turning level; the druid and ranger’s entirely on the quantity of essentia invested in it.
wild empathy; the druid’s HD limit for wild shape; the monk’s
wholeness of body, abundant step, diamond soul, quivering Can a soulmeld or its chakra bind allow you to meet the
palm, and empty body; the paladin’s smite evil and lay on prerequisites for a feat or the requirements for a prestige
hands; and perhaps most importantly, caster level. class?
Many class features improve as you gain levels but aren’t Yes, but you only gain the benefits of the feat or prestige
specifically calculated with class level. A rogue’s sneak attack, class as long as you continue to meet its requirements. If you
for example, improves at a fixed rate, but it doesn’t specifically unshape the meld or change the chakra bind, you would lose
use your class level to calculate its value in the way that the the feat or prestige class benefits and wouldn’t be able to
abilities listed above do. The same is true of a monk’s unarmed advance further in the prestige class.
damage, AC bonus, and unarmored speed bonus, of a
barbarian’s number of rages per day, and so on. Similarly, it Does the soulmeld count as a magic weapon for the
doesn’t add to the power of your animal companion, familiar, purpose of overcoming damage reduction?
or special mount. Yes. As long as the attack granted by the soulmeld has an
Your bloodline levels never actually grant you new class enhancement bonus of +1 or greater, it counts as a magic
features. A 2nd-level bard with one bloodline level doesn’t gain weapon for overcoming DR.
inspire competence (although he may use his bardic music
three times per day).
Archivist
Your bloodline levels stack with all of your class levels for The archivist's prayerbook ability (Heroes of Horror 83)
this purpose. A 2nd-level cleric/2nd-level druid with one states, "An archivist can also add spells found on scrolls
bloodline level has a caster level of 3rd for both classes, turns containing divine spells to his prayerbook." Does this
undead as a 3rd-level cleric, and adds +3 (plus his Charisma include domain spells found on scrolls?
Yes. The archivists are masters of drawing power from
modifier) to wild empathy checks just as a 3rd-level druid.
esoteric holy sources. By definition, there are few things more
Bloodline levels don’t stack with class levels for the
esoteric than a cleric’s domain spells.
purpose of meeting prerequisites (such as the minimum fighter
level for selecting Weapon Specialization). Artificer
When an artificer scribes a scroll, is it an arcane scroll, a
Does uncanny dodge protect a character from losing his divine scroll, or neither?
Dexterity bonus to AC to a successful feint? Actually, it’s neither.
No. Uncanny dodge doesn’t protect you from all situations According to the official errata for the EBERRON campaign
that would deny you your Dexterity bonus to AC. It only lets setting, the magic items crafted by an artificer are neither
you retain your Dexterity bonus if “caught flat-footed or struck arcane nor divine. This has no bearing on the artificer’s ability
by an invisible attacker.” A feint doesn’t render a target flat- to use the scroll, but it means that the scroll is useless to any
footed, it just doesn’t allow him to use his Dexterity bonus to other character without a successful Use Magic Device check.
AC against your next melee attack made on or before your next
turn. Are artificers required to use arcane material
components or arcane foci for infusions that simulate
If my character gains evasion from two different spells? What about a divine focus?
classes, does he now have improved evasion? No. An artificer is neither an arcane spellcaster nor a divine
No. A 2nd-level rogue/2nd-level monk has evasion from spellcaster, and thus isn’t required to use a material component
two different sources, but does not have improved evasion. or focus that’s normally required only of casters of those types.
The artificer may ignore any component listed as an
Can a meldshaper bind a single soulmeld to more than one “arcane material component,” and may ignore any focus listed
chakra at a time to gain multiple chakra bind benefits? as an “arcane focus” or “divine focus.” For example, even
though the 1st-level artificer infusion identify is listed with M
D&D FAQ v.3.5 9 Update Version: 12/21/07
(indicating material component), the artificer need not supply interesting legends concerning the so-called haunted forest just
the component as part of imbuing the infusion, since that spell outside town, are all reasonable uses of bardic knowledge.
lists the component as an “arcane” material component. Bardic knowledge wouldn’t, on the other hand, enable the
Effectively, this allows the artificer to ignore any bard to provide details regarding a particular demon’s
“Components” line listed as “F/DF” or “M/DF” (see vulnerabilities, rattle off a complete list of all the kings and
“Components,” on page 174 in the Player’s Handbook, for an queens who have ruled a particular country, or identify a
explanation of these entries). particular species of fern—all those answers would be more
appropriately derived by Knowledge checks.
Can an artificer craft psionic items? If the vagueness of bardic knowledge doesn’t suit your
No. The artificer doesn’t gain any of the “psionic” item tastes, the bardic knack variant class feature (Player’s
creation feats as bonus feats and doesn’t have any ability to Handbook II, page 35) provides a much clearer way to mimic a
emulate the manifester level prerequisites for those feats. The wide range of minor talents and knowledge.
psionic artificer variant class (Magic of Eberron, page 42)
gains psionic item creation feats in place of the normal item Can a bard use oratory, that is speaking and
creation feats and can emulate psionic powers rather than storytelling, for his bardic abilities?
spells. Yes. The bardic music class feature (PH 29) lists a variety
of options other than singing, and while oratory isn’t
Barbarian specifically listed, it’s close enough to “reciting poetry” that
The barbarian’s fast movement does not list a bonus type. it’s an acceptable option.
Is it meant to stack with other movement-increasing
effects?
If my bard has the rage ability, can he use bardic music
Yes. The barbarian’s increase to speed is an untyped bonus,
while raging?
and thus it stacks with all other effects that improve speed.
You can’t use any ability that requires concentration while
raging, nor can you use any Charisma-based skill other than
Does a raging barbarian lose the effects of his rage Intimidate (so Perform is out). Thus, only a few of the bardic
(including the extra hit points from his increased music abilities are available to a raging bard:
Constitution) when he falls unconscious?
• Countersong: No (Perform check required).
No. Nothing in the rage class feature indicates that the
effect ends if the barbarian is rendered unconscious. The Sage • Fascinate: No (Perform check required).
shudders to think how many more dead barbarians would be • Inspire Courage: Yes.
lying around the battlefield if being reduced to –1 hp meant that • Inspire Competence: Only lasts 1 round per use
the barbarian instantly lost additional hp equal to twice his HD! (concentration required).
As a general rule, activated effects remain active even if the • Suggestion: No, because you can’t use fascinate.
activating character is rendered incapable of acting (paralyzed, • Inspire Greatness: Yes.
unconscious, dead, and so on) unless the effect stipulates • Song of Freedom: No (requires concentration).
otherwise. • Inspire Heroics: Yes.
• Mass Suggestion: No, because you can’t use
Does a dwarf barbarian wearing heavy armor retain the fascinate.
fast movement ability?
No. The class feature only cares about the type of armor How many times can a bard use the suggestion ability
you wear (light, medium, or heavy), not whether your speed is against a creature he has fascinated?
actually reduced by the armor. A barbarian wearing heavy The suggestion entry in the bardic music class feature
armor—whether a dwarf, human, or frost giant—loses the fast doesn’t appear to list any limit to its use, which suggests that
movement gained from that class ability. the bard could use it as often as he wished while the fascinate
effect lasted.
Bard
Can a bard use bardic knowledge anytime a Knowledge
Do bards have the Armor Proficiency (Medium) feat?
skill check called for?
The class description and feat description don’t agree.
Bardic knowledge is not a substitute for Knowledge
No, they don’t. The class description takes precedence over
checks. The Player’s Handbook doesn’t give a lot of detail
the feat description.
about this class feature, indicating only that a bard may make
the check “to see whether he knows some relevant information
What type of action does it take for a bard to keep
about local notable people, legendary items, or noteworthy
singing or reciting poetry?
places.”
Unless the ability states that it requires concentration (a
By its nature, bardic knowledge represents stray knowledge
standard action), it doesn’t require any kind of action to
and random bits remembered from stories, not encyclopedic
maintain a bardic music effect. Technically, a bard incapable of
details. Compare that to the definition of a Knowledge skill,
taking any actions wouldn’t be able to maintain a bardic music
which describes it as “a study of some body of lore, possibly an
effect, so it’s probably safest to describe it as a free action (like
academic or even scientific discipline.” This is a narrow
talking).
distinction, but one that the DM should keep in mind.
Asking the DM if your bard knows anything about the Beguiler
demon prince Orcus (whose cult the PCs are fighting), or what The beguiler’s surprise casting class feature (Player’s
the local duke’s favorite delicacy is, or if there are particularly Handbook II, 7) states that the beguiler must “remain in
melee with the target.” What does that mean?
D&D FAQ v.3.5 10 Update Version: 12/21/07
The beguiler must remain adjacent to the target from the How do I know when my cleric can prepare spells? Does
time he feints until the time he makes the attack or casts the he need to rest first?
spell to be affected. If either the beguiler or the target moves so Divine spellcasters who prepare spells (such as clerics and
that they are no longer adjacent, the beguiler loses the benefit druids) choose and prepare their spells at a particular time of
of surprise casting. day. Unless the character’s deity or faith specifies a particular
time, the character may choose his spell preparation time when
The beguiler (PHB II, 6) has 0-level spell slots but no 0- he first gains the ability to cast divine spells. Dawn, dusk, noon,
level spell list. How do they learn 0-level spells? and midnight are common choices. If something prevents the
character from praying for his spells at the proper time, he must
The beguiler’s spell list appears on page 11, and it includes do so as soon as possible or else wait until the next day to
0-level spells. The spell list on page 97 only includes new prepare his spells. Unlike wizards, divine spellcasters need not
spells presented in the Player’s Handbook II. rest before preparing spells.
How obvious are the beguiler’s verbal and somatic spell My DM says that my cleric has to drop his morningstar
components? Can he cast spells without looking or to cast spells. Is he right?
sounding suspicious? Yes and no. To cast a spell with a somatic (S) component,
The beguiler’s verbal and somatic spell components are the you must gesture freely with at least one hand. (Player’s
same as any other caster’s. If your beguiler wants to avoid Handbook, page 140) A cleric (or any caster, for that matter)
drawing suspicion, he’d best cast his spells from hiding. Later who holds a weapon in one hand and wears a heavy shield on
(under charm spells in the Spells section), the Sage answers the the other arm doesn’t have a hand free to cast a spell with a
question of whether a character can conceal such components somatic component (which includes most spells in the game).
as normal gestures. (Short Answer: No.) To cast such a spell, the character must either drop or sheathe
his weapon.
At 20th level, the beguiler (PHB II, 6) automatically Another simple option is for the cleric to carry a buckler or
overcomes the spell resistance of a foe denied its Dexterity light shield instead of a heavy shield. The buckler leaves one
bonus to AC. Does this allow him to overcome spell hand free for spellcasting, and you don’t even lose the
immunity as well? buckler’s shield bonus to AC when casting with that hand. The
Ah, the old irresistible force versus immovable object light shield doesn’t give you a free hand for spellcasting, but
argument rears its head once again. In this case, the Sage must since you can hold an item in the same hand that holds the light
come down on the side of the immovable object—spell shield, you could switch your weapon to that hand to free up a
immunity trumps the beguiler’s class feature. hand for spellcasting. (You can’t use the weapon while it’s held
in the same hand as your shield, of course.) The rules don’t
How does the ignore arcane spell failure class feature of state what type of action is required to switch hands on a
the spellsword prestige class (Complete Warrior, 79) interact weapon, but it seems reasonable to assume that it’s the
with the armored mage class feature of the beguiler (PHB equivalent of drawing a weapon (a move action that doesn’t
II, 6) and other classes? For example, can the former class provoke attacks of opportunity).
feature reduce an armor’s arcane spell failure chance low
enough that it qualifies as light armor for the latter? Can a cleric turn undead while under the effects of
The two abilities don’t have any cumulative effect when greater invisibility? Page 159 of the Player’s Handbook says
combined—they’re really two different ways of accomplishing only that the cleric must present his holy weapon to attempt
a similar effect. to turn undead. Does “present” imply that the holy symbol
For example, a beguiler/spellsword can either take must be visible or just held forth?
advantage of his armored mage class feature (and ignore the Concealment is irrelevant when determining whether a
arcane spell failure chance of light armor) or his ignore arcane creature is affected by a turning check: “You don’t need line of
spell failure class feature (and reduce the total arcane spell sight to a target” (Player’s Handbook, page 159). Just as an
failure chance of his armor and shield by 10%), but having both invisible lich could be affected by a visible cleric, a visible
doesn’t do anything extra. vampire could be turned by an invisible cleric.
He can’t, for example, put on a breastplate, reduce its It bears mentioning that turning or rebuking undead counts
arcane spell failure chance by 10%, and then argue that because as an attack for the purpose of ending an invisibility spell. Of
it’s down to 15% it becomes the equivalent of wearing studded course, using a turn/rebuke attempt for some other purpose—
leather armor. such as powering a divine feat (see some examples in Complete
Divine)—may or may not count as an attack, depending on the
Cleric effect of the feat.
If a cleric’s turning check results in a “Most Powerful
Undead Affected” Hit Dice of 0 or less, does that mean the
I assume that my lawful good cleric of a lawful neutral
cleric’s turn attempt failed, or is 1 HD always the
deity must opt to turn undead and not rebuke. If he later
minimum?
becomes lawful neutral, can he opt to start rebuking instead
There is no minimum HD result of a turning check. If a 1st-
of turning? What if he then becomes lawful evil? What if he
level cleric rolls a total turning check of 9 or less, he can’t turn
is a lawful good cleric of Wee Jas who becomes lawful
any undead (since the most powerful undead affected would be
neutral?
0 HD). In general, unless the rules specifically state that a
You can’t voluntarily change whether your character turns
minimum value exists, it doesn’t.
or rebukes undead. If your new alignment would require a
change—such as a turning cleric who becomes evil, or a LG
D&D FAQ v.3.5 11 Update Version: 12/21/07
cleric of Wee Jas who becomes LN—the change is applied Does the +1 caster level bonus from such domains as
automatically. Good, Knowledge, and Law apply to all spells (of the
appropriate school, subschool, or descriptor), to divine
When a cleric has a temporary bonus to his Charisma spells, or only to cleric spells?
score, does it affect his turning check or turning damage? Unless the domain’s granted power specifically states that
Does it change the number of times he can turn or rebuke it applies only to a limited range of spells, the bonus applies to
per day? all spells the cleric casts, regardless of their source.
Unless otherwise stated, a temporary bonus to an ability
score has the same effect as a permanent one. For example, a If a cleric commands a shadow, and that shadow then
cleric with a temporary +4 enhancement bonus to Charisma spawns other shadows, is the cleric also in control of the
(such as from eagle’s splendor) adds 2 to his turning check and newly spawned shadows?
to his turning damage while the spell was in effect, since his Strictly speaking, the cleric does not have “mental control”
Charisma modifier is 2 points higher than it was before. over any shadows spawned by the one he commands (and so on
Things get a little stickier when talking about powers with down the chain), since he didn’t use rebuke undead to
daily limits, such as turn/rebuke undead or lay on hands. (Hold command them. He can indirectly control these undead by
on, because this gets worse before it gets better.) In this case, a issuing instructions to the one he does command, but if that
change to the key ability score indeed affects the daily limit— creature isn’t present, the cleric would have no influence over
in the example above, the cleric would gain 2 additional the newly spawned shadows.
turn/rebuke attempts per day—but these aren’t just “free” uses. This trick shouldn’t allow a cleric to bypass the normal
Here’s why: limits for commanded undead. The Sage sees two reasonable
Assume the cleric above has a normal Charisma score of house rules for handling this situation:
12, granting him 4 turn attempts per day (3 + 1 for Cha bonus). 1. Count these indirectly influenced undead toward the
Casting eagle’s splendor increases his Charisma to 16, which cleric’s limit of HD commanded (PH 159); relinquishing
would grant 6 attempts per day. At the end of the spell, command of such a creature renders it no longer under control
however, his daily limit would drop back down to 4 attempts. of its creator.
At that point, the player must compare the number of daily uses 2. Rule that newly created spawn aren’t under the control
expended to the daily limit to see if any still remain. of the commanded undead; they’re immediately free-willed.
Here’s how that might work in play. Our cleric turns
undead twice, then casts eagle’s splendor right before a big
Crusader
fight with a horde of zombies. During the duration of the spell, If a crusader (Tome of Battle, page 8) has damage
he makes four more turning checks. When the spell ends, he reduction, does that apply before or after damage goes into
compares his new daily limit (4) to the number of attempts used my steely resolve damage pool?
Apply damage reduction or any other effect that would
(6)—whoops, no turns left. Hope all the undead have been
reduce the incoming damage before it goes into the damage
destroyed, because even if the cleric cast eagle’s splendor
pool. If your DR reduces the incoming damage to 0, no damage
again, he wouldn’t have any more turning attempts available,
goes into your damage pool.
since he’s already used all 6 of his allotted attempts. If he could
increase his Charisma to 18, he’d “gain” one more turning
attempt (since he has now used 6 out of his allotted 7 daily If my crusader (Tome of Battle, page 8) receives more
attempts), usable only during the duration of the Charisma- healing from an effect that he needs to return to maximum
boosting effect. hit points, do I have to apply the remainder to my damage
The same is true of the paladin’s lay on hands ability. If the pool?
No. You can split the amount of incoming healing between
paladin gains a temporary Charisma boost, her total capacity of
your hit points and damage pool however you wish. You can
healing via lay on hands improves accordingly, but she must
even apply more healing than you need to either category.
keep track of the healing “used up” to see if any remains after
For example, imagine if you had 26 points of damage and
the boost ends.
10 points in your damage pool, and the cleric cast cure critical
Temporary ability reductions (such as penalties or damage)
wounds to restore 28 hit points. Since reducing your damage
work similarly. When applying a reduction, do the math as if a
pool by even a point would lessen your furious counterstrike
bonus had just elapsed to see if any daily uses are left, and
bonus, you could apply all 28 points of healing to your hit
reverse that when the reduction goes away to see what (if
points, even though 2 points of that healing is wasted.
anything) the character regains. If our cleric above is hit by
touch of idiocy and suffers a –4 penalty to Charisma, his daily
limit of turning attempts is reduced from 4 to 2; if he’s already Could a crusader (Tome of Battle, page 8) choose to
used 2 or more, he has none available as long as the spell’s learn or ready fewer maneuvers than he or she would be
effect lasts. entitled to?
No. You must learn and ready the full number of
This seems more complicated than it actually is. As long as
maneuvers entitled to you by your level. Otherwise, you’d be
you remember that the important number to track is not uses
able to cycle through your favorites faster, which defeats the
remaining, but uses expended, everything else should fall into
purpose of the crusader’s unique recharge mechanic.
place.
Can a crusader (Tome of Battle, page 8) delay learning a
Can a cleric/wizard lose a prepared wizard spell to
new stance to a later level? If not, how can he ever learn an
spontaneously cast a cure spell?
No. The cleric or druid’s spontaneous casting option 8th- or 9th-level stance, since his last stance is gained at
applies only to spells from the same class. only 14th level?
D&D FAQ v.3.5 12 Update Version: 12/21/07
As a general rule, you can’t ever delay gaining any feature auras? Could he project an aura from each class
that comes from reaching a new level, whether that’s a feat, simultaneously?
skill points, class feature, or anything else. The crusader’s The new aura would use whatever bonus is described for it
stances are no different; at 14th level, the crusader must select a in the text of the source that grants it. In the case of the dragon
new stance of 7th level or less. However, at 15th level the lord prestige class, it indicates the bonus of the aura. Contrast
crusader could select the Martial Stance feat (page 31) in order this with the Draconic Aura feat (Dragon Magic, 16), which
to choose an 8th-level stance. At 18th level, he could use that indicates that the new aura’s bonus scales with the dragon
feat to choose a 9th-level stance. shaman’s level.
Such a character couldn’t project two different draconic
When a crusader's maneuver recovery mechanic (Tome auras separately. Each time a character learns a new draconic
of Battle, page 9) activates, what happens to any maneuvers aura, it’s simply added to the list of options that he has
he still had ready and granted? (possibly with a different bonus).
If at the end of the crusader’s turn he cannot be granted a A 6th-level dragon shaman/1st-level dragon lord knows six
maneuver because he has no withheld maneuvers remaining, total auras: five from his dragon shaman class levels (each of
the process starts over from scratch. All maneuvers (whether which grants a bonus of +2) and one from his dragon lord class
expended or not) once again become withheld, and two of those levels (which grants a bonus of +1).
maneuvers are randomly granted.
If two dragon shamans (PHB II, 11) both project the
If a crusader (Tome of Battle, page 8) of a good-aligned same draconic aura, do the effects stack?
deity were to "fall" and become a blackguard, would he No. This is an example of two identical effects being in
gain blackguard powers in a manner analogous to a fallen place simultaneously, and only the higher bonus applies to any
paladin who becomes a blackguard? character with the area of both auras.
That falls squarely into the domain of "house rules." It
certainly seems like a cool variant of that aspect of the Does an attacker have to damage a dragon shaman
blackguard, but you would need to work with your DM to (PHB II, 11) to be affected by the energy shield draconic
come up with appropriate changes to the list of special aura, or just hit him? And if so, if the attack roll is enough
blackguard features to make them match the crusader class. to hit his touch AC, should that also trigger the energy
shield?
Dragon Shaman The attack must hit the dragon shaman successfully—that
Can my dragon shaman (Player’s Handbook II, page 11) is, the attack roll must equal or exceed your AC—to trigger the
choose a totem dragon that isn’t included on the provided effect of the energy shield. Dealing damage isn’t necessary.
list, such as a shadow dragon or planar dragon? If the attack is a melee touch attack, it need only hit your
The list of true dragons provided on page 13 is intended as
touch AC, but a normal attack that hits your touch AC but not
the only options available in a normal D&D campaign,
your normal AC doesn’t trigger the energy shield.
although DMs wishing to alter this list are, of course, free to do
so in their home campaigns.
Does the dragon shaman’s power draconic aura (PHB
The Sage recommends against simply creating entries for
II, 13) affect nonweapon attacks? What about attacks that
every true dragon in the game. Not only does that dilute the
deal ability score damage?
different “flavors” of dragon shaman by creating too many
Yes and yes. The draconic aura text doesn’t limit the effect
options, but some dragons don’t lend themselves to filling out
to melee weapon attacks, nor does it apply only to attacks that
the various totem-related class features. For example, the
deal hit point damage.
shadow dragon from Draconomicon doesn’t have an energy
type associated with its breath weapon, and giving the PC a
Does the dragon shaman’s vigor draconic aura (PHB II,
negative-level-bestowing breath weapon is likely too powerful.
13) affect warforged? Is the healing halved?
Yes and yes. The draconic aura is a supernatural ability,
Can a dragon shaman use his touch of vitality (Player’s and warforged gain only half the normal healing from
Handbook II, page 14) to restore a level lost to energy supernatural abilities that heal hit point or ability score damage.
drain? This means that a warforged is completely unaffected by
No. The touch of vitality can remove a negative level (at a
the vigor aura until its bonus reaches 2 (since half of 1 rounded
cost of 20 points of healing), but once a negative level has
down is 0). While damage rolls and hit point rolls have a
become permanent (that is, resulted in actual level loss), touch
minimum of 1 (PHB, 304: “Rounding Fractions”), no such
of vitality can’t help.
general rule applies to healing effects.
If two dragon shamans (PHB II, 11) both project the Druid
same draconic aura, do the effects stack? When you add Hit Dice to a druid’s (or ranger’s) animal
No. This is an example of two identical effects being in companion as the master’s level goes up, does the animal
place simultaneously, and only the higher bonus applies to any get any bigger? For instance, when a druid has a wolf
character with the area of both auras. companion, the wolf starts out with the standard 2 Hit Dice
and is size Medium. By the time the druid is 3rd level, the
When a dragon shaman (PHB II, 11) gains the ability to wolf has 2 bonus Hit Dice. According to the wolf entry in
project an additional draconic aura from another source the Monster Manual, an “advanced” wolf with 4 Hit Dice
(such as the dragon lord prestige class; Dragon Magic, 38), would be Large. Is the example companion wolf also
would the new aura use the same bonus as his existing Large?
D&D FAQ v.3.5 13 Update Version: 12/21/07
An animal companion doesn’t get bigger when it adds extra 1st level (such as the wolf), so let’s start by comparing it to 4th-
Hit Dice for the master’s levels. The advancement entries for level options. Its hit points and AC (15 and 26) are similar to
creatures, and the rules for advancing monsters, refer to the ape (14 and 29), boar (16 and 25), and crocodile (15 and
unusually powerful specimens that are simply tougher (and 22). Its attack bonus (+5) is also comparable to other creatures
perhaps bigger) than normal for their kinds. in that category, although its damage (1d4) is pretty low in
comparison. However, its bite has a potent poison (1d6
In 3.5, it appears that druids lose their abilities only Con/1d6 Con), which more than makes up for this low damage.
when using metal armor or shields, but not when wielding It also has improved grab, just like the crocodile. That suggests
nondruid weapons (as was previously true). Is this the case? that 4th level might be a good minimum level for a druid to
For instance, could a barbarian/druid wield a greataxe select a dire toad as an animal companion. It’s definitely too
without losing his abilities? weak to make a 7th-level option (compare its statistics to the
Beginning with version 3.5 of the D&D rules, druids have brown bear, dire ape, or tiger).
no restriction regarding which weapons they can wield. A druid As with any instance when the DM makes a judgment call,
could wield a greatsword, halberd, or repeating crossbow review the decision after a few sessions. The animal may be far
without any ill effect (other than the normal penalty for better (or worse) than the original evaluation indicated, and the
nonproficiency). This is a specific change from previous DM should feel free to adjust a previous ruling.
versions of the game.
When a druid reaches the equivalent of 3rd level, does
The Player’s Handbook says that a druid loses his his wolf animal companion grow to Large size (with all of
abilities if he “carries a prohibited shield.” Can a druid the benefits and penalties associated with size increase)?
carry such an item (say, in a backpack) without actually Does the wolf continue to gain bonus Hit Dice, even though
using it and not lose druid abilities? a wolf’s advancement normally maxes out at 6 Hit Dice?
Finally, does a wolf automatically become Large if your
The druidic restriction against using certain kinds of armor druid of 3rd or higher level acquires it as an animal
or shields applies only to wearing or carrying them in a companion, granting it bonus Hit Dice?
functional manner. Simply holding such an item, or carrying it The animal companion rules—or, for that matter, pretty
in a backpack or bag of holding, has no effect on the druid’s much any other effect that grants a creature bonus Hit Dice—
abilities. don’t use the monster improvement rules presented in Chapter
4 of the Monster Manual. The rules in Monster Manual are for
In the animal companion sidebar (Player’s Handbook, creating tougher versions of existing monsters, not for
page 36), it says that animal companions have good increasing the statistics of creatures who gain Hit Dice.
Fortitude and Reflex saves, which are also the good saves An animal’s normal advancement line has absolutely
for all regular animals. However, dire animals have good nothing to do with the benefits it gains from being an animal
progression in all three saves. Thus, what happens when a companion, and vice versa. A wolf animal companion doesn’t
dire animal becomes a druid’s animal companion? become size Large when its Hit Dice increases to 4, nor is it
The line in question simply reiterates the normal rule for limited to the “normal” Hit Dice cap for wolves.
animals for ease of play. Dire animals use their normal good
saves, even after becoming animal companions. Can a druid cast awaken on a plant that isn’t a tree?
What about on a shambling mound, treant, or other
My druid wants to take an animal companion that isn’t creature with the plant type?
listed in the Player’s Handbook. How can I figure out what No to both, as revealed by the “Target” line of the spell’s
druid level is required for the animal I want? entry on page 202 in the Player’s Handbook. The spell clearly
The list of eligible animals in the Player’s Handbook isn’t states that it affects only the “animal or tree touched,” and plant
exhaustive, even if you include only the animals from the creatures by definition are not trees.
Monster Manual. (Plenty of weak animals, such as the bat or
raven, aren’t included because they are such poor choices for Can a druid cast awaken on an already awakened tree?
animal companions.) If you want to select an animal that isn’t Yes, although the effect of a second awaken spell doesn’t
included, compare your animal to other animals to find the stack. The tree would use the better result of the Intelligence,
closest equivalent then place it at the same level as the Wisdom, and Charisma scores rolled by the two awaken spells.
equivalent creature. As long as your new animal isn’t strictly Note that the caster can’t know the result of these rolls until
better than the best other option(s) at that level, you’re probably after the Will save required by the effect has been determined
okay. (which means that the spell might unintentionally reduce the
If your animal is strictly better—that is, its hit points, attack tree’s mental faculties).
modifier, damage, and other statistics are generally better than
any others at the same level—consider bumping it up to the Are the additional languages an awakened tree or
next-higher level (such as from 7th to 10th). Conversely, if it animal gains based on the Intelligence of the caster or on
seems much worse than all other creatures available at the same the new Intelligence score of the awakened creature?
level, consider dropping it to the next-lower level, such as from The number of languages gained is based on the awakened
7th to 4th, but only if this doesn’t make it the best choice of creature’s Intelligence score, although it can select only from
that level. (It’s better for a new choice to be a little bit worse languages that the caster already knows. This might result in
than existing choices than a little bit better, since that prevents the awakened creature being unable to fill all of its known
it from becoming the default option of all druids.) languages slots (if its Intelligence score is too high).
For example, the dire toad is a CR 3 animal from Monster
Manual II. It’s clearly better than the druid’s best choices for
D&D FAQ v.3.5 14 Update Version: 12/21/07
Can a druid (or other character) take an awakened tree moonspeaker prestige class (Races of EBERRON, page 143)?
or animal as a cohort using the Leadership feat? If so, how If the character had already taken the Extra Shifter Trait
do I figure out how powerful the cohort is in terms of level? feat (EBERRON Campaign Setting, page 53), would she then
To select an awakened creature as a cohort, the player must have four shifter traits?
work with the DM to set a level adjustment (LA) to add to the Yes and yes.
awakened creature’s Hit Dice to find its effective character At 18th level, a druid who has selected shifter druid 1 as a
level (ECL). Most animals have better-than-average ability racial substitution level gains the Extra Shifter Trait feat as a
score modifiers, so level adjustments of 1 or higher should be bonus feat (even if the character already has it).
the norm. Compare the awakened creature to other creatures At 9th level, the moonspeaker prestige class also grants the
with similar Hit Dice, attack modifiers, damage, and special Extra Shifter Trait feat as a bonus feat (even if the character
abilities to find starting values and work from there, already has it).
remembering that setting a level adjustment is as much art as Remember that only one temporary ability score bonus
science. (from the character’s first shifter trait) applies while shifting.
Savage Species has more information on setting LAs for
unusual creatures. As per the errata for wild shape, despite an altered
Constitution score the character’s hit points do not change
If an awakened animal’s type permanently changes accordingly. Does this mean that regardless of Constitution
back to animal (from magical beast), can it then become an changes while wild shaped a character’s hit points are
animal companion, familiar, or special mount? unaffected?
Two very large obstacles stand in the way of this request. No. Any changes to a wild shaped character’s Constitution
First of all, there aren’t any simple methods of changing a score that occur after the change (such as a timely bear’s
magical beast’s type to animal. By definition, an animal has an endurance spell or a Constitution-damaging poison) would
Intelligence of 1 or 2, both of which are outside the range of have the full normal effect (including altering hit points).
Intelligence scores granted by the awaken spell. Even
permanently reducing the awakened animal’s Intelligence score If a wild shaped character takes Constitution damage or
to 2 or less doesn’t automatically change its type (note that drain, which Con score do I use to determine when the
several magical beasts have Intelligence scores of 2 or less). character is killed by being reduced to 0 Con—the original
Second of all, unless the DM grants special permission, you score or the new one?
can use only “stock” versions of creatures animal companions, Use the character’s current Constitution score, just as you
familiars, or special mounts. A druid, for example, can’t would for any other character. If a 6-Con druid wild shapes into
voluntarily take a 4-Hit Dice wolf as an animal companion, nor a 17-Con dire badger and takes 8 points of Constitution damage
could a wizard claim that the cat she’s using as a familiar was and/or drain while in that form, the character would instantly
the beneficiary of several wish spells from a previous owner die upon returning to normal form.
and therefore possesses ability scores beyond the norm. Even if
an awakened animal somehow qualified to become an animal How does the animal companion advance for a druid
once again, it would have a higher Charisma score and more after she obtains epic levels?
Hit Dice than a typical animal of its kind, making it ineligible As described in the official errata for the Dungeon Master’s
for such use. Guide, the animal companion continues to increase in power as
the druid gains levels above 20th. “At every three levels higher
Does a druid’s trackless step ability function even when than 18th (21st, 24th, 27th, and so on), the companion gains +2
she’s using wild shape? What about her other bonus Hit Dice, its natural armor increases by +2, its Strength
nonspellcasting class abilities, such as woodland stride or and Dexterity increase by +1, and it learns one additional bonus
resist nature’s lure? trick.”
The recent errata to the druid’s wild shape states that it
functions like the alternate form special ability (Monster If a druid takes the shapeshift alternative class feature
Manual, page 305), which asserts that the creature “retains the in PHB II, does he get additional attacks as his BAB goes
special qualities of its original form.” Nature sense, trackless up?
step, woodland stride, resist nature’s lure, and venom immunity No. A high base attack bonus doesn’t grant extra natural
are all special qualities, so the druid would retain these even weapon attacks, so an 8th-level druid shapeshifted into a wolf
while wild shaped. would still only get one bite attack.
A druid with trackless step doesn’t leave tracks. Is this Does the duration of the druid’s wild shape class feature
because she doesn’t exert any weight on the surface she apply to each form separately, or to the entire ability as a
walks on, and if so does this mean she wouldn’t break whole?
through thin ice or similar surfaces? It applies to each form separately. A 6th-level druid could
No. Trackless step only allows you to avoid being take the form of a wolf for up to 6 hours, then later in the day
tracked—it doesn’t have any other effect. take the form of a badger for up to 6 hours. She could even take
The Sage imagines this as the grass springing instantly the same form more than once in the day, though each use
back after the druid lifts her foot away, or branches returning counts as one of her daily limit.
unbroken to their original position after being pushed aside.
The errata for the druid’s wild shape class feature
Is the benefit granted to an 18th-level shifter druid with indicates that you don't get the new form’s special qualities.
the beast spirit class feature (Races of EBERRON, page 127) Does this mean that a druid wildshaped into a bat would
cumulative with the 9th-level class feature of the not have blindsense or low-light vision?
D&D FAQ v.3.5 15 Update Version: 12/21/07
Correct. The druid’s wild shape ability allows him to take “Touch” spell refers to spells that require a melee touch
the form of an animal, but doesn’t allow for the perfect attack to deliver. The duskblade can’t use arcane channeling to
mimicry of all of that animal’s capabilities. A druid who wants deliver a spell that requires a ranged touch attack.
access to blindsense (an awfully potent ability to grant as a side
effect of wild shape) must acquire it via a feat (such as the When a duskblade (Player’s Handbook II, 20) uses
Blindsense feat in Complete Adventurer), spell, or magic item. arcane channeling to deliver a spell but misses with the
weapon attack, is the spell discharged or can he try to
Can a druid have more than one animal companion? deliver the spell again on his next turn?
No. A druid is only allowed one animal companion. (In This follows the normal rule for touch spells; that is, a
previous versions of the rules, druids were allowed multiple melee touch spell that misses its target is not discharged.
animal companions, but in practice this generally leads to one However, when using the improved version of this class
player taking way too much time at the table.) feature gained at 13th level, the spell is discharged at the end of
the round regardless of whether you hit or not (as described on
Can a druid currently wild shaped as a wolf change page 20).
directly into another animal form (such as a bear)?
The druid can go straight from one animal form (or plant How does the duskblade’s arcane channeling class
form, or elemental form, depending on her level) to another. feature (Player’s Handbook II, 20) work with spells that
She doesn’t need to wild shape back to her normal form first. allow multiple touch attacks, such as chill touch?
For a spell that allows you to make multiple touch attacks
Duskblade against separate creatures (such as chill touch), you only
I am probably just thick-skulled, but does the duskblade channel one touch of the spell through your weapon attack,
gain only one new spell per level? regardless of the number of touches allowed by the spell. If the
Well, the Sage can’t really answer the first part of your
spell’s duration is instantaneous (as chill touch), its effect is
question, but thankfully he can help with the second part.
expended by a single weapon attack, even if the spell would
It’s true that the duskblade learns one new spell every time
normally allow multiple simultaneous touches.
he gains a level. This spell may be of any level that he can cast,
If the spell allowed you to make multiple simultaneous
chosen from the duskblade spell list (PHB II, p. 19).
touch attacks against the same target, treat it as if you had
In addition, at 5th level and every odd-numbered level
targeted the enemy struck by your weapon with all the eligible
thereafter, the duskblade can learn a second new spell in place
attacks.
of a spell he already knows.
At 13th level, the duskblade’s arcane channeling class
Player’s Handbook II says that the duskblade casts
feature (Player’s Handbook II, 20) says “you can cast any
spells from the duskblade spell list. But the example
touch spell you know as part of a full attack action, and the
starting package characters have spells known from the
spell affects each target you hit in melee combat that
general wizard/sorcerer list that are not on the duskblade
round.” If you hit the same creature more than once during
list. What gives?
the full attack action, does the spell affect it each time you
It’s easy to miss, but the actual duskblade class spell list is
hit?
on page 24. The spell list that appears in Chapter 4 includes
No. The spell affects each target only once.
only new spells presented in Player’s Handbook II (just like all
the other spell lists appearing in that chapter).
If a 13th-level duskblade (Player’s Handbook II, 20)
applied a metamagic feat to the touch spell he channeled
If a duskblade scores a critical hit when channeling a
through his weapon, would the feat’s effect apply to each
spell through a melee attack, is the spell’s damage
successful attack made as part of the full attack action?
multiplied just like the weapon’s? Yes. Unless somehow indicated otherwise by the spell or
The rules aren’t as clear as they could be, but the Sage is
effect, the full effect of the spell (including metamagic feats
inclined to say no. Here’s the key sentence, from the PHB II,
and any other effects) would apply to each and every target hit
page 20: “If the attack is successful, the attack deals damage
as part of the full attack action.
normally; then the effect of the spell is resolved.”
If you score a critical hit, the attack deals the normal
The duskblade’s armored mage class feature (Player’s
(critical) damage. Then the spell resolves normally, but it’s just
Handbook II, 20) allows you to cast spells while wearing a
a rider effect applied due to the successful attack roll—you’re
shield with no arcane spell failure. If the duskblade has a
not actually using the spell in the normal manner, so it can’t
sword in one hand and a shield in the other, can they still
score a critical hit.
cast spells? If not, why carry a shield?
You need a free hand to cast a spell with a somatic
Can a duskblade channel divine spells with arcane component, and to cast a spell with a material or focus
channeling? What about arcane spells gained from other component, you need that component at hand (which usually
classes? means you need a free hand to manipulate it). The buckler and
Yes and yes.
light shield both allow you to use your shield hand for such
activities.
Can a duskblade (Player’s Handbook II, 20) using A duskblade using a heavy shield and holding a weapon or
arcane channeling channel ranged touch spells through his other object in his other hand can only cast spells that don’t
weapon attack or is the ability limited to melee touch spells include the components listed above, despite the fact that he
only? ignores the arcane spell failure chance for the heavy shield.
D&D FAQ v.3.5 16 Update Version: 12/21/07
When a duskblade uses arcane channeling to deliver a To use a spell, you must spend 1 inspiration point. Once
touch spell with a somatic component, does he require one you use a spell in this manner, you cannot use it again for the
hand free? day. A factotum always uses his spells granted by arcane
According to a strict interpretation of the rules, the dilettante as spell-like abilities.
duskblade would still need to perform any components required
by the spell. If the spell had somatic components, the duskblade
Favored Soul
would need a hand free. How does a favored soul or other spontaneous divine
spellcaster ready his spells for the day?
Factotum Unless stated otherwise in the class description, favored
When playing a factotum (Dungeonscape, page 14), what souls, shugenjas, and other purely spontaneous divine
happens to inspiration points unspent at the end of the spellcasters ready spells each day just as sorcerers do, and they
encounter? require 8 hours of rest beforehand and 15 minutes of
Unspent inspiration points are replaced when the factotum concentration.
returns to his full number of points once an encounter ends. The spirit shaman’s spellcasting entry (Complete Divine,
page 16) states that the character needs only 1 hour of quiet
Does the factotum (Dungeonscape, page 14) meet the meditation at a particular time each day to regain her spells
requirements for activating spell trigger or spell completion (much like a cleric).
items, such as wands and scrolls? (This is a correction to an earlier Sage Advice answer,
The factotum lacks a spell list. While he chooses spells which erroneously stated that spirit shamans required rest to
from the sorcerer/wizard lists, this is not the same as having a ready her spells.)
true class spell list. Thus, a factotum cannot use spell trigger or
spell completion items without Use Magic Device or some Does the favored soul’s resistance to energy class
similar ability. feature stack with resistance to energy gained as a racial
trait?
Can a factotum (Dungeonscape, page 14) use his No. Resistance to energy from multiple sources doesn’t
"cunning insight" to boost his save outside of combat (for stack—it’s simply a set value. A 5th-level aasimar favored soul
example, against a poison trap)? who chooses resistance to acid would have resistance to acid 10
Yes, you can use such abilities outside of combat. An from his class levels and resistance to acid 5 from his race, so
"encounter" is more than a combat, but it also includes any he’d use the higher value.
other significant event in the game such as stopping to bash It’s theoretically possible for a special ability (whether
down a door, navigating a rickety bridge, or dealing with a trap. from a class, race, or other source) to improve a character’s
If the characters have a minute or two to catch their breath and existing resistance to energy, but it would have to state that
rest, assume that the last encounter has ended and all per specifically as the effect.
encounter abilities refresh.
Hexblade
Can you clarify the effect of the mettle class feature of the
I have two questions related to the factotum
hexblade (Complete Warrior)? For example, would the
(Dungeonscape, page 14) and sneak attack:
hexblade’s mettle eliminate both the stunning effect and the
1. Can a factotum spend more than one inspiration
damage of sound burst? What about chaos hammer? Does it
point on cunning strike to gain more than 1d6 points of
differ at all from the mettle ability gained by the pious
sneak attack damage?
templar (Complete Divine)?
2. Can a factotum of 19th level use cunning brilliance to
If a character with the mettle class feature succeeds on a
emulate a rogue's sneak attack ability?
Fortitude or Will save against an effect that allows a save to
Answering your questions in order:
reduce it, the effect is negated instead of merely reduced.
1. Yes, you can use multiple inspiration points to gain
Essentially, any saving throw entry of Fortitude half or
additional sneak attack damage.
Fortitude partial becomes “Fortitude negates,” while any save
2. It's reasonable to assume that sneak attack is an
entry of Will half or Will partial becomes “Will negates.”
extraordinary ability. When in doubt, the DM should decide if
A hexblade with mettle who successfully saves against
an unmarked ability qualifies. Anything that lacks a clear,
sound burst would not only avoid being stunned but would also
supernatural element should be fair play.
take no damage from the spell. A successful save against chaos
hammer would negate the slow effect and also negate the
How many spells does the factotum (Dungeonscape,
damage.
page 14) get per day? The table seems to list just the
The mettle ability works the same way regardless of the
maximum spell level he can prepare/cast, but not the
class that grants it.
number of spells that can be prepared or cast per day.
The wording of text for arcane dilettante seems to imply
that the factotum can prepare and cast each spell chosen no If my hexblade gains mettle again from another class,
more than once per day but that he gets to use the spell as a are the abilities cumulative in some way?
No. You either have mettle or you don’t—gaining this class
spell-like ability if he chooses to use 1 inspiration point. Is this
feature a second time has no additional effect.
correct?
The factotum gains 1 spell per day at 2nd level, 2 at 4th, Incarnate
and so on. The number of spells is hidden under the Special When my incarnate activates the bloodwar gauntlets’
header of table 1-1, page 15 of Dungeonscape. The arcane arms chakra bind power, the meld unshapes. When can I
dilettante ability is listed again each time the factotum gains reshape the meld?
another spell.
D&D FAQ v.3.5 17 Update Version: 12/21/07
It doesn’t matter how or why a soulmeld becomes First of all, the fighting challenge doesn’t provoke an
unshaped; you can’t shape it again until you have a clear mind opponent to attack you—it just grants you a bonus on Will
(8 hours of sleep) and meditate for 1 hour (see Magic of saves, attack rolls, and damage rolls against the target.
Incarnum, page 49). Technically speaking, even the test of mettle (PHB II, 26)
You can’t even use your rapid meldshaping power to doesn’t force a foe to attack you—it just forces the foe to attack
reshape your bloodwar gauntlets, since the power only allows you “in preference over other available targets.” Specifically,
you to unshape a meld and reshape a new one. (You could this means that if the target attacks, he must target you with the
unshape a second meld and reshape it as your expended attack or include you in the effect’s area.
bloodwar gauntlets, but you’re still down one meld total.) If the target doesn’t want to attack you, he doesn’t have to
attack at all.
Knight Alternatively, the enemy in your example could just pull
The knight's code (Player’s Handbook II, 27) says that a out a ranged weapon and attack you—melee attacks aren’t
knight cannot strike a flat-footed foe, but aren't all foes flat- mandated by the test of mettle.
footed in the first round of combat if their initiative is lower
than yours? Does this mean that a knight cannot strike an Lurk
opponent in the first round without violating his code? Does the additional sneak attack option available from the
Yes and yes. A knight who routinely rolls high initiative 1st-level lurk augment class feature (Complete Psionic, page
scores should consider readying attacks to be triggered by an 14) apply only if you already have the sneak attack class
enemy’s action. Once the enemy’s turn has begun, he’s no feature?
longer flat-footed (even if your readied action interrupts the Yes. That means that this option is useless to a 1st-level
first action of his turn). lurk (but becomes quite useful at 2nd level, when the lurk gains
psionic sneak attack.
If a knight (Player’s Handbook II, 24) gains the sneak
attack class feature by multiclassing, is there any way he The list of lurk augments (Complete Psionic, page 15)
can use it without breaking the knight's code? includes “Reach Attack,” but no definition of that augment
A knight may deliver sneak attack damage when flanking exists. What does it do?
an enemy without breaking the knight’s code. (Even though the No such augment exists. Ignore the reference on the list.
knight doesn’t gain the normal bonus on attack rolls due to
flanking, he’s still considered flanking for all other purposes.)
Monk
I’ve been reading the new Player’s Handbook, and I’m
confused about the monk. The new monk class description
What exactly does the knight’s bulwark of defense class
says a monk gets an extra attack from the flurry of blows
feature (Player’s Handbook II, 28) do? Does an adjacent
ability by taking –2 on all of her attacks. Additionally, she
enemy have to make a Balance check to remain standing?
This class feature simply makes it difficult for an adjacent gets an additional attack at her full attack bonus at 11th
foe to move around you, since all squares you threaten are level. The table for flurry attacks shows this progression
considered difficult terrain (and thus cost 1 extra square of through 3rd level, but then the progression breaks down. At
movement to enter). The most significant benefit is that an 5th level, the monk’s base attack is identical to 4th level, but
enemy that begins its turn in a square threatened by you can’t her attack bonuses for her flurry attacks increase by one,
use a 5-foot step to move to another square threatened by you. and this keeps happening. Also, is the additional attack at
It doesn’t prevent an enemy from backing away from you 11th level taken at the monk’s full base attack bonus? Or is
normally (assuming you don’t have extraordinary reach), and it it taken at base attack –2, as with the other flurry attacks?
certainly doesn’t require any special skill checks to navigate the Assuming the text and not the table is to be followed, a
affected squares. 20th-level monk should either attack at +13/+13/+13/+8/+3
or +15/+13/+13/+8/+3. Which is correct?
All the extra attacks a monk gets as part of a flurry are at
Does the knight’s shield ally class feature (Player’s
the monk’s highest attack bonus, less any penalty the flurry
Handbook II, 28) apply only to one attack or does it mean
imposes. The penalty starts at –2 at 1st level, drops to –1 at 5th
he takes damage from every attack on his ally? And what
level, and drops to 0 at 9th level (see the Flurry of Blows
does “physical” attacks mean?
section in the monk class description). Table 3–10 in the
Once you’ve activated shield ally, it applies to all attacks
Player’s Handbook gives the correct attack bonus for a flurry at
made against the chosen ally before the start of your next turn.
each level. The numbers on the table reflect both the extra
You don’t even have to activate it in response to an attack—
attacks the monk gets from the flurry and the correct flurry
you can activate it literally at any time you want during the
penalty (or lack thereof).
round. The phrase “physical attacks” is a poor one; it means to
A 20th-level monk using a flurry attacks 5 times at a basic
say that shield ally only allows you to absorb half the damage
bonus of +15/+15/+15/+10/+5, just as shown on the table. A
from weapon attacks (whether manufactured or natural), but
base attack bonus of +15 gives three attacks at +15/+10/+5. A
not from spells, supernatural abilities, or other nonweapon
flurry grants two extra attacks at the monk’s highest attack
attacks.
bonus of +15 (for being level 11+), and there is no attack
penalty for the flurry (for being level 9+).
If a knight makes a fighting challenge (Player’s
Handbook II, 25) to an opponent, will that opponent get in
Exactly how often can a monk attack with a single
harm's way to get to the knight? If the enemy stands behind
manufactured weapon when using the flurry of blows
a portcullis, would he raise the portcullis to attack even if it
ability? For example, if I have a +1 alchemical silver dagger,
would mean letting the knight and his allies inside the room
and I’m allowed three attacks in a flurry, how many of
where he is well protected?
D&D FAQ v.3.5 18 Update Version: 12/21/07
those attacks can be dagger attacks? What if I have two only half her Strength bonus (if any) to damage if the off-hand
daggers? How about with natural weaponry, such as a claw unarmed strike hits.
or bite? For example, if I have a vampire monk, can I To add an off-hand attack to a flurry of blows, stack
flurry with a slam attack and drain energy multiple times whatever two-weapon penalty the monk has with the penalty (if
from one living foe? If natural weaponry doesn’t work with any) from the flurry. Attacks from the flurry have the monk’s
a flurry, why not? full damage bonus from Strength, but the off-hand attack gains
You can’t use a dagger with a flurry of blows at all. When only half Strength bonus to damage. If the off-hand attack is a
you use the flurry ability, you must attack with either unarmed weapon, that weapon isn’t available for use in the flurry (if it
strikes or with special monk weapons. Only six of the latter are can be used in a flurry at all, see the previous question). For
included in the Player’s Handbook (kama, nunchaku, example, a 4th-level monk with the Two-Weapon Fighting feat
quarterstaff, sai, shuriken, and siangham). A natural weapon and a Strength score of 14 decides to use a flurry of blows and
(any natural weapon) is neither an unarmed strike nor a special decides to throw in an off-hand attack as well. The monk has a
monk weapon, so you can’t use it along with a flurry. base attack bonus of +3 and a +2 Strength bonus. With a flurry,
If you have one (or two) special monk weapons, you can the character can make two attacks, each at +3 (base +3, –2
freely substitute attacks with those weapons with unarmed flurry, +2 Strength). An unarmed strike is a light weapon, so
attacks in the flurry (see the flurry of blows description on page the monk suffers an additional –2 penalty for both the flurry
46 of the Player’s Handbook). If you’re allowed three attacks and the off-hand attack, and the monk makes three attacks,
in a flurry, and you have a +1 alchemical silver sai (or other each at an attack bonus of +1. The two attacks from the flurry
special monk weapon), you could use the sai up to three times are primary attacks and add the monk’s full Strength bonus to
in the flurry. The examples given in the flurry of blows entry damage of +2. The single off-hand attack adds half the monk’s
don’t make that completely clear because they don’t cover all Strength bonus to damage (+1).
the combinations of weapon attacks and unarmed strikes that If the monk in our example has two sais to use with the
are possible. flurry, plus the off-hand attack, she can use both in the flurry
If you have two special monk weapons to use, you can use (in which case she must make the off-hand attack with an
either or both of them in the flurry. For example, if you’re unarmed strike) or one sai for the off-hand attack and one with
entitled to three attacks using flurry of blows, and you’re armed the flurry. The sai used in the off-hand attack is not available
with a +1 alchemical silver sai and a cold iron sai, you can for the flurry and vice versa.
make three attacks with one sai and no attacks with the other,
two attacks with one sai and one attack with the other, one Can a monk fight with two weapons? Can she combine
attack with each sai and one unarmed attack, or any other a two-weapon attack with a flurry of blows? What are her
combination of three attacks. Note that having a sai in each penalties on attack rolls?
hand won’t prevent a monk from making unarmed attacks. A A monk can fight with two weapons just like any other
monk with her hands full can still make her full complement of character, but she must accept the normal penalties on her
unarmed strikes (see the unarmed strike entry on page 41 of the attack rolls to do so. She can use an unarmed strike as an off-
Player’s Handbook). hand weapon. She can even combine two-weapon fighting with
It might seem a tad strange that you cannot use a natural a flurry of blows to gain an extra attack with her off hand (but
weapon, such as a slam or a claw when you can use a monk remember that she can use only unarmed strikes or special
weapon such as a sai or a kama. However, natural weaponry monk weapons as part of the flurry). The penalties for two-
isn’t as handy as manufactured weaponry. You never get extra weapon fighting stack with the penalties for flurry of blows.
attacks from a high base attack bonus with natural weaponry, For example, at 6th level, the monk Ember can normally
and the monk’s flurry ability is another way to get extra attacks make one attack per round at a +4 bonus. When using flurry of
from your base attack bonus. Please note that a vampire monk blows, she can make two attacks (using unarmed strikes or any
using its unarmed strike ability is not using its slam attack and special monk weapons she holds), each at a +3 bonus. If she
cannot drain energy. wants to make an extra attack with her off hand, she has to
accept a –4 penalty on her primary hand attacks and a –8
The description of the flurry of blows ability says penalty on her off-hand attacks (assuming she wields a light
there’s no such thing as a monk attacking with an off-hand weapon in her off hand).
weapon during a flurry of blows. What does that mean, If Ember has Two-Weapon Fighting, she has to accept only
exactly? Can the monk make off-hand attacks in addition to a –2 penalty on all attacks to make an extra attack with her off
flurry attacks? hand. Thus, when wielding a light weapon in her off hand
Actually, the text to which you refer appears in the entry during a flurry of blows, she can make a total of three attacks,
for unarmed strikes. When a monk uses her unarmed strike each at a total bonus of +1. At least one of these attacks has to
ability, she does not suffer any penalty for an off-hand attack, be with her off-hand weapon.
even when she has her hands full and attacks with her knees A 20th-level monk with Greater Two-Weapon Fighting can
and elbows, using the flurry of blows ability to make extra make eight attacks per round during a flurry of blows.
attacks, or both. Assuming she wields a light weapon in her off hand, her three
The rules don’t come right out and say that a monk can’t off-hand weapon attacks are at +13/+8/+3, and she has five
use an unarmed strike for an off-hand strike (although the exact attacks (at +13/+13/+13/+8/+3) with unarmed strikes or any
wording of the unarmed strike ability suggests otherwise), and weapons she carries in her primary hand. If the same monk also
no compelling reason why a monk could not do so exists. has Rapid Shot and throws at least one shuriken as part of her
When using an unarmed strike as an off-hand attack, the monk flurry of blows (since Rapid Shot can be used only with ranged
suffers all the usual attack penalties from two-weapon fighting attacks), she can throw one additional shuriken with her
(see Table 8–10 in the Player’s Handbook) and the monk adds primary hand, but all of her attacks (even melee attacks) suffer
a –2 penalty. Thus, her full attack array looks like this:
D&D FAQ v.3.5 19 Update Version: 12/21/07
+11/+11/+11/+11/+6/+1 primary hand (two must be with She couldn’t bull rush or overrun (since those don’t use
shuriken) and +11/+6/+1 off hand. special monk weapons), nor could she aid another (which
requires a standard action) or feint (which requires a move
I have a question about the unarmed damage of an action).
enlarged 20th-level human monk who has Empty Hand
Mastery (from Oriental Adventures). In my understanding, If a creature with multiple natural attacks (such as the
this monk deals the same damage as a Huge monk. My standard two claws and a bite array) takes levels of monk,
question is how much damage does a Huge monk deal with how do flurry of blows and its natural attack progression
her unarmed strike? interact?
A monk’s unarmed strike damage follows the normal rules You can’t use a natural weapon (claw, bite, or whatever) as
for weapon damage when the wielder’s size varies from the part of a flurry of blows—only unarmed strikes and special
normal range, as described in Table 2–2 and Table 2–3 on page monk weapons may be used in a flurry of blows.
28 of the Dungeon Master’s Guide. A Huge 1st-level monk If a creature can use one of its natural weapons as a
deals 2d6 points of damage with her unarmed strike, since her secondary attack in conjunction with manufactured weapon
size category is increased two steps from Medium, the baseline attacks, it may do the same with that natural weapon in
for damage values. conjunction with a flurry of blows. Any penalty assessed on
A 20th-level monk with Empty Hand Mastery deals 4d8 attacks by the flurry of blows would also apply to the natural
points of damage with her unarmed strikes, and 6d8 points of weapon attack.
damage when enlarged. For example, a typical lizardfolk can attack with a club and
its bite as part of a full attack. Normally, a creature would take
I wish to make a monk/soulknife, and I am wondering if a –5 penalty on an attack roll made with a secondary weapon,
the damage from the monk’s unarmed strike stacks with but since the lizardfolk has Multiattack, the penalty on the
the damage of the mind blade. If not, why not? attack roll is reduced to –2 and adds only half the lizardfolk’s
A soulknife’s mind blade is not an unarmed strike. It is Strength bonus on the damage roll.
treated as a weapon and has its own game statistics (see page If it were a 1st-level monk, it could make a flurry of blows
27 of the Expanded Psionics Handbook). The monk’s unarmed (using unarmed strikes, not claw attacks), then add a bite attack
strike damage doesn’t stack with a mind blade any more than it as a secondary attack. Each unarmed strike would have a –2
stacks with the damage from a quarterstaff or any other weapon penalty (from flurry of blows), and the bite attack would have a
wielded by the monk. –4 penalty (–2 from flurry of blows and –2 from being a
secondary weapon, reduced from –5 by Multiattack).
Can a monk who has natural weapon attacks (such as a
centaur monk) attack unarmed and still use his natural Does the monk’s ki strike (magic) only allow her to
weapons? For example, let’s say he’s a 4th-level monk. Can overcome damage reduction or does it make her natural
he use a flurry of blows and attack at +5/+5/+0 unarmed attacks count as magic weapons for all effects (such as
(plus other bonuses) and then at +0/+0 for 2 hooves? affecting incorporeal opponents)?
If the creature normally is allowed to make both weapon The Player’s Handbook states that ki strike affects the
attacks and natural weapon attacks as part of the same full monk’s unarmed strikes “for the purpose of dealing damage to
attack routine, the monk can do the same (making unarmed creatures with damage reduction,” but says nothing about any
strikes in place of weapon attacks). Since a centaur can make other effects. Thus, the monk’s unarmed attacks aren’t
two hoof attacks in addition to his longsword attack, a centaur considered magic weapons for any other purpose, including
monk can make two hoof attacks in addition to his unarmed affecting incorporeal foes.
strike attack (or attacks, depending on his base attack bonus).
The monk can’t use his natural weapon attacks as part of a Does the monk’s spell resistance class feature stack with
flurry of blows, but he can make natural weapon attacks in spell resistance gained as a racial trait?
addition to his flurry. Such attacks suffer the same –2 penalty No. Spell resistance from multiple sources doesn’t stack—
as the monk’s flurry attacks in addition to the normal –5 it’s simply a set value. A 13th-level drow monk would have SR
penalty for secondary natural attacks. 23 from her monk levels and SR 24 from her drow race, so
An 4th-level centaur monk has a base attack bonus of +7 she’d use the higher value.
(+4 from his 4 monstrous humanoid Hit Dice, and +3 from his It’s theoretically possible for a special ability (whether
8 monk levels). If he performs a flurry of blows, he makes from a class, race, or other source) to improve a character’s
three unarmed strikes, at +5/+5/+0. He can add two hoof existing spell resistance, but it would have to state that
attacks at –2/–2 (–5 as secondary weapons, and –2 from the specifically as the effect.
flurry).
When a monk reaches 20th level and becomes an
Can a monk make disarm, sunder, and trip attacks outsider, does she stop aging? Does she still die when she
during her flurry of blows? What about grapple checks? reaches the maximum character age or does she live
What about bull rushes, overruns, or other special combat forever?
maneuvers? Outsiders aren’t necessarily immortal or ageless, so a 20th-
As long as every attack is made with one of the monk’s level monk still ages as normal for her race.
special weapons (that is, weapons allowed as part of a flurry),
the monk can perform any special attack that takes the place of Can a monk get her unarmed strike enhanced as a
a normal attack. She’s free to disarm, sunder, trip, and grapple magic weapon?
to her heart’s content.
D&D FAQ v.3.5 20 Update Version: 12/21/07
No. Even a magic gauntlet or spiked gauntlet isn’t the ideal Remember, a character’s alignment isn’t a set of rules to
answer, since these aren’t listed as special monk weapons (and follow—it’s a player’s declaration of an intent to play a
therefore aren’t as versatile as unarmed strikes). character a certain way. Declaring your ninja is lawful good
The amulet of mighty fists (Dungeon Master’s Guide, 246) doesn’t mean she can’t act in a manner considered either
grants the wearer an enhancement bonus on unarmed and unlawful or evil (or both). Repeated behavior of this sort can
natural weapon attacks, which would include the monk’s and should be construed as a decision on your part that your
unarmed strike. character’s actual alignment—that is, the way you’ve chosen to
play the character—doesn’t match her stated alignment. In this
Does a monk/soulblade deal her unarmed strike damage case, the DM is fully within his rights to suggest or even
with the mindblade, or do the damage values stack? impose an alignment change on your character. For most
No, no, and no. A monk/soulblade deals unarmed strike characters, this has minimal mechanical impact, although some
damage with her unarmed strikes, and mindblade damage with classes impose alignment restrictions.
her mindblades. The two attacks don’t add to each other at all.
Unless the monk gains some ability to treat a weapon of the How does the ghost step ability of the ninja (Complete
mindblade’s equivalent (such as a short sword, for the basic Adventurer) work? Does the invisibility effect end if the
mind blade) as a special monk weapon, she can’t use flurry of ninja attacks, like with the invisibility spell, or does it
blows with the mindblade. continue after an attack, like with the greater invisibility
spell?
When I use flurry of blows, how many attacks do I get? The invisibility granted by the ninja’s ghost step class
A 6th-level monk gains one extra attack when using flurry feature lasts until the start of the ninja’s next turn, regardless of
of blows, and all her attacks take a –1 penalty. Thus, your whether she attacks or not. Thus, it’s more like greater
character would have five attacks (+16/+16/+11/+6/+1, plus invisibility than like the normal invisibility spell.
other modifiers).
Ogre Mage
In looking over the ogre mage class in Savage Species, I
How would a monk's unarmed damage be modified by
noticed that regeneration is listed twice in the class
natural attacks, or vice versa?
A monk’s natural weapons (claws, bite, and so on) don’t advancement chart. Is there a separation of what abilities
have any effect on the damage dealt by her unarmed strikes, the ogre mage derives from advancement? The text on the
nor does a character’s unarmed strike damage have any effect regeneration class feature doesn’t say if the character gains
on her natural weapon attacks. A razorclaw shifter monk could
deal either claw damage with a claw attack or unarmed strike all the abilities of regeneration at 6th level (for example
damage with an unarmed strike, but couldn’t combine the two. reattaching limbs) or at 11th level. Help!
At 6th level an ogre mage has regeneration 1; at 11th level
an ogre mage has regeneration 2, just as shown on the class
Does the monk's fast movement class feature apply to
chart.
all forms of movement?
That is, an ogre mage character regenerates 1 hit point per
Since the entry doesn’t limit the bonus to just the
round starting at level 6, and 2 hit points per round starting at
character’s land speed, it’s fair to apply it to all speeds the
level 11. Starting at 6th level, an ogre mage character gets all
character possesses.
the general benefits of regeneration, including the ability to
reattach or regrow organs and limbs.
Do wearing bracers of armor prevent a monk from using
her AC bonus class feature? Paladin
No. Bracers of armor grant an armor bonus to AC, but they Does a cloak of Charisma, an eagle’s splendor spell, or other
don’t count as armor worn and thus don’t interfere with a Charisma enhancements increase the saving throw bonus
monk’s special abilities. The phrase you cite simply explains from a paladin’s divine grace class feature?
what an armor bonus is, pointing out that you don’t get the AC Yes, use the paladin’s current Charisma modifier, whatever
bonus from the bracers and also from armor you wear. it might be. Temporary Charisma increases also increase the
Ninja saving throw bonus from divine grace. On the other hand,
temporary Charisma decreases reduce the saving throw bonus
Can a good-aligned ninja use poison without violating her
from divine grace as well.
alignment? In other words, is using poison considered an
evil act?
Nothing in the alignment information in the Player’s Do I have to use the Leadership feat or the Dragon
Handbook or the poison entry in the Dungeon Master’s Guide Cohort feat for my 15th-level paladin to gain a juvenile
specifically describes the use of poison as an evil act. Of celestial bronze dragon (CR 9 + 2 with celestial template) as
course, the purpose to which you put the poison might well be his mount? Or can I gain a draconic mount without making
an evil act: Using poison to murder the local constable is just as him a cohort?
There’s nothing stopping your DM from allowing you to
evil as knifing him in a back alley.
gain a draconic mount (or any other kind of cohort, follower, or
It’s possible that using poison might violate a character’s
ally) without spending a feat. The feats are there to provide
personal moral code, or the moral code of his faith or cause.
mechanical guidelines for DMs and players who aren’t
For example, if local laws restrict the use of poison, its use
comfortable adjudicating such things on the fly.
would be considered an unlawful act, which would violate a
paladin’s code (which includes “respect [for] legitimate
authority”). The DM is the ultimate arbiter of what is or isn’t Does a paladin’s mount share the paladin’s nonspell
legal in his campaign. special abilities, such as immunity to fear?
D&D FAQ v.3.5 21 Update Version: 12/21/07
No. A paladin’s mount can use the paladin’s base save You cannot make a sneak attack to deal nonlethal damage
bonuses, and the paladin can have any spell (but not any spell- with a weapon that normally deals lethal damage; see the sneak
like ability) she casts on herself also affect the mount, but this attack entry in the rogue class description. You can deal
doesn’t extend to other special abilities. nonlethal damage with a sneak attack with an unarmed strike or
if you use a weapon that normally deals nonlethal damage, such
Does a paladin turning undead use his paladin level or as a sap.
his turning level (three below his paladin level) to see if he If you choose to deal nonlethal damage with a weapon that
destroys undead? normally deals lethal damage, such as a sword, you’re assumed
For all effects related to turning, a paladin is treated as a to wield the weapon in a less-than-efficient manner, such as
cleric of three levels lower than her paladin level. To destroy a striking with the flat of the blade or swinging a blunt weapon
2-HD zombie with a turn undead attempt, a paladin must be at with less than the usual force (see page 146 in the Player’s
least 7th level (and thus effectively a 4th-level cleric). Handbook). Such methods prevent sneak attacks, which require
especially well-aimed and effective blows.
Regarding a paladin’s lay on hands: the name of this You can make a sneak attack when you use a weapon that
ability implies a paladin must have both hands free to use normally deals nonlethal damage to deal lethal damage. The
it. The description does not make this clear, though; it penalty for doing so is –4, but in this case, it represents the
implies the paladin just needs one hand free. Could you difficulty you have finding and hitting a vulnerable area (also
please clarify this? see page 146 in the Player’s Handbook). This extra exactness
The description states, “a paladin . . . can heal wounds (her in your attack doesn’t interfere with sneak attacks.
own or those of others) by touch.” Despite the literal name of
the ability, we presume the touch can be delivered by a single One of my players, who has a rogue character, was
hand (or for that matter, through a gauntlet,and so on). Thus, reading the rogue class description and found an
one-armed paladins are no less effective in this regard than explanation of a rogue using a sap or unarmed strike in a
their two (or more!) armed brethren. sneak attack to deal nonlethal damage. He was wondering,
since a sap is a martial weapon, should it have been listed as
Does a paladin who gains a special mount other than a one of the martial weapons that a rogue is proficient with,
warhorse (such as a hippogriff or unicorn) need to train the or should it be listed as a simple weapon? Or, is it assumed
creature for combat with the Handle Animal skill, or is the in the class description that the rogue took the Martial
special mount automatically considered combat trained? Weapon Proficiency (sap) feat? What happens if a rogue
According to page 75 in the Player’s Handbook, you can’t isn’t proficient with a sap and tries to make a sneak attack
use Handle Animal on a creature with an Int higher than 2, so with it? Do you have to be proficient with the weapon
it’s impossible for the paladin to use this skill to train her you’re using to make sneak attacks?
special mount (since they typically have an Int of 6 or higher). A sap is a martial weapon and proficiency with a sap is
Instead, such creatures are intelligent enough to follow your indeed a feature of the rogue class (as noted in the Player’s
commands by normal communication. You don’t have to train Handbook errata file).
a creature of this Intelligence for combat; you can simply ask it The sap is mentioned in the sneak attack description
to do what’s needed. primarily to make it clear that you can make sneak attacks with
nonlethal weapons (such as saps and unarmed strikes), even
Ranger though you cannot make sneak attacks when you decide to deal
Does a ranger still deal extra damage to a favored enemy nonlethal damage with a weapon that normally deals lethal
immune to critical hits (such as constructs or undead)? damage (see the previous question).
Yes.
While a sneak attack requires deadly accuracy, you don’t
have to be proficient with a weapon to make a sneak attack
If the ranger uses the Manyshot feat against a favored with it. A rogue can suffer the –4 penalty for using a weapon
enemy, does the favored enemy damage bonus apply to all with which she is not proficient and make a sneak attack. The
arrows fired in the attack? situation here differs slightly from the one examined in the
Yes.
previous question. When you aren’t proficient with a weapon,
you have difficulty using it well, but you aren’t deliberately
Can a ranger take lycanthropes or humanoids using it in a less than optimal manner (as you are when trying
(shapechangers) as a favored enemy? to deal nonlethal damage with a lethal weapon). The two
Yes and no. A ranger who takes favored enemy humanoid
situations both impose a penalty of the same size, but for
(human) gets its favored enemy bonus against humanoid
different reasons. Note that the two penalties stack. If you’re
lycanthropes that have the human subtype, and a ranger who
aren’t proficient with a weapon that normally deals lethal
takes favored enemy giant gets the bonus on lycanthropes that
damage, and you try to deal nonlethal damage with it, you
are of that type, and so on, but there is no type or subtype
suffer a –8 penalty on attack rolls.
combination available to rangers that encompasses all
lycanthropes.
I have a multiclass barbarian/rogue. I was wondering if
Rogue he can sneak attack while raging?
Can a rogue deal nonlethal damage with a sneak attack Yes, provided the character’s attack meets the requirements
using a normal weapon if she takes a –4 penalty on her for a sneak attack—you must have the foe flanked or the foe
attack roll? What if the rogue tries to deal lethal damage must somehow be denied its Dexterity bonus (if any) to Armor
with a normally nonlethal weapon; can she make a sneak Class against your attack. A sneak attack requires precision
attack then? (see the two previous questions), but not much in the way of
patience or concentration.
D&D FAQ v.3.5 22 Update Version: 12/21/07
How many Hit Dice does my 1st-level pixie rogue have? When a rogue with the Telling Blow feat (PHB II, pg.
What would his effective character level be? 83) deals a critical hit against a flat-footed enemy, does she
Unless noted otherwise, all 1-HD creatures lose their racial add her sneak attack damage twice?
HD when they gain class levels. Thus, your pixie would have 1 No. The feat simply adds another criteria that “activates”
HD (from his rogue level). your sneak attack or skirmish damage; it doesn’t allow either of
His effective character level (ECL) would be 5 (1 for his those values to be added twice.
HD, plus 4 for his level adjustment), unless he also possessed
the Otto’s irresistible dance spell-like ability, in which case his If a rogue has successfully hidden behind some bushes
ECL would be 7 (1 HD +6 level adjustment). This value shows and fires an arrow at a target less than 30 feet away from
how powerful a pixie is in campaign play (and is used to her, does she deal sneak attack damage?
determine how many XP he needs to gain levels, as well as the Yes.
pixie PC’s starting wealth), but it has no bearing on most in- The rules don’t come right out and say this, but a character
game effects. who has successfully hidden from an opponent is considered
invisible for the purpose of rendering that foe flat-footed, and
If a rogue gets multiple attacks in a round (such as from thus deals sneak attack damage.
a high base attack bonus or the Rapid Shot feat), can she
make sneak attacks for all of them? Since uncanny dodge doesn’t prevent you from being
Yes, but only if each attack meets a requirement to be a flat-footed, does that mean that a rogue can use sneak
sneak attack. For instance, a rogue who flanks an enemy can attack against a flat-footed character who has uncanny
deliver a sneak attack with every melee attack she makes. A dodge?
rogue under the effect of a greater invisibility spell treats every No. Rogues don’t get to use sneak attack because a target is
attack as a sneak attack, since she remains invisible despite flat-footed, they get to use sneak attack because the target is
attacking. If later attacks in a round no longer meet any denied its Dexterity bonus to AC (italics added), which is a
requirement to be a sneak attack, they aren’t sneak attacks. For normal side effect of being flat-footed. A barbarian (or any
example, a rogue under the effect of an invisibility spell would other character) with uncanny dodge retains his Dexterity
deal sneak attack damage only with her first attack in a round, bonus to AC when flat-footed or struck by an invisible attacker.
because she turns visible as soon as she makes the attack. Therefore, being flat-footed doesn’t render a foe vulnerable to
enemy sneak attack.
Can a rogue feint in combat, take a 5-foot step, and use
a ranged attack against the target of his feint in order to Can a rogue who has been swallowed whole by a
make a sneak attack? monster use sneak attack against it? And does this damage
No. The rules specifically state that a feint only applies to apply to the monster’s normal hit points?
your next “melee attack” (Player’s Handbook, page 155). Yes and yes, though that first yes has a qualification
attached. Since a creature that has used swallow whole to gulp
Can a rogue with skill mastery take 10 on a Use Magic down a foe is effectively denied its Dexterity bonus to AC, it’s
Device check? potentially vulnerable to a sneak attack. (Intuitively speaking,
No. The rogue’s skill mastery class feature states that “she this makes pretty good sense. It’s hard to imagine a better place
may take 10 even if stress and distractions would normally to attack a monster’s vulnerable parts than from inside the
prevent her from doing so.” This only applies to skills that monster itself.)
allow a character to take 10 in nonstressful situations; if a skill However, keep in mind that the inside of a stomach is almost
simply doesn’t allow a character to take 10 under any certainly pitch-black, and therefore the critter has total
circumstances (such as Use Magic Device), skill mastery concealment against attacks. The rules indicate that a rogue
provides no benefit. can’t use sneak attack against a creature with concealment, so
unless she’s packing a light source in there she’s probably out
Does a rogue apply sneak attack damage when of luck vis-à-vis sneak attack. (The Sage imagines that most
throwing alchemist fire or casting a spell such as acid DMs ignore the 50% miss chance in such situations, which
splash? seems like a reasonable house rule.)
Yes. The bonus damage from sneak attack, skirmish, or Damage done to a creature to cut your way out is applied to
sudden strike applies to any attack that requires an attack roll, its hit points as normal.
even touch attacks.
Can a rogue/monk deal sneak attack damage while
Can a rogue deliver lethal damage in a sneak attack unarmed?
using an unarmed strike? A rogue (even one who hasn’t multiclassed as a monk) may
No, unless she is otherwise capable of dealing lethal deal sneak attack damage with any attack that requires an attack
damage with an unarmed strike (for instance, if she has the roll, including unarmed strikes. The extra damage from the
Improved Unarmed Strike feat). sneak attack is of the same kind (lethal or nonlethal) as the
unarmed strike itself. For example, a normal person would deal
Would a sneak attack work on a creature affected by nonlethal damage with a sneak attack with an unarmed strike; a
the blink spell? monk could deal either lethal or nonlethal (depending on the
Yes. Blink doesn’t provide concealment, so sneak attack kind of damage she chose for that unarmed strike).
functions normally against a target affected by that spell
(though such attacks would have a 50% miss chance, as normal Can you use a sneak attack while grappling?
for the spell).
D&D FAQ v.3.5 23 Update Version: 12/21/07
You can’t use a sneak attack in conjunction with a grapple When a soulknife uses bladewind (Expanded Psionics
check (such as a grapple check made to damage your Handbook, page 29) with a mind blade imbued with psychic
opponent), since that isn’t an attack roll. You also can’t deliver strike, how many targets take the psychic strike damage?
a sneak attack with the touch attack made to grab the target, Only one blade is imbued with psychic strike, so only one
since that attack doesn’t deal any damage. If, however, you target takes the psychic strike damage (chosen by you before
make an attack roll while in a grapple (for instance, to attack you roll the attacks).
your opponent with an unarmed strike, light weapon, or natural
weapon), you’d deal sneak attack damage if your attack met the What if the soulknife also has the Mind Cleave feat
normal criteria for delivering a sneak attack. Remember that (Complete Psionic, 56) and drops a foe with one of the
grappling characters lose their Dexterity bonus to AC only bladewind attacks? Wouldn’t he get to apply the psychic
against opponents they aren’t grappling, so a rogue grappling strike damage again?
with another foe wouldn’t benefit from that. Yes he would, since Mind Cleave automatically recharges
psychic strike when you drop a foe.
If a rogue delivered a sneak attack with the vampiric
touch spell, would the extra damage from the sneak attack Does the bonus damage from the soulknife’s psychic
also give her extra hit points? And could the sneak attack strike class feature (Expanded Psionics Handbook, 28)
dice allow her to exceed the maximum damage allowed by bypass damage reduction?
the spell? No. Psychic strike adds to the damage dealt by the weapon
Yes and yes. The spell simply says that you “gain itself (and thus shares its damage type). Creatures immune to
temporary hit points equal to the damage you deal.” The spell mind-affecting effects are immune to the damage dealt by
doesn’t seem to care how you get to that value (Empower psychic strike.
Spell, sneak attack, and so on), so a rogue who delivered 50
points of damage with vampiric touch would gain 50 temporary
Spellthief
hit points. The maximum damage listed for the spell only Can a spellthief steal divine spells?
Yes. A spellthief can steal a spell from his target regardless
applies to the damage gained by your caster level; it doesn’t
of the target’s casting class.
take into account any other benefits the character might have,
such as sneak attack damage.
If the divine spell a spellthief steals requires a divine
Scout focus, does he need to use the same holy symbol as the
A scout has trapfinding but not Disable Device as a class original caster?
skill. Was this intentional? Not exactly. The steal spell class feature states that you
The errata to Complete Adventurer (found at must supply the same focus required for the spell. It’s easiest to
http://www.wizards.com/default.asp?x=dnd/welcome) rule this as meaning “you need a holy symbol—any holy
indicates that Disable Device should be considered a class skill symbol—for cleric or paladin spells, or a sprig of mistletoe or
for the scout. holly for druid or ranger spells.” Spellthieves are masters at
cheating the system; it’s not crazy to suppose they can use
Soulknife another deity’s divine focus to cast a rival’s cleric’s spell.
Can a soulknife (Expanded Psionics Handbook, page 26) Of course, if the player likes the idea of his character
with the shape mind blade ability (page 28) create his mind running around with thick chain of holy symbols and other
blade as one of the alternative forms, or must he first create divine focuses (a la Beni from The Mummy), that’s fun too.
it as a short sword and then spend a full-round action to
shape it?
Can a spellthief steal spells from a creature immune to
When the soulknife spends a move action to create his
sneak attacks?
mind blade, it appears as a short sword regardless of whether
No. A creature that is not vulnerable to sneak attacks is also
he also has the shape mind blade ability. Once created, a
not vulnerable to any special abilities activated by you scoring
soulknife with shape mind blade can then use a full-round
a sneak attack on it (since you can’t do so).
action to change the mind blade’s shape. He can’t initially
create it in any other shape. Spirit Shaman
Can a spirit shaman (Complete Divine, page 14) chastise a
Does the soulknife’s psychic strike ability (Expanded quori? If so, can she chastise such a creature that has
Psionics Handbook, page 28) apply separately to both mind control over a host body?
blades if he has used shape mind blade to create two short- Quori are considered spirits for the purpose of being
sword-sized mind blades? affected by the spirit shaman’s powers, as well as by any spells
Yes. Each blade is imbued separately with psychic energy or effects that affect spirits.
(requiring two separate move actions). However, a quori spirit within another creature (such as an
If a soulknife with a psychically imbued mind blade uses Inspired host) is immune to all powers that affect spirits except
shape mind blade to separate it into two mind blades, only one for exorcism.
(the soulknife’s choice) would be so imbued. Similarly, if the
soulknife turned his two mind blades back into one, that
Swordsage
weapon would be imbued with psychic strike if either of the As part of his discipline focus class feature, the swordsage
original weapons were. (Tome of Battle, page 16) gains the benefit of the Weapon
Focus feat for a set of weapons. Does he also gain
proficiency in the listed weapons?
D&D FAQ v.3.5 24 Update Version: 12/21/07
According to a strict reading of the rules, no. A swordsage to require formalized training for characters to improve their
who wants to avoid the nonproficiency penalty for such abilities (DMG 197). It’s perfectly reasonable to require a
weapons must gain proficiency in those weapons normally. warlock to train in order to master a newly gained spell-like
ability just like any other arcane caster. Ultimately, however,
Does the discipline focus class feature of the swordsage it’s up to the DM to decide how to apply this optional rule to
(Tome of Battle, page 16) apply just to maneuvers gained classes not found in the Player’s Handbook.
from that class?
No. The benefits of this class feature apply to all Are all of a warlock's invocations "self only," or can a
maneuvers of the chosen discipline, regardless of how you warlock use his beneficial invocations on allies?
acquired the maneuver. Most invocation descriptions indeed refer to “you” or
“yourself,” indicating that the invocation only affects the
Can the swordsage (Tome of Battle, page 16) apply the warlock. A warlock can’t use devil’s sight to grant another
insightful strike benefit of his discipline focus class feature creature the effect of that invocation, for example. Obviously,
to the same discipline twice? not all invocations only affect the warlock. Baleful utterance,
No. When you gain this benefit a second time at 12th level, for example, affects any object or area as the shatter spell—the
you must apply this to a second, different discipline. warlock doesn’t have to target himself.
How often can a swordsage (Tome of Battle, page 16) When a warlock’s invocation emulates two different
use his Sense Magic class feature on a particular weapon or spell effects with different durations (such as with entropic
armor? warding), what duration should the invocation use?
A swordsage may use Sense Magic on a particular armor or Apply each duration separately, just as the spell emulated
weapon only once. You can think of this as similar to using a by the invocation. A 10th-level warlock who uses entropic
Spellcraft check to identify a spell that’s already in place, or to warding gains the entropic shield effect for 10 minutes, but
identify a potion. At the DM’s discretion, you can try again gains the pass without trace effect for 10 hours. (Since the
after you gain a new level. warlock can use his invocations at will, this duration isn’t really
significant unless he’s prevented from using the invocation
Can my swordsage attack while using ring of fire again.)
maneuver (Tome of Battle, page 55)? What if I have the
dervish dance class feature (Complete Warrior, page 26)? Can a warlock dismiss an invocation that emulates a
Almost certainly not. The ring of fire maneuver requires a spell that can’t normally be dismissed?
full-round action, so the only other actions you could take in Normally, a warlock can dismiss any invocation “just as a
conjunction would be free actions and up to one swift action. wizard can dismiss a spell” (Complete Arcane, page 8). The
Thus, making any kind of attack while using the ring of fire quoted text indicates that the warlock must follow the same
maneuver would be extremely difficult. The dervish dance also rules as a wizard (or, one would assume, any other normal
requires a full-round action (because that’s what a full attack spellcaster).
action requires), so you can’t use both simultaneously. This strongly suggests that a warlock can’t dismiss an
invocation that emulates a spell that can’t normally be
Warblade dismissed (such as curse of despair, which references bestow
Can a warblade’s weapon aptitude class feature (Tome of curse in its effect, or any invocation with an instantaneous
Battle p22) be applied to . . . duration).
1) The Weapon Supremacy feat (PHB2, page 85)?
2) The Weapon Focus benefit gained by a swordsage via
A warlock’s invocations include “relatively simple”
discipline focus (ToB, page 16)?
somatic components. Can you use them while grappling?
3) The Axe Focus racial substitution level benefit (Races
What about while your hands are full or bound?
of Stone, page 147)? No and no. Even though the somatic components are
1) Yes. Weapon Supremacy is a feat that “applies only to a
simple enough to allow a warlock to ignore arcane spell failure
single weapon” so it can be affected by weapon aptitude.
while wearing light armor, they’re still considered somatic
2) Yes. Discipline focus grants the swordsage multiple
components. Thus, you can’t use an invocation while in a
iterations of the Weapon Focus feat, and any or all of them may
grapple or while pinned (because you can’t cast spells with
be changed by the weapon aptitude class feature.
somatic components in those situations; PHB 170). Since you
3) No. This benefit doesn’t actually grant the Weapon
must have one hand free to cast a spell with a somatic
Focus feat, it just says that it counts as the feat for the purpose
component (PHB 174), you can’t use an invocation if your
of requirements or prerequisites.
hands are full, tied, or otherwise occupied.
Warlock
Since the warlock's powers are innate, does he still have to Does a warlock lose one of his highest level invocations
train every level to gain his invocations (like a wizard while suffering the effects of a negative level?
learning new spells) or does he just get them automatically No. Though a spellcaster effectively loses one spell slot
when he gains a level? while afflicted by a negative level, a warlock doesn’t have spell
DUNGEONS & DRAGONS assumes that all characters are slots to lose. The warlock’s effective level is still reduced by 1
constantly training in their abilities, and that new class features, for the purpose of calculating caster level and the like.
spells, feats, and so on are automatically gained upon reaching
a new level without the need for special training costs. The How often can the warlock (from Complete Arcane) use
Dungeon Master’s Guide provides options for DMs who wish his eldritch blast?
D&D FAQ v.3.5 25 Update Version: 12/21/07
The warlock can use his eldritch blast at will. He has no No action is required to apply an eldritch essence or blast
daily limit to its use (nor to his other spell-like abilities). shape invocation to the eldritch blast; it’s done as part of using
the eldritch blast itself.
Does the warlock’s eldritch blast require a standard Eldritch essence and blast shape invocations affect only the
action to use or does it take the place of an attack (thus eldritch blast to which they are applied. The warlock can apply
making it possible to fire multiple eldritch blasts in a round them again to later blasts as desired.
if you have multiple attacks)?
As a spell-like ability, an eldritch blast requires a standard Is the warlock’s eldritch blast considered a natural
action to use. Having a base attack bonus of +6 or greater does weapon? After all, it’s derived from his fiendish heritage.
not allow the warlock to use his eldritch blast multiple times No. A warlock’s eldritch blast is not a natural weapon; it’s
per round. a spell-like ability.
Can a warlock use Rapid Shot to fire two eldritch blasts A warlock's eldritch blast is treated like a spell in all
simultaneously? regards, and is also a ray. Thus, could a warlock use the
No. Using eldritch blast requires a standard action, not an Split Ray metamagic feat to hit two opponents instead of
attack action (unlike using a weapon). If something requires a one?
standard action (as opposed to an attack action) to use, you No. First of all, a warlock’s eldritch blast isn’t “treated like
can’t use the full attack action to gain extra uses of that ability, a spell in all regards”—it’s a spell-like ability that also shares
even with the Rapid Shot feat. some special characteristics of a spell (for instance, being
subject to arcane spell failure and requiring somatic
Can a warlock use his eldritch blast in conjunction with components). As Complete Arcane points out, the warlock
Shot on the Run? What about hideous blow and Spring can’t apply metamagic feats to his invocations; however, he
Attack? can apply feats that emulate metamagic effects specifically for
No and no. Using eldritch blast requires a standard action. spell-like abilities, such as Empower Spell-Like Ability (CA 7).
The Shot on the Run and Spring Attack feats only let you use Thus, you can’t use Split Ray to affect an eldritch blast.
an attack action (that is, a specific kind of standard action) in
conjunction with their allowed movement, not any kind of Does the eldritch blast of a warlock give off a flash of
standard action. light or other noticeable visual effect?
The rules are silent on this issue (just as they are for most
What kind of damage does the warlock’s eldritch blast magical effects), so it’s up to the DM to determine how
deal? Does damage reduction or resistance or immunity to obvious the effect of an eldritch blast is. The Sage recommends
energy protect against the blast? that the eldritch blast be easily visible to any onlooker. The
In its basic form, the eldritch blast’s damage has no type. precise nature of the visual effect isn’t terribly important, but a
Since it is a spell-like ability, damage reduction does not warlock should have a very hard time indeed in camouflaging
protect against the eldritch blast. Since it does not deal energy his eldritch blast attack.
damage, resistance or immunity to energy has no effect on the
eldritch blast’s damage. Are golems immune to the warlock’s eldritch blast?
Certain eldritch essence invocations change the type of Since it is a spell-like ability that allows spell resistance,
damage dealt by the eldritch blast. For example, brimstone golems are immune to the warlock’s eldritch blast. The
blast makes the eldritch blast deal fire damage, which means warlock who faces a clay golem with nothing but his eldritch
that resistance or immunity to fire would apply against this blast is in just as much trouble as the sorcerer with nothing but
eldritch blast’s damage (as would vulnerability to fire, such as magic missile and lightning bolt in his arsenal. The vitriolic
that possessed by a frost giant). blast eldritch essence invocation (Complete Arcane, page 136)
allows the warlock to overcome this problem, since vitriolic
Does eldritch blast damage count as “weapon damage” blast ignores spell resistance.
for the purpose of inspire courage and other effects that
add to weapon damage rolls? Does a warlock’s hideous blow invocation (Complete
No. Even though the eldritch blast is treated as Arcane, page 134) require one standard action to use the
“weaponlike” for the purpose of certain feats, it’s not a hideous blow and another round to strike with a melee
weapon. weapon, or can the hideous blow and the melee weapon
attack be done as a single standard action?
The warlock’s eldritch blast description states that it Making an attack with hideous blow is considered part of
causes half damage to objects. Can a wielded weapon or the same standard action as using the hideous blow invocation
worn armor be the target of an eldritch blast? Does an (much like the casting of a touch spell allows an attack to be
eldritch blast cause half damage to constructs? made as part of the spell’s casting).
The eldritch blast can target an object, including a wielded
weapon or suit of armor. A construct is a creature, not an A warlock using fell flight (Complete Arcane, page 134)
object, and thus suffers normal damage from the eldritch blast. gains a fly speed equal to his land speed. If an effect later
increases (or decreases) the warlock’s land speed, does his
What kind of action is required to apply an eldritch fly speed change as well?
essence invocation or blast shape invocation to the Yes. For example, a human warlock under the effect of fell
warlock’s eldritch blast? How long do these invocations last flight who activates boots of speed could fly at a speed of 60
once applied? feet (rather than his normal land speed of 30 feet) for as long as
the boots’ effect lasted. If that same warlock were in a later
D&D FAQ v.3.5 26 Update Version: 12/21/07
encounter affected by a slow spell, both his land speed and fly 10th level, but the feat isn’t in the book. Where can I find
speed would drop to 15 feet (half the normal 30 feet). If he then this feat?
picked up a heavy chest (bringing his encumbrance to heavy), Sudden Enlarge first appeared on page 28 of the Miniatures
he’d walk or fly at a speed of 10 feet (half the normal 20 feet). Handbook and was erroneously left out of Complete Arcane
when the warmage was included in that book.
Does hideous blow provoke an attack of opportunity? The feat allows you to apply the Enlarge Spell feat to any
Yes. As a spell-like ability, using hideous blow provokes spell you cast, once per day, without increasing the level of the
attacks of opportunity just as any other spell-like ability would. spell or specially preparing it ahead of time.
A warlock who relies on this invocation should consider
investing ranks in the Concentration skill so that he can use it Can the warmage (Complete Arcane) benefit from the
defensively. Extra Spell feat?
Note that the act of using the invocation, not the act of No. Extra Spell lets you add one spell to your list of spells
making the attack, draws the attack of opportunity, since the known, but the spell must be taken from your class spell list.
warlock delivering hideous blow is considered “armed” (just Since the warmage already knows all the spells on his class
like a spellcaster delivering a touch spell). spell list, this feat has no effect.
The warlock’s deceive item class feature (Complete
Wilder
Can a wilder (Expanded Psionics Handbook) under the
Arcane, page 8) allows him to take 10 on Use Magic Device
effect of timeless body use his wild surge ability? If yes, is he
checks “even if distracted or threatened,” but the Use
still overcome by psychic enervation?
Magic Device skill says you can’t ever take 10, regardless of
No. A wilder under the effect of timeless body “ignores all
distraction. Does deceive item also let the warlock ignore
harmful (and helpful) effects,” which would include both the
this restriction?
benefit and potential drawback of wild surge.
This class feature really does two things. First, it allows the
warlock to take 10 on Use Magic Device skill checks (a boon Wizard
all by itself). Second, it allows him to take 10 on such checks Can a wizard cast a spell directly from his spellbook? If so
even in conditions where that would normally not be possible. what effects on the spellbook are there?
No, you cannot use a spellbook like a scroll. A spellbook
Since a warlock does not possess spell slots, can he contains notes for preparing a spell, but it’s not a precast spell
qualify for the epic feats Master Staff and Master Wand just waiting to be activated as a scroll is.
(Complete Arcane, page 192)?
Having spell slots is not a prerequisite to select either of Can a wizard carry her familiar, or must they be at
these feats, so the warlock is free to choose them if he meets least three size categories apart to share the same space?
the prerequisites. However, since using either feat requires the How do I determine if the familiar is affected by an attack
character to expend spell slots, these feats are useless to the against the master?
warlock. Just because you meet the prerequisites of a feat is no The rule against two creatures sharing the same space
guarantee that you can use the feat to any beneficial effect. (For doesn’t apply in any situation where one creature is carrying
example, Empower Spell has no prerequisites, but a character the other, whether that’s a horse carrying a knight or an elf
who can’t cast spells of at least 2nd level will find it useless.) wizard carrying her raven familiar. As clarified by the answer
to the “Which square is a rider in when on horseback?”
What effect would the Practiced Spellcaster feat question, a familiar carried by its master is treated as sharing
(Complete Arcane, page 82) have on a warlock? the master’s space. However, the familiar is in no danger of
A strict reading of the feat’s benefit indicates that the being accidentally struck by a melee or ranged attack made
warlock would gain no benefit from Practiced Spellcaster. The against the master. If the familiar is visible to an attacker, the
warlock is not a spellcasting class for normal purposes—the attacker could choose to target it with an attack as if it is a
exception noted on page 18 of Complete Arcane applies only to carried object (see the sunder rules, PH 158); the familiar
prestige class benefits—and thus it could not be selected as the should use either its own Dexterity modifier or its master’s,
class to be affected by this feat. whichever is better.
Of course, as long as the familiar is Tiny or smaller, a
Can a warlock qualify for the Supernatural wizard doesn’t have to carry her familiar at all. Tiny and
Transformation feat (Savage Species, page 39) and change smaller creatures can enter or share the space occupied by a
one of his invocations into a supernatural ability? Small or larger creature (they must do so to attack, after all).
No. The warlock’s spell-like abilities are learned (from This is a specific exception to the normal restriction against
class levels), not innate (that is, part of his racial traits). two creatures sharing the same space.
(Technically, a Tiny or smaller creature can also occupy a
What happens to a warlock who changes his alignment square occupied by another Tiny or smaller creature, but in
to LG, LN, NG, or N? such a case they aren’t really occupying the same space—
A warlock who isn’t evil or chaotic can’t gain any further they’re occupying fractions of the overall square. If you have a
levels as a warlock, but doesn’t lose any class features or suffer lot of Tiny vs. Tiny combats in your game, consider
any other penalty. subdividing any square occupied by such creatures into four
Warmage quarter-squares to help visualize this.)
The warmage class description in Complete Arcane
indicates that he gains Sudden Enlarge as a bonus feat at
D&D FAQ v.3.5 27 Update Version: 12/21/07
If my character’s familiar dies (and my character loses
experience points for it) but a cleric resurrects the familiar,
does my character get back the XP he lost?
No. On the bright side, you do get your beloved Fluffy
back.
The Player’s Handbook says a wizard can scribe a spell
from a spellbook or scroll into her spellbook. Can she scribe
a spell from an arcane scroll that isn’t on the wizard’s spell
list?
No. A wizard’s spellbook is limited to spells from the
wizard class spell list.
Does the wizard’s instant daze alternative class feature
(PH2 70) render an attacking creature dazed before its
attack is completed, making it incapable of finishing the
attack?
Yes.
If a specialist wizard gains levels in a different
spellcasting class, does her choice of forbidden spells affect
her spell choice for the new class?
No. Though the School Specialization sidebar (PH 57) is
not explicit, the forbidden schools pertain only to spells gained
from the wizard class.
Wu Jen
Some of the wu jen spells in Complete Arcane, such as
commune with lesser spirit and spirit binding, refer to “spirit
creatures.” What are spirit creatures?
The simplest answer is that a spirit creature is a creature
with the spirit subtype. The spirit subtype is a creature subtype
introduced in Oriental Adventures (the original source of the
wu jen class).
The spirit shaman class in Complete Divine expanded the
definition of spirit creatures to also include incorporeal undead,
fey, elementals, and a few other specific creatures (such as the
spirit folk and telthor from page 74 of Unapproachable East).
If you have access to that book, use that definition.
Multiclassing
How does a multiclassed druid/ranger determine the
statistics for her animal companion?
Use the sum of the character’s “effective druid level” for
the purpose of determining animal companion statistics. A
druid’s effective level is her class level, while a ranger’s is
equal to one-half his class level.
A 5th-level druid/6th-level ranger, for example, would have
an animal companion as if she were an 8th-level druid (5 plus
one-half of 6).
D&D FAQ v.3.5 28 Update Version: 12/21/07
Prestige Classes
In the previous version of the D&D game, having levels in a level 5th) requirement, even though her actual caster level is
prestige class never caused you to pay the experience only 2nd.
penalty for being a multiclass character without uneven
class levels. (The prestige class levels didn’t count when Does the anoint ancestral weapon class feature of the
checking to see if you had a penalty.) The section on anointed knight prestige class (Book of Exalted Deeds 49)
prestige classes in the new Dungeon Master’s Guide no stack with other special weapons, such as an ancestral relic
longer mentions that you don’t suffer an experience penalty or a kensai’s signature weapon?
for having levels in a prestige class. Is this a change or an Unless one system or the other indicates that such
error? combinations would be forbidden, they should work just fine in
It’s an error. Having levels in a prestige class won’t give conjunction with one another. For example, since the effects
you an experience penalty. created by the anointed knight don’t have a gp value, they don’t
have any impact on the maximum relic value for the Ancestral
If a prestige class doesn't specify whether an increase in Relic feat (BoED 39). They also don’t have an enhancement
spellcasting applies to an arcane or divine spellcasting class, value, so they don’t limit what a kensai (Complete Warrior 49)
is the player free to choose? For example, if my can do with his signature weapon class feature.
cleric/rogue/wizard takes a level of arcane trickster, am I On the other hand, the rules for legacy weapons (Weapons
free to apply the increased caster level to his cleric of Legacy) indicate that the weapon’s powers can’t be enhanced
spellcasting ability, even though it was his wizard except by temporary effects, so the anointed knight’s class
spellcasting ability that qualified him for the prestige class feature shouldn’t have any effect on such a weapon.
in the first place?
Yes. If the prestige class does not limit the type of What can or can’t an assassin do while studying a
spellcasting you can improve, you are free to choose any of victim for his death attack ability?
your spellcasting classes. The assassin’s death attack indicates that he can undertake
other actions while studying a target. No specific action is
Can a character use a psi-like ability to qualify for a required to maintain the study (for example, it doesn’t require
prestige class that requires: a) the ability to manifest a concentration), although the class feature lists two rather vague
particular psionic power, b) the ability to manifest psionic restrictions placed on the 3 rounds of study. Both of these
powers of a particular level, or c) a manifester level? require DM adjudication.
A) Yes, B) no, and C) yes. Expanded Psionics Handbook 1. The assassin’s attention must remain focused on the
doesn’t clearly describe how psi-like abilities interact with target. The assassin has to keep his victim in view, but can
game prerequisites. However, the discussion of spell-like perform any other action he wishes (as long as the action
abilities on page 72 of Complete Arcane provides a useful doesn’t break the second restriction). The assassin could even
precedent: attack another creature while studying a target!
“[S]pell-like abilities that generate the relevant effect meet 2. The target may not detect the assassin or recognize him
the requirements for specific spell knowledge.” as a threat. Note that detection isn’t limited to vision only;
Thus, a psi-like ability allows you to qualify for a prestige being invisible isn’t enough if the target hears the assassin
class that requires the ability to manifest that power. sneaking up behind him. Similarly, if a hidden assassin cast a
“[R]equirements for feats and prestige classes based on spell that was overheard or otherwise detected by the victim,
specific levels of spells cast . . . cannot be met by spell-like the studying would be wasted.
abilities.”
Simply having the ability to manifest a 5th-level psi-like What happens when an assassin becomes non-evil?
power doesn’t meet the requirement of being able to manifest A character who no longer meets the requirements of his
5th-level psionic powers. prestige class not only can’t advance any further in that class,
“For feats or prestige classes requiring a minimum caster but he also “loses the benefit of any class features or other
level, creatures that use spell-like abilities . . . instead of spells special abilities granted by the class.” (Complete Warrior 16)
use…their fixed caster level . . . to determine qualification.” You retain Hit Dice (and the hit points derived from), base
A psionic mind flayer has a manifester level of 9th, so it attack bonus, and base save bonuses granted by the prestige
would meet any prerequisite that required manifester level 9th. class.
The rules don’t specifically list skill points (and class
Does a 1st-level wizard/4th-level rogue with Practiced skills) as falling into either category; the Sage recommends that
Spellcaster qualify for a prestige class that requires the character retain these functions even if he no longer meets
“Spellcaster level 5th”? the class requirements.
No. This prestige class requirement doesn’t refer to your So your repentant assassin would lose his sneak attack,
caster level (a value which can be modified by many feats, death attack, poison use, save bonus against poison, uncanny
class features, and even temporary effects) but to your actual dodge, improved uncanny dodge, and hide in plain sight class
level in a spellcasting class. (If it helps, you can think of this features, as well as his assassin spellcasting and any weapon
requirement as “Spellcaster, 5th level.”) and armor proficiencies gained from the class. He’d keep the
The same applies for characters whose caster level is less skill ranks he bought with his assassin levels, as well as the hit
than their class level. A 5th-level paladin meets the “Spellcaster points, base attack, and base save bonuses gained from those
D&D FAQ v.3.5 29 Update Version: 12/21/07
class levels. He also couldn’t gain any more assassin levels The improved monk abilities gained by the enlightened fist
until his alignment returned to evil (at which point he’d also are limited to the list of abilities affirmatively described in the
regain the various features he lost when his alignment changed first sentence of the class feature (class-based AC bonus,
to non-evil). unarmed damage, unarmored speed bonus, and uses of
Stunning Fist). The second paragraph specifically uses the
Does the “mysteries/spellcasting” class feature of the phrases “such as” and “or other special abilities” to indicate
child of night and noctumancer prestige classes (Tome of that it isn’t providing a definitive or complete list of other not-
Magic, pages 117 and 125) allow you to qualify for access to improved class features, it is merely providing examples.
the initiate or master mysteries?
Yes. The text isn’t entirely clear, but the intent is that a I have two questions about the warding class feature of
character advancing in these prestige classes continues to the initiate of the sevenfold veil (Complete Arcane, page 44).
improve their mystery-casting abilities as if they were 1. Personal warding says that it affects “any creature
advancing as a shadowcaster. striking at” the initiate. Does the attacker have to hit the
initiate for this effect to occur?
One of my players plays a half-celestial sorcerer, and he 2. Area warding says it affects any creature entering the
wants to take the dragon disciple prestige class. What warding. What about creatures who remain inside—does it
happens to his character’s creature type when he reaches affect them every round?
the 10th level of dragon disciple? Is he still an outsider 1. No. “Striking at” means “attacking,” so any melee attack
(from his template), is he a dragon, is he both, or is he against the initiate would trigger the personal warding’s effect.
something else? Should he gain a level adjustment from 2. No. It affects a creature only as it enters the warding.
becoming a half-dragon? Once inside, it doesn’t suffer the same ill effect each round.
A creature can have only one type (although some However, once inside and adjacent to the initiate, the creature
templates retain a creature’s original type as an “augmented” is then protected by the ward.
subtype). The dragon disciple prestige class has no limitations
on the character’s type other than “can’t be dragon,” so it’s Can a kensai (Complete Warrior 49) select unarmed
perfectly acceptable for a half-celestial character (or any other strike as his signature weapon? If so, does this allow him to
outsider who qualifies) to take levels in the class. At 10th level, take Vow of Poverty while still retaining all the benefits of
the character’s type would normally change to dragon. his signature weapon class feature?
According to page 143 of Savage Species, the outsider type A kensai can select unarmed strike as a signature weapon.
applied by the half-celestial template overrides the dragon type The class feature even includes guidelines for how to
applied by the prestige class, so the character’s type would adjudicate such a choice (see “Imbuing Natural Weapons” on
remain outsider. The character still gains all the class features page 51).
of the dragon disciple prestige class though, so this is mostly As far as both abilities working together, a strict reading of
just an issue of nomenclature. the rules would appear to allow it. (Of course, the enhancement
A dragon disciple ignores the normal level adjustment bonus of the exalted strike ability from the Vow of Poverty
applied from the half-dragon template; in effect, he’s already wouldn’t stack with any enhancement bonus granted by the
“paid” for the template through the 10 levels of his prestige signature weapon class feature.)
class. This is true of any prestige class that applies a template That said, the Sage would fully support any DM who felt
or otherwise changes the character’s type or subtype. this to be an unfair abuse of the spirit of the Vow of Poverty.
One of the reasons that Book of Exalted Deeds is a “mature
Does the scorn earth class feature of the elocator audiences” book is that many of its options are intended to
prestige class (Expanded Psionics Handbook, page 142) allow players to create interesting roleplaying opportunities
allow her to avoid taking damage from a fall? while not unduly hindering their characters’ ability to
Actually, the character wouldn’t fall at all. An elocator is participate in adventures, not as avenues of abuse to create the
effectively in a constant state of levitation (as the psionic most powerful character imaginable. If the DM felt that the
levitate power). An elocator could walk out over an open pit kensai in question was trying to take advantage of the wording
without falling (though her speed would be reduced to 10 feet of Vow of Poverty to subvert its spirit, he’d be well within his
per round). Even a trap door opening beneath her feet wouldn’t rights to disallow the character from selecting the feat.
drop her—she’d just hang in space, levitating as if she’d A better solution, though, would be for the DM to work
intentionally stepped out over the pit. with the player to find a middle ground that both can find fair
The class feature suggests strongly that its effect is created and reasonable. As a start, the character might give up the
voluntarily: “she can float a foot above the ground” (EPH 143, exalted strike benefit of the Vow of Poverty (since he still
italics added). Thus, if for some reason she didn’t have this “owns” a magic weapon, in a manner of speaking, and doesn’t
effect active, she’d be as vulnerable to falling as anyone else. need that benefit). If the weapon granted other abilities that
As a supernatural ability, it requires a standard action to overlapped or resembled benefits derived from the Vow of
activate scorn earth, so she probably wouldn’t have time to Poverty, it’s probably fair for the character to give up those
save herself from a (short) fall. benefits as well. As long as the character doesn’t seem to be
netting significantly more from the combination of signature
The enlightened fist prestige class (Complete Arcane, weapon and Vow of Poverty than a typical character would get
page 34) allows the character to improve certain monk class from the vow alone, it’s probably okay.
features. Does the class grant the character the monk’s The same is true of any character whose identity or class
increasing number of attacks with flurry of blows? The list features are largely defined by a single possession. If, for
of class features not gained doesn’t include this item. example, a samurai from Oriental Adventures wished to pursue
a life of poverty but didn’t want to dishonor her family by
D&D FAQ v.3.5 30 Update Version: 12/21/07
discarding her ancestral daisho, it seems reasonable for the DM Adventurer, page 59)? What about the maximum Hit Dice
to work with the player to find a reasonable middle ground (as of the form?
described in the previous paragraph). Technically speaking, the master of many forms doesn’t
grant the wild shape class feature; it only improves the
If a kensai (Complete Warrior 49) selects a weapon as his character’s pre-existing wild shape class feature. Thus, the
signature weapon, and that weapon already has an character would use the normal rules from whichever class she
enhancement bonus, do the bonuses stack? What if it got her wild shape class feature (probably from the druid class)
already has other magical properties? to determine duration and similar effects. Her prestige class
A weapon’s existing enhancement bonus doesn’t stack with levels stack with class levels from the original source for
the effect of the kensai’s signature weapon class feature. The determining both the duration of the effect and the maximum
weapon bonus appearing on the “Signature Weapons” table on HD of the assumed form.
page 50 of Complete Warrior indicates the maximum effective
enhancement bonus of the signature weapon. What kind of action is required for the assume
A 5th-level kensai who chooses a +3 keen longsword as his equipment class feature of the psion uncarnate prestige
signature weapon could increase the weapon to a +4 keen class (Expanded Psionics Handbook, 148)?
longsword, but no higher (since his maximum weapon bonus at This doesn’t require any action at all. You can change the
that level is +5). He’d pay the difference in XP cost between a designation of which equipment is affected whenever you want,
+4 weapon (the weapon’s existing effective enhancement even when activating the shed body feature.
bonus) and a +5 weapon (the end result), which is 360 XP.
Is the sacred fist (a prestige class found in Complete
Can a kensai select a legacy weapon as his signature Divine) supposed to wear armor? None of the class abilities
weapon? Can he select an ancestral relic? What about a are inhibited by wearing light armor, and as long as he’s
legendary weapon or item familiar from Unearthed Arcana? wearing armor he might as well carry a shield, too, since
Weapons of Legacy indicates that a legacy weapon’s he’d be losing his AC bonus only.
powers can’t be increased by any “regular process” (see page You’ve correctly determined that the sacred fist is allowed
11), which strongly suggests that a kensai couldn’t use his (even encouraged) to wear light armor. Whether or not a
signature weapon class feature to improve a legacy weapon. specific sacred fist wears light armor probably depends on what
The Ancestral Relic feat (Book of Exalted Deeds 39) class features he might have from other classes. For instance, a
provides an alternative method for improving on a weapon’s sacred fist with monk levels (a strong likelihood) gives up his
powers; as long as the character obeyed both the maximum AC bonuses (including his Wis bonus to AC), his flurry of
relic value indicated for the feat and the maximum blows, and his fast movement. Still, for a sacred fist with only
enhancement bonus for the signature weapon as indicated by one or two monk levels, that might be worthwhile—his light
the prestige class, it seems that these two methods would be armor’s AC bonus might make up for the lost AC bonuses from
compatible. the monk class, and he hasn’t yet gained a speed bonus.
The legendary weapons and item familiar variant rules As to whether the sacred fist might as well carry a shield, that’s
from Unearthed Arcana aren’t designed to work with other up to the character. Some sacred fists might prefer having their
systems of enhancing weapons. For these systems (and indeed, off hand free (such as for climbing). Also, a sacred fist’s AC
for any other alternative method of improving weapons), the bonus applies even against touch attacks, which is more than
DM must use his best judgment to ensure that a character isn’t can be said for a shield’s bonus to AC.
gaining benefits without paying a reasonable cost (either in
gold, XP, or any other resource available—which might When a war mind (Expanded Psionics Handbook, 155)
include feats or class levels, for example). uses his sweeping strike class feature, does he roll
separately for each of the two creatures attacked, or does
Can a warlock/kensai select eldritch blast as his the same roll apply to each?
signature weapon? Resolve each attack completely separately, applying
The Sage advises no. Complete Arcane indicates that modifiers as appropriate for each. For example, you might be
“weaponlike” spells or spell-like abilities (such as the flanking one target but not the other; you’d only get the +2
warlock’s eldritch blast) can benefit from certain combat- bonus on the attack roll against the flanked foe.
enhancing feats (such as Weapon Focus). The book is silent on
other combat-enhancing benefits, so there’s no clear support for Does the sweeping strike class feature of the war mind
treating the eldritch blast as a weapon in such cases. Therefore, prestige class (Expanded Psionics Handbook, page 155)
it falls to the DM to adjudicate such corner cases based on the apply to martial maneuvers from Tome of Battle: Book of
intent and flavor of the benefit. Nine Swords? What if the maneuver already allows multiple
The intent of the kensai prestige class seems clearly to attacks (such as the flashing sun maneuver)?
indicate that a real, physical weapon is required for the Yes. Each and every time the war mind makes an attack,
signature weapon ability (even if it’s a natural weapon, such as the attack applies to creatures in two adjacent squares. A
a claw). Thus, it seems inappropriate to treat the eldritch blast maneuver that allows more than one attack would apply this
as an eligible choice. effect to each attack allowed by the maneuver.
What is the duration of the wild shape class feature of
the master of many forms prestige class (Complete
D&D FAQ v.3.5 31 Update Version: 12/21/07
Skills
Are there no skills that are exclusive to certain classes in • You have available time equal to making the check 20
new version of the D&D game? For instance Decipher times. If you have only 1 minute until the walls of the room
Script and Use Magical Device were exclusive to the rogue slide together and crush you, you obviously can’t take 20 on a
in the earlier version of the game. Search check to find the hidden off switch (since that takes 20
Exclusive skills are a thing of the past. rounds).
There’s no perfect list of which checks do or don’t allow
If a character levels up after taking Intelligence damage taking 20. For example, you can retry Spot checks, and it
does the number of skill points he receives for the new level doesn’t seem like a failed Spot check carries any inherent
depend on his normal Intelligence score or his damaged consequence. Does that mean you can take 20 on Spot checks
score? What if he takes ability drain instead of damage? when keeping watch for monsters sneaking up on your
What happens to his existing skill ranks? campsite?
As noted on page 58 of the Player’s Handbook, only Well, yes and no. If you stare at the same sight for 2
permanent changes to Intelligence affect the number of skill minutes, you can absolutely take 20 on a Spot check to get a
points you gain when taking a new level. A character with really good look at it. But if an assassin is sneaking through the
Intelligence damage gains skill points based on his normal shadows toward you, he’s probably not there for that whole 2
(undamaged) Intelligence score, while a character with minutes. Thus, you couldn’t take 20, since you don’t actually
Intelligence drain gains skill points based on the adjusted score. have available time equal to making the check 20 times against
Either way, this has no effect on his existing skill ranks. that enemy. You’d have to roll your Spot check normally
Permanent changes to Intelligence don’t retroactively change (opposed by the assassin’s Hide check) to notice the enemy.
your number of skill ranks from previous levels. Similarly, if a check’s success or failure depends on
another character’s opposed roll, both sides have to roll when
Suppose I have a 1st-level wizard/1st-level rogue with 4 that opposition occurs—you can’t take 20 and “save up” the
ranks of Tumble. When I reach 3rd level and take another maximum result. If you hide in the bushes to attack a group of
level of wizard, how many additional ranks of Tumble can I orcs that will walk by later, you can’t take 20 on the Hide
purchase and how many skill points does that cost? check, since the success or failure of your Hide check isn’t
The maximum ranks that a multiclassed character may have resolved until the orcs make their Spot checks. You can’t take
in any class skill (regardless of which of his classes has that 20 on a Use Rope check to tie someone up, since you don’t
class skill) is equal to his character level +3. A 2nd-level really know how successful you’ve been until that enemy tries
wizard/1st-level rogue may have up to 6 ranks in any wizard or to struggle free.
rogue class skill. Since Tumble is a rogue class skill, your If you’re having trouble with the concept, try ignoring it
character may purchase up to 2 additional ranks in that skill and instead allow characters to retry failed skill checks until
(for a total of 6 ranks). they roll 20. You’ll soon recognize what checks are appropriate
Whenever a multiclassed character purchases skill ranks, he for taking 20—they’re the ones during which everyone sits
spends skill points using the class and cross-class skill lists of a around bored while one player rolls and rolls and rolls.
character of the class level he has just gained. In this case, your Imagine a game without the “take 20” rule:
wizard/rogue who gains another wizard level must spend his • After defeating hordes of monsters, the PCs stand before a
skill points using the wizard’s class and cross-class skill lists. strong wooden door blocking entry to the treasure room. The
Since Tumble is a cross-class class skill for wizards, each rank break DC is 23, which the 20-Strength Regdar shouldn’t have
costs 2 skill points, for a total of 4 skill points for your 2 ranks. too much trouble getting eventually. The DM knows that
there’s nothing left in the dungeon to harm the characters, so
How can I tell whether or not I can take 20 on a check, time (and noise) isn’t an issue. However, everyone has to sit
and what constitutes “failure” on a check? around and wait until Regdar’s player rolls an 18 or better on
Taking 20 is simply a time-saving short-cut that avoids the d20.
requiring a player to roll and roll until he gets a 20 on a check • Once inside, the PCs discover a locked chest. Wary of a
that everyone knows he’ll simply retry until he either succeeds trap, Lidda’s player rolls a 16 on her Search check. She finds
or is convinced he can’t. nothing, but that doesn’t allay her suspicion, so she wants to
Ultimately, whether or not you can take 20 relies on only keep rolling her Search check until she gets a 20. (She might as
three criteria: well, since the party has plenty of time and nothing bad
• The check allows you to try again. Each skill has a “Try happens to her if she fails the Search check.) If she’s lucky, this
Again” entry that lists whether you can attempt the same task takes only a few rolls, but we’ve all played with players who
again. If you can’t retry the task, you can’t take 20 (since couldn’t roll a 20 with a hundred tries.
taking 20 involves retrying the task). You can’t retry a • After finally determining that the chest seems safe, Lidda
Decipher Script check, so taking 20 is out of the question. now turns to the lock. Her first Open Lock check garners a d20
• Failure does not carry an inherent penalty (that is, a roll of 11, which fails to open the lock even with her prodigious
consequence). If something bad happens when you fail a check, +14 modifier. Again, the party has plenty of time, so she tries
you can’t take 20, since the DM needs to know exactly when or again but rolls a 6. The DM knows the DC 30 lock is well
how often failure occurs. When you’re halfway up a wall and within Lidda’s ability to unlock, but has to wait until she rolls a
fail a Climb check, you might fall and take damage. That’s an 16 or better on the d20. Meanwhile, the rest of the players are
inherent consequence, so you can’t normally take 20 on Climb wandering off to check what’s on TV.
checks. In the Sage’s experience, over 90% of all “take 20” checks
are made for one of the following four reasons. Even if you
D&D FAQ v.3.5 32 Update Version: 12/21/07
only limit yourself to these few examples, you’ll save valuable clasps, and the like (comparable to locks), while a bow is
game time: expressly designed to convert potential energy into kinetic
Strength checks to open doors energy (perhaps the very definition of a simple mechanical
Listen checks at closed doors device).
Open Lock checks Ultimately, the Sage thinks it’d be fair to use Disable
Search checks Device to sabotage pretty much any item with moving parts.
Treat them as either simple or tricky devices, determined by
The text for synergy under the Diplomacy skill on page comparison to the examples given in the Disable Device skill.
72 of the Player’s Handbook states: “If you have 5 or more However, you couldn’t time the failure as precisely as you
ranks in Bluff, Knowledge (nobility and royalty), or Sense describe in your question. The Disable Device skill suggests
Motive, you get a +2 bonus on Diplomacy checks.” I’m that you could rig such items to fail after 1d4 rounds or minutes
assuming that means if a character has 5 ranks in Bluff, of use, so it’d be up to the DM to determine exactly when
Knowledge (nobility and royalty), and Sense Motive that failure occurs.
the character would receive only a +2 synergy bonus on
Diplomacy checks. Or would the character receive a +6 When using a Ride skill check to claim cover from your
synergy bonus (+2 for each)? mount, exactly when do you start claiming cover from your
The bonuses listed in the synergy section of a skill mount? When must you stop claiming cover from your
description are unnamed and so they stack. (There’s no such mount? The skill description says you react instantly to
thing as a synergy bonus in the current edition of the D&D claim cover, and it doesn’t take an action. Does that mean
game.) The character in your example would receive a +6 you can do so anytime, even when it’s not your turn? The
bonus on Diplomacy checks. skill description says you can’t attack or cast spells while
claiming cover. Why is that significant if you can claim
How does the Disable Device skill work? Say my rogue cover anytime without using an action?
has spotted what looks like a pressure plate. How does he You can make a Ride check to claim cover from your
go about disabling it? How can you disable a trap if you mount anytime, even when it’s not your turn. Make the check
don’t know what it does? Or is figuring out the trap part of before your opponent makes his attack roll. If your check
disabling it? succeeds, you have cover against your opponent’s attacks. If
In play, Disable Device works just like any other skill: You several different opponents attack you during the same place in
make a skill check and you succeed if your check result meets the initiative order, one Ride check determines if you have
or exceeds the check DC; if you fail badly when attempting to cover against all those attacks. If you’re attacked again, you
disable a trap, you might trigger the trap (see the Disable must make another Ride check to claim cover again. You
Device skill description in the Player’s Handbook). cannot claim cover while you’re casting a spell or making any
The DM is free to decide exactly how much information kind of attack. So, for example, if you cast a spell while
you get about a trap you’re trying to disable. In most cases, mounted, you can’t use your mount as cover against any attack
you’ll discover just enough about the trap’s workings to disable of opportunity you might provoke. You also cannot claim cover
it. In the case of the pressure plate in your example, you’ll from your mount while making a charge attack (not even
discover that the plate triggers a reaction of some type if during the movement portion of your charge).
depressed, and a successful Disable Device check allows you to
somehow jam the plate so that it cannot be depressed or it is Can a character use the Tumble skill from a prone
otherwise rendered nonfunctional. It’s best to assume that a position? Specifically, if my character is prone, can he use
successful Disable Device check cripples the trap in the Tumble to move out of a threatened square without
simplest and most straightforward way possible. With a provoking an attack of opportunity?
pressure plate, that probably means using some kind of wedge According to a strict reading of the rules, no. The key
to keep the plate from moving. You can certainly disarm a trap phrase in the Tumble skill description is this: “Tumble at one-
in this manner without ever figuring out exactly what the trap half speed as part of normal movement. . . .” You can’t move
does. “normally” while prone, thus you can’t use Tumble in this
A Disable Device check does reveal a trap’s workings if the manner while prone.
check beats the Disable Device DC by 10 or more. Even so, The only “normal” movement allowed while prone is to
you might not completely understand the trap’s workings, but crawl 5 feet as a move action that provokes attacks of
you’ll know what kind of nastiness the trap can dish out and opportunity. I don’t think it stretches the rules unreasonably to
exactly where the trap dishes it out. That knowledge can allow allow a character to use Tumble while crawling, but since you
you to bypass the trap without triggering it. can’t crawl at half speed (half of 5 feet is less than a full
square), you’d have to take the –10 penalty on the Tumble
Can a character use Disable Device to sabotage check for using accelerated tumbling. Thus, a character could
nonmechanical items? For instance, could he rig armor so make a “crawling Tumble”—think of it as an “action roll” if
that straps break the next time the wearer is hit, or a you prefer—to move 5 feet as a move action without provoking
bowstring so it snaps the next time the bow is drawn? attacks of opportunity; such an action would require a DC 15
The Disable Device skill specifically states that it applies to Tumble check with a –10 penalty.
a “fairly simple or fairly small mechanical device” which
suggests that nonmechanical devices are beyond its reach. You When a character tumbles (at half speed) during a
can’t sabotage a piece of parchment, or a shirt, or a pane of move action, does that mean he is moving at half speed for
glass—you can only break them. the whole move, or just in the squares where tumbling?
That said, the two items you describe are most certainly Although it’s easiest to apply the half-speed penalty to the
“mechanical devices”—most suits of armor include buckles, entire move action, it’s not strictly necessary to do so.
D&D FAQ v.3.5 33 Update Version: 12/21/07
If the player and DM can handle this additional level of easier to think of tumbling as costing extra squares of
complexity, it’s perfectly okay to rule that you pay an extra movement rather than actually changing your speed.)
movement cost only for each square that you use Tumble to Ember has now paid a total of 5 squares of movement
exit without provoking an attack of opportunity (as well as for (out of the 8 allotted to her for her speed of 40 feet).
each square of an enemy’s space that you enter using Tumble). • Assuming that check succeeds, Ember now moves
For example, imagine Ember begins her turn 10 feet from from a threatened square (adjacent to the orc), which
an orc and wants to use Tumble to move through its space and requires a DC 15 Tumble check and costs twice
end up 15 feet away on the opposite side. normal (or 1 extra square of movement). She’s now
• Her first square of movement wouldn’t provoke paid a total of 7 squares of movement.
attacks of opportunity (since she’s not leaving a • Finally, Ember moves one last square, ending up 15
threatened square), so she doesn’t use Tumble or feet from the orc on the opposite side from where she
move at half speed. began. She’s not leaving a threatened square, so she
• Her second and third squares of movement take her doesn’t use Tumble or pay any extra movement.
through the orc’s space, so these effectively cost Ember has paid for 8 squares (40 feet) of movement,
twice normal (that is, they each cost 1 extra square of and has covered a linear distance of 5 squares (25
movement), and this movement requires a DC 25 feet).
Tumble check. (If you’re using this system, it’s much
D&D FAQ v.3.5 34 Update Version: 12/21/07
Feats
The Book of Exalted Deeds states on page 39 that exalted it still apply when he uses a blast shape or eldritch essence
feats are supernatural abilities and not extraordinary invocation?
abilities like other feats. Does that mean that I lose the Yes. Whether the warlock is using a frightful blast, an
benefits from my exalted feats in an antimagic field? eldritch cone, or an utterdark eldritch doom, Ability Focus
Correct. Unless specifically stated otherwise, the benefits (eldritch blast) increases the save DC by +2.
granted by exalted feats are considered supernatural abilities
and thus don’t function in areas of antimagic. Does the Ability Focus feat (Monster Manual, page 303)
Some of the special abilities granted by the Vow of Poverty apply to spell-like abilities?
(and described under “Voluntary Poverty” on pages 29–31) are Yes, although each selection of the feat applies only to a
specifically described as extraordinary (such as the natural single spell-like ability. A dretch could select Ability Focus
armor bonus gained at 8th level). These abilities are retained in (scare) or Ability Focus (stinking cloud).
areas of antimagic, even if other abilities from the same feat (or
from other exalted feats) are not. Can a character with Acrobatic Strike (Player’s
Handbook II, 71) claim the +4 bonus against multiple
Can any of these feats (Psionic Shot, Psionic Fist, targets in the same round if she uses Tumble to avoid
Psionic Weapon) be attached to powers or spells? For attacks of opportunity from more than one enemy?
example touch spells/powers/effects? Ranged touch Yes, as long as the attack roll takes place before the end of
spells/powers/effects? If so, what type of damage is it? your current turn.
In general, the rule of thumb for such things is that the most For example, a dervish (Complete Warrior, 26) could gain
recent effect applied takes the place of any previous effect, the +4 bonus on attack rolls against each enemy that she
unless specifically noted otherwise (such as the hunter of the attacked during a dervish dance, as long as she had successfully
dead’s smite undead ability, which is specifically noted to work used Tumble to avoid attacks of opportunity from that enemy
with his smite evil ability on the same swing). But, a DM may during that turn.
decide to allow two effects to work together if it seems
reasonable for her game, even if not specifically noted. Can a character with the Adaptive Flanker feat
(Player’s Handbook II, 73) and a spiked chain flank an
Are psionic feats available to creatures with a power point enemy all by himself (since he can choose to count as
reserve who can’t manifest psionic powers (such as an élan occupying the square opposite the enemy as well as his own
fighter)? square)?
Yes. Effectively, there are three ways of meeting the basic No. This feat doesn’t let you get around the basic rule of
requirement of all psionic feats: flanking, which is that you need an ally to accomplish it—it
• Ability to manifest a psionic power; just lets you pretend to occupy an extra space when figuring out
• Ability to manifest a psi-like ability; if you’re actually flanking an enemy with your ally.
• A power point reserve.
A creature that meets at least one of those requirements may If a character uses the Adaptive Style feat (Tome of
select psionic feats. Battle, page 28) after he has expended some of his readied
maneuvers, does he choose new readied maneuvers equal to
How does a reserve feat (Complete Mage) work with the maximum number he can ready, or equal to the number
spontaneous casters since they could have a fireball as a he hasn’t yet expended?
known 3rd-level spell but they might use that spell slot for a Using the Adaptive Style feat completely resets the
different spell? character’s readied maneuvers, making them all available for
As long as the spontaneous caster knows an appropriate use. If you’re a crusader, you also reset your granted
spell and has at least one unused spell slot of that spell’s level maneuvers.
or higher, he gains the full benefit of the reserve feat.
A sorcerer with the Fiery Burst feat who knows fireball can Can epic-level characters benefit from the Ancestral
use its primary benefit as long as he has at least one unused Relic feat (from Book of Exalted Deeds), and if so, what is
spell slot of 3rd level or higher. the maximum relic value for such characters?
Since the rules are silent on the issue, extending the chart
I noticed that the Ability Focus feat in Savage Species is beyond 20th level would be purely up to the DM. As long as
listed as a general feat instead of a monstrous feat. To me, you’re playing epic-level characters, though, the Sage sees no
that implies that some class abilities are considered special harm in allowing the character to continue to benefit from this
attacks. Which qualify, if this isn’t a typo? feat.
You can use the Ability Focus feat with pretty much As far as the maximum relic value goes, note that this value
anything that you can use to hurt or hinder a foe and that allows is exactly one-half the expected character wealth for that level.
a saving throw. A short list includes the monk’s stunning Thus, if one were to extend the chart beyond 20th level, the
attack, the assassin’s death attack, and the bard’s fascinate Sage would advise continuing that progression by consulting
ability. Things that don’t allow saving throws, such as sneak “Creating Characters Above 20th Level” on page 209 of the
attacks, aren’t affected. Dungeon Master’s Guide. For example, a 21st-level PC with
the feat should have a maximum relic value equal to one-half of
If a warlock selects Ability Focus (Monster Manual, 975,000 gp, or 487,500 gp.
page 303) and chooses for it to affect his eldritch blast, does
D&D FAQ v.3.5 35 Update Version: 12/21/07
If a character with Arcane Thesis (Player’s Handbook A dragon with Clinging Breath can choose for its breath
II, 74) applies multiple metamagic feats to the chosen spell, weapon to cling for 1 or more rounds after it is used. This
is the spell’s slot reduced by one level, or by one level per number must be chosen at the time the breath weapon is used.
metamagic feat applied? Each round of clinging damage adds +1 to the number of
Arcane Thesis reduces the total spell level of a metamagic- rounds the dragon must wait before using the breath weapon
affected spell by one, regardless of the number of metamagic again. For example, a dragon that chose for its breath weapon
feats applied. An empowered (+2 levels), still (+1 level), silent to cling for 3 rounds would roll 1d4+3 to determine the number
(+1 level) fireball would be 6th level. of rounds it must wait before breathing again.
The dragon need not take the feat more than once to add
Can the Arcane Thesis feat (Player’s Handbook II, 74) more than 1 round of clinging damage. In fact, it’s not possible
reduce a spell’s level below the normal level for the spell? to take the feat more than once (a standard rule for feats unless
No. stated otherwise).
What effect does the Augment Healing feat (Complete When fighting with two weapons, does the Combat
Divine, page 79) have on lesser vigor (Complete Divine, page Expertise feat apply to both weapons individually or
186) and similar spells? together? For example, do I take a –2 on attack rolls for
Augment Healing adds twice the spell’s level to the total both weapons to add +2 Armor Class? Or do I take –2 on
healing it provides. The simplest method is to have the spell attack rolls for both weapons for a +4 bonus to Armor
apply the extra healing to the first round of fast healing. Thus, Class?
lesser vigor (a 1st-level spell) would cure an extra 2 hp of You get the AC bonus once. The attack penalty applies to
damage in the first round, for a total of 3 hit points. Each round all attacks you make until your next turn. If you use two
thereafter it would heal the normal 1 hp of damage. Mass lesser weapons to make extra attacks, the penalty applies to the
vigor (a 3rd-level spell) would cure an extra 6 hp of damage to attacks from both weapons. It also applies to any attacks of
each target in the first round (for a total of 7 hit points), and opportunity you make before your next turn.
would heal 1 hp of damage each round thereafter as normal.
When using Combat Expertise or Power Attack, does
The Cleave feat states that the extra attack is “at the the penalty you take also apply to opposed attack rolls
same bonus as the attack that dropped the previous (such as when you are involved in a disarm or sunder
creature.” Does this really mean that all bonuses and attempt)? What about on grapple checks?
penalties on the first attack roll—aid another, smite evil, Yes and no. Anything described as an attack roll (even an
flanking, true strike, and so on—apply to the second? opposed attack roll) can be affected by Combat Expertise or
The “bonus” referred to by Cleave means “base attack Power Attack. A grapple check isn’t an attack roll, so you can’t
bonus,” not “total bonus.” If a 6th-level fighter drops a foe with use Combat Expertise or Power Attack in conjunction with it.
his second attack, he makes the extra attack using his base
attack bonus –5 (the same “bonus” as he used for his second Does the Deadeye Shot feat (Player’s Handbook II, 78)
attack). trigger when a particular ally’s strike is successful or when
If you aren’t flanking the new foe, it’s absurd to claim that any ally’s strike versus the named enemy is successful? If
you’d get a +2 bonus on the attack roll just because you were the ally misses his attack, does the enemy use its normal
flanking the dropped foe. Any lasting bonuses or penalties— AC?
such as from the bless spell, a high or low Strength score, being Your readied ranged attack is triggered by any ally striking
fatigued, or the like—apply to the extra attack just as they the particular target.
would to any other attack you make. If the ally misses the attack, your readied ranged attack is
not triggered. Since you’re not making the ranged attack, the
When a character with 0 hp and the Cleave feat drops a target’s AC against that attack is moot.
foe with an attack, does he drop to –1 hp before or after he
makes the extra attack? What if he has Great Cleave? Deflect Arrows requires that you be “aware” of the
The extra attack granted by the Cleave feat counts as part attack. What qualifies as “aware?” Hearing the attack?
of the same action used to drop the foe. Therefore, the character Hearing and pinpointing the attack? (And what’s the DC to
can make the extra attack before he drops to –1 hp. If this extra Listen for a twanging bowstring?) Seeing the arrow just as
attack also drops a foe and the character has Great Cleave, the it leaves an invisible attacker’s possession or just as it exits
additional extra attack is still part of the same action and can be an area of total darkness?
made before the character drops to –1 hp. In general, any time you see the phrase “aware of the
attack” it simply means you must not be flat-footed against the
If an attack of opportunity drops a foe, can the attacker attack. Hearing an invisible bowstring isn’t enough if you can’t
then make a follow-up Cleave attack? see the attacker.
Yes. The Cleave feat doesn’t say anything about the attack In the case of Deflect Arrows, the phrase is redundant
that triggers it having to be made on the attacker’s turn. (since it’s followed by “and not flat-footed”).
The Clinging Breath feat (Draconomicon, page 67) Does the ability to spontaneously cast domain spells
states it can be applied multiple times to the same breath granted by the Domain Spontaneity feat (Complete Divine)
weapon, and each time it increases the duration of the fulfill the spell requirement of the reserve feats from
breath by 1 round. How does this affect the time until the Complete Mage?
dragon breathes again? Does the dragon have to take the Not technically. Since you don’t have a list of spells
feat more than once for this to work? known, only a list of spells prepared and the ability to cast
D&D FAQ v.3.5 36 Update Version: 12/21/07
some spells spontaneously, having the ability to spontaneously This is particularly true of player-created items with a
cast domain spells that fulfill the requirements for reserve feats restriction on who can use them, since that restriction often
does not fulfill the reserve feat requirements. isn’t significant in play. (Creating a magic rod that works only
That said, there’s probably no harm in allowing it, and an for good-aligned characters doesn’t really prevent it from being
unflinching DM confident in his ability to challenge you at passed around in the party as needed, so it probably shouldn’t
every turn may have no problem hand-waving the technicality result in much—if any—price reduction.)
away.
If I use a reach weapon to strike someone who has
When you create an astral construct using an Ectopic activated the Fiery Ki Defense feat (Player’s Handbook II,
Form feat (Complete Psionic 50), does this replace the 79), do I still take the 1d6 points of fire damage?
normal menu choices allowed when creating an astral Yes. While this feat’s effect is similar in many ways to fire
construct? shield, it does not include that specific exception.
Yes. For example, a character with Ectopic Form (Agile
Loper) can use the astral construct power either to create an Does using the Fiery Ki Defense feat (Player’s Handbook
agile loper astral construct, which uses the base astral construct II, 79) also activate the Fiery Fist feat (Player’s Handbook
statistics adjusted as listed for the agile loper entry of that level, II, 79), since your entire body is covered in flames,
or to create a normal astral construct (selecting options from including hands and feet?
the menus as appropriate). No. Each feat must be activated separately.
Can I use the Expanded Knowledge feat (Expanded The Holy Ki Strike feat from the Book of Exalted Deeds
Psionics Handbook 46) to select a power from another (page 44) lists “Ki strike (holy)” as a prerequisite, but that
class’s list if it’s also on my class’s list at a different level? ability doesn’t exist in the book. Is that a typo or is it in a
Yes. You’d manifest the power at the selected level, not the different book?
normal level for your class. For example, if a 5th-level psion This looks like an error, since no such ability exists.
used Expanded Knowledge to select body adjustment from the Sanctify Ki Strike (page 46), a prerequisite for Holy Ki Strike,
2nd-level list of psychic warrior powers, he’d manifest it as a lists “Ki strike (lawful)” as a prerequisite. This suggests that
2nd-level power, paying 3 power points to do so. Holy Ki Strike’s prerequisite should be the same. While no
official errata for Book of Exalted Deeds exists, this seems like
The reserve feats (Complete Mage) allow you to use a reasonable conclusion for DMs who use the feat.
their ability as long as you have a spell of a particular type
and minimum level prepared. So if I have a maximized The Improved Manyshot feat appears to have
fireball prepared, does that mean the Fiery Burst feat deals absolutely no benefit over Manyshot, and I need
6d6 damage since it is now in a 6th-level spell slot? clarification. Manyshot has a maximum of four arrows at
No. Even though a metamagic feat changes the level of the base attack +16 and higher. Improved Manyshot limits the
slot occupied by the spell, it doesn’t actually change the spell’s number of arrows only by your base attack bonus: two
level (except for the Heighten Spell feat, or any other effect that arrows plus one arrow for every 5 points of base attack
specifically changes the spell’s actual level). The reserve feats bonus above +6. Page 6 of the Epic Level Handbook says
care about the spell’s actual level, not the spell slot it occupies. base attack bonus does not increase after level 20. That
means the maximum base attack bonus any character could
Page 282 of the Dungeon Master’s Guide says an item possibly have is +20. With a +20 base attack bonus,
that requires a specific class or alignment to use cuts the Improved Manyshot is still limited to four arrows.
cost of the item by 30%. The Extraordinary Artisan feat Your epic attack bonus improves your base attack bonus
(EBERRON Campaign Setting, page 53) says when for all purposes except your number of attacks with the full
determining the cost when creating an item, reduce the base attack action. Add your base attack bonus and your epic attack
price by 25%. Do these reductions stack? bonus when using Improved Manyshot. If, for example, you
Effectively, yes. Extraordinary Artisan cares only about the have a base attack bonus of +20 and an epic attack bonus of
actual base price of the item, however the DM has determined +10, you can shoot six arrows as a standard action.
it. It doesn’t care how that value was determined.
If the DM determined that a new magic item would If an ultimate magus (Complete Mage) with the ability
normally have a price of 10,000 gp, but that by adding a to cast 9th-level spells as both a wizard and a sorcerer takes
restriction on its use its appropriate price dropped to 7,000 gp, a the Improved Spell Capacity feat (Epic Level Handbook),
character would normally have to spend 3,500 gp of raw does he gain a 10th-level spell slot as a wizard, as a
materials in order to create that item. A character with sorcerer, or in both classes?
Extraordinary Artisan would spend raw materials as if the base The Improved Spell Capacity feat applies to only a single
price were 25% lower than 7,000 gp (or 5,250 gp), which class. You’d choose to improve either your wizard spellcasting
would result in only 2,625 gp of raw material cost. or your sorcerer spellcasting with each selection of the feat.
Remember that the Dungeon Master’s Guide only provides
pricing guidelines, not strict rules. The sidebar on page 282 If I use Mighty Throw (Tome of Battle, page 73) or
suggests a few rough adjustments that might help in finding an another maneuver that allows me to trip a foe, does the
appropriate price, but whenever you create a new magic item, Improved Trip feat grant me an extra attack against that
be sure its price is reasonable based on comparison to other opponent?
magic items of similar power level and utility. The DM is Yes. The Improved Trip feat applies any time you trip a foe
strongly encouraged to adjust the price of any player-created in melee combat, even if that trip comes from a special power.
magic item to ensure that it is appropriate for the campaign.
D&D FAQ v.3.5 37 Update Version: 12/21/07
Is the force attack produced by the Invisible Needle Unless stated otherwise, any time that a rule appears in two
reserve feat (Complete Mage) actually invisible? If so, does different sourcebooks (other than the Player’s Handbook,
that mean the target is flat-footed and the attack gains a +2 Dungeon Master’s Guide, and Monster Manual), the most
bonus on the attack roll? Nothing in the feat’s description current sourcebook is considered correct and all previous
indicates this, but the name of the feat suggests it. sources are superseded. A book’s credits page lists its
The feat description is unclear as to the precise visual effect publication date (typically near the bottom of the page).
accompanying its primary benefit, so on that topic you’re free In this case, Complete Arcane (published in November
to decide either way. Regardless of your decision on the visual 2004) supersedes Player’s Guide to Faerûn (published in
effect, however, the force attack doesn’t gain any benefits of March 2004), and thus its version of Innate Spell should be
invisibility (unless the attacker himself is invisible, of course). considered the official version.
The visibility or invisibility of a magical effect doesn’t have
any bearing on whether the defender is flat-footed. A visible If a character uses the Linked Power feat (Complete
attacker who casts a spell without a visible effect doesn’t Psionic 63) to manifest powers from two different classes,
render his target flat-footed. which manifester level should he use to determine the
Note: For a discussion of the visual effects of spells, you maximum number of power points he can spend?
might consult the Design & Development website article: Proud Use your highest manifester level as the maximum total of
Nails Feedback. power points you can spend on the linked powers. Of course,
each power still uses the manifester level from that class as its
Can a monk take Improved Natural Attack (Monster limit.
Manual, page 304) to improve his unarmed strike?
Yes. As stated on page 41 of the Player’s Handbook, a When do I activate Mad Foam Rager (Player’s
monk’s unarmed strike “is treated as both a manufactured Handbook II, 80)—before or after I know the effect that I’m
weapon and a natural weapon for the purpose of spells and delaying?
effects that enhance or improve either” which includes feats After. Effectively, activating the feat “interrupts” the effect,
such as Improved Natural Attack. delaying it until the end of your next turn.
Barring multiclassing, the earliest a monk could take this
feat would be at 6th level (due to the base attack bonus Does activating Mad Foam Rager (Player’s Handbook
prerequisite), at which point her unarmed strike damage would II, 80) allow me to delay rolling a saving throw (which
improve from 1d8 to 2d6 (which represents an average increase might let me activate some effect that grants a bonus on the
of +2.5 points of damage). The same monk at 20th level would save)?
deal 4d8 points of damage with her unarmed strike. No. The feat doesn’t delay the save, just the effect of the
save’s success or failure.
Suppose a character with the Improved Trip feat uses If an enemy cleric casts sound burst next to you, you’d roll
the Bluff skill to successfully feint in combat and uses his the save normally, then choose whether or not to activate Mad
next melee attack to trip the duped opponent. It seems clear Foam Rager to delay the effect of the spell until the end of your
that the character ignores that opponent’s Dexterity bonus next turn.
to Armor Class for the touch attack to initiate the trip.
Assuming that the trip attempt is successful, Improved Trip The Mage Slayer feat (Complete Arcane, page 81) states
provides an additional attack as if the character hadn’t that acquiring this feat drops your caster level by 4. Is this
used her attack for the trip attempt. Does this mean that only for arcane caster levels or also for divine caster levels?
the character continues to ignore the tripped opponent’s If it also applies to divine caster levels, why? Why would a
Dexterity bonus to Armor Class for the additional attack paladin or cleric be less in tune with his or her deity by
granted by Improved Trip feat? How do other “next attack being better at attacking arcane spellcasters?
only” effects (like the true strike spell) work with the The drawback of the Mage Slayer feat applies to the caster
Improved Trip feat? level for all spells, both arcane and divine (and to spell-like
In each case, the initial attack in trip attempt is the “next abilities). Despite the feat’s name, the benefits apply against
attack,” not the extra attack that you get from the Improved both arcane and divine spellcasters—this feat isn’t specifically
Trip feat. That is, if you’ve made a successful feint, your foe is intended for use by divine casters against arcane casters.
denied any Dexterity bonus to Armor Class when you make the
initial melee touch attack to start your trip attempt, but not One of the players in a campaign that I run took the
when you attack him after a successful trip. Likewise, if you Manyshot feat from the Epic Level Handbook. His character
use the true strike spell, the +20 attack bonus applies to the gets three attacks if he takes the full attack action, from a
touch attack, not to the free attack. base attack bonus of +6/+1 and the Rapid Shot feat. He
The Improved Trip feat description says that you get an claims that with Manyshot he can fire six arrows as a full-
extra attack after a successful trip attempt “as though you round action. I say he can’t, since the feat applies only to
hadn’t used your attack for the trip attempt.” That, however, is standard actions. I think that the feat allows him to fire two
just a shorthand way of explaining what part of your normal shots during a standard action as opposed to the usual
attack routine you use for the extra attack; it’s not meant to single shot that is allowed. Does Manyshot apply to full
imply that you enter some kind of strange time warp when you attack as well as standard actions? I would greatly
make trip attacks. appreciate it if you could shed some light on the situation.
You’re right about Manyshot. It allows the character to
Both Complete Arcane and Player’s Guide to Faerûn shoot two or more arrows as a standard action. It does not allow
include a feat named Innate Spell, but the prerequisites and the character to fire two or more arrows in place of a single
uses per day differ. Which version is correct?
D&D FAQ v.3.5 38 Update Version: 12/21/07
attack. Standard actions can’t be combined with full attacks, Yes and no. A character with Weapon Focus (morningstar)
nor are they part of a full attack. and Weapon Specialization (morningstar) could take Melee
The example character has a base attack bonus of +6; with Weapon Mastery with either bludgeoning weapons or piercing
the Rapid Shot and Manyshot feats, the character has the weapons (since the morningstar deals both types of damage), or
following options: he could take it once for each.
• Fire one arrow as a standard action (at +6). The feat’s bonus wouldn’t stack with itself, however, even
• Fire two arrows as a standard action (at +2—the second if the weapon deals both types of damage simultaneously.
printing of the Epic Level Handbook says the penalty for
Manyshot is –4, not –2 as stated in the first printing). Does Quick Draw (Player’s Handbook, page 98) allow
• Fire two arrows as a full-round action (+6/+1). you to sheathe a weapon as a free action?
• Fire three arrows as a full-round action (+4/+4/–1, with No. Quick Draw clearly states that it allows you to “draw a
Rapid Shot) weapon as a free action.” Nowhere does it suggest anything
about sheathing a weapon more quickly than normal (a move
What is considered as “precision-based damage” for the action).
purpose of the Manyshot feat? You may be confusing Quick Draw with the ability of any
Unfortunately, “precision-based” isn’t a term defined in the character with a base attack bonus of +1 or better to draw or
rules, so this answer relies on extrapolation from the example sheathe a weapon as a free action as part of movement
given in the feat’s description (sneak attack damage). (Player’s Handbook, page 142). While these functions are
Comparing the language of sneak attack with the language similar and overlap to some extent, they are different.
of various other special abilities that increase damage, two
abilities stand out as being extremely similar: skirmish and Can a character with Quick Draw and a base attack
sudden strike (appearing in the scout and ninja classes, bonus of +6 or better make a melee attack with one weapon
respectively, from Complete Adventurer). All three abilities and a ranged attack with another weapon in the same
require the attacker to strike a “vital spot.” More importantly, round? What if the melee weapon requires two hands to
they rely on some level of precise visual perception of the wield?
target: both sneak attack and sudden strike don’t apply if the Yes. There’s nothing inherent in the full attack action that
target has concealment, and skirmish says that you “must be requires all the attacks to be made as the same kind of attack or
able to see the target well enough to pick out a vital spot.” with the same kind of weapon.
Whenever extrapolating in this manner, it’s best to err on A character with a base attack bonus of +6 or better holding
the side of being conservative. When in doubt, the answer a longsword, for example, could make a melee attack with the
should be “no, this doesn’t count as precision-based damage.” longsword (using his full base attack bonus), drop the
longsword (a free action), use Quick Draw to draw a dagger
Can an Order of the Bow initiate (Complete Warrior, (another free action), then throw the dagger (using his base
page 68) use Manyshot (Player’s Handbook, page 97) in attack bonus –5). If the character had both hands free (for
conjunction with his ranged precision class feature? instance, if he didn’t carry a light or heavy shield in his off
No. Both of these options require a standard action to use, hand), he could even use Quick Draw to draw a bow (free
and thus can’t be used in conjunction with one another. action), draw and nock an arrow (free action) and then shoot
the bow (using his base attack bonus –5).
When you use Manyshot, does your Strength bonus This situation is actually improved if the melee weapon is a
from a mighty composite bow apply to each arrow’s two-handed weapon. A character can hold a two-handed
damage? weapon in one hand; he just can’t attack with it while it’s held
Yes, as would the enhancement bonus from a magic bow. like that. Thus, he wouldn’t even have to drop the weapon in
order to draw and throw the dagger. If Krusk the 6th-level
Can you use Manyshot with a sneak attack? If so, do all barbarian had Quick Draw, he could swing his greataxe (using
the arrows deal sneak attack damage? his full base attack bonus), then leave the axe in his off-hand
You can sneak attack with Manyshot. If you do, only one while drawing a javelin with his primary hand (free action), and
arrow in the volley deals sneak attack damage. finally throw the javelin (using his base attack bonus –5). If
Krusk were drawing a ranged weapon that required two hands
Does the bonus from Melee Weapon Mastery (Player’s to use (such as a bow), he’d have to drop his greataxe.
Handbook II, 81) stack with bonuses from Weapon Focus
and Weapon Specialization? Can I use Power Attack when fighting with two
Yes. A character with Weapon Focus (longsword), Weapon weapons? How does it work if my off-hand weapon is light?
Specialization (longsword), and Melee Weapon Mastery You can use Power Attack or similar feats when fighting with
(slashing) would have a +3 bonus on attack rolls and a +4 two weapons. Whenever you choose to use Power Attack (or
bonus on damage rolls with longswords, and a +2 bonus on Combat Expertise, or any similar effect that applies a penalty
attack and damage rolls with all other slashing weapons. on your attack rolls), the penalty applies on all attacks with
both weapons made until the start of your next turn, even if the
If a weapon deals two different types of damage (such as benefit doesn’t apply to one of your weapons.
a dagger), could I take Melee Weapon Mastery (Player’s For example, a fighter wielding a longsword and short
Handbook II, 81) for both types of damage? And if I did, sword who chooses to take a –2 penalty on attack rolls from his
would both bonuses apply when using a weapon that dealt Power Attack feat applies that penalty to all his longsword
both of those types of damage simultaneously (such as a attacks and all his short sword attacks until the start of his next
morningstar)? turn. However, the bonus on damage rolls applies only to his
longsword attacks, since a light weapon can’t benefit from
D&D FAQ v.3.5 39 Update Version: 12/21/07
Power Attack (see page 98 in the Player’s Handbook). This can
make Power Attack a poor choice for a fighter using two Is it possible to use the Shot on the Run feat in
weapons. conjunction with the Manyshot feat? Some people I know
insist that you must use the attack action with Shot on the
Does the bonus to caster level from the Practiced Run, and they further claim that Manyshot is a standard
Spellcaster feat (from Complete Arcane and Complete action and not the attack action. But there isn’t any such
Divine) apply before or after other caster level bonuses thing as an attack action, is there? The text on actions in
(such as those from the Good or Healing domains)? Chapter 8 of the Player’s Handbook (page 138) describes
The bonus from Practiced Spellcaster applies whenever it many kinds of actions (standard actions, move actions, full-
would be most beneficial to the caster. A 4th-level cleric/4th- round actions, and free actions); it even describes things
level fighter with the Healing domain and Practiced Spellcaster that are not actions and mentions restricted activity.
would cast Conjuration (Healing) spells as a 9th-level caster Nowhere, however, do the rules describe attack actions. So,
(base caster level 4th, +4 from Practiced Spellcaster, +1 from what’s the correct answer?
the Healing domain). A 4th-level cleric/4th-level rogue with No, you cannot use Shot on the Run and Manyshot
Practiced Spellcaster who activates a bead of karma (from a together.
strand of prayer beads) would cast her spells as a 12th-level It is true that no category of actions is called “attack
caster (base 4, +4 from Practiced Spellcaster, +4 from bead of actions” in the D&D game, but there is an action called
karma). attack—it’s the first action described under Standard Actions
on page 139 in the Player’s Handbook.
How does Practiced Spellcaster interact with the wild It might seem that the folks who say no Manyshot with
magic class feature of the wild mage (from Complete Shot On the Run are slicing the baloney a little thin, but the
Arcane)? letter of the rules is on their side, and so is the intent behind the
The –3 penalty and +1d6 bonus to the wild mage’s caster letter of the rules. The Manyshot feat description could say you
level are applied as a single step in the process of determining fire multiple arrows with the attack action, but it doesn’t.
the wild mage’s caster level. Since Practiced Spellcaster’s Manyshot is a standard action, not a variant on the attack
bonus is always applied when it is most beneficial to the action (see the feat description on page 97 in the Player’s
character (see previous answer), a wild mage with Practiced Handbook).
Spellcaster would typically apply the wild magic class feature Likewise, the Shot on the Run feat could allow you to make
first (subtracting 3 and adding 1d6 to her caster level) and then any kind of ranged attack while moving, but it doesn’t. When
add the Practiced Spellcaster benefit, up to a maximum value using Shot on the Run, you must use the attack action with a
equal to her character level. ranged weapon (see the feat description on page 100 in the
For example, if a 5th-level wizard/4th-level wild mage with Player’s Handbook). This rules out using spells, most magic
Practiced Spellcaster rolled a 1 on the 1d6 bonus to her caster items, or special standard actions such as the Manyshot feat
level, her caster level for that spell would be 9th (base 9th, –3 when making a Shot on the Run. That’s because casting a spell
from wild magic penalty, +1 from wild magic bonus, +4 from would require the cast a spell action (described on page 140 of
Practiced Spellcaster up to a maximum equal to her character the Player’s Handbook), using any magic item except for some
level). If she rolled a 6, her caster level would be 12th (base use-activated items would require the activate magic item
9th, –3 from wild magic penalty, +6 from wild magic bonus; action (Player’s Handbook, page 142), and, as already noted
the Practiced Spellcaster bonus would not apply since it would here, using the Manyshot feat is a standard action. Most magic
increase her caster level above her character level). weapons are use activated and don’t require any action to
On the other hand, imagine a wild mage whose caster level activate at all (see page 213 in the Dungeon Master’s Guide),
(before applying the effects of the wild magic class feature) is so you can use these weapons along with the attack action. For
less than her character level, such as a wild mage with levels of example, you could use a +1 longbow or +1 arrow (or both)
rogue or other non-spellcasting class. She might well choose to with the attack action, and thus you also could use these items
apply the Practiced Spellcaster bonus first, before applying the with Shot on the Run.
wild magic modifiers. A rogue 4/wizard 5/wild mage 4 would
have a base caster level of 9th before any other modifiers are Can I apply the Skill Focus feat to a cross-class skill?
applied. Adding Practiced Spellcaster’s bonus would increase Yes. The same is true of Acrobatic, Alertness, and any
this to 13th, at which point the penalty and bonus from wild other skill-boosting feat, unless the feat specifically states
magic would be applied. The Sage recommends that players otherwise.
averse to frequently recalculating caster level avoid playing a
character with this combination, as it is likely to cause Can a monk use the Snap Kick feat (Tome of Battle,
headaches. page 32) as part of a flurry of blows?
Yes. Apply both penalties to all attack rolls made during
Can other feats like Precise Shot and Rapid Shot be the flurry of blows.
used in connection with Manyshot?
Precise Shot, yes; Rapid Shot, no. The latter requires the Does Speed of Thought (Expanded Psionics Handbook,
full attack action, and using Manyshot is a standard action. page 51) increase all my speeds, or just my land speed?
The insight bonus granted by this feat applies to all modes
Can you use the Psionic Weapon feat with a thrown of movement.
melee weapon? What about a soulknife that throws his
mind blade? Does Spell Focus increase the DCs of spell-like abilities?
No. The Psionic Weapon feat functions only for melee Can I apply metamagic feats or effects to spell-like
attacks. A thrown melee weapon is a ranged attack. abilities? What if the feat doesn’t change the spell’s level?
D&D FAQ v.3.5 40 Update Version: 12/21/07
No. Although spell-like abilities function mechanically like allow her to move (potentially from a place of hiding, although
spells (a fireball spell-like ability duplicates the mechanical that’s not necessary), make an attack, and then move again to a
effect of a fireball spell), they are not spells and don’t benefit place of hiding. Still, unless the character has cover or
from feats or other effects that specifically affect spells. This is concealment for her approach, she’s not considered to be
true even if the metamagic feat effect doesn’t change the spell’s hidden when she delivers the attack.
level (such as the metamagic rods from the Dungeon Master’s The camouflage class feature (also on page 48 in the
Guide). Sudden metamagic feats are a specific exception to Player’s Handbook) allows the character to make a Hide check
this, as detailed on page 71 in Complete Arcane. in any sort of natural terrain, even if it doesn’t provide cover or
Feats specifically designed to add metamagic effects to concealment. This means that the character could begin hidden,
spell-like abilities appear in the Monster Manual (Empower move up to a target across open terrain, and make an attack
Spell-Like Ability and Quicken Spell-Like Ability) and while still being considered hidden (although she’d still suffer
Complete Arcane (Heighten Spell-Like Ability and Maximize the –20 penalty on her Hide check). Even if the character has
Spell-Like Ability). Spring Attack and moves away after the attack, she can’t make
a Hide check to hide after the attack.
Do feats that grant spell-like abilities, such as Spell Put all three of these elements together—such as in the
Hand (Complete Arcane, page 83), have to be taken at 1st hands of a high-level sneaky ranger—and here’s what you get:
level? If not, how is this rationalized in game terms—how 1. The character begins his turn hidden (as long as he’s in
does a character suddenly learn to use spell-like abilities? natural terrain, he doesn’t even need cover or concealment).
No. If this were the case, the feat’s description would 2. He moves up to a foe across natural terrain and makes an
clearly state it (see Precocious Apprentice on page 181 for an attack (making a Hide check with a –20 penalty to be
example). As for explaining it in terms of the game world, the considered hiding when he attacks).
Sage advises thinking of it as a sudden manifestation of a latent 3. He then moves back from the foe and makes a new Hide
(but until-now unknown) ability—only now has the character check to disappear from view (again, he doesn’t need cover or
realized his innate magical talents, even though they were concealment while in natural terrain).
present and hidden beforehand. 4. The foe then, if still standing, says, “Hey, what hit me?!”
Can a character with Spring Attack who begins her Can a rogue using Spring Attack to . . .
turn hidden move up to a foe, attack him, then return to a 1) Gain an extra attack against his foe in the middle of
position of hiding? Is she considered to be hiding (that is, his move?
invisible to the foe) when she makes the attack? What if the 2) Deal sneak attack damage on both attacks if his
character has the camouflage or hide in plain sight class target is caught by surprise or flanked?
features? While it is certainly possible to use the Spring Attack feat
Normally, a character can’t make a Hide check right after to put your opponent into a position where you might sneak
attacking a foe, since that foe’s attention is now focused on her attack them (whether they are flat-footed or flanked), you could
(even if the attacker started her turn hidden or invisible). The take only a single attack as a part of this action, since Spring
sniping option (on page 76 in the Player’s Handbook) allows a Attack specifies that it is done “using the attack action.” You
character to make a move action to hide immediately after can’t make a full attack as part of a Spring Attack, nor can you
making a ranged attack against a foe at least 10 feet away, but even use any standard action—you can make only a single
this doesn’t apply to melee attacks (even those made with attack.
reach). Even if the character has Spring Attack, she simply
can’t make a Hide check while she is being observed. What does “innate spell-like ability” mean for the
As far as your second question goes, unless the character’s purpose of qualifying for the Supernatural Transformation
approach remains entirely in an area where she can hide (that feat (Savage Species, page 39)? Does the Innate Spell feat
is, an area with sufficient cover or concealment to attempt a create an innate spell-like ability?
Hide check), the character is not considered to be hidden still “Innate,” for the purpose of the Supernatural
when she makes the attack. Conceivably, your character might Transformation feat, means “gained normally as part of the
begin her turn hidden in overgrowth, move up through the creature’s race, type, subtype, or kind.”
undergrowth to attack a target, then move back to a hiding A duergar’s enlarge person and invisibility spell-like
place within the plants, having never left the area of abilities, a tanar’ri’s summon tanar’ri spell-like ability, and a
concealment. In this case, she’d be considered hidden when she juvenile gold dragon’s bless spell-like ability are all “innate”
made the attack, although she’d have a –20 penalty on her Hide spell-like abilities. A warlock’s invocations, a paladin’s ability
check. to call her special mount, and any spell-like abilities gained
The third part of your question changes the situation from your class, feats, or similar sources are not.
entirely. Separately, both the camouflage and hide in plain sight Despite its name, even the Innate Spell feat doesn’t create
class features make this tactic more useful, but together, they’re an “innate” spell-like ability for the purpose of the Supernatural
incredibly effective. Transformation feat. This is simply an unfortunate case of the
A character with the hide in plain sight class feature same word being used for two different purposes.
(described on page 48 in the Player’s Handbook) can make a
Hide check even if she’s being observed. This doesn’t require If a character with the Telling Blow feat (Player’s
any extra action to accomplish (unlike the sniping maneuver). Handbook II, 83) scores a critical hit against an enemy in a
The character could attack a foe, then move to a place with situation where his skirmish or sneak attack damage would
sufficient cover or concealment to allow a Hide check, making already apply, does he get to add that damage twice?
the Hide check as part of movement. The character doesn’t No. You only get to add your skirmish or sneak attack
need Spring Attack to pull this off, although that feat would damage once, even if you meet more than one prerequisite for
D&D FAQ v.3.5 41 Update Version: 12/21/07
adding it. (For example, a rogue who flanks a flat-footed I have a monk with the Vow of Poverty feat (from Book
enemy doesn’t get to add sneak attack damage twice.) of Exalted Deeds). Does the exalted strike bonus apply to
grapple, sunder, disarm, and trip attempts?
If you have the Trample feat, and you perform a The exalted strike bonus gained by a character who has
mounted overrun, your target cannot choose to avoid you, taken Vow of Poverty applies only on attack and damage rolls.
and if you knock your opponent prone with the overrun, Unless something is described as an attack roll or a damage
your mount can make one hoof attack against your roll, the bonus doesn’t apply.
opponent. Suppose you’re mounted on something other • The touch attack made to start a grapple is an attack
than a horse. Should the mount get one attack with its roll (so the bonus would apply to this roll), but a
primary natural weapon (a hoof attack is the horse’s grapple check is not an attack roll, and thus the bonus
primary attack), or does a creature without a hoof attack wouldn’t apply to the grapple check. Likewise, the
get no free attack to attack against the trampled and prone touch attack made to start a trip attack would gain the
opponent? bonus, but the Strength check you make to trip the
The free attack for the mount in a trample represents the defender is not an attack roll and wouldn’t gain the
mount literally knocking down the foe and stepping on him as bonus.
he falls underneath the mount’s churning feet. The feat • To attempt a disarm attack or a sunder attack, you
description specifies a hoof attack, but the kind of natural make an attack roll opposed by the defender’s attack
weapon is not limited only to hoof attacks. Any attack that is roll, so the exalted strike bonus would apply.
delivered with a foot, such as a claw or slam attack, also works.
If the quadruped mount has natural weaponry on all four feet, How do the equipment restrictions put on a character
use the weapon on the front feet. (For example, if your mount by the Vow of Poverty feat affect class-defining items?
is a big cat, use the claw attack for a trample, not the rake.) (Examples include a cleric’s holy symbol, a wizard’s
Mounts that don’t attack with their feet don’t get the free familiar, a samurai’s daisho, and a paladin’s mount.)
attack. For example, if your mount is a riding dog, it won’t get The Vow of Poverty feat is very specific about the items
a free attack from a trample; it can’t use its bite, and it has no that a character can own while gaining the benefits of the feat
natural weaponry on its front feet. (see page 48 in Book of Exalted Deeds for details). It
specifically disallows ownership of masterwork or magic
A feat sometimes requires you to have a certain ability weapons, and thus a samurai who chooses this feat must give
score, which is the case with Two-Weapon Fighting (it up the possession of his daisho (his pair of masterwork
requires Dex 15). A character has, say, Dex 13, but wears weapons). A holy symbol does not appear on the list of eligible
an item, in this case gloves of Dexterity +2, and now her Dex items, and thus a strict reading of the feat would disallow the
score is 15. Can she take the feat and have it be active only item.
when she wears the item? A familiar, special mount, or animal companion isn’t a
Actually yes, she could take the feat, but she would lose the material possession, and thus a character with Vow of Poverty
use of the feat if, for whatever reason, she loses the bonus from isn’t restricted from gaining the benefits of such creatures.
the item. Remember that the Vow of Poverty feat, like most of the
material found in Book of Exalted Deeds, is intended for mature
What exactly is a “pain effect” as described by the Vow campaigns that are capable of handling difficult role-playing
of Nonviolence feat (Book of Exalted Deeds, page 47)? issues—it’s not intended for most hack-and-slash games. A
Would the Pain Touch feat (Complete Warrior, page 103) cleric who must give up his holy symbol (effectively
count as a pain effect? preventing him from turning undead or casting any spell that
Although Vow of Nonviolence uses the phrase “pain requires a divine focus) could be a very interesting challenge
effects” in limiting the character’s options, that term is for a player who’s “done it all” and wants to try something
(unfortunately) not defined in the game rules. Thus, it’s up to unusual.
the DM to determine what effects fall into that category. At the
simplest level, the Sage would suggest that any ability whose Can a character avoid breaking the Vow of Poverty
name includes the word pain, or whose flavor or rules text feat’s restrictions by declaring his weapon to be an
clearly spell out the infliction of pain, should fall into that ancestral relic, signature weapon, legacy weapon, or other
category. Examples would include the symbol of pain spell special kind of weapon?
(“each creature . . . suffers wracking pains;” Player’s No. The Vow of Poverty feat (Book of Exalted Deeds 48)
Handbook, page 290) and, yes, the Pain Touch feat (“victims . . very clearly states that you may not own or use any material
. are subject to such debilitating pain”). possessions, with exceptions listed in the feat’s description.
For example, a monk with Pain Touch who chooses to take The Sage strongly suggests that if you’re trying to find
Vow of Nonviolence has voluntarily forbidden herself from ways around the various Vow feats in BoED, you may be
using her stunning attack against humanoid or monstrous missing the point of the feats. (The book doesn’t bear the
humanoid foes (since her vow requires her to abstain from mature audiences warning just for subject matter, but also for
causing harm or suffering to such creatures), even if the attack approach to character creation.) These feats are intended to
itself deals only nonlethal damage. open up interesting roleplaying opportunities without unduly
When in doubt, ask yourself, “does the effect ‘have the punishing a character’s playability. In the case of the Vow of
immediate potential to cause death, suffering, or great harm’” Poverty, the intent is to allow what would otherwise be a
(the definition given in the Vow of Nonviolence feat)? If the severely underpowered character (one without possessions) to
answer is yes, the effect is off-limits to the character with Vow retain viability in the game. Finding ways to retain one’s
of Nonviolence.
D&D FAQ v.3.5 42 Update Version: 12/21/07
possessions while still benefiting from the feat defeats the Both, actually, although you can gain the benefit of only
entire purpose of the feat! one feat or the other at any one time, and only when using the
weapon in the appropriate manner.
How does Vow of Poverty apply to a tattooed monk For example, if you have Melee Weapon Mastery
(Complete Warrior, page 82)? Are tattoos considered (piercing), you’d apply the feat’s benefit only when using the
material possessions or are they more like spell-like spear in melee, not when throwing it.
abilities?
Despite their physical “presence” on the body, the tattoos The Weapon Supremacy feat (Player’s Handbook II, 85)
of a tattooed monk are class features, not possessions, and thus lists Weapon Mastery as a prerequisite. Does this mean
not restricted by Vow of Poverty in any way (just as a rogue’s Melee Weapon Mastery or Ranged Weapon Mastery?
evasion class feature or a barbarian’s fast movement class Weapon Supremacy requires either Melee Weapon Mastery
feature). or Ranged Weapon Mastery, depending on whether the weapon
is a melee weapon or ranged weapon, respectively.
Do grafts (such as those from Fiend Folio) count as A character who wishes to select Weapon Supremacy
possessions for the purpose of taking a Vow of Poverty? If (longsword) must have Melee Weapon Mastery (slashing); to
so, what happens to a creature with grafts who wants to take Weapon Supremacy (longbow) you’d need Ranged
take the feat? Should he cut off his arm or leg in order to Weapon Mastery (piercing).
take the feat?
The Sage recommends that grafts be considered Can a character wearing heavy armor use Whirlwind
“possessions” for the purpose of adjudicating the Vow of Attack (Player’s Handbook, page 102)? A character cannot
Poverty (to avoid abusing the spirit of the vow). Some grafts use Spring Attack (Player’s Handbook, page 100), a
specifically describe how they may be removed (such as the prerequisite for this feat, in heavy armor.
aboleth grafts on page 208). In other cases, physical removal of Just because you’re barred from benefiting from a feat
the graft—which might well require amputation or the like—is doesn’t mean that you don’t have it any more. A character
almost certainly necessary. incapable of using Spring Attack due to wearing heavy armor
For a variety of reasons, the game rules don’t go into detail still has the feat, and thus still meets the prerequisites for
about the effects of such “surgery.” Unless the DM is Whirlwind Attack.
comfortable creating a set of house rules to handle such
situations, the Sage recommends that the DM not worry about
Metamagic Feats
Back in Dragon Magazine #308 you suggested that a
the grisly details, instead assuming that the PC survives the
procedure without any long-term effects other than the obvious sorcerer could make use of the Heighten Spell and
(a character without eyes is blind, for example, while a Improved Counterspell feats to counter just about any
character missing a hand can’t wield a two-handed weapon). Of spell. A sorcerer couldn’t use any spell modified by
course, a regenerate spell solves even these problems. metamagic as a counterspell, could he? A sorcerer needs a
full-round action to cast such a spell, and you couldn’t
prepare such an action, could you?
Normally, you have to use a light weapon to benefit
The Sage didn’t do his homework on that question and you
from the Weapon Finesse feat. You can also use a rapier or
caught him. A sorcerer needs at least a full-round action to cast
a spiked chain with Weapon Finesse. You cannot use the
any spell modified with a metamagic feat, and that makes the
Power Attack feat with a light weapon. Can you use a
spell useless for counterspelling. As you point out, you can’t
spiked chain or a rapier and benefit from both Weapon
ready a full-round action and you must ready a counterspell
Finesse and Power Attack at the same time?
ahead of time.
Yes. A rapier or a spiked chain made for a creature of your
A sorcerer can work around this problem in a couple of
size is not a light weapon, even when you’re using the weapon
ways. The Spell Preparation feat from the FORGOTTEN REALMS®
with the Weapon Finesse feat. If you have both feats and use a
Campaign Setting and the old Tome and Blood book let
rapier or a spiked chain, you can manage power and finesse in
sorcerers and bards prepare spells and cast them with their
the same attack.
normal casting time, even with metamagic feats applied. The
Reactive Counterspell feat from Magic of Faerûn allows you to
Do you gain the benefits of Weapon Finesse (Player’s
counter a spell without preparing an action. A sorcerer or bard
Handbook, page 102) while fighting with two light weapons
using this feat can use Improved Counterspell and Heighten
simultaneously? What if you wield a light weapon and a
Spell to counter a spell, but need a full-round action to do so.
one-handed weapon (such as a short sword and longsword)
simultaneously?
Weapon Finesse applies to all qualified weapons you wield Can a cleric with Divine Metamagic feat apply a
(including all your natural weapons, such as claws) regardless metamagic effect to a spell whose level would ordinarily be
of how many you wield. It doesn’t matter if you also wield too high to gain the metamagic effect from his metamagic
weapons that don’t qualify for the benefit—while the benefit of feat?
Yes—applying a metamagic effect in this manner has no
Weapon Finesse doesn’t apply to such weapons, it still applies
effect on the spell’s level. For example, a 9th-level cleric with
to any light weapons or other weapons that qualify (such as
Divine Metamagic (Empower Spell) could spend four
rapiers).
turn/rebuke undead attempts to empower a flame strike spell,
even though empowered flame strike would normally require
Does a spear count as a melee weapon or a ranged
an 8th-level spell slot to cast.
weapon for the purpose of qualifying for the Weapon
Mastery feats (Player’s Handbook II, 81–82)?
D&D FAQ v.3.5 43 Update Version: 12/21/07
The vigor series of spells (found in Complete Divine) Some feats (such as Elemental Smiting, on page 81 of
raise an interesting question. Does the built-in maximum Complete Divine) use elemental turning (rather than undead
duration of each spell limitation override the effect of the turning); these are specific exceptions to the general rule.
Extend Spell feat?
Yes. Extend Spell still increases the spell’s duration, but Can you use the Divine Metamagic feat to create a scroll
only up to the spell’s listed maximum duration. Use either the or wand with the metamagic effect without changing the
normal maximum duration or the doubled duration, whichever spell level? If so, how much would it cost to make?
is less. If a 7th-level druid used Extend Spell on her vigor spell, You can use Divine Metamagic in item creation; the cost to
the duration could not increase beyond 25 rounds. create the item is just as if you used the regular metamagic feat.
For instance, using your Divine Metamagic feat to create a
A sorcerer needs at least a full-round action to cast any scroll of empowered flame strike costs as much as a scroll of a
spell modified by a metamagic feat. Does this means the 7th-level spell (which is what an empowered flame strike is).
spell takes effect in the following round, or does it go off at The act of creating the scroll or wand expends three daily uses
the end of the round in which it is cast? of your turn/rebuke undead ability, just as if you had cast the
Despite the similarity in wording, a spell that requires a empowered flame strike spell using Divine Metamagic, but you
“full-round action” to cast (such as that required by a don’t have to expend a 7th-level spell slot (only the normal,
metamagic-affected sorcerer spell) isn’t the same as a spell 5th-level flame strike).
with a “1-round casting time” (such as that of a summon
monster spell). The former takes your entire turn to complete, Do you need to have the specific metamagic feat you
while the latter takes your entire turn as well as the time wish to apply to a spell to use the Divine Metamagic feat?
between the end of your turn and the start of your next turn. For example, to quicken a spell with Divine Metamagic do
A full-round action, such as the run action or the withdraw you need to have the Quicken Spell feat?
action, requires an entire round to complete but ends on the Yes. This was clarified by the official errata to Complete
same turn that it began (although you can split it between two Divine published in September, 2004, (new text underlined):
consecutive turns, as described under the “Start/Complete Full- “When you take this feat, choose a metamagic feat that you
Round Action” entry on page 142 in the Player’s Handbook). have. This feat applies only to that metamagic feat.” You can
Thus, a spell that requires a full-round action to cast is find all official errata at <www.wizards.com/dnd>.
completed at the end of the caster’s turn.
If I use the Twin Spell metamagic feat (Complete
If a spontaneous spellcaster applies two metamagic feats Arcane, page 84), do I use up twice the normal material
to a spell does the casting time increase to 2 rounds? components or XP component?
Applying additional metamagic feats to a spell does not No. The feat causes the spell to take effect twice, but it
further increase the casting time of the spell. A sorcerer casting doesn’t actually require you to cast it twice. Thus, you only
a still, silent fireball requires only a single full-round action to expend the spell’s components once.
cast the spell.
If my wizard applies Energy Admixture (Complete
Do Empower Spell and Maximize Spell affect d20 rolls Arcane, page 78) and Maximize Spell to the same spell, does
made as part of a spell’s effect (such as an attack roll or he get a spell that deals double its maximized damage
dispel check)? (maximum normal damage in two different energy types)?
No. Any attack roll, saving throw, skill check, dispel check, If he also applied the Twin Spell feat (Complete Arcane,
or any other d20 roll required to adjudicate a spell’s success or page 84) to the same spell would it duplicate the entire
failure is not considered a “variable, numeric effect” of the effect?
spell and thus is unaffected by feats such as Empower Spell or Yes and yes. Assuming your character can cast 13th-level
Maximize Spell. spells—the slot required by a 2nd-level spell affected by these
metamagic feats—a scorching ray so affected would create two
Can Silent Spell be used when attempting to remain sets of three rays each, with each ray dealing 24 points of fire
quiet as well as to bypass the effects of a silence spell? damage (4d6, maximized) and 24 points of a second energy
Yes. Silent Spell does not require that a caster be incapable type (as appropriate for your Energy Substitution feat), for a
of speaking—it simply removes the verbal component of the grand total of 288 points of damage . . . assuming all six rays
spell. hit their target.
Can Still Spell be used when entangled to allow the Can I use my normal 3rd-level fireball to counterspell a
caster to avoid a Concentration check to cast the spell? fireball spell to which the caster applied a metamagic feat,
No. Being entangled makes it difficult to cast a spell, but or would I need to use a version of the spell with the same
the condition says nothing about it applying only to spells with metamagic feats applied to it?
somatic components. Thus, Still Spell doesn’t make casting Your normal fireball works just fine to counter a
while entangled any easier. metamagic-affected fireball (and vice versa). As stated on page
170 of the Player’s Handbook, metamagic feats “are not taken
Can the turning abilities granted by the Air, Earth, into account when determining whether a spell can be
Fire, Plant, and Water domains be used to power Divine countered.”
Metamagic (Complete Divine, page 80) or other divine This also applies when using the Improved Counterspell
feats? feat (Player’s Handbook, page 95): Only each spell’s original
No. Unless stated otherwise, a divine feat requires (and level is used when determining the success of the counterspell
may be powered only by) the ability to turn or rebuke undead. attempt. A heightened, maximized fireball still counts only as a
D&D FAQ v.3.5 44 Update Version: 12/21/07
3rd-level spell (both for the caster and the counterspelling
character). Can a warlock apply Empower Spell-Like Ability or
Quicken Spell-Like Ability (Monster Manual, pages 303–
Can I counterspell a quickened spell? What if I use the 304) to his eldritch blast? What level would he have to be to
Reactive Counterspell feat (Player’s Guide to Faerûn, page do so?
42)? Thanks to the official errata for Complete Arcane (which
Yes. A quickened spell isn’t any more difficult to identify established that an eldritch blast is “the equivalent of a 1st-
than a normal spell, despite its reduced casting time. As long as level spell”), the answer to this question is yes.
you’ve readied an action to counterspell (or you have the The chart on page 304 of the Monster Manual describes the
Reactive Counterspell feat, which allows you to counterspell caster level required to empower or quicken a spell-like ability.
without having readied an action), you can counterspell a A warlock needs to have a caster level of 6th to empower his
quickened spell as normal. eldritch blast, or a caster level of 10th to quicken it.
If the warlock applies an eldritch essence or blast shape
Can I apply the Innate Spell feat to a spell improved by invocation to his eldritch blast, the blast’s level equivalent (and
another metamagic feat? thus the required caster level) increases. Empowering an
No. Innate Spell applies only to actual spells, not to spells eldritch cone (the equivalent of a 5th-level spell) requires the
affected by metamagic feats and the like. Just because you’re warlock to be 14th level, while quickening a frightful blast (the
capable of applying, say, the Empower Spell feat to a fireball equivalent of a 2nd-level spell) requires a 12th-level warlock.
spell, that doesn’t make “empowered fireball” a spell. The spell
is still “fireball” and thus Innate Spell applies only to the
normal version of that spell.
D&D FAQ v.3.5 45 Update Version: 12/21/07
Equipment
Each equipment question falls into one of several categories, attacks, and new weapons get added to the game from time to
starting with general questions about items (including magic time. To determine if any particular weapon is useful for
items), then following with specific equipment questions. tripping, read the weapon’s description. If you can use the
Questions about specific items fall under the same weapon to make trip attacks, its description will say so. If a
subcategories that you find in the Dungeon Master’s Guide and weapon’s description does not specifically say you can make
are alphabetized by the item’s name where possible. trip attacks with it, you cannot make trip attacks with it.
Weapons from the Player’s Handbook you can use to make trip
General Equipment attacks are bolas, spiked chains, dire flails, heavy flails, flails,
The equipment section in the Player’s Handbook says hemp
guisarmes, halberds, gnome hooked hammers, kamas, scythes,
rope can be burst with a successful DC 23 Strength check. sickles, and whips.
Does this mean that a bound character, no matter how You cannot use a quarterstaff to make a trip attack, because
cleverly tied up, can simply escape by making a DC 23 tripping isn’t one of a quarterstaff’s properties.
Strength check? A character with a Strength score of at In the D&D game, a trip attack involves grabbing a foe and
least 16 (+3 bonus) could do that automatically by “taking somehow yanking him off balance. All the Player’s Handbook
20” on the check. weapons that allow trip attacks have some kind of hook that
The DC to burst a single strand of rope is 23. If one is tied
can snag a foe or some flexible portion that you can wrap
up, one is dealing with multiple strands of rope and not in the
around an opponent’s limb or body.
best position to exert leverage. Though the rope’s ability to
resist breakage would be a factor if someone were trying to
Suppose I have a weapon that is bane vs. constructs and
break bonds, the skill with which the character was bound is
it is not made of adamantine. If I attack an iron golem with
more important.
this weapon, does the weapon bypass the golem’s damage
A quick look at the Escape Artist skill description shows
reduction? In general, will a bane weapon bypass damage
that escaping from bonds requires an Escape Artist check
reduction when you use it to attack a designated foe?
opposing the Use Rope check from whoever tied up the
The bane property doesn’t bypass damage reduction. If you
prisoner, and the character that tied the bonds gets a +10 bonus.
hit a designated foe, however, the extra damage you deal helps
If the prisoner just tries to break out through sheer Strength,
you overcome any damage reduction the foe has. For example,
add the break DC for rope (23) to the Use Rope check instead
if you have a Strength score of 16 and you hit an iron golem
of +10.
with a +1 construct bane longsword, you’ll deal 1d8 +1 (base
If you use this method, it’s possible (though not likely) for
damage from the +1 sword) +2 (extra enhancement bonus
a truly inept captor to tie bonds that have a break DC of less
against your designated foe from the bane property) + 3
than 23. That’s somewhat realistic, because any knot,
(Strength bonus) + 2d6 (bonus damage against your designated
especially when badly tied, can weaken a rope.
foe). On average you’ll deal 17 or 18 points of damage to the
golem, which is enough to get a few points of damage past the
To activate a spell completion or spell trigger item, the golem’s damage reduction of 15/adamantine.
spell in the item must appear on your class spell list. How
do you handle a cleric’s domain spells? Most deities have
You can get a host of benefits from wielding a two-
three or four domains, but a cleric chooses only two of
handed weapon, such as 1–1/2 times your Strength bonus
them. Are only the spells from the domains the cleric has
on damage (and twice your damage bonus from the Power
chosen on his class spell list for the purpose of activating
Attack feat) and a +4 bonus on your opposed attack roll if
these items? Or are the spells for all domains associated
someone tries to disarm you. So when is a weapon “two-
with the cleric’s deity on his class spell list? Also, which
handed?” For example, a lance is a two-handed weapon,
spells are on a specialist wizard’s class spell list? Do all
right? But you can wield it in one hand when you’re
wizard spells remain on the wizard class spell list, even
mounted. Since the weapons table shows that a lance is a
when the wizard has chosen a specialty and his prohibited
two-handed weapon, I get all the two-handed benefits no
schools?
matter how I wield the lance, right?
If you’re a cleric, spells from the domains you have
Wrong. Table 7–5 in the Player’s Handbook lists weapons
selected are part of your class spell list. Spells from domains
as light, one-handed, or two-handed strictly as a matter of
you could have selected, but did not, are not part of your class
convenience. These size categories are always relative to the
spell list (unless you get them on your class spell list some
wielder’s size, as explained in some detail in the section on
other way, such as by gaining another domain or adding
weapon size on page 113 in the Player’s Handbook (also see
another class).
next question).
Spells from a specialist wizard’s prohibited schools are not
When the combat rules speak of “two-handed” weapons,
part of his class spell list.
they’re referring to how the weapon is being used. A Medium
character using a Medium longsword in two hands is using a
The section on page 159 of the Player’s Handbook that “two-handed” weapon. The same character using a Medium
covers using a weapon to make a trip attack says some lance in one hand while mounted is using a one-handed
weapons can be used for tripping, and then it lists a few weapon. Light weapons are an exception. If you wield a light
weapons. Is the list the complete list of weapons that you weapon in two hands you get no advantage on damage (see
can use to make trip attacks, or are there others? Can a page 113 in the Player’s Handbook). Likewise, you always
character use, say, a quarterstaff to trip? take a –4 penalty on your opposed roll when you’re wielding a
The list on page 159 is not intended to be a complete list;
light weapon in a disarm attempt (when someone tries to
you can use several weapons described in Chapter 7 for trip
D&D FAQ v.3.5 46 Update Version: 12/21/07
disarm you or you try to disarm someone) regardless of I’m trying to find out if my rogue, wearing leather
whether you wield it one- or two-handed. armor, can make a Use Magic Device check to trigger a
wand containing an arcane spell. What is the DC for doing
Do flasks of holy water hurt tieflings? Would a bane so? It appears from the rules that the armor will cause a
weapon against evil outsiders get its increased enhancement 10% chance of arcane spell failure, if the spell being cast
bonus against tieflings and deal extra damage against has a somatic (S) component (Player’s Handbook, page 122).
tieflings? Is it true that casting a spell from a spell-trigger item, such
An outsider is “evil” if it has any evil alignment (chaotic as a wand, removes the requirement for the somatic
evil, neutral evil, or lawful evil). For the purpose of resolving component, and thereby eliminates this 10% chance of
any effect whose results depend on subject’s alignment, an failure?
outsider also is “evil” if it has the evil subtype, no matter what The Use Magic Device skill is for using magic items that
its alignment actually is (see the evil subtype description in the you normally could not otherwise activate. Activating a wand
Glossary of the Monster Manual). has a DC of 20, as shown on the table in the Use Magic Device
Holy water deals damage to undead and to evil outsiders skill description. However, this assumes that you already know
that it strikes. An evil outsider bane weapon is more potent what spell the wand stores. If you don’t, you have to activate
against evil outsiders. Since a tiefling is an outsider with the the wand blindly (DC 25). If you successfully activate a wand
native subtype, it is susceptible to holy water or to the blindly, you know what spell it contains, and your subsequent
increased effects from an evil outsider bane weapon only if it attempts to activate that particular wand are at DC 20.
has an evil alignment. There’s no arcane spell failure chance for activating a spell
trigger item, for a command word item, or for a use-activated
How long does it take to activate a scroll with an identify item. There is an arcane spell failure chance for activating a
spell on it? How about a scroll with any of the summon scroll (a spell completion item), provided the spell stored on the
monster spells or a wand of summon monster? This has been scroll has a somatic component.
a serious debate for some of us. Page 213 of the Dungeon
Master’s Guide, under Using Magic Items, says “Activating Who can use a wand or other item that is activated with
a magic item is a standard action unless the item a spell trigger? I would think that you would have to be
description indicates otherwise. However, the casting time able to cast the stored spell. That is, you must have levels in
of a spell is the time required to activate the same power in a class that can cast the spell, have enough levels in that
an item, whether it’s a scroll, a wand, or a pair of boots, class to cast the stored spell, and have an ability score
unless the item description specifically states otherwise.” sufficient to cast that spell. If you’re a fighter with an
Yet, the very next section (spell completion items) states: Intelligence score of 9, you can’t just pick up a level of
“This is the activation method for scrolls . . . Activating a wizard and start using a wand of fireball, can you? Wands
spell completion item is a standard action and provokes and other spell trigger items are for dedicated spellcasters
attacks of opportunity exactly as casting a spell does.” The who use them to carry around a few extra spells in case
Player’s Handbook section on scrolls also says it’s a they run out, right? These are not items that allow dabblers
standard action, yet the Dungeon Master’s Guide spell to mimic true spellcasting ability. Still, some of my friends
storing weapon ability on page 225 says “This special ability insist that you can use any spell trigger item (wand or staff)
is an exception to the general rule that casting a spell from if you have at least one level in a class that could possibly
an item takes at least as long as casting that spell cast the spell. They point to the term “spell list” in the
normally.” Which set of rules is correct? description of spell trigger items in the Dungeon Master’s
Activating any magic item is a standard action, unless the Guide. Surely, that refers to the list of spell you can
item duplicates a spell effect that has a longer casting time or conceivably cast, not to a class’s entire spell list. After all,
unless the item description specifies a different casting time. the Dungeon Master’s Guide does not use the term “class
The sections on spell completion and spell trigger items should spell list” when talking about spell trigger items. Please
include the caveat that activating the item takes as long as preserve play balance in our local campaign by telling me
casting the stored spell would take. Thus, it takes 1 hour to that I’m right.
activate a scroll with an identify spell on it. A scroll or a wand Sorry, but your friends are correct. If you’re a member of a
with any of the summon monster spells in it takes a full round class that has spellcasting ability, you can use any spell trigger
to activate, just as casting a summon monster spell does. item that stores a spell that’s on your class’s spell list, even
A command word item takes a standard action to activate, when you don’t have the class level or the ability score to cast
no matter what the casting time of the spell it duplicates. In the stored spell. This even applies when you don’t have enough
general, command word items don’t duplicate spells with long class levels to cast any spells at all. For example, a paladin of
casting times. 1st, 2nd, or 3rd level has not yet gained any spellcasting ability,
Use-activated items typically don’t have any activation but she still can use spell trigger items that store spells on the
times (because they function continually or because you paladin class list. If you’re a specialist wizard, spells from your
activate them automatically as part of the action you take to use opposition schools aren’t part of your class spell list, and you
the item). Like command word items, use-activated items can’t use spell trigger items that store those spells.
usually don’t duplicate spells with long casting times. It’s true that the spell trigger text on page 213 in the
Activating a scroll (or any other spell completion item) is “like Dungeon Master’s Guide does not use the words “class spell
casting a spell for purposes of arcane spell failure (such as from list,” but it should because having a spell on your class spell list
armor)” (see “Activation” on page 238 of the Dungeon is what’s required to use spell trigger items. Membership in a
Master’s Guide). An armored rogue who activates a scroll with class gives you a smattering of magical knowledge, and that is
Use Magic Device suffers the normal arcane spell failure sufficient to use a spell trigger item, even when you could not
chance. hope to cast the spell on your own or even read it correctly
D&D FAQ v.3.5 47 Update Version: 12/21/07
from a scroll—the character who made the spell trigger item
has done all the hard work for you. The description of the game effects of thinaun (Complete
Your example fighter/wizard could indeed lob fireballs out Warrior, page 136) suggests that it would work as long as
of a wand (provided the character is not a specialist wizard with the person was in contact with the alloy when death
evocation as an opposition school). Doing so isn’t much of a occurred. This implies that if (for example) a ring were
threat to the play balance in a campaign, nor will it make made of thinaun, and the wearer of the ring died, his soul
single-classed wizards or sorcerers in your world irrelevant. would go into the thinuan ring. What would the cost of a
Fireball spells from dedicated spellcasters will, on the whole, thinaun nonweapon object be?
deal more damage, penetrate spell resistance more readily, have The effects of thinaun apply only to weapons touching a
higher save DCs, and have better range than fireballs from creature when it dies. Other items made from thinaun have no
wands. The D&D game also includes other balancing factors, effect.
such as the experience penalty for multiclassing (although one
can get around that by choosing the right race). Someone also Can a kalashtar soulknife use quori embedded shards
has to make or pay for the wand, and that will prove an (EBERRON Campaign Setting, page 264)? The shards draw
impediment to characters if the DM follows the Dungeon on the bearer’s psychic energy—which both kalashtar and
Master’s Guide guidelines for character wealth and awarding soulknives demonstrate.
treasure. Your example character would be far better off A kalashtar soulknife has no manifester levels and thus
packing wands that boost fighting abilities (shield and true can’t use quori embedded shards. Neither the kalashtar’s
strike are some the Sage’s favorites here). mindlink psi-like ability nor the soulknife’s mental powers
actually grant a manifester level, and thus the character is
Is a character wielding a two-handed reach weapon ineligible to use quori-embedded shards.
(such as a longspear) and wearing spiked armor
threatening all squares within 10 feet? Assuming he has Can you activate magic items within the area of a
Combat Reflexes, can he make an attack of opportunity silence spell?
with his longspear and then with his armor spikes in the A silence spell or similar effect prevents the activation of
same round? any magic items that require a command word or other verbal
A character wearing spiked armor threatens all squares form of communication. In general, an item’s entry indicates
within his normal reach (5 feet away). If he also wields a whether a command word is required, although a few
longspear, he would also threaten all squares 10 feet away. categories of items bear special mention.
Any time a character wielding more than one weapon is Scrolls and other spell completion items require you to
allowed an attack of opportunity, he may use any weapon that “perform the simple, finishing parts of the spellcasting (the
threatens the opponent who has provoked the attack. In this final gestures, words, and so on)” (DMG 213). It’s reasonable
case, imagine an enemy who charged the character and then to conclude that any scroll of a spell that has a verbal
tried to disarm him. The charge attack would provoke an attack component requires spoken words to activate, and thus
of opportunity from the longspear as the enemy moved out of a wouldn’t work in the area of a silence spell.
threatened square (in order to move adjacent to the character Staffs and wands are spell trigger items, which require “a
and deliver the charge attack). Then, the disarm attempt would single word that must be spoken” to activate (DMG 213). Thus,
provoke another attack of opportunity (assuming the enemy they don’t work in areas of silence.
didn’t have Improved Disarm). This attack of opportunity could
be made only with the armor spikes, since the longspear If I attack from inside an antimagic field (PH 200) using
doesn’t threaten an adjacent enemy. a magic weapon, do I gain the benefit of the weapon if the
target is outside the antimagic field? What about if I attack
On page 217 of the Dungeon Master’s Guide, it states from outside against a target inside?
that “the cost of the masterwork quality and any magical In neither case does the weapon’s benefit apply. Both the
enhancement remains the same” regardless of a creature’s attacker and the target must be outside the antimagic field for
unusual size or shape. Adamantine and mithral both state any magic of the weapon (or other effects) to apply. (If you
that items made from such material are masterwork quality made a ranged attack across an antimagic field—that is, from
and the masterwork cost is part of the material cost listed. outside the area, across some part of the spell’s area, against
How much would a set of mithral chainmail barding for my another target outside the area—the attack would resolve
warhorse cost? normally.)
A strict reading of the rules indicates that in such a case the
masterwork cost for armor should be subtracted from the How many darts, arrows, and so on, does one dose of
special material price before applying the multiplier for any poison cover?
unusual size or shape of the intended wearer. One dose of poison affects a single weapon—longsword,
For example, according to the Armor for Unusual Creatures dagger, dart, arrow, whatever. The weapon’s size doesn’t
chart on page 123 of the Player’s Handbook, a set of chainmail matter (no, this isn’t entirely realistic, but it’s significantly
barding for a warhorse (a Large nonhumanoid creature) would easier for gameplay purposes).
normally cost 600 gp (four times the normal cost of 150 gp). A
set of mithral chainmail barding would cost 16,000 gp: 600 gp When a character applying poison to a weapon exposes
for the chainmail barding plus 15,400 gp (the cost of mithral himself to the poison, does it waste the poison?
medium armor [4,000 gp], minus the masterwork cost for No. A poisoned weapon retains its toxicity until it scores a
armor [150 gp], times 4). hit or the poison is wiped off (DMG 296). Exposing yourself to
the poison during application doesn’t “use up” that dose of
poison.
D&D FAQ v.3.5 48 Update Version: 12/21/07
You didn’t ask about what happens if the character If you have a check penalty from encumbrance that is
accidentally poisons himself with the weapon (by rolling a higher than your armor check penalty, use the encumbrance’s
natural 1 on the attack and failing the DC 15 Reflex save), but check penalty on skills penalized by armor check penalty, and
the Sage believes the answer is the same. Again, you haven’t the nonproficiency penalty on all other checks and attack rolls.
technically “scored a hit” on yourself (you don’t damage For example, if Devis (Str 10) wore a breastplate and
yourself with the weapon, for example), so this accidental carried a total of 100 pounds of gear, he’d suffer a –6 penalty
poisoning appears to be a freebie. on Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Sleight of Hand, and Tumble checks (and a –12 penalty on
When do "add-on" effects such as poison occur? For Swim checks) from his heavy load of encumbrance, but only a
example, if an assassin delivers a death attack with a –4 penalty on attack rolls, Strength checks, Dexterity checks,
weapon bearing wyvern poison, does the poison take effect and other Strength- or Dexterity-based skill checks (from his
first, thus potentially reducing the target’s Fortitude save nonproficiency with medium armor). If he carried no more than
against the death attack? 66 pounds (a medium load), he’d just suffer the –4 penalty on
As a general guideline, whenever the rules don’t stipulate attack rolls and on all Strength-based and Dexterity-based
an order of operations for special effects (such as spells or ability and skill checks (or –8 on Swim checks).
special abilities), you should apply them in the order that’s
most beneficial to the “controller” of the effect. The description of the magical bashing property for
In this case, the assassin is the “controller” of both the shields says it can be added only to light or heavy shields.
poison and the death attack, so he’d most likely choose for the Does this exclude shields with shield spikes? That is, can
poison to take effect first, and then the death attack. you have a +2 spiked light shield of bashing?
You can add the bashing property to a spiked shield. If you
If a PC wants to use multiple doses of an ingested do, the damage dealt by the shield bash increases from normal
poison, do their effects stack? Are multiple saves needed, or by 3 steps (2 for the bashing property and 1 for the shield
does this just increase the save DC or damage dealt? spikes), and the weapon becomes a martial piercing weapon.
Ingested poisons follow the general rules for poisons (DMG The example +1 spiked light shield of bashing, if made for a
296). They differ only in their method of application. Each Medium character, would deal 1d8 points of piercing damage
dose of a digested poison requires its own saving throw and from the bash. (Normally a light shield bash deals 1d3 points of
does its own damage. damage, but the spikes improve that to 1d4 and the bashing
enhancement increases that to 1d8.)
Do mind-affecting spells work against intelligent magic
items? What happens when you make a shield from
No. Technically speaking, any intelligent magic item can adamantine or mithral? The adamantine description says
be considered a creature (DMG 268). The book doesn’t you can make a shield from the metal, but there’s no cost
specifically list what type of creature an intelligent magic item given. What is the price for an adamantine shield? What
is, but it seems safe to consider them constructs, which makes benefits do you get from an adamantine shield? Do you get
them immune to all mind-affecting effects. damage reduction? If so, how much? What if you have an
adamantine shield and adamantine armor? Does the
What’s the difference between a magic item and a damage reduction stack? When you make a shield from
psionic item? How does the former interact with detect mithral, what benefits do you get? If you had a mithral
psionics and the latter with detect magic? heavy shield, would it have the properties of a light metal
Items created with the item creation feats requiring shield? (A light shield’s weight lets you carry other items in
spellcaster levels, or that use spells as prerequisites, are that hand, although you cannot use weapons with it.) What
typically called “magic items.” Items created with item creation would the damage rating be for a shield bash with a heavy
feats requiring manifester levels, or that use psionic powers as mithral shield? Also, the mithral heavy shield listed on page
prerequisites, are normally called “psionic items.” 220 in the Dungeon Master’s Guide weighs 5 pounds, less
Mechanically, however, there’s really no difference between than half of what a heavy steel shield weighs. The text for
the two categories of items. mithral on page 284 says a mithral item weighs half what a
Both magic and psionic items interact with detect magic normal item weighs. Which one is correct?
and detect psionics in the same way. A psionic item reveals its An adamantine shield costs an extra 5,000 gp (the same as
discipline to such effects, while a magic item reveals its school. the extra cost for adamantine light armor). Adamantine armor
If you create an item that uses both spells and powers as gives you some damage reduction (how much depends on the
prerequisites, you should decide whether its aura is identifiable kind of armor; see page 283 in the Dungeon Master’s Guide)
as a school of magic or a discipline of powers. but an adamantine shield does not. An adamantine shield is
always a masterwork shield, so its armor check penalty is
Armor reduced by 1 (–0 for a buckler or light shield, –1 for a heavy
Does the armor check penalty for nonproficiency with shield). An adamantine shield also has a hardness of 20 and one
armor and shields stack with the standard armor check third more hit points than normal (6 for a buckler, 13 for a light
penalty for wearing the armor or shield, or with the check shield, 26 for a heavy shield). A tower shield is made from
penalty for encumbrance? wood, so you can’t make one from adamantine.
No. The armor check for nonproficiency overrides the
The basic properties of a mithral shield remain unchanged.
normal armor check penalty (effectively adding Open Lock,
For example, a mithral heavy shield is still a heavy shield. If
Ride, and Use Rope to the list of penalized skills), while also
you’re size Medium and you shield bash with a heavy mithral
applying an equal penalty on Strength checks, Dexterity
shield, you deal 1d4 points of damage (or 1d6 if the shield has
checks, and attack rolls.
D&D FAQ v.3.5 49 Update Version: 12/21/07
a shield spike). You can’t use your shield hand for anything have a touch attack, to which armor and shield bonuses
else when you’re using a heavy mithral shield. specifically do not apply.
Any mithral item is masterwork, but the –3 armor check Ghost touch armor or a ghost touch shield protects you
reduction for a mithral item already includes the adjustment for against incorporeal touch attacks, which are not the same as
a masterwork item. Any mithral item has a hardness of 15, but touch attacks. Ghost touch armor and ghost touch shields don’t
it has no extra hit points. protect you against regular touch attacks.
In general, mithral items weigh half what their normal
counterparts weigh. When you find a specific listing for a Does the glamered armor property (Dungeon Master’s
mithral shield or armor, however, use the weight listed for it, Guide, 219) change any of the statistics of the armor it
not what the formula gives you. A mithral chain shirt, for affects?
example, weighs only 10 pounds (see page 20 of the Dungeon No. The glamered property clearly states that “the armor
Master’s Guide), not 12 1/2 pounds (half the normal weight of retains all its properties (including weight) when glamered”
25 pounds). which includes its armor bonus, maximum Dexterity bonus,
armor check penalty, and so forth.
Can one use a tower shield while mounted?
Nothing in the tower shield description implies that you I have a bard in my game who has a bit of money to
can’t use it while mounted. If you claim cover from the shield, spend. She buys a set of bracers of armor +3 and a suit of +3
your mount gets no benefit. leather armor. If the bard wears both at the same time, the
armor bonus from the bracers (+3) overrides the armor
Can a character make a shield bash attack using the bonus from the leather armor (+1). Our question is, does
shield as a primary weapon or can it be used only as an off- the +3 enhancement bonus from the armor still get applied
hand weapon? for a total of +6, is it subsumed by the magic of the bracers,
While the rules describe a shield bash as an off-hand or is it just ignored completely? Since the enhancement
weapon, that’s simply an assumption (that your primary hand is bonus and armor bonus are different types of bonuses, the
holding a weapon). There’s nothing stopping you from bard thinks her total Armor Class bonus should be +6.
declaring your shield bash as your primary weapon. Of course, The magic leather armor’s +3 enhancement bonus applies
that means that any attack you make with your other hand to make the armor’s armor bonus bigger (+4 in this case). The
becomes a secondary weapon. example character uses only the larger armor bonus (+4) when
wearing both the armor and the bracers.
If you don’t have the Tower Shield Proficiency feat, you The overlapping +3 bonus from the bracers is still there,
suffer the shield armor check penalty (–10) on all your however. (It is just irrelevant most of the time.) If something
attack rolls. The tower shield description, however, says bypasses the +4 bonus from the magic armor, the bracers might
anyone using the shield as a normal shield has a –2 penalty still prove effective. For example, an incorporeal touch attack
on attack rolls. If you’re not proficient with the shield, do bypasses the whole armor bonus from the magic armor. Since
you get the –10 penalty instead of the –2? the bracers provide a force effect, they protect the bard against
Penalties in the D&D game stack. Whenever you use a the incorporeal touch attack. The example character still has a
tower shield, you suffer a –2 on attack rolls. If you aren’t +3 armor bonus against the incorporeal touch attack.
proficient with the shield, you suffer the armor check penalty (–
10) as well, for a total penalty of –12. Just how and when can you use armor spikes? If you’re
using two weapons already, can you use armor spikes to
Ghost touch armor is supposed to protect you from make a second off-hand attack? What if you’re using a
attacks by incorporeal foes, but all these creatures have weapon and a shield? Can you use the armor spikes for an
incorporeal touch attacks, and touch attacks ignore armor, off-hand attack and still get a shield bonus to Armor Class
so ghost touch armor is really worthless, right? from the shield? What if you use a two-handed weapon?
Wrong. Incorporeal touch attacks and touch attacks aren’t Can you wield the weapon in two hands and still make an
the same thing. If they were, they would not have different off-hand attack with the spikes? What are your options for
names. using armor spikes in a grapple? Can you use them when
An incorporeal touch attack actually resembles a slam pinned? If you have another light weapon, can you use that
attack (battering the foe with a fist or other appendage), except and your armor spikes when grappling?
that it passes through physical armor or shields. The term When you fight with more than one weapon, you gain an
incorporeal touch attack simply serves as a reminder that most extra attack. (Improved Two-Weapon Fighting and greater
armor bonuses aren’t effective against these attacks. Two-Weapon Fighting give you more attacks with the extra
Armor and shield bonuses from force effects, such as the weapon.) Armor spikes are a light weapon that can be used as
mage armor spell, shield spell, and bracers of armor are the extra weapon.
effective against incorporeal touch attacks, as is ghost touch If you attack only with your armor spikes during your turn
armor or a ghost touch shield. (or use the armor spikes to make an attack of opportunity), you
Like a ghost touch weapon, an incorporeal creature or use them just like a regular weapon. If you use the full attack
manifested ghost can wear ghost touch armor and get an Armor action, you can use armor spikes as either a primary light
Class benefit from it. Such a creature also can pass through weapon or as an off-hand light weapon, even if you’re using a
solid objects while wearing ghost touch armor. shield or using a two-handed weapon. In these latter two cases,
you’re assumed to be kicking or kneeing your foe with your
Do ghost touch armors and shields function like force armor spikes.
effects? It says that the armor and shield bonuses apply Whenever you use armor spikes as an off-hand weapon,
against incorporeal attacks, but most incorporeal creatures you suffer all the penalties for attacking with two weapons (see
D&D FAQ v.3.5 50 Update Version: 12/21/07
Table 8–10 in the Player’s Handbook). When using armor The damage from armor spikes is dealt when you make a
spikes along with a two-handed weapon, it is usually best to successful grapple check made for the purpose of dealing
use the two-handed weapon as your primary attack and the damage (the “Damage Your Opponent” option, PH 156).
armor spikes as the off-hand weapon. You can use the armor
spikes as the primary weapon and the two-handed weapon as Just how fast can a dwarf barbarian, or other race with
the off-hand attack, but when you do so, you don’t get the a speed of 20, move in medium armor? There are two
benefit of using a light weapon in your off hand. prevailing opinions on this: 25 feet (10 feet more than that
You cannot, however, use your armor spikes to make a of a typical dwarf in medium armor) or 20 feet (the result
second off-hand attack when you’re already fighting with two of consulting table 7–6 for a creature with a speed of 30
weapons. If you have a weapon in both hands and armor spikes, feet). What is the intent of the statements on page 122 of the
you can attack with the weapons in your hands (and not with Player’s Handbook regarding table 7–6: “Dwarves, gnomes,
the armor spikes) or with one of the weapons in your hands and and halflings have an unencumbered speed of 20 feet. They
the armor spikes (see the description of spiked armor in use the second column.” That is, where should the emphasis
Chapter 7 of the Player’s Handbook). be placed, on the mention of race or on the inclusion of
When grappling, you can damage your foe with your spikes unencumbered speed?
by making a regular grapple check (opposed by your foe’s Table 7–6 uses base speeds, not races. Always apply any
check). If you succeed, you deal piercing damage to your foe speed increases a character has before applying the effects of
(see Table 7–5 in the Player’s Handbook) rather than the armor (see page 147 in the Player’s Handbook). A halfling or
unarmed strike damage you’d normally deal when damaging gnome barbarian in medium armor has a speed of 20 feet. A
your foe with a grapple check. Since you can use armor spikes dwarf barbarian in medium armor has a speed of 30 feet
as a light weapon, you can simply use them to attack your foe. because medium or heavy armor doesn’t reduce a dwarf’s
You suffer a –4 penalty on your attack roll when attacking with speed (see page 14 in the Player’s Handbook).
a light weapon in a grapple (see page 156 in the Player’s
Handbook), but if your foe is bigger or stronger than you, this Is a character proficient with light armor, such as a
might prove a better tactic than trying to deal damage through a rogue, considered to be proficient with mithral breastplate?
grapple check because there is no opposed roll to make—you What about a character proficient with medium armor,
just have to hit your opponent’s Armor Class. You can’t attack such as a barbarian—is he considered proficient with
with two weapons when grappling, even when one of those mithral full plate armor?
weapons is armor spikes (see the section on grappling in The description of mithral on page 284 of the Dungeon
Chapter 8 of the Player’s Handbook). Master’s Guide is less precise than it could be in defining how
You can’t attack and damage your foe if he has you pinned. it interacts with armor proficiency rules. The simplest answer—
If you break the pin and avoid being pinned again, you can go and the one that the Sage expects most players and DMs use—
back to attacking your foe. If your attack bonus is high enough is that mithral armor is treated as one category lighter for all
to allow multiple attacks, you might break the pin and then use purposes, including proficiency. This isn’t exactly what the
your remaining attack to damage your foe. To accomplish this, Dungeon Master’s Guide says, but it’s a reasonable
you must first use an attack to break the pin. You can break a interpretation of the intent of the rule (and it’s supported by a
pin using the Escape Artist skill, but trying to do so is a number of precedents, including the descriptions of various
standard action for you; once you use the standard action to specific mithral armors described on page 220 of the Dungeon
attempt escape, you can’t make any more attacks during your Master’s Guide and a variety of NPC stat blocks).
turn. Thus, a ranger or rogue could wear a mithral breastplate
without suffering a nonproficiency penalty (since it’s treated as
Can I add both armor spikes and armor razors light armor), and each could use any ability dependent on
(Underdark 65) on the same suit of armor? wearing light or no armor (such as evasion or the ranger’s
Yes. You can attack with either one, but not both at the combat style). A barbarian could wear mithral full plate armor
same time. without suffering a nonproficiency penalty (since it’s treated as
medium armor), and he could use any ability dependent on
If my shield and my shield spikes are made from wearing medium or lighter armor (such as fast movement).
different material, what material counts when making a The same would be true of any other special material that
shield bash attack? uses the same or similar language as mithral (such as darkleaf,
Use the material of the shield spikes. An adamantine shield on page 120 of the EBERRON Campaign Setting).
with cold iron shield spikes would count as a cold iron weapon
when making a shield bash attack. If you cast resurrection on dragonhide armor does the
dragon come back to life?
If a character wearing spiked armor is swallowed Yes. The resurrection spell states that “so long as some
whole, does the monster take damage? Can I use the spiked small portion of the creature’s body still exists, it can be
armor to escape? resurrected” and that “the condition of the remains is not a
No and yes. Armor spikes don’t automatically deal damage factor.” It would be up to the DM to determine the age and kind
to a monster that grapples you, constricts you, or swallows you of the dragon resulting from such a spell, using the guidelines
whole. Armor spikes deal damage only when used as a weapon for minimum size required to make the armor in question (see
or to deal damage in a grapple. page 284 in the Dungeon Master’s Guide).
The same would apply to any object crafted from part of a
On what kinds of successful grapple checks do armor living creature, such as leather or hide armor, a necklace of
spikes deal damage? boar tusks, or a cloak made from the fur of a dire weasel.
D&D FAQ v.3.5 51 Update Version: 12/21/07
The Sage strongly recommends that characters who wield
double weapons record attack and damage values for both
methods of use, to speed play.
Weapons
Is it possible to fire a repeating crossbow with one hand like
Is it possible to make slashing attacks with a rapier,
a modern semiautomatic pistol? A friend of mine says you
perhaps at some kind of penalty? This is particularly
need only one hand to fully operate a repeating crossbow,
important for my swashbuckling character, for doing
and that you could hold a repeating crossbow in each hand,
things like sundering necklaces without harming the
firing both of them in the same round. I argued that
wearer, and so forth.
repeating crossbows didn’t work like that. Real-life Technically, no, a rapier is a piercing weapon, not a
repeaters were lever-action jobs invented by the Chinese. slashing weapon.
You pull back the lever with one hand while holding the Unofficially, your DM might allow slashing maneuvers
crossbow with the other. The lever drew the string back with, say a –4 attack penalty and perhaps a damage penalty
and dropped another round in from the magazine. So it (perhaps also –4).
required two hands to operate. My friend countered that
the repeating crossbow presented in the Player’s Handbook
A flaming burst, icy burst, or shocking burst weapon
was not based on the real weapon and instead worked on a
also is a flaming, frost, or shock weapon, respectively. What
clockwork principal with a crank-wound spring pulling
happens when the burst power is triggered? Does the burst
back the string after each shot. The idea is preposterous
damage augment or replace the damage from the energy
(the force required to cock a crossbow is powerful indeed).
power?
Such a device would require a massive and heavy spring Damage from a burst weapon is in addition to any damage
which would be almost impossible to wind or it would be from the weapon’s energy power. If the energy power is
far too weak to be effective (not to mention being heavy as activated, you deal 1d6 points of energy damage from the
heck). The description in the Player’s Handbook does not
energy power, plus extra energy damage from the burst power
mention any kind of spring wind system. Therefore, it must (see the power descriptions). For example, a confirmed critical
be assumed that the weapon works just like its real-life hit from a +1 flaming burst longsword deals 1d6+1d10 points
counterpart. So what is it? Is it a semiautomatic completely of fire damage in addition to the weapon damage from the
one-handed weapon? Or is it a simple, realistic two-handed critical hit itself.
lever-operated device? And if it is a spring-wound weapon,
how many shots can it fire between windings, and how long
The flaming burst, icy burst, and shocking burst
does it take to wind?
weapon powers require a critical hit to trigger the burst.
Ah, the joys of rules debates! Anyone can try to shoot a
What happens when you attack a foe that isn’t subject to
heavy or light crossbow one handed as noted in the heavy and
critical hits? What happens if your critical hit is negated by
light crossbow entries in Chapter 7 of the Player’s Handbook.
fortification?
As these entries point out, however, one-handed reloading is
In either case, the burst effect doesn’t occur.
not possible.
If an effect is negated, it is invalidated, prevented, or ended
You’re right about the repeating crossbow. (So is your
with respect to a designated area or target. That’s true whether
friend, up to a point. The game’s repeating crossbow works a
the negation is automatic (such as from immunity) or
lot better than the Chinese original did.) The weapon has a
contingent upon a roll or check (fortification).
lever (and the lever is shown in the picture of the weapon in the
If another effect is contingent on the success of a root effect
Player’s Handbook), but it’s a cocking/reloading lever, not a
(like, say, any of the burst weapons in the DMG, which are
windup lever for a clockwork mechanism. Your friend ought to
triggered on a successful critical hit), and the root effect is
read the description of the weapon: You reload the crossbow by
negated, the contingent effect is also negated. In the case of
pulling the lever after each shot, and that takes two hands, also
these burst weapons, if the critical hit is negated so is the burst
as noted in the weapon description.
weapon’s critical-dependant effect, since it is triggered on a
“successful critical hit” (DMG 224 Flaming Burst entry and
Is a double weapon considered a two-handed weapon or DMG 225 Icy Burst and Shocking Burst entries).
a one-handed weapon plus a light weapon, for the purposes There are exceptions to this rule, but they are called out
of feats such as Weapon Finesse and Power Attack? specifically in the effect’s description. For example, some
A double weapon can be wielded in two ways, either as a
weapon properties in the Magic Item Compendium state “this
one-handed weapon and a light weapon, or as a single two-
effect activates even if the target is not normally vulnerable [or
handed weapon. Either way, it follows the normal rules for
subject to] to extra damage from critical hits.” In these cases
using such weapons.
you would roll to confirm a critical hit, and with a successful
Wielding as Two Weapons: The primary end (the “one-
critical confirmation you would apply the damage or effect for
handed weapon”) adds your Strength modifier to damage, and
the special effect, though you would not add the extra weapon
the secondary end (the “light weapon”) adds one-half your
damage for the critical hit.
Strength bonus to damage. When using Power Attack, bonus
Here’s an example of how this works: If a fighter with an
damage applies only to the primary end. If you have Weapon
18 Strength with a +1 desiccating burst greatsword (Magic
Finesse, you may add your Dexterity modifier instead of your
Item Compendium 32) rolled a natural 19 on an attack against a
Strength modifier to attack rolls with the secondary end (but
water elemental (and hit the elemental), you would roll to
not with the primary end).
confirm the critical, even though water elementals are immune
Wielding as One Weapon: Add one-and-one-half your
to critical hits. On a confirmed critical, the weapon does 2d6+7
Strength bonus to damage rolls. When using Power Attack,
plus 3d8 points of damage from the desiccating property to the
double the bonus damage granted by the feat.
water elemental.
D&D FAQ v.3.5 52 Update Version: 12/21/07
Note: This FAQ entry is a correction of an older FAQ entry The energy from a flaming, frost, shock, flaming burst, icy
that allowed all of these types of weapons to burst even if the burst, or shocking burst weapon never harms you while you’re
target was immune to critical hits or the critical hit was negated wielding or carrying the activated weapon (see the power
in some other way. descriptions), and it will not harm your equipment. If you lose
or set down an activated weapon, the energy it produces will
Since a vorpal weapon needs a successful confirmation harm other objects it touches, so it is best to deactivate it first.
roll to confirm a critical before its attack lops off someone’s There’s nothing illogical about a flaming, frost, shock
head, can the successful use of the fortification armor weapon (at least not within any framework that allows weapons
ability stop a vorpal weapon critical from taking off a to generate energy in the first place), and there’s no rule against
head? such weapons (think of the weapon as having fiery, frosty,
No. A vorpal weapon’s trademark effect is triggered on a shocking flames). The character creating such a weapon
special kind of critical—on the roll of a 20 (and a confirmed decides how it can be activated. Most such weapons probably
critical) it cuts off a head. Creatures without a head are, of are made so that the wielders can activate all three powers
course, immune to this effect, but the description calls out a simultaneously, or activate them one at a time, as desired.
number of creatures immune to critical hits, but that have
heads, as subject to the weapon’s effect. Furthermore, it states My stonechild (from Races of Stone) fighter wields a
that while these creatures may be subject to a vorpal weapon’s fullblade (from Arms and Equipment Guide). If he increases
decapitation ability, the decapitation may not kill or destroy the weapon’s size by one category, can he still wield it, and
them. These statements create an exception to the normal would it give him reach?
critical hit rules in a way similar to (though not as clear as) First of all, your stonechild couldn’t wield such a weapon.
some of the weapon burst powers featured in Magic Item While a stonechild (as a Medium creature) can wield a normal
Compendium. fullblade as a two-handed weapon thanks to the Exotic Weapon
Because of these exceptions, being immune to a critical or Proficiency (fullblade) feat, he couldn’t wield a fullblade of a
having an ability that negates a critical has no effect on the larger size category at all, even with the feat.
vorpal’s head-taking properties. Only the lack of a head makes (Although the fullblade is described in Arms and
you immune to the vorpal’s decapitation, and only in the cases Equipment Guide as a “Huge” weapon, this is a reference to the
where a head is not necessary for the creature to be alive (or it 3.0 rules for weapon size. Using the 3.5 rules for weapon sizes,
does not destroy creatures that are not alive) can a creature the fullblade used by Medium creatures is actually a Large two-
survive its decapitation effect. handed weapon with a special rule that allows a Medium
creature to wield it with two hands.)
The new descriptions for the flaming, frost, and shock Normally, the smallest creature that could wield a Huge
weapon special abilities say that these weapons’ energy fullblade (that is, a fullblade sized for two-handed use by a
effects work only on command. Why was this changed in Huge creature) would be a Large creature. A Medium creature
the revision? Does that mean that their wielders must use a with the powerful build racial trait, such as a goliath or half-
standard action to activate them for each attack? Or do the giant, with the Exotic Weapon Proficiency (fullblade) feat
energy effects last awhile? If so, how long do they last? could also wield a Huge fullblade.
What’s the chance that you burn (or freeze or shock) As to the second issue, regardless of the wielder’s or the
yourself when holding onto an activated weapon? Can you weapon’s size, a fullblade is not a reach weapon. Even a
put away an activated weapon without damaging the Medium creature with powerful build who wields a Huge
scabbard where you store it? What happens if you have fullblade can use it only against creatures at a distance of his
ammunition with these effects? Do you have to activate natural reach (typically 5 feet), but no more than that.
each piece of ammunition separately? What happens if you
have a flaming, frost, and shock weapon? Logically, such a How do reach weapons work if they are of a different
weapon couldn’t exist, but what if it did? Would you have size than the creature wielding them? Say, an ogre wielding
to activate each property separately? Finally, how does all a Small or Medium glaive, or a human with the Monkey
this affect flaming burst, icy burst, and shocking burst Grip feat wielding a Large ranseur? What is the reach for
weapons? Do you have to activate these weapons’ flame, each situation?
frost, and shock properties for the burst powers to work? A reach weapon doubles its wielder’s natural reach, but
The flaming, frost, and shock weapon special abilities only if the weapon is at least of an appropriate size for the
always have been command activated; the revision just wielder. Wielding a “too-small” reach weapon grants no reach.
clarified that. An ogre (Large) wielding a Medium or smaller reach
Activating an energy power requires a standard action, but weapon gains no reach from the weapon, and could thus attack
once you activate energy power, the power works until you use foes either 5 feet or 10 feet distant (as normal for a Large
another action to deactivate it. You can activate or deactivate creature wielding a non-reach weapon).
one of these powers on up to 50 pieces of ammunition at the A human (Medium) wielding a Large or larger reach
same time, provided that all the ammunition is in your weapon could attack a creature 10 feet away (but no further),
possession, all the ammunition is the same kind, and all the and could not use the weapon to attack a creature 5 feet away
ammunition has the same power. (as normal for a Medium creature wielding a reach weapon). A
Any attack you make with an activated weapon deals human wielding a Small reach weapon would gain no reach
energy damage to your foe if you hit—you don’t have to do from the weapon.
anything special to deal energy damage with it. The Player’s Handbook isn’t as clear on this as it could be,
A burst weapon’s burst power is use activated and it works although an example of reach in action on page 113 in the
even when the weapon’s energy power is not activated (see the Player’s Handbook provides pretty strong support: “A typical
last sentence in each power’s description). Large character wielding a reach weapon of the appropriate
D&D FAQ v.3.5 53 Update Version: 12/21/07
size can attack a creature 15 or 20 feet away . . .” [italics Small, Medium, or Large, that indicates the intended wielder’s
added]. While this reference doesn’t mention the ability to size. So, a Medium longsword is a longsword made for a
wield a reach weapon larger than the appropriate size, allowing Medium wielder. When a weapon’s size category matches the
such a weapon to grant reach to its wielder is a reasonable wielder’s size, Table 7–5 shows whether it is light, one-handed,
extension of the spirit and intent of the rule. or two-handed for that wielder. When the intended wielder and
the actual wielder aren’t the same size, you have to compare the
Exactly when is a weapon light, one-handed, and two- two creature sizes to determine how the actual user can wield
handed? And when do you take the –2 penalty for using a the weapon. If the actual user is much bigger or smaller than
weapon of the wrong size? How does the system of weapon the intended user, she can’t use the weapon at all. The Weapon
sizes work with exotic weapons such as the bastard sword and Wielder Size table shows weapon sizes vs. user sizes.
and dwarven waraxe, which are one-handed exotic For example, a frost giant (a Huge creature) collects a
weapons, but two-handed martial weapons? If my dwarf greataxe, a warhammer, and a light hammer made for a dwarf
wants to use a dwarven waraxe in one hand, how big a (a Medium creature). The greataxe is a two-handed weapon for
dwarven waraxe can she wield? Suppose my dwarf wants to the dwarf, but the giant treats it as a light weapon. The giant
fight with two weapons and use a dwarven waraxe as a light suffers a –4 penalty when using the greataxe. The giant cannot
weapon in her off hand. How big a dwarven waraxe can she use the warhammer (a one-handed weapon for the dwarf) or the
use then? light hammer (a light weapon for the dwarf).
When you’re talking strictly about a weapon’s size (as For the example character to wield a dwarven waraxe as a
opposed to how one uses the weapon, see the previous light weapon, the waraxe would have to be made for a Tiny
question), the designations light, one-handed, and two-handed character, and the dwarf would have a –4 attack penalty.
depend on the kind of weapon and on the size of the wielder for As noted in the previous question, you can decide to wield
which the weapon was made. According to page 113 in the a one-handed weapon in two hands and get the benefits of a
Player’s Handbook, a weapon has a size category, such as two-handed weapon in combat. To do so, the weapon has to be
Weapon and Wielder Size
Wielder Size
Weapon Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Fine Weapon
Light L — — — — — — — —
One-handed 1-H L (–2) — — — — — — —
Two-handed 2-H 1-H (–2) L (–4) — — — — — —
Diminutive Weapon
Light 1-H (–2) L — — — — — — —
One-handed 2-H (–2) 1-H L (–2) — — — — — —
Two-handed — 2-H 1-H (–2) L (–4) — — — — —
Tiny Weapon
Light 2-H (–4) 1-H (–2) L — — — — — —
One-handed — 2-H (–2) 1-H L (–2) — — — — —
Two-handed — — 2-H 1-H (–2) L (–4) — — — —
Small Weapon
Light — 2-H (–4) 1-H (–2) L — — — — —
One-handed — — 2-H (–2) 1-H L (–2) — — — —
Two-handed — — — 2-H 1-H (–2) L (–4) — — —
Medium Weapon
Light — — 2-H (–4) 1-H (–2) L — — — —
One-handed — — — 2-H (–2) 1-H L (–2) — — —
Two-handed — — — — 2-H 1-H (–2) L (–4) — —
Large Weapon
Light — — — 2-H (–4) 1-H (–2) L — — —
One-handed — — — — 2-H (–2) 1-H L (–2) — —
Two-handed — — — — — 2-H 1-H (–2) L (–4) —
Huge Weapon
Light — — — — 2-H (–4) 1-H (–2) L — —
One-handed — — — — — 2-H (–2) 1-H L (–2) —
Two-handed — — — — — — 2-H 1-H (–2) L (–4)
Gargantuan Weapon
Light — — — — — 2-H (–4) 1-H (–2) L —
One-handed — — — — — — 2-H (–2) 1-H L (–2)
Two-handed — — — — — — — 2-H 1-H (–2)
Colossal Weapon
Light — — — — — — 2-H (–4) 1-H (–2) L
One-handed — — — — — — — 2-H (–2) 1-H
Two-handed — — — — — — — — 2-H
L: The user treats the weapon as a light weapon.
1-H: The user treats the weapon as a one-handed weapon.
2-H: The user treats the weapon as a two-handed weapon.
—: The user is too big or too small to use this weapon.
D&D FAQ v.3.5 54 Update Version: 12/21/07
designated a one-handed weapon for you. The giant in the The Dungeon Master’s Guide says that only a magic
previous example could not get two-handed weapon damage weapon with the same or higher enhancement bonus can
with the dwarf’s greataxe because that weapon is a light sunder another magic weapon or a magic shield, but the
weapon for the giant. text for the sunder attack in the Player’s Handbook doesn’t
The bastard sword, lance, and dwarven waraxe are all two- mention this. Also, the Dungeon Master’s Guide says a
handed weapons that can be used in one hand under the correct magic item gets one extra point of hardness and one extra
circumstances (the bastard sword and dwarven waraxe are hit point per +1 of enhancement bonus. The Player’s
shown on Table 7–5 as one-handed exotic weapons, but they’re Handbook, however, says it gets +2 hardness and +10 hit
really two-handed weapons). Treat all three of these weapons points per +1 of enhancement bonus. Which is correct?
as two-handed weapons when determining who can use them Finally, what happens when a weapon or shield has a
and how. For example, a Small character cannot use a lance or special quality that increases the item’s price as an
bastard sword made for a Medium creature, even when additional enhancement bonus? Does the item gain
mounted (in the case of a lance) or when the Small character hardness and hit points for that extra enhancement bonus?
has the Exotic Weapon Proficiency (bastard sword) feat. What about magic items that don’t have enhancement
bonuses? Do they get any extra hardness or hit points?
The description of the spiked chain states that it is a When a special material gives a nonmagical enhancement
reach weapon that can be used against adjacent foes. What bonus, such as adamantine, does the item gain any extra
if a Large creature wields a Large spiked chain? Can it hardness or hit points from that bonus?
attack the squares that are 10 feet away? What are the You can sunder a magic item with any kind of weapon; you
adjacent foes of a Large or larger creature? don’t need something with an equal or higher enhancement
As with the vast majority of examples in the Player’s bonus. Text to the contrary (found on page 222 of the Dungeon
Handbook, the spiked chain description assumes that the Master’s Guide) is erroneous. A magic item gains +2 hardness
wielder is a Small or Medium creature wielding a spiked chain and +10 hit points per point of enhancement bonus, as noted in
appropriate to her size. What the description really means is the Player’s Handbook (page 165). Both of these corrections
that a character wielding a spiked chain can attack creatures are noted in the Dungeon Master’s Guide errata file.
that are within her natural reach (in addition to those at the A magic item gains extra hardness and hit points only for
normal range of a reach weapon). For a Medium or Small the enhancement bonus that it actually has, not for the effective
creature, that means creatures that are 5 feet away (i.e., enhancement bonus used to calculate its price. For example, a
“adjacent”). +1 flaming burst longsword costs as much as a +3 longsword.
A Large creature wielding a spiked chain (or similar reach A +1 flaming burst longsword has hardness 12 and 15 hit
weapon that also allowed attacks against adjacent creatures) points whereas a +3 longsword has hardness 16 and 35 hit
could attack creatures within her natural reach (that is, who are points.
either 5 or 10 feet away), in addition to those at the normal Magic items that have no enhancement bonuses—which is
range of a Large reach weapon (15 or 20 feet away). almost everything except weapons, shields, and armor—have
A Huge creature wielding a spiked chain could attack no extra hardness or hit points. For example, a paper scroll has
creatures 5, 10, 15, 20, 25, or 30 feet away. A Gargantuan a hardness of 0 and 1 hit point, no matter how many spells it
creature wielding a spiked chain could attack creatures 5, 10, contains.
15, 20, 25, 30, 35, or 40 feet away, and a Colossal creature Adamantine itself doesn’t provide a nonmagical
wielding a spiked chain could attack creatures anywhere from 5 enhancement bonus; an adamantine item is always a
to 60 feet away. masterwork item, so an adamantine weapon gives you a +1
enhancement bonus on attack rolls. Masterwork items don’t
Can I throw weapons with both hands? What happens have any extra hardness or hit points.
if I also use Rapid Shot?
The two-weapon fighting rules allow you to use thrown Are weapons made from cold iron resistant to spells
weapons in both hands. As described on page 160 in the that provide an enhancement bonus or a special ability,
Player’s Handbook, a dart or a shuriken is treated as a light such as magic weapon or align weapon?
weapon for the purpose of two-weapon fighting, while bolas,
javelins, nets, or slings are treated as one-handed weapons. For In a word, no. You have to pay extra to make cold iron
other thrown weapons, compare the weapon’s weight to those magic items, but temporary effects such as the spells you name
listed here. Generally, a thrown weapon that weighs less than 1 have their normal effects when used on cold iron items.
pound (at Medium size) is effectively a light weapon for this
purpose. Weapons already defined as light weapons are also The descriptions of ghost touch weapons on pages 224
considered light. and 225 of the Dungeon Master’s Guide says that a ghost
As long as you can draw additional thrown weapons as a touch weapon functions as either a corporeal or an
free action (such as from the Quick Draw feat), there’s no incorporeal object, whichever is more beneficial to the
reason you can’t also use the Rapid Shot feat to get an extra wielder at the time. Does that mean that ghost touch
throw with your primary hand. For example, if a 4th-level weapons also ignore armor and natural armor bonuses to
fighter has Quick Draw, Rapid Shot, and Two-Weapon their target’s AC in the hands of corporeal creatures?
Fighting, he can throw two daggers with his primary hand and No, it does not. Ghost touch weapons allow corporeal
a third with his off hand. His adjusted base attack bonus is +0 wielders to strike incorporeal targets (and manifested ghosts)
with each dagger (+4 base attack bonus, –2 for using a light with no miss chance. They also allow manifested ghosts to
weapon in his off hand, –2 for using Rapid Shot). make normal attacks (not incorporeal touch attacks) against
targets on the Material Plane. An incorporeal creature or
manifested ghost can also pick up and move a ghost touch
D&D FAQ v.3.5 55 Update Version: 12/21/07
weapon and can carry it along when the creature moves Given that the whip is a one-handed weapon, while it may
through a solid object. It is the latter property that’s being appear awkward, the rules of the game are clear that this is
described in the text you’re quoting. certainly possible.
Does the sun power of a sunblade (see the Dungeon Can you use the Power Attack feat in combination with
Master’s Guide, page 228) count as sunlight for the purpose a whip?
of affecting vampires or other creatures vulnerable to Actually yes, this is also possible, since the whip is listed as
sunlight? a melee weapon.
The sunblade’s description notes that this “bright yellow
radiance” is “like full daylight.” This indicates only the Because the Pyrokineticist’s Fire Lash creates a whip of
brightness of the illumination, but not any other effects. A fire that requires only a touch attack, can you apply a Str
vampire within the area of the radiance therefore suffers no ill bonus to the damage? Can you power attack with this
effects. To be deadly to such creatures, the description would special weapon?
have to say something like “this radiance is treated as sunlight It would seem so. The wording in the description of this
for all purposes” or the like. psi-like ability indicates that you can take advantage of any feat
that would apply to the use of a standard whip. Since one of
When buying ammunition using the special materials those feats is Power Attack, then by reason, you must be able to
from Chapter 7 in the Dungeon Master’s Guide, is the cost apply your Strength bonus to the damage of a fire lash as well.
given to upgrade a single piece, or do you get twenty pieces,
as you do when buying nonmagic ammunition? For Regarding the Mau-Jehe, the mind blade of legacy,
example, do twenty adamantine arrows cost 61 gp (twenty should a soulknife be able to apply all of his mind blade
arrows for 1 + 60 gp for adamantine ammunition), or 1,201 class features to it? These include the size changing, both
gold pieces (twenty arrows for 1 +60 gp per arrow for the direct +X bonus and the special quality bonuses, the
adamantine ammunition)? +Xd8 psychic damage, and others. I know it counts as a
The ammunition prices for special materials are per piece. mind blade for the purposes of Weapon Focus, but it seems
A single adamantine arrow costs 60 gp + 5 cp (the price for a that without the rest it is weaker than the real mind blade.
single arrow). Twenty such arrows would cost 1,201 gp. All class features should be allowed—this counts as a mind
blade in all ways.
In the question above the Sage states, “The ammunition
prices for special materials are per piece. A single When releasing a dancing weapon (Dungeon Master’s
adamantine arrow costs 61 gp. Twenty such arrows would Guide, 224), what attack modifier does it use? Does it attack
cost 1,220 gp (not 1,201 gp).” Does that apply to all special on the round it is released?
materials, or just those that are automatically masterwork, The dancing weapon uses its owner’s base attack bonus and
or just those that have an addition to the cost rather than a its enhancement bonus, but it doesn’t get any of its owner’s
multiplier? other attack modifiers (such as his Strength modifier, Weapon
Unless stated otherwise, any time an item cost modifier is Focus, and so on).
provided for ammunition, it applies to each piece. Each The dancing weapon makes a full attack (with multiple
adamantine arrow costs +60 gp. Each cold iron arrow costs 1 sp attacks if the owner’s base attack bonus is +6 or higher) each
(twice as much as a normal arrow). Each alchemical silver round, starting on the round it is released.
arrow costs +2 gp.
The seeking property for ranged weapons says it
Does ammunition made with a special material, such as negates “any miss chances that would otherwise apply”
adamantine, break after use as with magical ammunition? (Dungeon Master’s Guide, 225). Does this also negate the
Yes, ammunition made from a special material breaks if it AC bonus from cover, since that creates a chance that your
hits the target, and it has a 50% chance to break even if it attack will miss?
misses the target. Mundane ammunition (neither magical nor No. The phrase “miss chance” specifically refers to
made of a special material) has the same breakage chances. percentile rolls used to determine whether an otherwise
successful attack actually misses. Concealment is the most
For creatures that have damage reduction bypassed by common effect that creates a miss chance, but it would also
epic weapons, does the weapon have to be a +6 or greater apply to similar effects such as the displacement spell (Player’s
weapon, or can it just have enhancements that push it into Handbook, 223), but not to incorporealness.
the epic category (like a +5 keen shocking burst vorpal
longsword)? Does the intelligent legacy ability (in Weapons of
To be considered an “epic” magic weapon, the weapon’s Legacy) grant the legacy item the lesser and greater powers
actual enhancement bonus must be +6 or greater. Special and special purpose an intelligent weapon normally gains?
properties such as keen are treated as equivalent to No. Giving a legacy weapon sentience in this manner
enhancement bonuses only for the purpose of pricing and for grants it the benefits listed for the intelligent legacy ability (see
the maximum power of a weapon (for non-epic gaming). A +5 Weapons of Legacy page 191 for an example), but not any
keen shocking burst vorpal longsword is still only a +5 weapon powers not listed there (such as lesser and greater powers and a
for the purpose of bypassing damage reduction, and thus special purpose).
wouldn’t overcome DR 10/epic.
Can a player add a weapon property to a nonweapon
Can you use a whip with two hands, thus gaining 1.5 x wondrous item? For example, can I add the shock property
Strength bonus?
D&D FAQ v.3.5 56 Update Version: 12/21/07
to my quiver of Ehlonna to let it grant that benefit to all the
arrows stored in it? What is the duration of the invisibility granted by a ring
By definition, the weapon properties are designed only to of invisibility?
be added to weapons. Simply adding the shock weapon In general, you should assume that any spell effect
property to a quiver of Ehlonna doesn’t necessarily mean the mimicked by a magic item treats all variables of the effect as if
quiver now imparts that property to its arrows—by definition, it it were the spell cast with the item’s caster level. In this case,
would apply only to attacks made with the quiver itself, which the duration of the ring’s ability is the equivalent of an
is pretty ludicrous. invisibility spell cast by a 3rd-level caster (the ring’s caster
The Sage can certainly imagine a wondrous item that level): 3 minutes. Of course, nothing prevents a character from
bestows a benefit resembling that of a weapon property—the activating the ring’s power more frequently than this (thus
scabbard of keen edges is a good example—but simply making ensuring a constant invisibility), as long as he’s willing (and
it exactly the same effect and price would almost certainly be a able) to spend the actions to do so.
mistake.
As with any new magic item, the DM must balance the If you are playing a monstrous character with four
item’s effect and price with similar effects in the game—a arms, can you wear a magic ring on each hand, or are you
quiver that granted the shock property to every arrow it fired is still limited to two rings?
significantly more efficient than simply crafting a batch of +1 The limit is two rings per character, number of hands not
shock arrows, and just using the existing “plus equivalent” withstanding. Magic item locations aren’t just about where
price would be significantly cheaper than adding the shock items fit on the body, they also relate to how magic flows
property to your bow (since your bow likely has an existing through the body.
enhancement bonus and/or other properties).
Does the shield of force created by the ring of force
If a character gains a negative level by picking up an shield (Dungeon Master’s Guide, 232) require a free hand to
unholy weapon, and this results in her negative levels use, or can I use it when wielding two weapons or a two-
equaling her current level, is she killed even though the handed weapon?
negative level goes away as soon as she releases the The item is silent on the issue, so the Sage believes it
weapon? appropriate to assume that the ring’s shield functions just like a
Yes. The negative level gained from picking up an unholy normal heavy shield (except for the lack of armor check
(or similar) weapon is just like a normal negative level in all penalty or arcane spell failure chance). Thus, it requires a free
ways, except that it can’t result in actual level loss and can’t be hand to gain the shield’s benefit.
overcome in any way while the weapon is held. Of course, a character wielding a weapon in that hand
If the negative level gained by picking up such a weapon could activate the ring after making his attacks for the round
results in the character’s death from negative levels, she stays (thus gaining its benefit while enemies attack) and deactivate it
dead even after the weapon drops from her lifeless hands (just at the start of his next turn (allowing attacks with that hand).
like a character killed by an enervation spell’s negative levels While you wouldn’t be able to use the shield hand to make
stays dead even after the duration of the spell elapses). attacks of opportunity while the shield was active, you’d
otherwise be nearly as effectively protected as if the shield
Rings were active continuously.
I’m looking at the descriptions for the various command-
activated magic rings in the Dungeon Master’s Guide, and I
The description of the ring of sustenance says the user
can’t find any mention of how long these powers actually
gets all the benefits of 8 hours of sleep in 2 hours. How does
last once activated. For example, how long do you blink
this affect a bard, sorcerer, or wizard who wants to regain
when you activate a ring of blinking? How long can you
spells? Specifically, how does this interact with the casting
turn spells when you activate a ring of spell turning? What
limit rule in the Player’s Handbook?
happens if I activate a ring twice? Do the durations stack? In the case of a ring of sustenance, “all the benefits of 8
In the case of a ring (or any other item) that duplicates a
hours of sleep” means the character sleeps for 2 hours and
spell effect, one activation functions for the same duration as
regains 1 hit point per level (see the rules for natural healing on
the duplicated spell cast by a character of the ring’s caster level.
Chapter 8 of the Player’s Handbook). If the ring wearer is
For example, when you activate a ring of blinking you will
fatigued, 2 hours of sleep removes the fatigue.
blink for up to 7 rounds since the ring’s caster level is 7th.
A wizard must have 8 hours of rest before regaining spells.
Since blink is a dismissible spell, you can use a standard action
If the wizard doesn’t have to sleep for some reason, she still
to deactivate the effect sooner if you like. In some cases, an
requires 8 hours of rest to regain any spells (see Preparing
item’s description specifies a different duration for a spell
Wizard Spells on page 177 of the Player’s Handbook). A ring
effect. For example, when you activate a ring of spell turning,
of sustenance doesn’t change that.
the ring turns the next nine levels of spell cast on you, no
A bard or sorcerer regains spells only once a day, and a
matter how long that takes.
ring of sustenance doesn’t increase that.
If you activate an item again before a previous activation
A ring of sustenance also doesn’t exempt the wearer from
runs out, the two durations overlap, they do not stack. For
the casting limit rule. Whenever a spellcaster gets a new set of
example, of you active a ring of blinking and blink for 3
spells, any spell slot she used in the last 8 hours is not
rounds, then activate it again, you wind up blinking for 10
available. This rule has nothing to do with how much sleep the
rounds in total. In the case of a ring of spell turning, a new
spellcaster gets; it reflects how long a spell slot must remain
activation would mean the ring would turn the next nine levels
empty before the character can refill it. The ring doesn’t make 8
of spells cast on you after the second activation (any unused
hours pass, so it doesn’t help the character refill the used spell
turning from the previous activation would be lost).
slot.
D&D FAQ v.3.5 57 Update Version: 12/21/07
archmage’s high arcana abilities, such as mastery of
Rods elements or mastery of shaping with a staff?
Does a wizard (or other spellcaster who prepares spells) The only high arcana ability that works on a spell cast from
with a metamagic rod (Dungeon Master’s Guide, 236) a staff is spell power, which increases the archmage’s caster
activate it when preparing spells (thus preparing three level.
spells with a metamagic effect without paying the extra
spell level cost) or when casting spells (allowing her to apply Wands
the metamagic effect to any three spells she likes)? Can I make an eternal wand (EBERRON Campaign Setting,
The latter. The metamagic rods function the same for any 265) of cure light wounds? Can a wizard use such an item?
spellcaster—they allow her to apply a metamagic effect “on the Yes and yes. The eternal wand entry states that it can hold
fly” when casting the spell to be affected. The exception is the any arcane spell of 3rd level or lower. The cure light wounds
sorcerer (or by extension, any other spontaneous spellcaster) spell appears on the bard spell list and is thus considered an
who must still use a full-round action to cast the affected spell. arcane spell.
Furthermore, the entry states that “any character who can
Scrolls cast arcane spells” can use an eternal wand. The spell need not
If you aren’t of the right level to read a scroll, you have to appear on the user’s class spell list (a conclusion supported by
make a caster level check to actually use the scroll, right? If the example, which describes magewrights wielding eternal
this fails, you have to make a DC 5 Wisdom check to avoid wands of magic missile, a spell that doesn’t appear on the
a mishap. What happens to the scroll if you fail both class’s spell list).
checks? Does the failure erase the scroll? What happens if
you fail the caster level check, but make the Wisdom check?
Can my cleric of Pelor activate a wand of holy smite if he
Is the writing on the scroll still there?
doesn’t have the Good domain? After all, it’s on his deity’s
If you do not succeed in activating a scroll spell, the spell is
list of domain spells, so that’s the same as being on my
not used up. If you suffer a mishap when you fail to cast the
character’s spell list, right?
spell, however, you activate the scroll after a fashion and the
Wrong. Your character’s domain spells are indeed treated
scroll is wasted. You likewise lose the spell on the scroll if you
as being on your class spell list for the purpose of using wands,
fail any Concentration check you might have to make while
scrolls, and similar items, but that applies only for spells in
using the scroll. You also lose the spell from the scroll or if you
domains that your character has actually chosen. If you haven’t
fail any arcane spell failure roll you might have to make when
selected the domain as one of your two domains, the spells of
using the scroll.
that domain aren’t considered on your spell list (unless they’re
already on your spell list from your class, such as aid, which is
Can you take 10 or take 20 when attempting to activate on all clerics’ spell lists and not just the spell lists of clerics
a scroll? with the Good or Luck domain).
No. If you need to make a check to cast a spell from a
scroll (see page 238 in the Dungeon Master’s Guide), you Wondrous Items
must make a caster level check to do so. You can never take 10 Boccob’s blessed book allows a wizard to fill its 1,000 pages
on a caster level check (see page 65 in the Player’s Handbook). with spells without paying the 25 gp per page material cost.
Since there is a chance for a mishap when you fail to activate a The Player’s Handbook (page 179), however, says materials
scroll, you can’t take 20 on the check (also see page 65 in the for writing the spell (special quills, inks, and other supplies)
Player’s Handbook). cost 100 gp per page. Which number is correct? Does it cost
25 gp or 100 gp per page to write a spell into a spellbook?
Staffs Does Boccob’s blessed book merely subtract 25 gp from the
When you use a staff, you use your own relevant ability
100 gp per page cost? Also, can a wizard write a spell from
score and feats to determine the save DCs for the spells cast
any source she could otherwise copy? For example, suppose
from the staff, and you can use your own caster level for
a wizard finds an arcane scroll with a spell that’s on the
those spells too, if it’s higher than the staff’s caster level.
wizard class list. Can the wizard copy that spell into a
Does this mean you can apply metamagic feats you know to
Boccob’s blessed book? Could the wizard do the same thing
spells you cast from a staff?
with a wizard spell from another wizard’s spellbook? Or is
You cannot use metamagic feats on spells you cast from a
Boccob’s blessed book only intended as a cheap way to back
spell trigger item (wand or staff) or spell completion item
up spells from one’s own spellbook? How long does it take
(scroll). As the introductory text for staffs on page 243 of the
to copy a spell into the book? Do you have to make any skill
Dungeon Master’s Guide says, your ability score and relevant
checks to copy the spell?
feats determine the save DC for any spell you cast from a staff.
The cost to write a spell into a spellbook is 100 gp per page
From the core D&D books, “relevant feats” are Spell Focus and
(for materials) as noted in the Player’s Handbook. Note that
Greater Spell Focus. These feats apply to spells you cast from a
with the arrival of D&D 3.5, this cost is half what it used to be,
staff, provided the staff spell is from the school to which you
because spells now require only one page per spell level
have applied the feats. Also as noted on page 243, the Spell
(minimum one page), rather than two pages per spell level.
Penetration and Greater Spell Penetration feats apply to spells
You can put any spell into a Boccob’s blessed book that
you cast from a staff.
you normally could put in your regular spellbook. When you do
so, you don’t have to pay the 100 gp per page for materials.
When you use a staff, you use your own relevant ability You still have to pay the cost for acquiring the spell (if any).
score and feats to determine the save DCs for the spells you For example you might buy a scroll to copy into the book, or
cast from the staff, and you can use your own caster level you might borrow a spellbook from another wizard. When you
for those spells too, if it’s higher than the staff’s caster level. obtain a scroll for the purposes of expanding your own
So, suppose you’re an archmage. Can you use the
D&D FAQ v.3.5 58 Update Version: 12/21/07
spellbook, you pay the usual market price for the scroll, as Most magic storage items use extradimensional space (such
noted in Chapter 7 of the Dungeon Master’s Guide. If you as a bag of holding). When the magic on such an item is
borrow someone else’s book, the usual price for each spell you dispelled or suppressed, access to the item’s interior is closed
copy is 50 gp per spell level. Also, you can research a new off, and you cannot deposit or retrieve anything in the magic
spell, see Chapter 2 in the Dungeon Master’s Guide. Writing a storage item until the suppression ends. A glove of storing
spell into a Boccob’s blessed book takes the same amount of works differently. When its magic is dispelled or suppressed,
time as writing it into a regular spellbook (24 hours), and the an item stored inside pops out into your hand, just as if you
task requires the same Spellcraft check (DC 15 + spell level) recalled the item yourself. If you’re already holding an item in
you need to copy the spell into a regular spellbook (see page that hand, you must either drop the stored item as it reappears
179 in the Player’s Handbook). or drop the item you’re holding so you can hold the stored item.
In some cases, your DM may decide you can hold both items at
If I’m fighting with two weapons, do my bracers of the same time, in which case you don’t have to drop anything.
quick strike (Miniatures Handbook, 42) grant an extra
attack with each weapon? Do ability enhancing items (such as the headband of
No. The bracers grant you one additional attack with any intellect, cloak of charisma, and periapt of wisdom) grant
one weapon held (not with each weapon held). If you’re bonus spells to the appropriate spellcasters? The spells
holding two weapons when you activate the bracers, you may these items are based on would seem to prohibit it, but the
take one additional attack with either weapon (but not with only things specifically addressed in the item descriptions
both). are skill points.
Yes, you can get extra bonus spells if you have an item that
The circlet of persuasion (Dungeon Master’s Guide, 252) increases the ability score that governs your spellcasting. To
grants a +3 competence bonus on Charisma-based checks. get the extra bonus spells, you must wear the item while resting
Does this bonus apply on turn/rebuke undead checks? to regain spells and all through your initial daily preparations
Yes—anything described as a Charisma check (as well as for spellcasting. (Even characters who don’t prepare spells need
all Charisma-based skill checks) would gain this bonus. to meditate a little while at the beginning of the day; see Daily
Readying of spells under the Sorcerers and bards section of
Can psicrowns or dorjes be recharged? Chapter 10 in the Player’s Handbook.)
No. Just like a wand, staff, or any other charged item, once If you lose the item, you immediately lose the bonus spell
a psicrown or dorje’s charges are exhausted, the item loses its slots the item gave you, starting with any uncast spells you
special powers and becomes worthless. have of the appropriate levels.
The description for the glove of storing in the Dungeon Does the ivory goat of travail (Dungeon Master’s Guide,
Master’s Guide ends with two sentences that have given me 256) have all of the special attacks and qualities of the
some trouble. The first says spell durations on items stored nightmare (including planar travel abilities) in addition to
in the glove “continue to expire.” What does that mean? its normal statistics?
Suppose I’m a 3rd-level wizard and I cast a magic weapon No. The reference to game statistics isn’t as clear as it
spell on a sword, then store the sword in the glove. Two could be, but it is intended only as a short-cut (preventing the
weeks later, I retrieve the weapon from the glove. Is the need to reproduce an entire stat block in the Dungeon Master’s
weapon still under the effect of the spell, or has the spell Guide). The ivory goat of travail gains only the creature’s
long since expired? The final sentence is even more numerical statistics (including HD, hp, initiative, speed, AC,
puzzling. It says that when an effect is suppressed or attacks, damage [but not fire damage], space/reach, abilities,
dispelled, the stored item reappears instantly. What does skills, and feats), not any of its special attacks or qualities.
that mean? The stored item reappears when what effect is
suppressed or dispelled? What happens if I’ve got my Does a monk’s belt (Dungeon Master’s Guide, 248) grant
hands full when the stored item reappears? a non-monk wearer his Wisdom bonus to AC?
Although an item stored in a glove of storing is held in Yes. Note, however, that the wearer gains the AC bonus
stasis, that stasis does not apply to any spells or other magical only when unarmored and unencumbered, since the belt clearly
effects placed on the stored item. The spell or effect’s duration states that “this AC bonus functions just like the monk’s AC
continues to run as normal and it expires at the normal time. bonus.”
The 3rd-level wizard in your example casts a magic weapon
spell that lasts 3 minutes. This duration is not extended if Is a pearl of power a use activated item (as stated on
someone puts the weapon that has received the spell into the page 213 of the Dungeon Master’s Guide) or a command
glove, even though the weapon is otherwise held in stasis. word item (as stated in the item’s description on page 263)?
When you pull the weapon out of the glove after two weeks, Does it require a standard action to use and then another
the magic weapon spell effect is long gone. action to cast the recalled spell, or is activating the pearl
The final sentence in the item description refers to the part of casting the recalled spell?
glove itself. If the glove’s magic is dispelled or suppressed, any Technically, it is use activated, but still requires a
item stored in the glove pops out. In your example, if dispel command (a possibility allowed for in the description of use
magic is used against the glove, the sword stored in the glove activated items on page 213). Therefore, activating it is a
pops out if the spell succeeds. Because the glove is a permanent standard action (which is separate from the casting of the
magic item, the dispel effect is only temporary (see the dispel recalled spell).
magic spell description), and you can place the item back in the The question boils down to whether the use of the item
glove when it recovers from the effect. The same effect would takes time, or whether its activation is subsumed in its use and
occur if you take the glove into an antimagic field. takes no extra time. The example for the latter is given as
D&D FAQ v.3.5 59 Update Version: 12/21/07
“swinging a magic sword with a built-in enhancement bonus”
(Dungeon Master’s Guide, 213). This doesn’t seem to fit the
Creating Items
pearl’s description at all, which states clearly that a “command” I’m unclear about the exact cost of adding enhancements to
must be given for its function (recalling a spell) to occur. The a cold iron weapon. Page 284 in the Dungeon Master’s
pearl’s activation isn’t subsumed in casting the new spell—it Guide says any magical enhancements to a cold iron item
specifically recalls a previously prepared and cast spell. cost an additional 2,000 gp. I am unclear as to whether this
This means that in most cases you can’t activate a pearl of is a one-time cost or if it applies to each enhancement. For
power and use the recalled spell in the same round. Obviously, example, would a +1 cold iron frost longsword cost the same
some exceptions exist; any swift-action casting time spell, for as a +2 cold iron longsword (10,330 gp) since both are “+2”
example, could be cast in the same round that it was recalled. weapons, or would it cost 12,330 gp (2,000 extra for the +1
enhancement, and 2,000 extra for the frost enhancement)?
Also, is the extra cost (whatever it might be) added to the
Can a pearl of power be used to recall a spell of a lower
magic item’s base (so that it takes longer to make a cold
level than it’s designed for? After all, I could have prepared
iron item), or just to the total price?
a lower-level spell in that spell slot.
You pay +2,000 gp each time you enhance the item, not for
No. A 5th-level pearl of power can recall only a 5th-level
each magical property. When you first create the item, you add
spell, even if all you prepared as 5th-level spells were multiple
+2,000 gp on top of the cost of all other enhancements you add
castings of stoneskin.
to the weapon, and that 2,000 gp increases only the item’s
Any metamagic effects (or other effects that altered the
market price. So your example +1 cold iron frost longsword
spell’s level) apply, so a 5th-level pearl of power can recall the
would have a market price of 10,330 gp
quickened magic missile you’ve already cast, but not the
(30+300+8,000+2,000). The cost to create the sword would be
empowered cone of cold (since that’s a 7th-level spell).
6,330 gp (30+300+4,000+2,000) and 320 XP (1/25th of the
8,000 gp cost for the enhancements). The sword would take 8
Is there a limit to the number of pearls of power that a
days to make (the 8,000 gp divided by 1,000).
character can carry or use?
If you later went back and added another +1 enhancement,
No. Each pearl requires a standard action to activate, but
you’d have to pay the extra 2,000 gp again.
there’s no limit to the number of pearls a character can activate
per day.
If I buy a +2 cold iron longsword, it costs 10,330 gp (30
gp + 300 gp + 8,000 gp + 2,000 gp). I also buy a +1 cold iron
Can you use a portable hole (Dungeon Master’s Guide,
longsword and it costs 4,330 gp (30 gp + 300 gp + 2,000 gp +
264) to go through a wall or floor that’s less than 10 feet
2,000 gp). Now, if I have someone upgrade the second
thick?
No. The portable hole creates an extradimensional space— sword to make it match the first, it costs 8,000 gp more
it doesn’t actually create a hole in an object. (6,000 gp + 2,000 gp), bringing its total value to 12,330 gp
(4,330 gp + 8,000 gp). It’s the same product, but with two
different market values.
What classes contribute toward a psicrystal’s abilities?
When setting the market value for any magic cold iron
What about monsters with psi-like abilities—do their racial
weapon, use the most efficient creation method. The two
HD count too?
example swords have the same market value of 10,330 gp, but
Any class or prestige class that grants the ability to
the second sword costs an extra 2,000 gp to make and the seller
manifest psionic powers contributes its level for the purpose of
realizes that much less profit. One cannot simply pass along the
determining a psicrystal’s abilities, unless the class states
cost of inefficient manufacturing to customers (even though in
otherwise.
the real world it sometimes seems that way).
Racial Hit Dice don’t contribute toward this purpose, even
if the creature has a power point reserve or psi-like abilities.
Can magic items be further enhanced or improved after
initial creation? The players in my campaign are wondering
The DMG says that the quiver of Ehlonna can produce
if they can take a +1 longsword (whether they made or
whatever the possessor wishes. Does this mean that it can
found it) and make it a +1 flaming longsword. If they can,
create whatever magic item I want?
No. It means that you can draw forth any item the quiver of how would we calculate the costs?
“Adding New Abilities” on page 288 of the Dungeon
Ehlonna holds just like it was a normal quiver, without any of
Master’s Guide addresses this issue. Typically, you must pay
the fumbling around you’d expect for an item with such great
the difference in gp, XP, and days of time equal to the
capacity.
difference between the two items.
The word “produce” in this context doesn’t mean
“manufacture,” it means “give forth,” like when the nice
highway patrol officer asks you to “produce” some Say a wizard wanted to increase the armor bonus on
identification. her robe of the archmagi, or improve her ring of wizardry III
Not that the Sage has extensive experience with such to a ring of wizardry IV. How would I figure out the cost for
situations, of course. increasing such abilities?
Strictly speaking, neither of these items can be improved in
the normal fashion (see previous question), since there aren’t
Can a thought bottle (Complete Arcane, 150) be used to
any “better” versions of them in the game. Both a +1
restore XP lost from casting a spell or creating a magic
longsword and +2 longsword exist in the game and have
item?
specific costs, so one can determine the cost difference between
No. The item description indicates that its intended
them (and thus the cost to improve one to be the other). There’s
function is to restore lost levels. It doesn’t erase XP costs from
no robe of the archmagi with a +6 armor bonus, however, and a
other sources.
D&D FAQ v.3.5 60 Update Version: 12/21/07
ring of wizardry IV isn’t just a ring of wizardry III with more is). The act of creating the scroll or wand would expend your
powers (but rather a ring with a different variety of the same daily use of Sudden Widen (since the act of creation triggers
kind of power). the spell, making it unavailable for casting).
That said, a DM willing to allow leeway in item creation
could allow a character to upgrade such an item’s capabilities, The rules for magic item creation permit a character
using the same guidelines as for improving any other item (see creating an item to use scrolls, wands, or even another
previous question). Improving a robe of the archmagi’s armor caster as the source of the spells to be placed in the item.
bonus from +5 to +6 is a lot like improving bracers of armor The rules do not, however, state clearly whether the
+5 to bracers of armor +6 (an 11,000-gp difference). character crafting the item has to be of a level sufficient to
Changing a ring of wizardry III to a ring of wizardry IV is a cast a given spell. Is the caster level of the character with
slightly different issue (since the abilities aren’t cumulative), the item creation feat being used to create the item (the
but a DM willing to allow this should charge the character the “creator”) a limit on the power of the item? For example,
difference between the two items (30,000 gp if she pays can a 3rd-level wizard with the Craft Wondrous Item feat
another character to upgrade the ring, or 15,000 gp and 1,200 create items containing any spell (assuming access to the
XP if she upgrades it herself). Unlike the previous examples, spells by other means), or is he limited to 2nd-level spells?
this actually changes the power of the ring rather than simply Unless stated specifically, items never have a minimum
adding more powers (it now doubles 4th-level spells but no caster level as a prerequisite. (The “CL” entry is the default
longer doubles 3rd-level spells). caster level of the item, not a requirement for creation.)
A 3rd-level wizard with Craft Wondrous Item could create
Are there reductions on magic item prices when the a harp of charming (even though he’s not high-enough level to
item is restricted to certain classes? cast suggestion, a prerequisite for creation), as long he had
The Dungeon Master’s Guide suggests that a 30% discount access to the suggestion spell during creation (such as from an
may be appropriate for such a restriction (see the sidebar on item or another character).
page 282). Don’t overdo discounts for restricted use—a
character making a magic item for herself typically only Can you enhance a pair of gloves as a weapon (such as
intends for it to be used by her, and a restriction on use can be a +1 frost gloves, for example)? What would they cost?
lot like getting something for nothing (since the restriction Objects that aren’t weapons can’t be enhanced as if they
doesn’t really penalize the character in any way). were weapons. You can’t create +1 frost gloves any more than
you could create a +1 frost corncob pipe or a +5 holy orcbane
Can my wizard craft more than one item in a day if the algebra textbook. You could create a +1 frost gauntlet (since
total cost to create the items is no more than 1,000 gp? the gauntlet is a weapon described on Table 7–5: Weapons in
No. All items take at least one day to craft, so you can’t the Player’s Handbook).
combine multiple cheap items into a single day’s work. A small
loophole to this rule is the scroll with multiple spells, which Is it possible to have a weapon or an item enhanced with
counts as a single item. magic special abilities and imbued with psionic special
abilities at the same time? If so, what would the creation
According to the rules, creating a magic item takes one process be like and how would you gauge market value?
day per 1,000 gp in its base cost, with a minimum of one Nothing in the Expanded Psionics Handbook suggests that
day. The random scroll generation charts in the Dungeon such an item couldn’t exist. Assuming you were adding both
Master’s Guide state that a scroll could have up to six spells kinds of special abilities at the same time, you’d just need to
on it. Does this mean that when I create a scroll I can place meet all the prerequisites (although spells or powers required
six spells on it? Does it count as one scroll or six for could be contributed from other sources as normal).
purposes of item creation (in other words, should it take For example, a +1 keen psychokinetic longsword would
one day or six)? require the creator to have both the Craft Magic Arms and
A scroll with multiple spells counts as a single item for the Armor feat and the Craft Psionic Arms and Armor feat, and he
purpose of determining the time to create it. A divine scroll would have to supply the keen edge spell and the concussion
with six castings of cure light wounds (market price 150 gp) blast power. It may well be easier to create one “part” of the
would take 1 day to scribe; a divine scroll with six castings of item first (for instance, a +1 keen longsword), then bring in a
heal (market price 9,900 gp) would take 10 days to scribe. second crafter to add the second “part” (the psychokinetic
You’d need to expend (and prepare, if that’s required by ability).
your class) the spell once for each time it appears on the scroll.
The act of scribing cure light wounds the first time onto a scroll Several armor and weapon special abilities have fixed
expends cure light wounds, which means you’d need to have prices instead of a bonus equivalency. Do these abilities
another one prepared to scribe it again. count toward the maximum +10 bonus in enhancements?
No.
Can sudden metamagic feats (Complete Arcane) be used That said, if you’re using the guidelines for epic magic
to scribe scrolls or craft wands that include the metamagic items (page 123 in the Epic Level Handbook), any fixed-price
effect? If so, how would you calculate the cost (since sudden abilities should count toward the 200,000-gp market-price
metamagic feats don’t alter the level of the spell)? “trigger” to determine if an item is considered epic.
You can use a sudden metamagic feat in item creation; the
cost to create the item would be just as if you were using the Does a weapon property that adds to the price of the
regular metamagic feat. For instance, using your Sudden Widen weapon, but which does not have an equivalent "plus"
feat to create a scroll of widened fireball would cost as much as value, add to an intelligent weapon’s Ego score?
a scroll of a 6th-level spell (which is what a widened fireball The method of determining an intelligent weapon’s Ego
D&D FAQ v.3.5 61 Update Version: 12/21/07
score doesn’t take such properties into account, but it’s The Craft skill doesn’t actually specify exactly how many
reasonable to treat them as worth 1 point of Ego apiece (like a hours per day are required, just that checks are made per day. It
lesser power). seems reasonable to allow extra progress to a character who
doesn’t have to rest. If the DM chooses to allow this, the Sage
Can you use a metamagic feat when creating items? recommends doubling the product of the check result and the
Yes; calculate the magic item’s price using the new spell DC.
level (as adjusted by the metamagic feat). For example, a warforged armorsmith working on a
A wand of maximized cure light wounds, for example, breastplate (DC 15; 2,000 sp price) who rolled a 20 on his Craft
would cost 21,000 gp (spell level 4 times caster level 7 times check would make 600 sp of progress in a week’s work (15
750 gp). You couldn’t make a wand of maximized cure times 20, doubled), instead of the normal 300 sp of progress.
moderate wounds, because that’s a 5th-level spell, which is For magic items, you can’t work more than 8 hours per day
beyond the spell level limit of a wand. (see DMG 283), even if you are capable of staying awake and
If you’re not using the spell’s level to calculate the price, alert all night long.
remember to estimate the price using the improved potency of
the effect for comparison (rather than using the non-metamagic My dwarf fighter wants to craft a dwarven waraxe.
version of the spell). Since dwarves treat waraxes as martial weapons, does he
use the DC for exotic weapons (18) or the DC for martial
Can a magic staff hold only one spell? weapons (15)?
Yes. Even though all the staffs presented in the Dungeon He may use the martial weapon DC. The dwarf’s weapon
Master’s Guide contain multiple spells, the rules don’t familiarity racial trait doesn’t apply any specific limit to the
expressly ban you from crafting a staff with only one spell (and situations in which dwarves treat waraxes as martial weapons,
what’s more, it’s not significantly unbalancing to do so). so it seems perfectly reasonable to allow dwarves to craft such
items more easily than other characters. The same would be
If I make a magic item as a warforged component true for other races with similar traits (such as gnomes and
(Eberron Campaign Setting, 268), can I choose for it not to hooked hammers). Note that elves simply receive free
take up the normal body slot by paying double the normal proficiency with certain weapons, but don’t get to treat them as
cost? a different category of weapon.
The description of warforged components states that
“components that do not occupy any space on the body cost The Craft skill indicates that you can use the skill in
twice what they would cost as ordinary magic items.” conjunction with the ironwood spell to make wooden items
That doesn’t let you get around the normal body slot with the strength of steel. Does this override the spell’s
requirement; it says that items that don’t need slots cost twice normal duration?
the normal price. No. In this case, the skill entry is just pointing out a useful
If you craft a ring of protection +1 as a warforged synergy with a particular spell; it’s not suggesting that this
component, it costs just what a normal item of that type would changes the rules of the game in any way.
cost and takes up a ring slot.
If you craft a bag of holding as a warforged component, it Can a character craft a poison with a higher save DC
costs twice what a normal bag of holding would cost to create than what’s listed in the rules?
(since it doesn’t normally take up a body slot). There’s no simple method that any character can use for
Theoretically, you could craft a warforged component that this. Certain special exceptions may exist in feats, class
didn’t take up the normal body slot it requires, but that should features, or other areas of the game, but the Sage isn’t aware of
cost at least four times normal: any specific examples.
1. Double normal cost as per the guidelines on Table 7–33:
Estimating Magic Item Gold Piece Values in the DMG, and Can a character with spell-like abilities, such as a
2. Double normal cost for non-slotted items turned into warlock or factotum, craft alchemical items as if they were
warforged components. a spellcaster?
The rules are a bit vague on this point, but it’s easiest to
If a character doesn’t need to rest or sleep, can he spend treat a character with spell-like abilities as a spellcaster for this
24 hours a day crafting items (including magic items) purpose.
rather than just 8 hours?
D&D FAQ v.3.5 62 Update Version: 12/21/07
Combat
Does a shield bonus granted by a force effect protect • If you’re fatigued, your effective Strength and
against incorporeal touch attacks the way an armor bonus Dexterity scores drop by –2, and you must use your
granted by a force effect will? lower Dexterity modifier for Reflex saves.
Yes, a force effect, such as a shield spell, that provides a • If you’re frightened or panicked, you have a –2
shield bonus is also effective against incorporeal touch attacks. penalty on all saving throws, including Reflex saving
throws.
Armor bonuses and shield bonuses both very • If you’re helpless, your Dexterity score is effectively
specifically say they do not apply against touch attacks, 0. You still can make Reflex saves, but your
except for force effects, which apply against incorporeal Dexterity modifier is –5. You’re helpless whenever
touch attacks. This implies that even force effects that grant you are paralyzed, unconscious, or asleep.
an armor or shield bonus do not apply against regular
touch attacks. Is that so? If so, why? If a mage armor spell Will a reach weapon (or natural reach) allow you to
can make it harder for a spectre to lay a hand on you, why make an attack of opportunity against a foe using the
wouldn’t it also make it harder for a hobgoblin to lay a Spring Attack or Ride-By Attack feats against you? Don’t
hand on you? you always get an attack of opportunity against a foe that
A spectre doesn’t “lay a hand on you”—it slams you, and moves in to make a melee attack against you when you have
the blow goes right through your armor (and through your greater reach than that foe? What about a 5-foot step? If
shield if you have one). An incorporeal touch attack is so you have greater reach than your foe, won’t you get an
named only to remind you that (most) armor and shields do not attack of opportunity against a foe that uses a 5-foot step to
apply. A touch attack and an incorporeal touch attack are not get close enough to attack you?
the same thing. If they were, they wouldn’t have different Having superior reach allows a creature to threaten more
names. squares, but it doesn’t allow that creature to make attacks of
An armor or shield bonus from a force effect applies opportunity when it otherwise could not.
against an incorporeal touch attack because the attack can’t When you use either Spring Attack or Ride-By Attack,
pass through the force armor or shield as it can through an your movement does not provoke attacks of opportunity from
object. An armor or shield bonus doesn’t stop a regular touch the foe you attack using the feat. (The benefit from Ride-By
effect, because touching it is the same as touching you (just as Attack also extends to the mount.) Indeed, one of the main
it is for any other kind of shield or armor you personally use). purposes of both of these feats is to allow you to close with
foes that outreach you without getting smacked with an attack
Exactly when can a character make a Reflex saving of opportunity. Remember, however, that neither feat prevents
throw? The saving throw section on the Player’s Handbook attacks of opportunity from creatures that you’re not attacking.
says Reflex saves depend on a character’s ability to dodge A 5-foot step provokes no attack of opportunity from
out of the way. Does that mean you can’t make Reflex saves anyone if that step is your only movement for the round, no
if you can’t move? matter how much reach those foes have. Again, one of the
A character can attempt a Reflex save anytime she is reasons the 5-foot step rule exists is to allow a slow, safe
subjected to an effect that allows a Reflex save. A Reflex save approach to foes that outreach you.
usually involves some dodging, but a Reflex save does not
depend completely on a character’s ability to move around. It If a player who is disabled performs an action that
also can depend on luck, variations in the effect that makes the brings him or her above 0 hit points, does he get a move
save necessary in the first place, and a host of other miraculous action as part of the same round? Or does the disabled
factors that keep heroic characters in the D&D game from condition apply for 1 round before he’s restored to normal
meeting an untimely fate. actions?
In most cases, you make Reflex saves normally, no matter Strictly speaking, going by the language in the Player’s
how bad your circumstances are, but a few conditions interfere Handbook on page 145 (“healing that raises your hit points
with Reflex saves: above 0 makes you fully functional again, just as if you’d never
• If you’ve suffered Dexterity damage or Dexterity been reduced to 0 or fewer hit points”), you should be quite
drain, you must use your current, lower Dexterity capable of taking a move action after completing a standard
modifier for your Reflex saves. action that brings you above 0 hit points.
• If you’re cowering, you lose your Dexterity bonus (if
any). The maximum Dexterity bonus you can have If an enemy makes an attack against me that would
while cowering is +0, and that affects your Reflex provoke an attack of opportunity (such as a disarm or
saves accordingly. grapple attempt), do I get the attack of opportunity if I
• If you’re dead, you become an object. Unattended can’t reach him? Would the Close-Quarters Fighting feat
objects can’t make saving throws. help at all?
• If you’re entangled, your effective Dexterity score Strictly speaking, if you don’t threaten an enemy, you can’t
drops by –4, and you must use your lower Dexterity make attacks of opportunity against that enemy. Thus, if an
modifier for Reflex saves. ogre tried to sunder your elf’s longsword from 10 feet away,
• If you’re exhausted, your effective Strength and you wouldn’t get an attack of opportunity against the ogre
Dexterity scores drop by –6, and you must use your (since an elf wielding a longsword doesn’t threaten an enemy
lower Dexterity modifier for Reflex saves. 10 feet away). This is true even if the ogre is reaching out with
his hand, such as when trying to grapple you.
D&D FAQ v.3.5 63 Update Version: 12/21/07
Even the Close-Quarters Fighting feat doesn’t help, since If you have more than one attack, can you attack one
that feat applies only when the attack of opportunity against a foe, take a 5-foot step, and make another attack against a
grappling foe normally would be denied by “a feat or special different foe (assuming of course, that you didn’t otherwise
ability that would normally bypass the attack” and lists move during your turn)?
Improved Grapple and improved grab as examples. Yes, you can take a 5-foot step before, after, or during your
If, as DM, this bothers your sensibilities and you and your full attack action (provided that you don’t take any other
players are willing to bend the letter of the rules a bit, consider movement during the round).
the following house rule that the Sage has used in his games in
the past: If a foe would provoke an attack of opportunity with When you normally get to make more than one attack a
any action that brings him (or something he holds) into contact round, and you are wielding two weapons, do you get to add
with you or your space, you may make an attack of opportunity your full base attack bonus on one attack or both? Would a
against the foe (or the object he holds, if that’s what’s 6th-level fighter count the +6 base attack bonus for the first
contacting you). This means that an ogre trying to initiate a attack and the +1 for the second? Would you get +6 on both
grapple would provoke an attack of opportunity that you could the first two attacks and a +1 on the third and fourth?
make against the ogre (since his hand and arm are clearly Your full base attack bonus applies on the first attack you
coming within your reach to grab you), while the same ogre make with each hand. In the case of a 6th-level fighter wielding
trying to sunder your weapon with his greatclub would provoke two weapons, he uses his full +6 base attack bonus on the first
an attack of opportunity that you could make only against the attack with his primary hand and on the first attack with his off
greatclub (that is, with a disarm or sunder attempt). hand. His second attack with his primary hand has a base attack
bonus of +1, and if he has a second attack with his off hand (for
Just when do so-called full-round actions take place? example, if he has Improved Two-Weapon Fighting), it also
Does a sorcerer’s heightened spell (or any other spell with a has a base attack bonus of +1.
metamagic feat applied) go off on the sorcerer’s turn, or not
until just before the sorcerer’s action on the following turn? I have a 14th-level fighter with a 16 Strength and 19
What about other full-round actions? The coup de grace Dexterity, who fights with two rapiers. He also has Greater
has generated a lot of problems in our campaign. When is Two-Weapon Fighting, Greater Weapon Focus (rapier),
this action finished? If it’s not over until just before the Greater Weapon Specialization (rapier), Weapon Finesse,
attacker’s next action, can the target’s friends save her, and all the necessary prerequisite feats. His base attack
perhaps by getting in the way or dragging her out of reach? bonus is +14/+9/+4, and with Weapon Finesse and Greater
Any full-round action takes place entirely during the acting Weapon Focus, his attack bonuses jump to +20/+15/+10.
character’s turn. That is, the action begins and ends during the His off hand attacks are made with his best attack
acting character’s turn in the initiative order. Though taking a bonus (+20). The first off-hand attack is +18 (off-hand
full-round action leaves you no time to move (except, possibly, weapon is light). His second off-hand attack, from
a 5-foot step) it does not continue into the next round in the Improved Two-Weapon Fighting, is at a –5 penalty, and his
same way a spell with a casting time of 1 round does. A full- third attack from Greater Two-Weapon Fighting is at –10.
round action is quicker than a 1-round casting time. Are those two attacks at a +15 and +10? Are the
Delivering a coup de grace requires a full-round action, not penalties reduced by 2 because a rapier is a light weapon,
1 round. The coup de grace is delivered during the attacker’s making them +17 and +12? I’m not sure if the negatives are
turn, and the target’s allies can do little about it except to drag final in the feat descriptions or if light weapons still need to
the target out of reach before the attacker can act (this requires be taken into account when calculating these attacks. I
the allies to act before the attacker does during the current suspect that my two remaining primary attacks suffer a –2
round), or fell the attacker with the attacks of opportunity the penalty, for a total of +13 and +8.
attacker triggers when delivering the coup de grace (this First of all, a rapier is not a light weapon. It is a one-handed
requires the allies to be in position to threaten the attacker). weapon, as described on Table 7–5: Weapons, on page 116 of
Since attacks of opportunity are resolved before the action that the Player’s Handbook. A rapier is treated as a light weapon
triggers them, they can prevent a coup de grace if they drop the only to allow you to apply your Dexterity modifier on attack
attacker. Also, a helpless character’s allies could ready an rolls when using the Weapon Finesse feat (Player’s Handbook,
action to attack anyone that tries to hurt the helpless ally, but page 102). Thus, a character wielding two rapiers is wielding
since doing so requires the ready action, they’re usually better two one-handed weapons, and takes a –4 penalty on attack rolls
off dragging their helpless ally to a place of safety. with both his primary hand and his off hand (see Table 8–10:
Two-Weapon Fighting Penalties, Player’s Handbook, page
Is a coup de grace attack an evil act? (i.e., can a paladin 160).
make such an attack without falling from grace?) Your character’s total attack bonus (not including any
The coup de grace is simply a kind of attack and is neither enhancement bonuses from the weapons or other effects) is +16
inherently good nor inherently evil. In some cases, it’s the best (+14 [base attack bonus] +4 [Dex] +2 [Greater Weapon Focus]
option against a foe (such as an unconscious but regenerating –4 [fighting with two weapons]). Both rapiers use this same
troll). If attacking a particular character would be considered an attack modifier for the first attack made as part of a full attack.
evil act—such as stabbing an innocent merchant in the middle The second attack made with each rapier is at 5 less (+11), and
of his shop—delivering a coup de grace on that character the third attack made with each rapier is at 10 less (+6). To put
would be just as evil. it another way:
Of course, if the paladin has already promised to face her Primary hand’s rapier: +16/+11/+6.
foe in nonlethal combat, delivering a coup de grace would Off hand’s rapier: +16/+11/+6.
almost certainly violate her code of conduct.
D&D FAQ v.3.5 64 Update Version: 12/21/07
Is it possible to eliminate all penalties when fighting In a previous column, the Sage ruled that switching
with two weapons? weapons from one hand to the other should take a move
Unfortunately,nothing currently in the rules allows you to action. My group and I thought that seemed pretty long,
eliminate all penalties outside of the Tempest prestige class; since it’s only a free action to drop something. Why can’t
this prestige class has class abilities granted that allow it to you just drop it into your other hand?
reduce the penalties for two-weapon fighting. For more It’s not really true that switching weapons from one hand to
information, see Complete Adventurer (page 81). And for the another is just like dropping a weapon. When you drop a
complete list of prestige classes, consult the Prestige Class weapon, you’re releasing it and letting it drop to the ground,
Consolidated Index on the Wizards of the Coast website. with no real guidance (or attention) as to exactly where it lands.
Switching a weapon from one hand to another is certainly more
My character has 18 Strength and wields a two-bladed complex than simply dropping it. At the very least, switching
sword. When I make only a single attack with it, how much hands would require you to use one hand to take the weapon
of my Strength bonus can I add to the damage? Does it from the other and at most it involves using both hands together
matter which end I swing with? in a coordinated action. Either way that sounds a lot like
When you make only a single attack with a double weapon, drawing a weapon, which is a move action. When you simply
the weapon is treated as a two-handed weapon. Thus, you’d drop a weapon, you don’t really care where it lands, and it
add 1–1/2 times your Strength bonus (in this case, +6). If you doesn’t require you to use the other hand to guide the action.
used Power Attack on this attack, you’d add double the value
of the penalty you applied to your attack roll (+2 damage per – What kind of action is it to drop gear, such as a
1 on attack). It doesn’t matter which end you swing with. backpack or a sack? For instance, I have players that load
up their PCs with so much gear that they become
My DM thinks that if you have four attacks in a round, encumbered. During battle they argue that it’s a free action
and you’re using the full attack action, you have to to drop their gear to lose the encumbrance penalties. I feel
designate all your targets at the beginning of the round, and that they are trying to get a fast one over me. What do you
that you can’t switch your targets once you start rolling think?
your attacks. I think you choose the target for any attack Generally speaking it is a free action to drop anything that
after you have seen the effect of your last attack. Please you’re holding in your hands. That said, anything that you strap
help us. to your person, such as a backpack, should be treated similarly
Well, your DM is always right, but the rules are on your to a shield, which takes a move action.
side. You pick a target for each of your attacks as you make the
attacks, not at the beginning of your turn; see the description of I was planning on playing a dwarf ranger with a
the full attack action in Chapter 8 of the Player’s Handbook. crossbow, but ran into a quandary. The description of a
light crossbow says it normally takes a standard action to
How long does it take to draw a projectile weapon? The reload. Does this mean you can fire a light crossbow only
Player’s Handbook says that drawing a weapon is a move once every other round? How does this affect Rapid Shot
action. Is this limited to weapons that are “drawn” from a and multiple attacks earned for higher levels?
sheath or scabbard, or to any weapon on the creature’s It appears that you’re misreading the light crossbow
person that is not in a sealed container? description. Loading a light crossbow requires a move action—
The game rules do not differentiate between melee, thrown, not a standard action—and provokes attacks of opportunity, as
or projectile weapons as far as defining the action required to described in the weapon’s description on page 115 and in Table
draw them. A longsword, dagger, greataxe, or longbow each 8–2: Actions in Combat in the Player’s Handbook. Thus, you
require a move action to draw, or they can be drawn for free as can fire a light crossbow once every round as long as you spend
part of a regular move by a character with a base attack bonus your move action to reload it.
of +1 or greater. You can’t fire a light crossbow more than once per round
If a weapon is stored in a container (such as a dagger in a (whether due to a high base attack bonus or the Rapid Shot
backpack, or a short bow in a bag of holding), then it is feat) unless you are capable of reloading the crossbow as a free
retrieved as if it were a stored item (a move action that action (such as with a repeating crossbow or with the Rapid
provokes attacks of opportunity). Reload feat). Once this requirement is met, you can fire a light
crossbow as many times per round as you could fire a bow
Does drawing a wand from a wand sheath provoke (once per attack granted by your base attack bonus, with one
attacks of opportunity or can I draw it as if it were a additional attack if you have Rapid Shot).
weapon? If I have Quick Draw, can I draw a wand as a free
action? The boomerang in Complete Warrior says that I have to
As described on page 142 of the Player’s Handbook, the make an attack roll to catch it when it returns to me. Does
“draw a weapon” action also applies to weaponlike objects this require an action? What about when I’m trying to
carried in easy reach, such as wands. (The Sage would suggest catch other objects, such as a potion thrown to me by my
that magic rods and staffs also fall into this category.) Thus, ally? Do I need to make an attack roll, and if so, what kind
drawing a wand doesn’t provoke attacks of opportunity, and a of action is required (if any)?
character with Quick Draw could draw one as a free action. Since the boomerang’s description doesn’t indicate that an
Wands and rods (but not staffs) also fall into the category action is required, you can assume that it doesn’t require one.
of “light or one-handed weapons” for the purpose of drawing In this case—somewhat like the returning weapon property in
them in conjunction with the Two-Weapon Fighting feat (see the Dungeon Master’s Guide—the act of catching the
page 142 of the Player’s Handbook). boomerang is part and parcel of throwing it in the first place.
D&D FAQ v.3.5 65 Update Version: 12/21/07
The game rules don’t really handle the specific issue of Immediate Action
catching an object thrown to you by an ally, but we can Much like a swift action, an immediate action consumes a very
extrapolate from the information in the Player’s Handbook and small amount of time, but represents a larger expenditure of
other sources to propose a simple method of adjudicating this. effort and energy than a free action. However, unlike a swift
Using the boomerang as an example, it would appear that action, an immediate action can be performed at any time—
an attack roll is necessary to catch a typical object. This is a even if it is not your turn. Using an immediate action on your
melee touch attack, but it should add the catching character’s turn is the same as using a swift action, and counts as your
Dexterity modifier rather than Strength modifier. swift action for that turn. You cannot use another immediate
An object’s AC is 10 + Dex mod (typically –5 for 0 Dex) + action or a swift action until after your next turn if you have
size modifier (see Table 8–1: Size Modifiers on page 134 the used an immediate action when it is not currently your turn
Player’s Handbook). A potion (size Fine) would have an AC of (effectively, using an immediate action before your turn is
13, while an unconscious halfling rogue lobbed to you would equivalent to using your swift action for the coming turn). You
have an AC of 6. also cannot use an immediate action if you are currently flat-
Most importantly, catching an object thrown to you footed.
requires a standard action. Since you’re likely doing this on
another character’s turn, you’ll probably have to ready an According to the Epic Level Handbook, a DC 35 Tumble
action to do so. check allows a character to stand up from prone as a free
Of course, this only covers catching something thrown to action (instead of a move action). Does this provoke attacks
you, not at you. Most characters don’t have any ability to catch of opportunity? What happens if the check fails? How does
something thrown at them (such as a dagger or a big rock), it differ from the thief-acrobat prestige class’s “kip up”
although certain feats (such as Snatch Arrow) may allow this. class feature?
The “free stand” action described in the Epic Level
Are there range modifiers for ranged touch attacks, and Handbook, and repeated in Complete Adventurer, still provokes
if so, what are they? Perhaps the same as the range attacks of opportunity as normal. If the check fails, the
modifierss for making Spot checks? character still stands up but must spend a move action to do so.
There is no category of weapons that is simply labeled (This is similar to the fast mount or dismount action given in
“ranged touch weapons.” There are spells that allow you a the Ride skill description in the Player’s Handbook.) If the
ranged touch attack (e.g., scorching ray). There are no range character does not have a move action remaining, she remains
increments for these, and the maximum range is given in the prone.
spell description. Outside of this, if you are using a feat or As originally described in Song & Silence, the “kip up”
ability that allows you to make an attack with a ranged weapon class feature was silent on whether the act provoked attacks of
(such as the bow) as a ranged touch attack, you would use the opportunity, and thus it must be assumed that it doesn’t change
range increment given for the weapon you’re using. the normal rules for standing up from prone. However, the new
thief-acrobat prestige class description in Complete Adventurer
Can you take a free action and a standard action as part stipulates that this action does not provoke attacks of
of a readied action? For example, suppose I ready an action opportunity, and takes precedence over the older version. It
to attack the first monster to come into melee range. A also doesn’t require any kind of check on the thief-acrobat’s
monster comes into range, and I take an attack—can I also part.
shout, cast a quickened spell, or use some other free action?
Using a strict reading of the ready rules (on page 160 of the Is it possible for an attack of opportunity to provoke an
Player’s Handbook), the answer is no. While the ready action attack of opportunity? For example, a fighter attempts to
allows you to combine a 5-foot step as part of the readied trip a cleric. The cleric chooses to make a sunder attack
action, it doesn’t say anything about allowing free actions. against the fighter’s weapon as his attack of opportunity.
Furthermore, the first sentence of the second paragraph Does the sunder attack then provoke an attack of
under the Ready heading (“You can ready a standard action, a opportunity from the fighter?
move action, or a free action.”) seems to support this, as it Yes. An attack of opportunity is adjudicated just like any
clearly sets up a free action as one of the three options, rather other attack, and it is subject to the same rules (including
than including it as an addition to be included along with either provoking additional attacks of opportunity). This can lead to
of the other two options. odd situations where as the reason for the original action no
Since speaking is generally defined as a free action you can longer exists. If this starts to confuse you, just remember that
perform “even when it isn’t your turn” (see the Player’s D&D combat is an abstract representation of battle, and not
Handbook, page 144), you don’t need to combine a shout with necessarily a precise second-by-second representation of every
the readied action. You can simply perform it any time you maneuver. Even the “sequential” nature of D&D combat—I
want, including right before or after taking a readied action. make my attacks, then you make your attacks, then I make my
The same is true of any spell (or action) that you can cast (or attacks, and so forth—is an artificial creation used to keep
perform) when it isn’t your turn, such as feather fall, or any combat moving quickly.
spell whose casting time is 1 immediate action. (The immediate Using the example you provide, the fighter is indeed
action is defined in several recent rulebooks, including the allowed to make an attack of opportunity against the cleric.
Expanded Psionics Handbook and Complete Arcane. It is (This attack could, in turn, provoke yet another attack of
reprinted here for your reference.) You couldn’t cast a opportunity from the cleric, but the cleric could make such an
quickened spell, though, since that can’t be done when it isn’t attack only if he were allowed more than one attack of
your turn. opportunity in a single round.)
D&D FAQ v.3.5 66 Update Version: 12/21/07
These attacks are performed in a “Last In, First Out” corner cases that aren’t handled by Table 8–2: Actions in
sequence. The last attack of opportunity declared is the first one Combat on page 141 of the Player’s Handbook.
resolved, with the remaining attacks resolved in reverse order
of their declaration, assuming the character can still make the Total cover prevents any attack against you. You can
attack. If the fighter drops the cleric with his attack of use a tower shield to get total cover if you give up all your
opportunity, the rest of the attacks in the sequence—including attacks. What does “give up all your attacks” mean? Can
the cleric’s attack of opportunity and the fighter’s original trip you move while getting total cover from the shield? Can
attack—do not occur. The actions are still “spent,” however— you cast a spell? Also, do you get total cover from all
the fighter doesn’t get to use that original attack on some other directions or from just one side of your square? Will the
target (although if he has other attacks remaining he may take total cover from a tower shield negate spell effects? Will it
them as normal). negate attacks of opportunity from movement or from
other actions such as spellcasting? Will it prevent charge
Can you make a trip attack (or other special attack) as attacks against you? What about bull rush attacks? Can it
an attack of opportunity? prevent grapple attacks or snatch attacks? Will it stop fear
Yes, as long as you make the trip attack (or other special effects, gaze attacks, or clouds of poison gas? Will it defeat
attack) with a weapon with which you threaten the target. For traps?
example, unless you wield a weapon that allows you to make a To claim total cover from a tower shield, you must use a
trip attack, trip attacks are unarmed attacks; a character who standard action. The tower shield rules don’t say that, but that’s
doesn’t threaten while unarmed couldn’t make an unarmed trip what they mean. Since you can take only one standard action
attack as an attack of opportunity. each round, you cannot also attack, cast a spell, activate a
magic item (except for some use-activated items), use a special
If you make a trip attack as an attack of opportunity, ability, use total defense, or start or complete a full-round
does your target get a chance to make a trip attack in action during the same round you claim total cover from the
return if you fail? What about a disarm attack? shield. You can, however, take a move action before or after
Yes and yes. you claim cover from the shield.
Like other kinds of cover, the shield has to have a location
Does uncanny dodge make you immune to feinting in relative to you on the battlefield. When you use the shield for
combat? cover, choose one edge of your space (not a corner). You have
No. If uncanny dodge said “you never lose your Dexterity total cover against any attack’s line of effect that passes
bonus to AC,” the answer would be yes, but that’s not what it through that side of your space. If an attack’s line of effect goes
says. Uncanny dodge allows you to retain your Dexterity bonus through the corner of the side of your space that the shield
to AC when flat-footed or struck by an invisible attacker. blocks, you get cover from the shield (+4 AC, +2 on Reflex
Although a feint creates a very similar situation (by disallowing saves) instead of total cover. If an attack’s line of effect passes
the defender from using his Dexterity bonus to AC), it doesn’t through a side of your space that the shield does not block, you
specifically render the character flat-footed. (For example, the get no cover from the shield at all. To determine where the line
target of a successful feint still threatens the feinting character.) of effect enters your space, draw a line from the attacker’s
Thus, uncanny dodge wouldn’t negate the effect. center to your center. Or, in the case of a magical effect, from
the effect’s point of origin and your center.
Say my character has a 3 in Dexterity, giving him a Once you claim cover from the shield, the shield keeps
negative modifier to his AC. Now if he is caught flat-footed, blocking the side of your space that you chose until the
he is denied his Dex modifier to his AC. Does this mean that beginning of your next turn, when you can again decide
his AC is actually better if he is caught flat-footed? whether you’ll use the shield for cover. Once you choose the
Actually, the definition for flat-footed indicates that you side of your space that the shield blocks, you cannot change it
lose your Dexterity bonus to AC (if any); it doesn’t remove a until your next turn.
penalty that you normally receive from having a low Dexterity You continue to threaten the area around you while you use
score. the shield for cover; however, it provides your opponents with
the same benefits you get. You cannot make attacks through the
How long does it take for an untrained person to apply side of your space that the shield blocks, and should you attack
poison to a blade, while having a 5% chance to poison through the corners of that space, your foe gets cover against
themselves? Additionally, how long does it take someone your attack. Since cover of any kind prevents attacks of
trained with poison, like an assassin? opportunity (see page 151 in the Player’s Handbook), the
Applying a poison to a weapon is the same kind of action shield keeps you from making attacks of opportunity in a pretty
as applying an oil: a standard action. This remains the same wide swath.
whether or not the character can apply poison without risk to Total cover or cover from a tower shield has the following
himself. The ninja class that appears in Complete Adventurer effects in different situations:
gains the ability at 9th level to apply poison as a move action. • Magical Attacks: A tower shield’s effects on
When in doubt, if a task requires using or activating magical attacks depend on the kind of magical attack.
something, it’s probably at least a standard action (and may be Any attack aimed at your equipment is aimed at you.
a full-round action). Most move actions either involve actual If a magical attack has you as a specific target (that is
movement of the character (such as walking, climbing, or it does not merely affect the area that contains you
standing up) or moving an item (such as drawing a weapon, but is aimed right at you), the shield has no effect. All
closing a door, or retrieving a stored item). That isn’t a hard- rays fall into this category, as does any spell that has
and-fast rule of the game, but it’s a useful tool to evaluate a Target entry in its header and any spell that has an
D&D FAQ v.3.5 67 Update Version: 12/21/07
Effect entry and affects creatures (provided, of If you say, “I ready my spear against a charge from the
course, that the attacker can and does choose the raging orc barbarian,” you don’t need to take your readied
shield user as a target). Magical attacks that fill areas action against anyone else who charges you (and in fact you
(bursts, cones, cylinders, lines, emanations, and can’t, since the triggering condition hasn’t been met).
spreads) are subject to all the rules for cover on page You can be as general or specific as you want (within
151 of the Player’s Handbook. Such attacks are reasonable limits) when stating the conditions under which
completely blocked if line of effect between you and your readied action triggers.
the attack’s point of origin passes through the side of
your space the shield blocks. You get cover (+4 AC, The Player’s Handbook says that to determine cover I
+2 on Reflex saves) if the magical attack’s line of must draw a line between my square and my target’s
effect passes through the corner of the blocked side. square. What if my target or I take up more than one
Spread effects reach around the shield if they square?
normally would extend into your space, but you still Whenever a rule requires you to choose “a corner of your
get a Reflex save bonus for cover when they do. A square,” you may choose any corner of any square you occupy
gaze attack is blocked if the shield would give you (even one that isn’t on the border of your space). The same is
total cover against attacks from the creature with the true when picking a corner of an opponent’s square, although a
gaze attack. If the shield gives you cover only, you’re creature can’t provide cover to itself. (That is, just because you
still subject to the gaze attack (although you could can draw a line from a corner of your square to a corner of a
avert or close your eyes to avoid the attack). target’s square that’s in the middle of its space doesn’t give that
• Attacks of Opportunity: As noted earlier, cover or creature cover against your ranged attack.)
total cover prevents attacks of opportunity. So you
could, for example, hunker down behind a tower Given that being prone means you are lying on the
shield and pick up a weapon or rummage around in a ground (Player’s Handbook, page 311), who can be prone?
backpack and avoid attacks of opportunity against Can oozes be prone? What about creatures with no limbs
you. If you’re moving while using the shield for like snakes? What about incorporeal creatures?
cover, things get a little more complicated. You must Anybody can be “prone.” Creatures that use limbs for
determine whether the shield gives you cover (or locomotion can use a free action to drop prone and must use a
total cover) at the point during your movement when move action to stand up again. Something with no motive
you’d normally provoke an attack of opportunity. limbs, such as a snake, can go prone or “stand up” as a free
Remember that attacks of opportunity are usually action. Such creatures might want to become prone to gain an
resolved before the actions that provoke them. In Armor Class bonus against ranged attacks. (Although giving
many cases, the shield won’t be positioned correctly something like a gelatinous cube that option defies common
to protect you during your whole move. sense and should not be allowed.) Officially, there’s an attack
• Charging and Bull Rushing: Opponents can charge of opportunity any time a creature stands up. The Sage,
you while you claim cover from the shield. An however, heartily recommends no attack of opportunity when a
opponent moves as normal when charging you, snake or similar creature “stands up.”
moving to the closest square from which a melee
attack normally would be possible. If the shield gives Being tripped makes you prone. Who can be tripped?
you total cover from the attack, the attack Beholders? Gelatinous cubes? What effect does tripping
automatically fails. Foes can bull rush you normally, have on these creatures? Can a prone character be tripped
moving right into your space in spite of the shield. again? What about flying and swimming creatures? Many
You normally get an attack of opportunity against creatures have neither legs nor any relationship to the
someone entering your space, but not if the shield ground or gravity. How does tripping affect them?
gives your foe cover or total cover. Anything using limbs for locomotion can be tripped.
• Grapple and Snatch Attacks: Total cover from a Things that don’t need limbs for locomotion can’t be tripped.
tower shield blocks such attacks (the foe just can’t You can’t trip a snake, a beholder, or a gelatinous cube. You
get hold of you). The foe could, however grab the won’t find this in the rules, but then it really doesn’t need to be
shield. Conduct such attacks just like any other in there—the rules can leave some things to the DM’s common
grapple or snatch attack. Your foe can’t damage you sense.
unless he pins you first. You can escape the foe’s A creature flying with wings can be “tripped,” in which
hold simply by dropping the shield (a standard action case the creature stalls (see Tactical Aerial Movement on page
since it’s strapped to your arm), so long as the foe has 20 of the Dungeon Master’s Guide). You can’t make an
not pinned you. incorporeal creature fall down. You also can’t trip a prone
• Traps: Cover or total cover from a tower shield is creature.
just as effective against a trap as it is against any Creatures can’t be tripped when they’re swimming (the
other attack. water holds them up). Likewise, a burrowing creature is driving
its body through a fairly solid medium that serves to hold it up.
If I ready a spear for a charge does that mean I have to
make an attack against the first enemy to charge me? When a character gets up from prone, when does the
That depends on how you word your readied action. attack of opportunity take place? When he is still prone?
If you say, “I ready my spear against a charge from the next When he is standing? Can the attacker choose when to
enemy who charges me,” then the answer is yes. The triggering attack? In one case, the attacker can get a +4 bonus to hit.
condition you stated for your readied action has been met. In the other, he can make another trip attack.
D&D FAQ v.3.5 68 Update Version: 12/21/07
All attacks of opportunity happen before the actions that The overrun rules allow you to overrun only a single
trigger them (see Chapter 8 in the Player’s Handbook). When opponent as a standard action taken during your move. If the
you make an attack of opportunity against someone who’s defender chooses to avoid you, the overrun attempt doesn’t
getting up, your target is effectively prone, and therefore cannot count against your actions, which means that you could try to
be tripped. You could ready an action to trip a prone foe after overrun another foe during the same move.
he gets up, however.
What happens if you attempt a coup de grace with a
Can prone characters move? The rules on crawling weapon that deals nonlethal damage, such as a sap or a
would obviously apply here, but this question also includes weapon with the merciful property? Is the coup de grace
things like limbless creatures and oozes. still automatically a critical hit? Is the target required to
If a creature has no motive limbs, you move at your normal make a Fortitude save? If so, what’s the DC, and what
speed when prone, otherwise you must crawl. happens if the target fails? What happens if you use a
normally lethal weapon to deal nonlethal damage as a coup
Can my character make a jumping charge attack, either de grace?
with a long jump or a high jump? Do I need the feats Fleet This question takes us beyond the rules. You could rule that
of Foot or Psionic Charge? If I can make a high jump as you cannot deliver a coup de gace with nonlethal damage, but
part of a charge, can I use it in conjunction with Battle if you want rules for using nonlethal damage in such an attack,
Jump? try these:
You can make a long jump as part of a charge. You must When you attempt a coup de grace with a weapon that
still follow all the normal rules for making a charge, such as deals nonlethal damage, you automatically hit and inflict a
moving in a straight line on the battle grid. This tactic can let critical hit. Note that you cannot deliver a coup de grace to a
you avoid some of the normal restrictions against charging. If a creature that is immune to critical hits. Calculate the nonlethal
square of difficult terrain is between you and your charge damage from the resulting critical hit just as you would
target, you could possibly jump over it with a long jump. (The normally. If the nonlethal damage isn’t sufficient to render the
fact that your jump means that your movement isn’t a perfectly subject unconscious (see page 153 in the Player’s Handbook),
straight line doesn’t make the charge illegal—you’re still the subject should make a Fortitude save (DC of 10 + the
moving in a straight line as far as the battle grid is concerned, nonlethal damage dealt). If the save fails, the subject is
and the jump isn’t really changing your direction.) rendered unconscious. The subject immediately suffers enough
Making a high jump as part of a charge is trickier. It’s hard nonlethal damage to make his current nonlethal damage total
to imagine a significant high jump that doesn’t change your equal to his current hit points +10. For example, you perform a
direction; after all, you’re now moving vertically rather than nonlethal coup de grace on a helpless gnoll that currently has
laterally. Furthermore, if you have to slow your movement at 12 hit points. You hit the gnoll and deal 10 points of nonlethal
any point of the charge, you can’t make the charge. For damage, not enough to knock out the gnoll. The gnoll,
instance, if you make a high jump toward a ledge as part of a however, must make a DC 20 Fortitude save. If the gnoll fails
charge, then have to pull yourself up to the ledge before the save, its nonlethal damage total immediately rises to 22
continuing, that’s not a charge, it’s a move or a double move. (current hit points +10), and it falls unconscious. This is
It’s the same for the “hop up” maneuver described on page 77 roughly the equivalent of being killed when you fail your
in the Player’s Handbook: Since it counts as 10 feet of saving throw against a lethal coup de grace, since death occurs
movement, you can’t perform such a maneuver as part of a at –10 hit points.
charge.
Fleet of Foot (found in the Player’s Guide to Faerûn) and If a creature has 0 reach, it must enter an enemy’s
Psionic Charge (from the Expanded Psionics Handbook) might square to attack that enemy, correct? If the creature enters
make performing a high jump as part of a charge a little easier. the enemy’s square, does it now threaten the enemy? Is it
Both feats allow a single change in direction of up to 90 possible for the creature to flank the enemy? If so, where
degrees during the charge, which should be sufficient to allow would an ally need to be positioned to flank the enemy?
you to make a high jump as part of a charge. Neither feat If you’re armed and you’re in a position to make a melee
allows you to ignore the restrictions on slowed movement attack against a foe, you threaten that foe (see Threatened
during a charge. Squares under the Attacks of Opportunity section in Chapter 8
If you’re capable of making a high jump that brings you at of the Player’s Handbook). To be armed you must wield a
least 5 feet above an enemy, you could employ the Battle Jump weapon or have natural weaponry. If your reach is 0, you can
feat (from Unapproachable East) without having to start at a threaten foes in the same square with you only.
higher location. Of course, that would require a Jump check A creature with a reach of 0 cannot flank an opponent (see
result of at least 40 for a Medium opponent, so it’s out of reach Flanking in Chapter 8 of the Player’s Handbook). Such a
of most characters. You’d also have to make the Jump check creature can neither gain a flanking bonus from an ally nor
from adjacent to your foe, so it would provoke attacks of grant a flanking bonus to an ally, not even when two or more of
opportunity (since you’re moving upward out of a threatened them enter the same foe’s square and attack.
square). All in all, it sounds like a pretty tricky maneuver, but
cinematically very exciting indeed. Which square is a rider in when on horseback? What if
two people are on the horse? What about a larger mount?
Can I overrun multiple opponents as part of the same A mounted character shares his mount’s entire space.
action? It seems like a hefty fighter should be able to blast Effectively, she is in all squares simultaneously. This is true
past several opponents if he is willing to take all of the regardless of how many creatures are riding the mount or the
associated attacks of opportunity and other drawbacks. relative difference between the rider’s space and the mount’s
space. Remember that a creature in combat is in continuous
D&D FAQ v.3.5 69 Update Version: 12/21/07
motion within its space, shifting back and forth as the battle
rages around it. This is just as true for a mount, which means When you make a mounted charge, must you stop once
that its rider is also shifting around within the mount’s space. you are in melee range of your target? Or do you continue
past the opponent?
When grappling, the order of events is as follows: If you don’t have the Ride-By Attack feat, your movement
starting the grapple (the “grab”), then grappling, then for the turn you perform a charge ends when you attack. You
pinning, right? How many of these can you do in a round? must make the attack as soon you can.
Can you, in one attack, go all the way to pinned or is it
based on the number of attacks you have? How many times can a mounted character charge in a
It’s the latter. You can grab someone and establish a hold combat situation? Can a mounted character charge an
with one attack, but pinning an opponent is an option only opponent that is engaged in melee with another party
when you can make an attack and you already have a foe in member?
your grasp (see If You’re Grappling in Chapter 8 of the Generally, a mounted character can charge once a round,
Player’s Handbook). To grab and pin someone in one turn, you just as any other character can. You can indeed charge a foe
have to have at least two attacks available that turn. engaged in melee with an ally, provided you can meet all the
requirements for charging (see page 154 of the Player’s
Can you always use Escape Artist instead of a Strength Handbook).
check when you’re grappling, or is this only for escaping a Any character making a charge must meet all the
grapple? requirements for making a charge: all movement for the round
You don’t make a Strength check when grappling; you must be directly toward the designated target, nothing should
make a grapple check, which is like a melee attack roll. (See block or slow that movement. You cannot charge through
Grapple Checks in Chapter 8 of the Player’s Handbook). another creature (except a helpless creature), even though
If a foe has grappled or pinned you, you can make an moving through an ally’s space doesn’t slow you down.
Escape Artist check to escape the grapple or break the pin. You
cannot use an Escape Artist check for anything other than Is sunder a special standard action or is it a melee
escape. That is, you can’t use an Escape Artist check to attack variant? It has its own entry on the actions table, but
establish a hold, damage your opponent, draw a light weapon, the text describing it refers to it as a melee attack. Is sunder
move, establish a pin, use the opponent’s weapon, or even to a melee attack only in the sense of hitting something with a
oppose your foe’s grapple check when the foe is trying to do melee weapon, or is sunder a true melee attack?
any of those things to you. Sunder is a special kind of melee attack. If it were a special
standard action, its description would say so (as the descriptive
If a creature with reach, such as an assassin vine, text for the Manyshot feat says).
grapples you, it then pulls you into its space. Does this move If you make a full attack, and you have multiple attacks
happen all at once or is there a limit to how far you are from a high base attack bonus, you can sunder more than once,
pulled in a round? or attack and sunder, or some other combination of attacking
When an attacker grapples, the attacker must move into the and sundering.
defender’s space, not the other way around. If you can reach a Sunder does indeed get its own entry in Table 8–2: Actions
foe and you establish a hold, you move into the foe’s space as in Combat in the Player’s Handbook. It needs one because
part of the grapple attack; this movement is free and doesn’t unlike a regular melee attack, sunder provokes an attack of
count against your movement for the turn (see Starting a opportunity (although not if you have the Improved Sunder
Grapple in Chapter 8 of the Player’s Handbook). feat).
A monster with the Improved Grab special attack, such as You can also disarm, grapple, or trip as a melee attack (or
an assassin vine, pulls the foe into its own space rather than attack of opportunity).
moving into the foe’s space (see the Improved Grab entry in the
Monster Manual glossary). This is also part of the attack and In a combat, Bob the fighter is unconscious from
does not count as part of the attacker’s or defender’s wounds, and Grog the orc moves into Bob’s square. A
movement. friendly cleric heals Bob so that Bob regains consciousness.
So the orc and prone Bob are now occupying the same
Can you score a critical hit with a grapple check made square. Now what happens? The rules say that Bob and
to damage your opponent? Grog can’t be in the same square, right? So, what happens?
No. Despite its similarity, a grapple check is not an attack Is Grog somehow prevented from entering Bob’s square?
roll, and thus can’t score a critical hit (nor does it automatically Does Grog have to leave when Bob wakes up?
succeed on a natural 20 or fail on a natural 1). You can enter another creature’s square and even stop there
if the creature is helpless, or if that creature is much bigger or
What are the rules for mounted charges? Do characters smaller than you are (see Moving Through a Square in Chapter
on mounts need only a 10-foot straight path when 8 of the Player’s Handbook).
charging? Or do they need more room? Assume that Bob is prone (no rule says you’re prone when
The rules for mounted charges are the same as for other you lose consciousness, but common sense demands that it be
charges. You must move before your attack, not after, and you so), and that he can remain in Grog’s square so long as he
must move at least 10 feet (2 squares) on your mount and you remains prone. If he gets up, he must leave Grog’s square first,
may move up to double your mount’s speed directly toward the which provokes an attack of opportunity from Grog.
designated opponent. This applies no matter how big you or
your mount is. A riding dog and an elephant both need 10 feet Earlier, you talked about Bob the fighter, who was
of movement to perform a charge. unconscious and later woke up, prone, to find Grog the orc
D&D FAQ v.3.5 70 Update Version: 12/21/07
standing in his space. You said Bob has to stay prone so the turning character’s maximum HD affected). Compare this
long as he remained in Grog’s space, and that Bob would to a fireball, a burst-shaped spell that affects all creatures
provoke an attack of opportunity upon leaving that space. within its area regardless of their number or HD.
Suppose Bob made a grapple attack on Grog? He can Ultimately, a turn attempt doesn’t really have an “area”—it
grapple Grog, can’t he? Bob would be at a negative for has a maximum number of targets it can affect (determined by
being prone but would not provoke an attack of the turning damage roll), each of which cannot exceed a
opportunity, would he? Assuming Bob establishes a hold on designated HD cap (determined by the cleric’s level and his
Grog, how long does the prone penalty last? turning check result). While thinking of it as a burst can help
Sure, Bob can grapple Grog. Bob’s initial grab attack somewhat, it can also lead to confusion, so the Sage doesn’t
provokes an attack of opportunity from Grog unless Bob has advise mixing up the terms in this way.
the Improved Grapple feat or some other circumstance prevents
Grog from threatening Bob. (For example, Grog would not Suppose a fighter and an archer go at the same
threaten Bob if Grog were wielding a reach weapon.) If Grog initiative. The archer is not in an adjacent square but only
deals damage to Bob with an attack of opportunity, Bob’s one square over. The fighter is not using a reach weapon.
grapple attempt is over. Assuming the archer plans to use a full attack action (and
If Grog doesn’t damage Bob, Bob’s initial touch attack doesn’t use a 5-foot step), and since they have the same
would suffer a –4 penalty for being prone. If the grab succeeds, initiative, could the fighter move his 5-foot step (toward the
Bob is still prone and still suffers the –4 penalty for being archer) as the archer is firing and get an attack of
prone for the ensuing opposed grapple check. (Some DMs I opportunity?
know would give Bob an offsetting bonus wrapping himself The question is moot, because two characters never have
around Grog’s ankles, but I don’t recommend doing so; it’s the same initiative. If two characters tie with their initiative
pretty easy to kick loose from somebody lying on the ground rolls, you must break the tie before starting the combat (see
when you’re standing up). Initiative in Chapter 8 of the Player’s Handbook).
If Bob gets a hold on Grog, he normally would have to The fighter could use the ready or delay special initiative
move into Grog’s space to maintain the hold. This movement actions to act at about the same time as the archer. In the case
would provoke attacks of opportunity from foes that threaten of the ready action, the fighter could ready an attack against the
Bob. However, Bob is in Grog’s space already, so he doesn’t archer when the archer shoots. When the archer shoots, the
have to move to maintain the hold, and he is spared attacks of readied action is triggered. The fighter acts before the archer
opportunity from Grog’s allies. shoots (readied actions are resolved prior to the actions that
You can move when grappling (see page 156 in the trigger them, see the ready description in Chapter 8 of the
Player’s Handbook). Normally you drag foes along with you Player’s Handbook). Assuming that the fighter has not
when you move during grappling, but there’s no reason why previously moved this round, he could make a 5-foot step and
Bob can’t just use a move action to stand up in Grog’s space then attack the archer. Since the fighter now threatens the
once he has hold of Grog. Bob has to win an opposed grapple archer, the fighter can make an attack of opportunity against the
check against Grog (still at –4 for being prone) to stand up. archer when the archer fires, provided the archer does not use a
This doesn’t provoke an attack of opportunity from Grog (who 5-foot step to get out of reach first.
doesn’t threaten Bob or anyone else while grappling), but it If the fighter was delaying, the action would be resolved in
does from Grog’s allies if they threaten Bob (see page 143 in the same way, provided the fighter chose to act before the
the Player’s Handbook). Once on his feet, Bob can keep archer. If the delaying fighter acts after the archer, the fighter
grappling without the prone penalty, or just let Grog go. If Bob won’t get any attack of opportunity against the archer (this turn,
lets go, he can leave Grog’s space with a 5-foot step and not at least).
provoke any attacks of opportunity. (Getting up is a move
action, but it’s not “movement” for purposes of taking a 5-foot
Maneuvers and Stances
step because Bob isn’t actually moving any distance, see page Can I enter a stance or activate a boost in the middle of
144 in the Player’s Handbook). taking another action? For instance, can I charge up to a
foe, enter a stance (Tome of Battle, page 43), and then make
the attack granted by the charge? Or can I activate a boost
What type of area does turning or rebuking undead
such as burning blade (Tome of Battle, page 52) after I’ve
affect? The Player’s Handbook says that a character must
made the attack roll?
have line of effect but need not have line of sight to the
No. As a general rule, you can’t interrupt one of your
undead he is trying to affect, but it doesn’t specify the shape
actions with another action. The Player’s Handbook provides
of the area.
various exceptions (drawing a weapon while moving, the Shot
A turn/rebuke attempt is similar to, but not exactly like, a
on the Run feat, and so on). You could enter the stance before
60-foot-radius spherical burst. Like a burst, the effect expands
beginning the charge, or after resolving the attack(s) granted by
from the point of origin (which must be a grid intersection of
the charge, but not between. Alternatively, you could just move
the turning character’s space) out to a maximum distance from
up to the foe, then enter the stance, and then make the attack,
the point of origin. Like a burst, a turn attempt can’t affect
but this wouldn’t be a charge. You must activate a boost before
creatures with total cover from the point of origin (that is, it
you begin an attack if you want to apply it to that attack. Once
can’t go around corners).
you’ve rolled, you can’t activate the boost.
However, unlike a true burst, a turn/rebuke attempt doesn’t
automatically affect all creatures within its maximum “area.”
The “energy” of the turn/rebuke attempt might become Can a martial adept (Tome of Battle) initiate a
exhausted before reaching the extent of the area (because the maneuver or change a stance while grappling? While
turning character has run out of Hit Dice that he can affect), or pinned?
it may skip over creatures (because the creature’s HD exceeds
D&D FAQ v.3.5 71 Update Version: 12/21/07
The grapple rules provide a list of actions available to a you don’t deal damage with the attack that triggers it. Even if
grappling character, but it’s obviously not an exhaustive list. (It your foe’s DR completely negates the damage from your
doesn’t, for example, mention “speaking” as an option.) It’s Leading the Attack strike, your allies still gain the +4 morale
really intended more as a description of how grappling alters bonus on attack rolls and your Martial Spirit stance still allows
many normal actions available to characters (such as attacking you to heal 2 points of damage.
and moving). Thus, the DM must apply a bit of his own If the maneuver or stance requires you to deal damage to
common sense when adjudicating any grapple situation. the target, damage reduction that completely negates the
Any maneuver that involves an attack may be used while damage dealt by the attack prevents the special effect from
grappling, as long as it’s made with an unarmed strike, natural occurring. This is similar to the Stunning Fist feat (which
weapon, or light weapon against another character you are functions only against a foe “damaged by your unarmed
grappling (PHB 156). attack”) or injury-based disease or poison effects.
It’s easiest to rule that other maneuvers and stances can be
initiated normally while grappling unless something intrinsic to Does the Jump check and subsequent jump made as
the maneuver indicates otherwise. (For example, a maneuver part of the Sudden Leap boost (Tome of Battle, page 89)
that requires movement can’t normally be initiated while in a count against the initiator's movement as described in the
grapple because the grappling character can’t move freely.) Jump skill?
Many maneuvers and stances are designed for use by grappling No. Sudden Leap is its own swift action, not part of a move
characters, and it seems counterintuitive to restrict those action, so the movement is in addition to any you might make
options. A grappling character is somewhat limited in his using other actions.
physical mobility, but to prevent him from initiating a
maneuver or stance seems unreasonably limiting. Does the wall of blades maneuver (Tome of Battle, page
The Sage strongly recommends that a pinned character not 70) work against touch attacks? What about touch attacks
be allowed to initiate a maneuver or stance. The rules clearly from spells?
state that “to initiate a maneuver or stance, you must be able to Yes—this counter works equally well against touch attacks
move” (Tome of Battle, page 38), which suggests that a pinned and normal attacks, regardless of their source.
character shouldn’t be able to accomplish this.
Can you use white raven tactics (Tome of Battle, page
If a single opponent is affected by multiple iron guard 94) on yourself to gain another turn right after your
glare stances (Tome of Battle, page 59), what happens? current initiative score?
Play it just like it’s written, remembering that the penalties No. White Raven Tactics doesn’t work on the initiator
won’t stack (since they’re all from the same effect). An ogre himself.
threatened by two different characters both in the iron guard’s
glare stance would take a –4 penalty to attack any ally of either Does the use of the shield counter maneuver (Tome of
character. Assuming the two threatening characters are allies of Battle, page 60) incur penalties for two-weapon fighting? If
each other, the ogre can’t avoid taking a –4 penalty on his so, do these apply to the next round’s attacks as well?
attack roll no matter whom he swings at (unless he moves to a No. The shield bash allowed by this maneuver suffers a –2
place where one or the other no longer threatens him). penalty on the attack roll (as listed in the maneuver
description), but no other penalties for two-weapon fighting
When a multiclassed martial adept chooses to learn a apply.
new maneuver in place of one he already knows, can he
choose to “lose” a maneuver from one class and “gain” a What exactly can or can’t iron heart surge (Tome of
maneuver from another class? Battle, page 68) remove?
No. Both maneuvers must be taken from the same class’s Instantaneous effects can’t be removed by iron heart surge.
list of maneuvers. However, any effect with a duration of 1 or more rounds,
including permanent-duration spells or effects, may be
Many strikes and maneuvers in Tome of Battle grant a removed by iron heart surge, nor does iron heart surge restore
benefit with a successful attack. If a creature’s damage damage or ability drain.
reduction completely negates the damage from the attack, Iron heart surge doesn’t replace lost levels (though it would
does the benefit still accrue? remove any negative levels resulting from a single spell or
As it turns out, there are four answers to this question: sort effect). It would neutralize a single poison coursing through
of yes, yes, yes, and no. your system, or a single disease that afflicted you.
If the maneuver or stance simply adds to the damage dealt
by the attack, add that damage before applying damage If a martial maneuver states that it allows a save but
reduction (which might in turn reduce or even negate that extra doesn’t list the save DC, how do I calculate it?
damage). For example, a character in the Punishing Stance adds If a maneuver doesn’t list a DC, it is equal to 10 + the
+1d6 to damage rolls with melee attacks. If you hit a creature maneuver’s level + an ability score modifier based on the
with DR 10/— with attack that deals 8 points of damage and an discipline:
extra 3 points from Punishing Stance, that creature would take • Desert Wind: Wisdom
1 point of damage. • Devoted Spirit: Charisma
If the maneuver or stance adds energy damage to the attack • Diamond Mind: Strength
(such as Lightning Throw), damage reduction doesn’t reduce • Iron Heart: Strength
that damage (see Damage Reduction, DMG 291-292). • Setting Sun: Strength
If the maneuver or stance simply requires a hit (or • Shadow Hand: Wisdom
“successful attack”) to apply its effect, that effect occurs even if
D&D FAQ v.3.5 72 Update Version: 12/21/07
• Stone Dragon: Strength
• Tiger Claw: Strength
• White Raven: Intelligence
D&D FAQ v.3.5 73 Update Version: 12/21/07
Spells
Within the spell section, you can find general spell questions as table in your example. Reduce the damage for a
well as questions alphabetized by a specific spell highlighted successful saving throw before you apply hardness.
by the question and answer. • Hardness also applies to cold damage. Cold attacks
General Spell Questions deal one-quarter damage to inanimate objects, but
again, an animated object takes full damage less the
For a good cleric, what kind of action is it to spontaneously
effect of the hardness. You would subtract 5 points of
convert a prepared spell into a cure spell?
damage for hardness from whatever damage a ray of
It’s not an action at all. It’s part of casting the spell (and
frost spell deals to the animated table in your
thus part of the action you use to cast the spell). Evil clerics
example. Since ray of frost deals only 1d3 points of
spontaneously casting inflict spells use the same rule.
damage, it will prove ineffective against the animated
You can apply a metamagic feat to a spontaneous spell, but
table unless you somehow increase the damage the
when you do so, the spell takes at least a full-round action to
spell deals.
cast (or an extra full-round action of the spell normally has a
casting time); see Spontaneous Casting and Metamagic Feats in • Hardness applies to force attacks. These attacks deal
Chapter 5 of the Player’s Handbook. normal damage both to creatures and to objects
(when applicable), and thus would deal normal
damage to an animated object (less the effect of the
How many times in a day can a priest have his or her
hardness). You would subtract 5 points for hardness
spells replenished? I have a player who cites the Player’s
from whatever damage a magic missile spell deals to
Handbook as saying that the priest need meditate for only 1
the animated table in your example. A magic missile
hour to regain his spells. Please shed some light on this if
spell normally cannot be aimed at an object. Because
you can.
A cleric (or other divine spellcaster) regains spells once a an animated object is a creature, however, it can
day. This requires 1 hour of meditation at the correct time of affect the animated table in the example.
day (which can vary depending of the character and his deity).
See Preparing Divine Spells in Chapter 10 of the Player’s Several spells, such as scorching ray and meteor swarm,
Handbook. require the user to make multiple ranged touch attacks.
Does the caster have to use the full attack action to use all
How does a favored soul or other spontaneous divine the ranged touch attacks these spells allow? If so, how does
spellcaster ready his spells for the day? this work? Does the caster have to hold the charge (like a
Unless stated otherwise in the class description, favored touch spell) and then use the full attack action later? Also
souls, shugenjas, and other purely spontaneous divine what attack bonus does the caster use? Can the caster use
spellcasters ready spells each day just as sorcerers do, and they his full attack bonus for each ranged touch attack, or does
require 8 hours of rest beforehand and 15 minutes of the caster’s attack bonus decrease by 5 for each attack?
concentration. What happens if the caster uses the Quicken Spell feat and
The spirit shaman’s spellcasting entry (Complete Divine, casts the spell as a free action? What attack bonus does he
page 16) states that the character needs only 1 hour of quiet use then? How many ranged touch attacks can he make?
meditation at a particular time each day to regain her spells Do the caster’s other actions during the rest of the round
(much like a cleric). affect his attack bonus when using the spell?
Both of the example spells have a casting time of 1
standard action and an instantaneous duration. The caster uses
Many animated objects have hardness scores. What
the cast a spell action (a standard action), and makes all the
affect, if any, will an animated object’s hardness have on
ranged touch attacks the spell allows as part of that standard
spells used against the animated object? For example, an
action (not as part of the attack or full attack action); making
animated wooden table would have hardness 5, right? How
these attacks is not an action at all.
would that hardness affect spells such as fireball, lightning
The caster uses his full attack bonus for all the ranged
bolt, Melf’s acid arrow, ray of frost, and magic missile?
If the spell in question has an energy descriptor, hardness touch attacks from either example spell. Any other spells that
affects the attack as noted in the rules for damaging inanimate allow multiple ranged touch attacks work the same way unless
objects (see page 165 in the Player’s Handbook); here’s a their descriptions specifically say otherwise.
summary: Casting a quickened version of either example spell works
exactly the same way (although you’d have to be an epic-level
• Hardness applies to acid and sonic attacks. These
character to cast a quickened meteor swarm); the caster makes
attacks deal normal damage both to creatures and to
all the ranged touch attacks the spell allows as part of the free
objects, and thus would deal normal damage to an
action he used to cast the spell. The caster generally uses his
animated object (less the effect of the hardness). You
full attack bonus for each ranged touch attack. Any other
would subtract 5 points for hardness from whatever
attacks the caster might make during the same round as the
damage a Melf’s acid arrow spell deals to the
quickened spell have no effect on the caster’s attack bonus for
animated table in your example.
the ranged touch attacks; however, if the caster does something
• Hardness applies to electricity and fire attacks. These
that gives him an attack penalty on all his attack rolls until his
attacks deal half damage to inanimate objects, but
next turn, such as fighting defensively, that attack penalty also
animated objects are creatures and they take full
applies to his ranged touch attacks from the quickened spell.
damage (less the effect of the hardness). You would
subtract 5 points for hardness from whatever damage
a fireball or lightning bolt spell deals to the animated
D&D FAQ v.3.5 74 Update Version: 12/21/07
The rules for targeted spells say you have to be able to
see your target. Does this mean that you can use a mirror to Alter self (Player’s Handbook, page 197), the base spell
look around a corner and fire such a spell at a target you in the polymorph chain, says that the new form must be
see in a mirror? For example, can you use a mirror to shoot within one size category of your normal size. Is the same
a magic missile around a corner at your target? true of other spells in the chain?
No. First, you must see (or touch) your target to use a Not necessarily, although the rules aren’t as clear as they
targeted spell. Seeing an image of your target doesn’t suffice. could be. Polymorph, and any spell that refers back to it (such
Second, you must have line of effect to your target (that’s true as polymorph any object), allows the new form to be of any
for just about every spell), and you don’t have line of effect size of Fine or greater. Shapechange specifically delineates its
through (or around) a corner. If you want to aim a targeted spell size limitations (Fine to Colossal), which is a much clearer way
around a corner, you’ll have to peek around the corner at least a of saying the same thing.
little bit. You still can claim cover from the corner, however.
The description for the antimagic field spell says that it
Would a spell used to duplicate a healing spell (such as negates supernatural abilities but not extraordinary
limited wish used to duplicate cure serious wounds) function abilities. The description for the damage reduction special
in the Mournland? quality in the Monster Manual glossary says damage
No. Even though the original spell might not be of the reduction can be either supernatural or extraordinary, but
healing subschool, it perfectly duplicates the chosen spell in all it doesn’t say which monsters have which kind. Suppose my
aspects (except for the save DC). A limited wish used to fighter/wizard casts antimagic field on herself and attacks a
duplicate cure serious wounds would be treated as a pit fiend. The pit fiend has damage reduction 15/good and
conjuration (healing) spell and thus would fail to function if silver. The antimagic field would negate the weapon’s
cast in the Mournland. “good” quality, right? Does the pit fiend lose its damage
reduction special quality completely? Or is silver
Can you perform a coup de grace with a ray spell? extraordinary and good supernatural? What about the
No. The coup de grace action specifically allows you to use damage reduction of golems, dragons, werewolves, and
a bow or crossbow, provided you are adjacent to the target other creatures?
(Player’s Handbook, page 154). Damage reduction is extraordinary unless the weapon
That said, allowing spells with a ranged touch attack to property that bypasses the damage reduction is “magic” (as in
deliver a coup de grace against an adjacent target wouldn’t be damage reduction #/magic) or one of the four alignment
an unreasonable house rule. qualities (chaotic, evil, good, or lawful), in which case it is
supernatural. Damage reduction that is bypassed by any other
Necromancy sounds evil. Are all the necromancy spells weapon quality that a manufactured weapon could not have
available to good-aligned spell casters? without being magical also would be a supernatural special
First of all, most necromancy spells aren’t considered quality.
“Evil,” at least as far as the game rules are concerned. The When a creature’s damage reduction entry has two or more
game rules only care whether a spell has the Evil descriptor, elements, some extraordinary and some supernatural, only the
such as animate dead. supernatural elements go away inside an antimagic field.
That said, most spellcasters aren’t prevented from casting If a creature’s damage reduction entry has multiple parts
spells with the Evil descriptor, nor do they suffer any penalty or separated by the word “and,” a weapon must have all those
ill effect for doing so. Only certain classes have restrictions or qualities to bypass the damage reduction. A creature such as a
ramifications involved with using spells with an alignment pit fiend, whose damage reduction is 15/good and silver, has
descriptor, and those are clearly spelled out in the class damage reduction that’s difficult to bypass because the weapon
descriptions. must be both good and silver to overcome its damage
For example, clerics and druids can’t cast spells of an reduction. Attacks from a creature with the good subtype would
alignment opposed to his or his deity’s (if he has one). A bypass a pit fiend’s damage reduction if the creature wielded a
neutral good cleric of Moradin couldn’t cast spells with the silver weapon. As a natural ability, such a creature’s attacks
Evil descriptor (because that’s opposed to both his and his with natural or manufactured weaponry bypass damage
deity’s alignment). Even though the cleric himself isn’t lawful, reduction as good weapons. Otherwise, a silver weapon must
he also couldn’t cast spells with the Chaotic descriptor, because also be magical and have the good quality to bypass the
that’s opposed to Moradin’s alignment of lawful good. damage reduction. Inside an antimagic field, however, only the
“silver” portion of the pit fiend damage reduction functions, so
Specific Spells the pit fiend effectively has damage reduction 15/silver.
Is the alarm spell a trap, and if so can a rogue disable it? Anyone wielding a silver weapon can bypass the pit fiend’s
No and no. Unfortunately, the rules don’t clearly define a
damage reduction inside an antimagic field.
category of spells that qualify as traps, so we must rely on
If the damage reduction entry has two or more elements
individual spell descriptions to adjudicate this question.
separated by the word “or,” then an attack needs only one of
Despite the alarm spell’s similarity to glyph of warding—
those qualities to bypass the damage reduction. For example, a
they’re both long-lasting defensive spells used to protect an
bearded devil’s damage reduction entry reads 5/silver or good,
area—the spell description for alarm doesn’t contain any
so any silver weapon or any good weapon can bypass the
details about how to disable it, nor is it listed in the Disable
damage reduction. Inside an antimagic field, the “good”
Device skill description as a spell that creates a disarmable trap
element in the damage reduction would still be suppressed, and
(PHB 72). Thus, we must conclude that the alarm spell should
a silver weapon still would bypass the damage reduction.
not be treated as a trap and cannot be disarmed with Disable
Device.
D&D FAQ v.3.5 75 Update Version: 12/21/07
If a creature with “DR 10/adamantine or good” enters school. If the check succeeds, you know that the aura is from
an antimagic field, what happens to its damage reduction? the illusion school, but you cannot tell its subschool (it could be
Does it become DR 10/adamantine, and if so, doesn’t that a figment, glamer, pattern, phantasm, or shadow).
make the creature more powerful than it was before? Looking at an illusion with arcane sight counts as
You’ve correctly determined the effect of the antimagic interacting with it, however, and if the illusion in question
field on the creature’s damage reduction. As defined by the allows a saving throw to disbelieve, you can immediately make
official errata for the Monster Manual, damage reduction can a saving throw. If you have identified the aura’s school as an
be either extraordinary or supernatural. In the case of creatures illusion, you have grounds to find the illusion’s reality
with damage reduction formed of multiple components, DR suspicious, and you get a +4 bonus on the saving throw (since
might even be both simultaneously! you know it’s some kind of illusion). If you make a successful
In the case of this hypothetical creature, the damage saving throw to disbelieve a figment or phantasm, then you can
reduction has both extraordinary and supernatural components. see through it, although the figment or phantasm remains
DR #/adamantine is an extraordinary special quality, and thus visible as a faint outline (see the discussion of the illusion
is not negated by an antimagic field, while DR #/good (as a school in Chapter 10 of the Player’s Handbook).
supernatural quality) is negated. Thus, a creature with DR
10/adamantine or good within an antimagic field effectively What are the Challenge Rating adjustment and level
has DR 10/adamantine. Of course, for the vast majority of adjustment for an awakened animal?
characters the antimagic field also negates the “good” The rules don’t state such values, so it’s up to the DM to
component of their weapon’s attack, so this affects only such decide. Chapter 4 of the Monster Manual suggests that an
creatures whose attacks are naturally aligned (such as archons). animal should gain +1 to its Challenge Rating per 3 extra HD;
Note that examples of the odd situation you describe since awaken adds 2 HD along with an Intelligence and
(where a monster’s damage reduction becomes more potent Charisma boost, +1 seems like a reasonable value.
within an antimagic field) are extremely rare. Such a situation Since most animals don’t have a level adjustment listed,
only comes about when calculating the effect of an awaken spell on LA is more
1. a monster’s DR combines an extraordinary DR complicated. Your best bet is to look at the final result and
component (such as slashing) with a supernatural DR determine a level adjustment for that creature (rather than
component whose method of bypass isn’t also negated by the calculating separate level adjustments for the original animal
antimagic field (such as silver), and and the awaken effect). Page 25 of Savage Species has advice
2. the two components are linked by “or” rather than “and.” on setting level adjustments.
In most cases, DR components noted as supernatural
require bypass methods that are also negated within an Does an awakened tree gain skills and feats?
antimagic field (magic weapons, obviously, fall into this Here we must determine which of two statements takes
category, as do alignment components in the majority of precedence. The awaken spell states that the tree “has
situations). For those creatures whose damage reduction characteristics as if it were an animated object” (except for its
combines extraordinary and supernatural components with type and its Intelligence, Wisdom, and Charisma scores), while
“and,” dropping the supernatural portion actually makes the the Monster Manual indicates that any creature with an
creature’s DR weaker. A lich in an antimagic field has DR Intelligence score has skills and feats.
15/bludgeoning rather than DR 15/bludgeoning and magic, The Sage believes that the spell’s description should take
which makes it easier to damage, not harder. precedence, so the tree wouldn’t gain any skills or feats.
Can an antimagic field be detected by detect magic? Upon casting awaken undead (Libris Mortis, page 62),
No. By definition, magical effects can’t function within an does the undead in question gain skills and feats?
antimagic field. Since detect magic’s effect would have to Awaken undead specifically states that the targets “do not
extend into the antimagic field to detect it, the antimagic field regain any skills or feats they had in life,” which strongly
can’t be detected by detect magic. suggests that the creatures don’t gain skills or feats of any kind
(other than the armor and weapon proficiencies they had in life,
In a recent game we began wondering if the arcane sight as indicated in the next sentence).
spell lets you see illusions, glyphs of warding, and other
kinds of magical traps. We agreed that the spell would When do you make your save against a blade barrier
reveal the auras from glyphs, symbols, and most other spell? Suppose you have already moved in the round and
magical traps, but not see an aura around the illusion of a someone casts a blade barrier spell on you. You are
door, floor, or creature. supposed to move out of the area in the most direct path to
It’s correct that the arcane sight spell won’t automatically avoid damage from the spell. Since you’ve already moved,
allow you to look right through an otherwise opaque figment, do you even get a save against the spell? If you make your
such as an illusory door, floor, or wall. Any active illusion, save and cannot move yet, do you take damage from the
however, has a magical aura that divination spells such as spell anyway? Or do you get to move again? Or do you wait
detect magic or arcane sight can reveal. In the case of arcane until it’s your turn and then make the save?
sight, you know immediately if anything you can see has a You make the save when the spell hits you. If you succeed,
magical aura, and you know what that aura’s power is (as you take no damage from the spell, and you wind up on one
explained in the detect magic spell description). You also side of the barrier or the other (under the current rules, the
immediately know the aura’s location. If what you’re looking barrier must be vertical). Upon making a successful save, you
at happens to be a figment, you do not know it’s a figment. You choose which side of the barrier you’ll be on. If movement is
can, however, make a Spellcraft check (making the check necessary to place you on that side, you immediately move to
doesn’t require an action from you) to determine the aura’s that side along the shortest possible path, even if you’ve
D&D FAQ v.3.5 76 Update Version: 12/21/07
already moved that round. For Medium creatures, such the spell, you can call a bolt as part of the spellcasting action.
movement will be fairly minor (usually 5 feet). In the case of During later rounds, it takes a standard action to call a bolt.
very big creatures, the DM might want to limit the creature to The spell’s duration starts running the moment you finish
the side that requires the least movement. If you can’t move, or the spell. You can call a maximum of one bolt each round
if you can’t move to a safe side, you’re stuck in the barrier and while the spell lasts. If you let a round go by without calling a
you take damage. bolt, you can’t save that bolt for later, but you can keep calling
bolts during later rounds until the spell’s duration runs out.
What kind of damage does a slashing wooden weapon
(such as a longsword crafted with the ironwood spell) deal if What exactly is the limit to what you can "persuade" a
I cast brambles (Complete Divine, page 156) on it? What charmed enemy to do with the charm person spell? How
about a piercing wooden weapon? trusting of the caster is a charmed individual?
The brambles spell description assumes that the spell is The spell description for charm person indicates that the
being cast on a bludgeoning weapon (all example weapons are target’s attitude toward you becomes “friendly” as defined by
bludgeoning), so when it says “the weapon deals both piercing the Diplomacy skill (PHB 72).
and bludgeoning damage” it means that the weapon’s damage Thus, a charmed enemy wishes you well, and will chat,
is now treated as piercing damage in addition to its normal type advise, offer limited help, or advocate for you.
of damage. The spell suggests that you might convince a charmed
However, the spell can be cast on any wooden weapon, not fighter to hold back an onrushing dragon for a few seconds, but
just a bludgeoning weapon. A slashing weapon that gained this that’s a pretty extreme example and would certainly require the
effect would deal slashing and piercing damage. A piercing opposed Charisma check described in the spell entry.
weapon that gained this effect would deal only piercing A charmed enemy doesn’t automatically trust anything you
damage. say, but it “perceives your words and actions in the most
favorable way” (PHB 209).
Do the bonuses granted by brambles and spikes
(Complete Divine, page 156 and page 181) stack? When you cast charm person, can the verbal component
No and yes. The two spells each grant an enhancement sound like regular conversation and the somatic component
bonus on attack rolls, and thus only the higher enhancement look like normal gestures, such as shaking hands?
bonus (that granted by spikes) would apply. However, the No. You can’t cast charm person by saying hi and shaking
damage bonus granted by each spell is untyped and would someone’s hand.
therefore stack with each other. A spell’s verbal components don’t sound like normal
speech, and a spell’s somatic components don’t look like
If a character with bull’s strength takes 4 points of normal gestures. When someone’s casting a spell, it’s pretty
Strength damage from a poison, does the damage apply to obvious that they’re casting a spell (though not always obvious
his actual Strength or does it just negate the bonus? what spell they’re casting).
Both effects (the bonus from bull’s strength and the There are plenty of feats, class features, and skill tricks that
damage from poison) exist separately. Each one adjusts the can let you conceal or alter a spell’s verbal and somatic
character’s Strength score accordingly, and if one effect ends components. The right combination might allow you to pull off
the other remains as normal. the trick you’re describing.
Let’s walk through two examples:
A human fighter with Strength 14 drinks a potion of bull’s Is it possible for detect magic to locate an invisible
strength, which increases his Strength to 18. A few rounds creature?
before it elapses, he takes 4 points of Strength damage, Yes, although not very efficiently. Remember that detect
reducing his Strength to 14. This has no impact on the potion’s magic reveals the location of magical auras over the course of 3
effect, and the character still technically has a +4 enhancement rounds. A creature rendered invisible by a spell or magical
bonus to his Strength score (so another bull’s strength spell effect could be located via detect magic, but only after 3 rounds
would have no effect). When the potion’s duration elapses, the of concentration. Furthermore, the invisible creature must
+4 bonus disappears, reducing his Strength to 10. remain within the spell’s area for the entire 3 rounds of
A halfling wizard with Strength 8 takes 10 points of concentration; if the creature moves out of the area, the process
Strength damage, reducing his Strength to 0. (There are no must start again from the beginning. However, even if
negative ability scores.) If the party’s paladin casts bull’s everything works according to plan, you still don’t necessarily
strength on the halfling, his Strength increases to 4 for the know that you’ve found an invisible creature—at best, the
duration of the spell. If, during that spell’s duration, the halfling caster of detect magic would know that she had located a faint
takes another 5 points of Strength damage, his Strength is once aura of illusion magic in a particular space.
again 0. When the spell wears off, he loses the +4 bonus but is
still at Strength 0. Can you use detect magic to detect supernatural effects?
For example, can it detect a wildshaped druid?
Exactly how many bolts of lightning can you call with a Supernatural abilities are magical, and thus their effects
call lightning spell? Can you save up the bolts you’re would produce magical auras. Although the detect magic spell
entitled to call every minute, or do you lose them if you doesn’t have a line entry for supernatural effect, you can use
don’t call them when they’re due? Or does the spell last the same line as “Magic item (caster level)”—a supernatural
until you’ve called all the bolts the spell can produce? effect’s caster level is equal to the creature’s Hit Dice unless
Once you cast the spell, you can call a bolt of lightning noted otherwise (Monster Manual, page 315).
every round, not every minute. During the round when you cast
D&D FAQ v.3.5 77 Update Version: 12/21/07
Can detect magic be used to identify magical traps? The entangle spell allows for DMs to alter the effect of
Would nondetection block this? the spell based on the nature of the entangling plants.
Detect magic locates magical traps, but it can’t identify Exactly what sorts of effects can the DM create? What are
anything more than the location and strength of the aura the limits of these changes? What sorts of plants or terrains
revealed (and, with a successful Spellcraft check, the school of would cause these kinds of effects?
magic involved). Thus, technically the spell doesn’t actually Page 8 of the Dungeon Master’s Guide talks about
reveal the fact that the magical trap is, in fact, a trap. adjudicating situations that aren’t explicitly covered by the
Nondetection wards a trapped object from detect magic rules: “When in doubt, remember this handy little rule:
(requiring a caster level check to pierce the nondetection). An Favorable conditions add +2 on any d20 roll, and unfavorable
even better option is Nystul’s magic aura, which can conceal a conditions penalize the roll by –2.”
magic trap’s aura (or change it to appear as that of another spell The “DM’s best friend” can apply to this situation. Are the
of your choice). plants in the area particularly scarce or frail? Grant a +2 bonus
on saves to resist the spell and a +2 bonus on checks to escape
How does the disintegrate spell affect undead? it. Is the area filled with so many dangling vines and branches
In the same way that it affects living creatures. Since the that the characters have to hack through it just to move? Apply
disintegrate spell also works on objects, it can also affect a –2 penalty on such saves and checks. It’s probably not worth
undead (Monster Manual 317). the DM’s time to worry about more complex alterations—
anything much more detailed may well merit an entirely
What happens when multiple creatures dominate the different spell be created to manifest such effects.
same target?
In most cases, both dominate effects would work normally. Will a dispel magic spell dispel an Evard’s black
Each time one of the controllers gives the target a command, tentacles spell? The spell description says the tentacles are
the target follows that command to the exclusion of all other immune to all types of damage, but is a dispel magic spell
activities. As long as the commands don’t conflict, the target “damage?” If dispel magic works against the tentacles, does
simply follows all commands given. it dispel just one tentacle or all of them? Will a disintegrate
The only sticky situation comes when the orders conflict, spell destroy a tentacle the way it can destroy the various
but that’s handled on page 172 of the Player’s Handbook: “If Bigby’s hand spells?
the controlled creature receives conflicting orders You can’t damage the field of tentacles from an Evard’s
simultaneously, the competing controllers must make opposed black tentacles spell, not even with a disintegrate spell. You
Charisma checks to determine which one the creature obeys.” can dispel the field, however, in exactly the same way you can
dispel other spells that fill an area. If the dispel magic is
If a spellcaster is subjected to the enervation spell and successful, all of the tentacles go away.
gets two negative levels, does the character also lose the
ability to cast his highest level of spells? The descriptive text Can a character use dispel magic against a monster’s
for negative levels says that a spellcaster loses one spell or spell-like or supernatural abilities? For example, a party
spell slot (the highest) for each negative level. This would encounters a basilisk, and the wizard casts dispel magic on
imply that the spellcaster could still cast his highest level it to suppress its gaze attack. Does the spell suppress the
spells so long as he hasn’t been enervated for more negative gaze attack for 1d4 rounds as it would a magic item?
levels than he has spells of his highest level. Supernatural abilities aren’t subject to dispelling at all.
You are correct. A spellcaster with a negative level loses You can’t suppress a spell-like ability with dispel magic,
one spell of the highest level he currently has available to cast. but you can dispel an ongoing effect from a spell-like ability
He does not necessarily lose his whole highest level of spells provided that the spell duplicated is subject to dispel magic. For
(although that’s a real possibility when a spellcaster picks up example, a covey of three green hags can use several different
several negative levels). spell-like abilities, including dancing lights, animate dead, and
forcecage. You could use dispel magic to dispel the hags’
If a creature or player under the effect of enlarge person dancing lights effects, but not animate dead or forcecage.
(or similar abilities) is disarmed, what happens to the Animate dead has an instantaneous duration, so there’s nothing
weapon when it falls to the ground? Does it return to for dispel magic to dispel once the effect is in place. Forcecage
normal size? If so, will it grow again when picked up? If it is not subject to dispelling, as noted in the spell description.
remains enlarged, will the effect be contingent on the
owner’s effect (both in duration and if the spell is cancelled Exactly how do the tentacles from an Evard’s black
or dispelled)? tentacles spell attack creatures? For example, does a
Actually yes, the weapon (or other item) immediately tentacle have a miss chance when attacking an invisible
reverts to its normal size when it leaves the possession of the opponent? Also, how do you figure out where the individual
character/creature affected by enlarge person. Unfortunately, tentacles appear? Can more than one tentacle appear in the
the weapon does not become larger again upon being retrieved. same 5-foot square?
If it doesn’t ever leave the possession of the affected The Evard’s black tentacles spell creates a field of
character/creature, then the weapon (or item) retains its larger numerous tentacles in a 20-foot radius spread. Tentacles sprout
size until the duration of the spell runs its course, or the spell is from all the surfaces within the spread. The spell actually
dismissed or dispelled. If the effect is dispelled on the creature, works something like an entangle spell that’s capable of
it is likewise dispelled on the items in that creature’s dealing bludgeoning damage. The spell uses an opposed
possession. grapple check instead of a saving throw to determine if
creatures within its spread are affected. Any creature inside the
spread might become grappled, as noted in the spell
D&D FAQ v.3.5 78 Update Version: 12/21/07
description. The spell does not make an initial touch attack as stay at 0) regardless of any enhancements or other increases to
with normal grappling attempts, so it cannot miss, even if a those scores.
creature is invisible or otherwise concealed. The spell cannot A feeblemind effect remains until the subject receives a
grapple incorporeal creatures, and a creature using a blink spell heal, limited wish, miracle, or wish spell. The subject cannot
has a 50% change to avoid being grappled. benefit from any effect that increases Intelligence or Charisma
As noted earlier, the spell creates a field of numerous until the feeblemind effect is removed.
tentacles. These tentacles fill up the spread, and it’s not
necessary to determine where any particular tentacle is. The feeblemind spell keeps you from casting spells,
presumably because it makes your Intelligence and
Is a character who remains within the area of effect of Charisma scores 1. What if it is your Wisdom score that
an Evard’s black tentacles spell subject to being grappled governs your spells? Can you still cast spells then? Can you
again after avoiding the tentacles initially, or only upon use spell-like abilities? Supernatural abilities?
entering the area? Extraordinary abilities?
It appears that Evard’s black tentacles attack anyone a) in You can’t cast any spells when you’re feebleminded, no
the spell’s area when the spell is cast, or b) anyone entering the matter what ability governs your spells. The spell scrambles the
area, but not c) anyone within the area of the spell on later higher functions of your brain, rendering you unable to use
rounds but free of the tentacles. Thus, if you avoid the initial spells and suppressing your Intelligence and Charisma scores.
attack or free yourself from the grapple, the tentacles won’t Feeblemind prevents the use of spell-like abilities, but not
attack you again. supernatural or extraordinary abilities. Also, as noted in the
spell description, you cannot use any Intelligence- or Charisma-
How do spells like Evard’s black tentacles and ice storm based skills while feebleminded.
affect a creature with damage reduction overcome by magic
and bludgeoning? Do the tentacles and hailstones deal Can a corporeal undead be affected by a flesh to stone
magical bludgeoning damage? spell? What about a wizard’s homunculus?
Any damage dealt by a spell or other magical effect is Both undead and constructs are immune to any effect that
unaffected by damage reduction. requires a Fortitude save unless the effect also works on objects
or is harmless (italics added). Flesh to stone falls into neither
How does Evard’s black tentacles work on the Ethereal of those categories, as indicated by its Target entry (“One
Plane? How about the Astral Plane? creature”) and its Saving Throw entry (“Fortitude negates”).
Just fine, thanks for asking.
The Sage is guessing, however, that you’re more interested Is a Balance check required to stand up while prone in
in knowing how the spell works with no surface to be cast the area of a grease spell? What about to perform other
upon, rather than when cast on another plane. (After all, both move actions?
the Ethereal and Astral Planes include areas of solid ground.) No and no.
Evard’s black tentacles functions only if there is a surface
from which the tentacles can spring. The spell includes “water” If my character moves from a square within the area of
as a surface from which the tentacles can grow, but it’s unclear a grease spell to an adjacent square outside the spell’s area,
whether this means the surface of a body of water or simply does he have to make a Balance check?
anywhere within a body of water (the Sage leans toward the No. As a general rule, terrain effects apply only to
former option, as it often makes more sense). The spell simply characters entering a square with the terrain effect, not to those
fails to function if cast in open space, whether that’s the void of leaving such a square. A creature leaving a greased square need
the Astral Plane or simply the air a hundred feet above the not succeed on a Balance check to do so (of course, he must
ground. have succeeded on a Reflex save to remain standing).
Can you detect explosive runes with detect magic before Is a character in the area of a grease spell considered
they actually explode? flat-footed?
Assuming you don’t cast detect magic while actually Yes. Any character who is attacked while balancing is
reading the runes, yes. For example, a character casting detect considered flat-footed unless he has 5 or more ranks of Balance
magic from across the room, or on a closed book with explosive (Player’s Handbook, page 67).
runes on an interior page, would detect the explosive runes but
wouldn’t set them off. If a creature standing in the area of a grease spell takes
damage, does it have to succeed on a DC 10 Balance check
Does the feeblemind spell affect only a character’s base or fall down?
Intelligence score, or does the spell make the subject’s Yes. Any creature who takes damage while balancing must
Intelligence score 1 regardless of magical bonuses? If the make another Balance check against the same DC (in this case,
spell affects only base Intelligence, will any magic that 10) to remain standing (Player’s Handbook, page 67).
boosts Intelligence (such as a potion of fox’s cunning) break
the spell? Do you have to get your Intelligence to 3 or Could a person use a full-round action to move 5 feet
higher to break the spell? through difficult terrain as a way to get out of the area of a
A feeblemind spells reduces the subject’s Intelligence and grease spell without making a Balance check?
Charisma scores to 1 (not just Intelligence). Of course, if the No. This action (described on page 144 and page 149 of the
subject already has a score of 0, feeblemind doesn’t increase the Player’s Handbook) simply represents the fact that no matter
score. The subject’s Intelligence and Charisma become 1 (or how difficult the terrain is (or how slow your movement has
become), you can still move at least 5 feet each round.
D&D FAQ v.3.5 79 Update Version: 12/21/07
No Instant Death from Harm Spells: The death from
When I affix a dispel magic to my hallow spell, what massive damage rule doesn’t apply to damage inflicted from a
type of dispel effect is it—a targeted dispel, area dispel, or harm spell.
counterspell? Can I choose when I create the hallow? Expended Instant Death from Harm Spells: Whenever you
A dispel magic fixed to a hallow or unhallow spell may be fail your save against a harm spell, you must make a DC 15
treated only as an area dispel, not as a targeted dispel or a Fortitude save or die, no matter how much damage the spell
counterspell. actually deals to you. If your save against a harm spell
succeeds, you still have to make a DC 15 Fortitude save or die
When a spell effect is fixed to a hallow spell, how do if the spell deals at least 50 points of damage to you.
unusual durations (such as those of protection from energy) The first unofficial rule should prove easier to remember
or instantaneous durations (such as those of dispel magic) and use, and it matches the intent behind the harm spell better
work? than the second rule. The second rule, however, provides a
The spell effect fixed to a hallow or unhallow spell is better fit with the death from massive damage rule.
treated as being cast on any eligible creature each time it enters.
In the case of “ablative” spell effects that are used up gradually Would casting detect magic be considered an attack for
(such as aid or protection from energy), the full effect of the the purpose of ending an invisibility spell?
spell is renewed each time the eligible creature re-enters the The invisibility spell states that “for purposes of the spell,
hallowed/unhallowed area (with the newer version entirely an attack includes any spell targeting a foe or whose area or
replacing the older version). In the case of instantaneous effects effect includes a foe.” [Emphasis added.] Detect magic and
(such as dispel magic), the spell affects eligible creatures each similar spells have an area, so if this area included a foe, it
time they enter. would count as an “attack” for this purpose.
Is there any way to get rid of an unhallow? It is Would an invisible character counterspelling an
instantaneous, which implies that it lasts forever and can’t enemy’s spell count as making an attack and thus end the
be dispelled. invisibility? What about a targeted dispel magic?
You can’t use dispel magic to end a hallow or unhallow According to page 150 of the Player’s Handbook, “to use a
effect (although you can use dispel magic to end the duration of counterspell, you must select an opponent as the target of a
the spell effect tied to the hallow or unhallow). counterspell.” Thus, by definition, this falls into the category of
If everlasting unhallows bother your sensibility, the Sage spells “targeting a foe,” so a counterspell would end the
recommends the following house rule: Allow hallow, if cast invisibility.
anywhere within the area of the unhallow, to negate the Likewise, a dispel magic targeted on a foe is a spell
unhallow effect (and vice versa). This prevents PCs from easily “targeting a foe,” so it would end the invisibility.
overcoming an unhallow (thanks to the costly material
component and casting time) while simultaneously allowing for Does casting flaming sphere in a non-offensive
such effects to be overcome with the proper effort. manner—e.g., to start a campfire—count as an attack for
purposes of ending an invisibility spell?
The harm spell deals 10 points of damage per caster No. As stated in the description of the invisibility spell,
level (to a maximum of 150 points at 15th level) and cannot actions directed at unattended objects do not break the spell.
take a target’s hit points to less than 1. If the target You could use flaming sphere to burn down a whole village
creature makes a successful saving throw, the damage is and it wouldn’t end an invisibility spell, even if the ensuing
reduced by half, but the spell still cannot reduce the target’s blaze included foes in its area (since that would fall into the
hit points to less than 1. What happens when the spell deals category of causing harm indirectly). (Of course, the Sage does
50 points of damage or more to the target (as it might to not condone such reckless activity.)
any creature that has 51 hit points or more)? Does the
death from massive damage rule apply? What if I have 110 I was wondering if a subject of a successful flesh to stone
hit points and an 11th-level caster casts harm on me? I’ll spell (or other petrifying abilities) would then be affected by
take 109 points of damage from the spell if I fail my save, or soften earth and stone?
55 points if I make my save, right? In either case, I’ll have No. Soften earth and stone does not affect magical stone, or
to make a DC 15 Fortitude save to avoid death from earth or stone creatures. A creature affected with the flesh to
massive damage, right? If my hired lackey, who has 49 hit stone spell is both of these things.
points, receives the same spell, he’ll take either 48 points of
damage or 24 points. In either case, he’s not subject to Does casting sanctuary end an invisibility spell because it
death from massive damage. Is this correct? requires a foe to resist its effect with a saving throw? What
Technically, that’s right. If you take 50 points of damage about wall of fire?
(or more) all at once, you’re subject to the death from massive No. Any spell that only causes harm indirectly (including
damage rule (see page 145 in the Player’s Handbook). It makes causing harm due to another creature’s actions, such as
no difference what the source of that damage is. sanctuary) is not an attack, even if its effects can be resisted
In the case of the harm spell, the death from massive with a saving throw.
damage rule creates a situation that’s arguably absurd, because Other spells that can fall into this category include fire trap
once you have 51 hit points or more, you suddenly become (since its harmful effect is triggered by a character opening the
susceptible to instant death from the spell when lesser beings trapped item), spike stones (since its harmful effect is triggered
(with fewer hit points) do not. If the situation really bothers by a character walking over it), and wall of fire (since its
you, you might try one of the following house rules: harmful effect is triggered by a character approaching within 20
feet).
D&D FAQ v.3.5 80 Update Version: 12/21/07
Of course, even some of these spells may be cast in such a distribute themselves randomly? If it’s the latter, how does
way as to end an invisibility spell. If wall of fire is cast within the DM decide where they go?
20 feet of another creature, it immediately and directly causes Although the spell description says the images from a
harm to that creature, which would end invisibility. mirror image spell always stay within 5 feet of either the user
or another image, it’s easiest to assume that all the images
A question came up where an invisible sorcerer under occupy the same space the spell user occupies. Any attack that
greater invisibility cast a cone of cold on the party. On my can reach the user’s space can affect an image.
turn I tried to cast hold person on him, and we were unsure
of what would happen—whether or not I could target him The mirror image spell description says the images have
because the cone originated from his square, or if just the an Armor Class of 10 + size modifier + Dexterity modifier.
square he was standing in was too vague for the hold person Can you improve this with spells the spellcaster casts on
to work? herself, such as shield or mage armor? If so, why doesn’t the
Actually, if you cannot see your target for a spell such as spell description say the images have the caster’s Armor
hold person, you cannot target the creature with the spell. Class? What happens if the caster has cover from her
Simply knowing the location the creature happened to inhabit surroundings? Will cover improve the images’ ACs? What
upon casting a cone of cold wouldn’t be good enough for this about concealment? Will fog or foliage produce a miss
purpose. chance for a foe that aims an attack at an image? What
about magical concealment, such as a blur or displacement
Can the magic jar (PHB 250) spell be used to possess a spell?
soulless clone (PHB 210)? The images from a mirror image spell don’t use the caster’s
No. While you are in a magic jar, you can sense and attack Armor Class. Use the formula in the spell description to
life forces. Since a soulless clone has no life force, you can’t calculate each image’s Armor Class (10 + caster’s size modifier
attack it to possess it. + caster’s Dexterity modifier). Use the caster’s current
Dexterity modifier for each image’s Armor Class, no matter
Let’s say you’ve been fighting a giant created by the how the caster happened to get that modifier. Any Armor Class
major image spell for a couple of rounds, and it has gotten a improvements the caster might have from equipment she
few good hits on you. Finally, you make your will save and carries or wears, or from magic operating on her person, don’t
you find out that the giant you were battling was an apply to the images. For example, a Medium user with a
illusion. Do you regain your hit points once you find out it Dexterity score of 16, a shield spell, and a suit of +2 leather
was an illusion or do you still have the damage you took? armor has an Armor Class of 21 (10 +4 shield, +4 armor, and
Major image is a figment, so it can’t damage you at all, +3 Dexterity), but her images have an Armor Class of 13 (10
even if you don’t detect the illusion (see the discussion of the +3 Dexterity).
Illusion school in Chapter 10 of the Player’s Handbook). If the It’s easiest to assume the images share the user’s location
giant was created with a shadow effect (such as the greater on the battlefield, and gain any cover bonuses that might apply
shadow conjuration spell), it can damage you. If you take to the spell user in that location. If the character in the previous
damage from the illusory (shadow) giant and later realize the example were behind cover, she would have an Armor Class of
giant was an illusion, you don’t regain any hit points. 25 and her images would have an Armor Class of 17.
If the user has concealment from her surroundings, the
Are the multiple figments from a mirror image spell images have the same concealment. The images also look just
legal targets for cleaving? That is, if you have the Cleave like the caster, and they share purely visual effects such as the
feat and you hit an image and destroy it, can you then blur or displacement spell. If the mirror image user is also
attack another target within reach (such as another figment using either of these effects, an attack aimed at an image has
from the spell or perhaps the spell user)? What about the same miss chance an attack aimed at the caster has.
Whirlwind Attack? Can you use this feat to attack all the
images around the spell user? What about spells that allow What happens if a mirror image user is incorporeal? Are
multiple targets, such as magic missile? Can you aim magic the user’s images also incorporeal? Do attacks aimed at the
missiles at different images? images have the incorporeal miss chance? If the incorporeal
For all intents and purposes, the figments from a foe’s user moves through a wall, can the images move through
mirror image spell are your foes. You aim your spells and your the wall, too? What happens if the user goes to another
attacks at the figments just as though they were real creatures. plane? Do the images go along? What if the mirror image
Any spell you can aim at a creature you can aim at an image. user employs a blink spell?
When you use a spell that allows you to select multiple Incorporeal spell casters create corporeal effects. So the
creatures as targets, such as magic missile, you can choose figments from an incorporeal user’s mirror image spell are
multiple images as targets. themselves corporeal. Attacks aimed at the images have no
If you have the Cleave or Great Cleave feat, destroying an incorporeal miss chance.
image with a melee attack triggers the feat (and your cleaving The images, however, appear like the caster and move as
attack might well strike the spell user instead of another the caster moves. If an incorporeal user moves through a wall,
image). Likewise, you can use Whirlwind Attack to strike at its mirror images also appear to move through the wall.
any image you can reach. A Whirlwind Attack almost certainly If a mirror image user moves to another plane, the images
will allow you to strike once at the spell user. go along. If the user employs a blink spell, the images blink
right along with the user, and any attack aimed at an image has
Is there a way to decide which squares the figments the same miss chance (50%) it has if aimed at the caster.
from a mirror image spell occupy? Or do the images
D&D FAQ v.3.5 81 Update Version: 12/21/07
What happens when an attacker accidentally uses a Can a Mordenkainen’s disjunction destroy magic items
touch spell against a figment from a mirror image spell? stored in a bag of holding? What happens to the items
You can hold the charge with a touch spell, right? So if you within if it destroys the bag of holding?
touch an image (which really isn’t there), is the touch spell It’s not entirely clear where items stored within a bag of
discharged? Does the touch spell user get a chance to holding (or similar storage item) actually “are” (whether stored
disbelieve the image and avoid discharging the spell? inside a bigger-than-it-looks container or actually floating in
As noted in an earlier question, the figments from a mirror some extraplanar void). The bag’s entry (Dungeon Master’s
image spell function just like creatures for the purpose of Guide, page 248) simply describes it as opening “into a
aiming spells. If a foe using a touch spell touches an image, the nondimensional space” with an “inside larger than its outside.”
spell is harmlessly discharged (though the image is destroyed). The Sage’s suspicion is that most DMs consider items
There is no chance to disbelieve a mirror image spell—if there within a bag of holding to be “not there”—that is, the items
was, the spell would have a saving throw entry and the entry aren’t actually bouncing around on the owner’s hip but are
would read “Will disbelief.” instead suspended in an extradimensional/extraplanar
“somewhere else.” The Sage further suspects that this
Am I right in assuming that when the mislead spell determination is a combination of a) ease of game play and b) a
description refers to improved invisibility it really means leftover legacy of previous editions of the game.
greater invisibility? The simplest solution, then, is to say the items in a bag of
Yes, you are. holding aren’t actually present to be affected by
Mordenkainen’s disjunction (or any other effect that might
Mordenkainen’s disjunction does not say that it actually otherwise damage items stored in a bag or pack).
physically destroys an item. Can a wish restore the item’s That doesn’t, however, render such items perfectly safe.
original magic abilities? The rules don’t state this clearly, but the entry for the bag of
The wish spell has a specific list of effects that it can safely holding strongly suggests that if it is destroyed by any means,
produce, but “restore the magic of an inert item” isn’t exactly the contents are “lost forever.” Thus, a Mordenkainen’s
one of them. However, it does allow you to “create a magic disjunction spell that successfully turns a bag of holding into a
item, or add to the powers of an existing magic item,” which normal bag also “destroys” anything held within the bag. (A
seems pretty close. This costs twice the normal XP cost for dispel magic or similar effect that simply suppressed the bag’s
crafting the item, plus an additional 5,000 XP. magic would strand the items temporarily, but they’d be
reachable again as soon as the magic returned.)
Would Mordenkainen’s disjunction affect an intelligent
magic item? Is it possible to cast the permanency spell from a scroll?
Mordenkainen’s disjunction states that it affects all “magic If so, who pays the XP cost for the spell effect made
items” within the radius of the spell. Even though intelligent permanent: the scroll creator or the individual who casts
items are considered to be creatures (specifically constructs, the spell from the scroll? Who must meet the minimum
according to page 268 of the Dungeon Master’s Guide), they level requirement for making a particular spell permanent?
are also still “magic items” and thus can be affected by For example, see invisibility has a minimum level of 10th.
Mordenkainen’s disjunction. Does the scroll creator or the individual who casts the spell
The Sage can already hear the next question: What’s the from the scroll have to meet this minimum? Does the
difference between a golem (creature; immune to minimum level refer to arcane spellcaster’s caster level or
Mordenkainen’s disjunction) and an intelligent magic item character level?
(creature; not immune to Mordenkainen’s disjunction)? In general, when you create a scroll with a spell that has an
Unfortunately, this is just one of those places where two XP cost, you have to pay the XP cost for casting the spell along
completely separate areas of the rules have grown together in with the costs for creating the scroll (see Creating Scrolls in
an unusual manner. Historically, golems and intelligent magic Chapter 7 of the Dungeon Master’s Guide). Since the creator
items haven’t shared much (if anything) in common. But as the has paid all the costs, the scroll user doesn’t have to pay them.
rules for golems have made them more like magic items (in that In the case of the permanency spell, however, it’s best to
they’re crafted in a similar manner) and the rules for intelligent make the scroll user pay the cost of actually making a particular
magic items have made them more like golems (in that they’re spell’s effect permanent. The scroll creator still pays the XP
considered creatures with the construct type), weird situations cost to make the scroll.
like this occur. Two adjacent branches, but growing from You must use the spell’s caster level to determine if the
slightly different trees, and therefore interacting slightly spell meets the minimum level to make a spell permanent. In
differently in occasional corner cases of the rules. the case of a character casting a spell herself, the spell’s caster
Here’s the important distinction: Golems are not magic level is the caster’s class level in the class that made the spell
items, and Mordenkainen’s disjunction affects only “magical available in the first place. For example, when a 12th-level
effects and magic items.” Intelligent magic items are, as one wizard/3rd level fighter casts any wizard spell, the spell’s
would expect from their name, magic items (even though caster level is 12th.
they’re also creatures), so the spell affects them. In the case of a spell cast from a scroll, the spell’s caster
If Mordenkainen’s disjunction stated that it affected only level is the scroll’s caster level. The scroll’s creator sets the
objects, the answer might be different (since an intelligent caster level for the scroll when making the scroll, as noted in
magic item is a creature, not an object). But it doesn’t, so it’s the Magic Item Descriptions section of Chapter 7 of the
not. Dungeon Master’s Guide.
Do the cleaning and dirtying effects of prestidigitation
remain in effect after the spell’s duration ends? In other
D&D FAQ v.3.5 82 Update Version: 12/21/07
words, if I use prestidigitation to clean dirt off my clothes, *The question and answer uses “polymorph” to refer
do my clothes remain clean when the spell ends, or do they specifically to spells that rely on the polymorph or alter self
magically become dirty again? spell to adjudicate their effect (including alter self, polymorph,
As stated in the spell’s description, “Any actual change to polymorph any object, and shapechange), psionic powers based
an object (beyond just moving, cleaning, or soiling it) persists on the metamorphosis power (including metamorphosis and
only 1 hour.” Thus, the effects listed within the parentheses greater metamorphosis), and any other effect based on either of
remain beyond the spell’s normal duration. these lists.
Can you use polymorph to take the exact physical Can you use polymorph* to turn into a creature with a
appearance of a specific person? template?
Yes. When using polymorph (or any other effect based on No. Polymorph is based on alter self, which clearly states
the alter self spell), you can freely designate the form’s minor that “[Y]ou cannot take the form of any creature with a
physical qualities, and you can be as precise as you want in template, even if that template doesn’t change the creature type
doing so. To successfully pass as another person, you must also or subtype.”
make a Disguise check (free as part of the effect of the spell). *The question and answer uses “polymorph” to refer
You gain a +10 bonus on this check, as per the spell’s specifically to spells that rely on the polymorph or alter self
description. It’s reasonable for the DM to rule that you must be spell to adjudicate their effect (including alter self, polymorph,
familiar with a person’s physical appearance before you can polymorph any object, and shapechange), psionic powers based
mimic that person precisely. on the metamorphosis power (including metamorphosis and
greater metamorphosis), and any other effect based on either of
Baneful polymorph indicates that a target with the these lists.
shapechanger subtype can revert to its original form as a
standard action. Does this end the spell effect, or can the What happens to the equipment worn and carried by a
character return to the form designated by baneful character polymorphed* into another creature capable of
polymorph? wearing and carrying the same gear? What if the new
This ends the spell effect. creature’s size is different?
Unless stated otherwise, all spells in the polymorph chain
Do the polymorph subschool rules (introduced in function as described in the alter self spell description, which
Player’s Handbook II) apply to psionic powers as well? states that if the new form is capable of wearing or holding the
The polymorph subschool rules refer only to spells, but it’s item, it remains worn or held; otherwise it melds into the new
reasonable to treat psionic powers that mimic spells of that form and becomes nonfunctional. A human polymorphed into
subschool as having the polymorph “subdiscipline” for another Medium humanoid-shaped form (such as an elf,
purposes of adjudication. As always, the rules of a particular grimlock, or bearded devil) can wear or hold all his gear, so it
spell or power take precedence over the subschool—the remains in place.
subschool’s really just there to handle new spells created after However, this is one of those times when size definitely
the fact (and to save a lot of repeated text). matters, since your gear doesn’t automatically change size as a
result of polymorph. Assuming the new form has appropriate
If a character has polymorphed into a hydra and loses a body locations—for instance, a human polymorphed into a troll
head, what happens when he returns to his normal form? or a pixie—most of your magic items (rings, cloaks, boots, and
Upon returning to normal form, a character retains any other items of magic clothing or jewelry) still fit just fine
gross physical changes made during the spell’s effect. Getting regardless of your new size (see “Size and Magic Items” on
an arm chopped off while polymorphed into an ogre means page 213 of the Dungeon Master’s Guide).
you’re missing an arm when you return to your normal form. If Nonmagical clothing and accoutrements that don’t fit the
your normal form doesn’t share (or have a reasonably matching new size meld into the character’s body when he is
equivalent of) the body part that was “changed” during your polymorphed. (The Sage recommends that DMs err on the side
sojourn in a different shape, congratulations: you’re off the of leniency when determining what the new form can or can’t
hook. For example, a character returning from hydra form after wear.)
losing a couple of heads still has his one normal head. A Similarly, armor (even magic armor) doesn’t resize to fit
character returning from wyvern form after losing a wing wearers of different sizes. The human described above loses the
would be missing the equivalent arm (since the wyvern’s wings benefit of his +1 full plate armor as it melds into his body,
are its forelimbs). even though the new form is capable of wearing armor.
As long as your new form can hold weapons (that is, it has
Can you become advanced versions of creatures with hands or other similarly dexterous extremities), you hold on to
polymorph* (Player’s Handbook, page 263), or just the most whatever weapons you had before the change. However, since
basic as presented in the Monster Manual? the weapons are no longer of a size appropriate to you, you take
The rules don’t explicitly prevent this, but for speed of play a penalty on attack rolls with them as described on page 113 of
(and reasons of sanity) it’s entirely reasonable for a DM to the Player’s Handbook. A human polymorphed into a troll can
disallow any forms other than those detailed in the Monster still hold his Medium weapons (although they’re now one size
Manual (or other allowed volumes of monsters). If the DM category too small for optimal use and thus he’ll suffer a –2
chooses to allow advanced creatures, the player must supply penalty on attack rolls). On the plus side, he can now wield that
full statistics for the advanced version before play begins. Medium greatsword with only one hand, meaning he could
Remember that the Hit Die limit for the various polymorph pick up a shield or a second weapon to wield simultaneously.
spells still applies (a 7th-level wizard can’t use polymorph to
assume the form of a 10-HD advanced sahuagin).
D&D FAQ v.3.5 83 Update Version: 12/21/07
If your barbarian is regularly polymorphed into a troll or spell to adjudicate their effect (including alter self, polymorph,
stone giant, you might want to consider carrying an extra Large polymorph any object, and shapechange), psionic powers based
weapon for use in those situations. on the metamorphosis power (including metamorphosis and
*The question and answer uses “polymorph” to refer greater metamorphosis), and any other effect based on either of
specifically to spells that rely on the polymorph or alter self these lists.
spell to adjudicate their effect (including alter self, polymorph,
polymorph any object, and shapechange), psionic powers based When you cast polymorph* twice in succession on the
on the metamorphosis power (including metamorphosis and same target, does it keep any of the abilities gained from the
greater metamorphosis), and any other effect based on either of first spell’s form?
these lists. No. This falls into the category of “one effect makes
another irrelevant” (see page 172 in the Player’s Handbook). A
If my goliath is transformed into a stone giant by polymorphed elf wizard who then casts shapechange wouldn’t
polymorph*, can he wield Huge weapons? What if the retain any of the abilities gained from polymorph—only the
wizard just casts enlarge person on him instead? wizard’s original form (elf) and new form (from shapechange,
Alter self, the base spell for the polymorph chain, states that the last spell cast) matter.
you lose any extraordinary special attacks or qualities “from *The question and answer uses “polymorph” to refer
your normal form that are not derived from class levels.” Since specifically to spells that rely on the polymorph or alter self
powerful build is an extraordinary quality derived from your spell to adjudicate their effect (including alter self, polymorph,
form (it’s a racial trait), it’s lost when he takes a new form. polymorph any object, and shapechange), psionic powers based
(The same is true of half-giants, who also have this trait.) on the metamorphosis power (including metamorphosis and
(On the bright side, your now-Large character can still greater metamorphosis), and any other effect based on either of
wield the Large weapons he was carrying around before the these lists.
polymorph took effect, which is more than the half-orc
barbarian polymorphed into a stone giant can say.) What kind of spells work on characters transformed
Most simple size-change effects, such as enlarge person, into creatures of different types than their own by
allow the character to retain all racial traits. A goliath whose polymorph*? Can you cast hold person on a humanoid who
size increased to Large could wield Huge weapons without is transformed into a dire bear or would hold monster be
penalty (and if reduced to Small size, he could wield Medium required?
weapons without penalty). Enlarge person and reduce person If a creature’s type changes (such as from polymorph*), it
wouldn’t accomplish this (since they work only on humanoids, is affected by spells according to its new type. An elf
not on monstrous humanoids like goliaths), but the expansion polymorphed into a dire bear is immune to hold person (since
psionic power would. she is now an animal), but could be affected by hold animal or
*The question and answer uses “polymorph” to refer hold monster.
specifically to spells that rely on the polymorph or alter self *The question and answer uses “polymorph” to refer
spell to adjudicate their effect (including alter self, polymorph, specifically to spells that rely on the polymorph or alter self
polymorph any object, and shapechange), psionic powers based spell to adjudicate their effect (including alter self, polymorph,
on the metamorphosis power (including metamorphosis and polymorph any object, and shapechange), psionic powers based
greater metamorphosis), and any other effect based on either of on the metamorphosis power (including metamorphosis and
these lists. greater metamorphosis), and any other effect based on either of
these lists.
When my human uses polymorph* to take the form of
another creature, he loses any extraordinary special attacks If, while under the effect of a spell that depends on type
and qualities. Does this include his bonus feat and bonus (such as hold person), my character is transformed into a
skill points? If so, how do I figure out which feat and skill different creature type by polymorph*, does the spell’s
points are derived from his racial traits? effect remain?
A human’s bonus feat and bonus skill points—like most Yes. A spell only checks to see if you are a legal target
other racial traits—are considered extraordinary qualities, and when it is cast. If you become an illegal target later (such as via
thus are lost when the character would lose such abilities the polymorph spell), the spell remains in effect.
(including when polymorphed). This is a good reason to keep *The question and answer uses “polymorph” to refer
track of which feat is your human bonus feat, since it might specifically to spells that rely on the polymorph or alter self
have wide-reaching effects. (For instance, if Dodge was your spell to adjudicate their effect (including alter self, polymorph,
bonus feat, you’d lose the benefits of any other feats that have polymorph any object, and shapechange), psionic powers based
Dodge as a prerequisite, such as Mobility and Spring Attack.) on the metamorphosis power (including metamorphosis and
Keeping track of where your bonus skill points are spent is greater metamorphosis), and any other effect based on either of
more onerous, and likely less significant to play. If most of these lists.
your skills are maxed out (that is, their rank equals your level
+3, or half that for a cross-class skill), it’s probably easiest What properties of polymorph are inherited for the spell
simply to designate one skill as the repository for all your polymorph any object (Player’s Handbook, page 263)? The
bonus skill points. guidelines suggest that it overrides the normal rules for
For ease of play, some DMs ignore this side effect, but creature type (an object isn’t any type of creature) and Hit
doing so represents a clear benefit granted to humans. Be aware Die limits (turning a pebble into a human or a shrew into a
that players of nonhuman characters may resent this “freebie.” manticore, for example), but the spell doesn’t explicitly
*The question and answer uses “polymorph” to refer describe the changes.
specifically to spells that rely on the polymorph or alter self
D&D FAQ v.3.5 84 Update Version: 12/21/07
You correctly note that polymorph any object isn’t as clear This allows new shape-changing spells to avoid reiterating the
as it could be. The intent of the spell, however, becomes clear same information over and over again.
by reading the accompanying charts. Polymorph any object Existing spells that change a character’s form (such as alter
retains all the limitations of polymorph except as follows: self and polymorph) might vary from the basic rules presented
• It can affect an object, and also adds “object” to the list of in the subschool. In places where a spell presents different
new forms allowed. It doesn’t add any more eligible creature information from the subschool, the spell takes precedence.
types for the new form (you can’t use polymorph any object to
assume the form of a construct, elemental, outsider, or undead). Are racial traits considered extraordinary abilities for
• The assumed form still can’t have more Hit Dice than the purpose of alter self, polymorph, and similar effects?
your caster level (to a maximum of 15 HD at 15th level), but That is, do I lose my racial traits or keep them when I
the secondary limit of the subject’s original HD doesn’t apply. change my form?
A pebble (with no HD) or a lizard (with 1 HD) can be Unless a racial trait is specifically referred to elsewhere as
transformed into any form whose HD don’t exceed 15 or the an extraordinary, supernatural, or spell-like ability (such as
caster’s level, whichever is lower. (Arguably, polymorph any blindsense or damage reduction), it isn’t any of those.
object should have a higher HD cap than polymorph, but that’s Unfortunately, the spells in question are silent in indicating
not how the spell is written.) The new form can even have no whether racial traits are kept or lost. For alter self and the
HD at all (as in the case of a creature polymorphed into an alternate form and change shape special abilities, it’s
object). reasonable to conclude that they are retained (and new ones
aren’t gained), since your type and subtype(s) remain the same
If I use polymorph* to turn a target into a 1-HD regardless of the new form.
humanoid (such as an elf or an orc), what class (and level) is However, the polymorph spell (and any other spell that
it and how are its feats and skill points arranged? specifically refers to it) does change your type and subtype(s)
Normally, a target retains its class and levels (i.e., Hit Dice) to match the new form. Thus, your existing racial traits should
when transformed by polymorph*. An ogre transformed into an be lost (and new ones gained) when using such an effect. (It’s
orc still has 4 HD and doesn’t gain any class levels (although perfectly fine, as a house rule, to have the character retain his
he retains any he had). This is true in all cases except when the own racial traits in place of those of the new form, if the DM
new form is an object (which obviously can’t have HD or class and players find that easier to track.)
levels). Other spells of the polymorph subschool replace the
Now, if the target of the spell has no class levels (or HD), character’s existing racial traits (as well as virtually all other
such as an object affected by polymorph any object, the Sage game statistics) with those of the new form, which makes the
recommends that the new form be treated as a 1st-level switch easier to adjudicate. See the polymorph subschool in
commoner, with feats and skills chosen by the DM. Player’s Handbook II for details.
*The question and answer uses “polymorph” to refer Any racial trait specifically designated as extraordinary,
specifically to spells that rely on the polymorph or alter self supernatural, or spell-like ability follows the normal rules for
spell to adjudicate their effect (including alter self, polymorph, the spell used.
polymorph any object, and shapechange), psionic powers based
on the metamorphosis power (including metamorphosis and What exactly does the second effect of protection from
greater metamorphosis), and any other effect based on either of evil do, anyway?
these lists. The Sage feels your pain. While the first and third effects
of protection from evil are relatively straightforward, the
Polymorph* grants the extraordinary special attacks of second is less clear. The key phrase that defines this particular
the creature that you become. What happens when you effect of the spell is as follows: “ . . . the barrier blocks any
swallow whole an opponent who does not then escape your attempt to . . . exercise mental control over the creature
belly before the spell expires? (including enchantment (charm) effects and enchantment
Alter self states that “any new items you wore in the (compulsion) effects that grant the caster ongoing control over
assumed form and can’t wear in your normal form fall off and the subject . . .).”
land at your feet” which sounds like a pretty close (The spell also blocks attempts to possess the creature, but
approximation of what’s happening with swallow whole. Since effects that accomplish this are so few as to barely be worth
your normal form (assumedly) isn’t capable of swallowing mentioning.)
creatures whole, any swallowed creature would appear adjacent The first part of this phrase describes the basic criteria by
to your space and prone. which the DM should judge protection from evil’s effect: If the
*The question and answer uses “polymorph” to refer incoming effect attempts to exercise mental control over the
specifically to spells that rely on the polymorph or alter self creature, protection from evil likely suppresses that effect.
spell to adjudicate their effect (including alter self, polymorph, The parenthetical portion of the phrase provides two specific
polymorph any object, and shapechange), psionic powers based examples (pointed, obviously, at rules elements of the Player’s
on the metamorphosis power (including metamorphosis and Handbook) to help judge what exactly is meant by that:
greater metamorphosis), and any other effect based on either of 1. Enchantment (charm) effects. Simple enough—
these lists. protection from evil automatically suppresses any
enchantment (charm) effect, such as charm person or
What’s the difference between the polymorph spell and enthrall.
the polymorph subschool of the transmutation school 2. Enchantment (compulsion) effects that grant the
(appearing in Player’s Handbook II)? caster ongoing control over the subject. This is where
The polymorph subschool was created to provide a central adjudication gets trickier, because you have to decide
location for rules used by spells that change a character’s form. what “ongoing control” means. The Sage
D&D FAQ v.3.5 85 Update Version: 12/21/07
recommends a broad definition, which includes any When you use the enhancer to retain a spell, you simply
non-instantaneous effect that prevents the target from cast the enhancer within 1 round of casting the spell you want
exercising full control over its own actions. to retain. The spell you choose to retain reappears in your mind,
Examples would include the obvious (such as command or ready to cast, without any further effort on your part.
dominate person), but also the less obvious, such as daze, When using the spell to prepare extra spells, you follow all
sleep, and Tasha’s hideous laughter. Such effects would be the rules for preparing spells. You could indeed cast Rary’s
suppressed for as long as protection from evil lasts on the mnemonic enhancer in the middle of the day and then spend 15
target. minutes preparing up to three levels of additional spells. Or you
There are still plenty of enchantment (compulsion) effects could cast the spell at the beginning of the day and prepare all
that don’t grant the caster ongoing control over the subject. your spells, your normal allotment and the extras, as part of
Heroism, crushing despair, mind fog, power word blind, rage, your usual preparation time (usually 1 hour; see page 178 in the
and touch of idiocy are examples. Protection from evil has no Player’s Handbook).
effect on such spells.
But what about mental control effects that aren’t Are undead and/or deathless considered dead for the
enchantment effects, such as psionics? In such cases, the DM purposes of resurrection spells? For example, could a 2,600-
must use the rules and his own best judgment in concert to year-old lich (such as Vol from the Eberron Campaign
adjudicate the effect. Psionic powers of the telepathy discipline Setting) be resurrected normally, because she was made
are the equivalent of enchantment spells, for example, and thus into a lich 2,600 years ago, or would a 260th-level cleric be
are affected in the same way. Nonspell effects that closely required?
mimic enchantment spells should be treated as if they were Ah, if only it were that easy to defeat a lich, a creature of
spells of the appropriate subschool (charm or compulsion). such great power! But no—the PHB (page 272) description of
resurrection states: “constructs, elementals, outsiders, and
Can a summoned evil outsider physically block a path, undead creatures can’t be resurrected.” Still, I would like to
a door for example, from a character with protection from meet that 260th-level cleric.
evil? Can the character push him aside without canceling
his protection? When you grow larger with righteous might, do you also
Well, any creature can physically block the path of a get the –2 penalty to Dexterity for growing from Medium to
character, if the blocking creature occupies the only spaces of Large? The spell description does not indicate that, but
the egress. There are ways to get around this—overrun, bull other descriptions for size increase do.
rush, and tumble are the first nonmagical means that come to No. The changes to statistics by size indicated in Table 4–2
mind. in the Monster Manual are primarily a guideline for monster
In the case of the former two, while the attempts don’t creation, rather than hard-and-fast rules. Although many size-
provoke attacks of opportunity from the evil outsider (thanks to change effects mimic the numbers given on that table, each
the protection spell), if they do involve checks to knock the such effect has its own unique properties that don’t necessarily
opponent over or push them, that counts as an attack or forcing match the table. (The enlarge spell, for example, grants only a
the barrier against the blocked creature, and thus cancels the +2 bonus to Strength, in contrast to the +8 bonus listed on
protection. Tumble, though, is a perfectly fine way to whiz past Table 4–2.)
that pesky evil outsider while keeping the integrity of the
barrier. I know the spell description for scrying says the spell
creates a magical sensor located near the subject. I’m
Does armor with the wild special ability (Dungeon wondering if the spell can scry on locations or items as well
Master’s Guide, page 219) retain its functionality when used as creatures? If it cannot scry on a location or item, can it
with a shapechanging ability other than wild shape (such as at least look around the creature’s location and see what
shapechange, alternate form, druid’s a thousand faces class the location looks like? I mean, to me, it sounds like you
feature, and so on)? cast the spell and all you see is the creature. That’s not
No. The armor specifically states that it allows the wearer terribly useful for someone trying to find a kidnapping
to benefit “while in a wild shape.” Even other effects victim. Is there any way to look at an area remotely?
functionally identical to wild shape (such as alternate form) The subject of the scrying spell must be a creature. You can
don’t allow the wearer to gain the wild armor’s benefit. study a location (not a specific creature or object) with the
clairaudience/clairvoyance spell. In the latter case, you must
How does Rary’s mnemonic enhancer work with specify the location. In the case of scrying, you need only
preparing extra spells? Can I cast Rary’s mnemonic specify the subject creature.
enhancer in the middle of the day, and then prepare three When the scrying spell shows you a creature, however, you
levels of new spells with 15 minutes of preparation? Or do I also see the area around the creature, to a distance of about 10
have to cast the enhancer in the morning to get the new feet (see the paragraph immediately after the saving throw table
spells? The spell description says you prepare and cast the in the spell description). In game terms, you see the creature
extra spells normally, so I assume that you have to take the and everything within 10 feet of the creature (the bigger the
15 minutes to prepare the new spells in the middle of the creature the more area you see). This might allow you to see
day. Is this correct? other creatures or features near your subject.
Perhaps a general overview of the Rary’s mnemonic
enhancer spell can help: You can use the spell either to prepare When my sorcerer shapechanges into the form of a
up to three levels of extra spells or to retain a single spell of up creature with special attacks, what Hit Dice do I use to
to 3rd level that you have already cast. calculate the DC of those abilities—the creature’s normal
HD, my caster level, or something else?
D&D FAQ v.3.5 86 Update Version: 12/21/07
When you use shapechange (or related magic) to assume and that the recipient takes no damage until the 10 hit
another creature’s form, your Hit Dice are considered to be the points per level of caster are exhausted. I say the damage
same as your normal Hit Dice. reduction is the absorbed damage, with the remainder of
For example, an 18th-level human sorcerer shapechanged the damage applying to the recipient of the spell.
into a dire bear would be treated as a 18-HD creature for the You are right. When the damage reduction from the spell
purpose of determining what effect an evil cleric’s blasphemy prevents damage to the recipient, deduct that damage from the
spell might have upon him. A 17th-level elf wizard 10 hit points per level that the spell will absorb. Any damage
shapechanged into a horned devil would use his own 17 HD to the spell does not absorb is dealt to the spell recipient. For
determine the save DC of his fear aura, stun, and infernal example, a 7th-level wizard places a stoneskin spell on you. A
wound supernatural attacks. monster hits you and deals 12 points of damage. Assuming the
This has no effect on your hit points or any other statistics monster doesn’t have adamantine weapons (probably a safe
derived from your HD, such as base attack bonus, base save assumption) the spell absorbs 10 points of damage (and can
bonuses, and so on. absorb 60 points more), and you take 2 points of damage.
If you cast shapechange (Player’s Handbook, page 277) Does the speak with dead spell work on destroyed
to take the form of a choker (Monster Manual, page 34), you undead? For example, can my cleric kill a zombie and then
gain its quickness supernatural quality. Could you cast a use speak with dead on it to learn who created it? The spell
swift action spell in a round when you take an extra description implies the one-time act of becoming undead
standard action? If so, wouldn’t that allow you to cast three ruins any chance the spell will have of working against a
spells in a single round (one with each of your two standard creature ever again, even after it is “dead” again.
actions, and one swift-action spell)? Speak with dead doesn’t work on undead creatures, only on
Yes and yes. (Theoretically, so could any choker with corpses. An undead creature is not alive, but it’s also not a
spellcasting ability.) corpse—a corpse is an object. (The undead creature might have
been made from a corpse, but it has transformed into something
When attacking a warforged with shocking grasp, do else, mainly a creature). If you destroy an undead creature, it
you get the +3 bonus on the attack roll for attacking a ceases being a creature and becomes an object again.
creature wearing metal armor? Speak with dead probably won’t work on a destroyed
Yes. The full entry reads “. . . if the opponent is wearing undead creature, either, since they’re probably too badly
metal armor (or made out of metal, carrying a lot of metal, or damaged to respond to the spellcaster’s questions.
the like)” (Player’s Handbook, page 279). That describes a
warforged pretty well. What would happen to a warforged who is subject to a
Even a warforged with the Unarmored Body feat (Races of stone to flesh spell?
EBERRON, page 120) still has some metallic materials within its Nothing. Since that spell affects a petrified creature or a
body. cylinder of stone, a warforged can’t be subject to that spell.
This is also covered on page 23 of the EBERRON Campaign
Can a spectral hand spell deliver a touch spell from a Setting.
staff or wand? What about from a scroll?
No. The spell delivered by spectral hand must be one that Can a wizard use a summon monster spell to get a
you cast. Activating a magic item is not the same as casting a familiar from the list of creatures for that spell? Would she
spell, even if the effect is virtually identical. need to apply the Persistent Spell feat to the summon
monster spell, upping the duration to 24 hours and allowing
What kind of action is it to attack with a spectral hand time to bond the potential familiar to her? And does a
spell? summoned familiar receive the benefits of the Augment
Attacking with a spectral hand is part of the action of Summoning feat?
casting the touch spell to be delivered. If the initial touch attack There’s so much wrong with these questions that the Sage
misses, you may make additional attacks with the spectral hand hardly knows where to begin.
in later rounds using the normal rules for holding the charge of 1. The fact that a creature appears on a summon monster list
a touch spell (see page 176 in the Player’s Handbook). has no effect on the creature’s eligibility to be selected as a
familiar. The only creatures legal to select as a familiar are
Does a spiritual weapon get to make attacks of those listed in the Player’s Handbook, with occasional
opportunity? expansions to that list as presented in other sources (such as in
Actually, since the spell indicates specifically that spiritual Stormwrack). Some feats, such as Improved Familiar (DMG
weapon strikes as a spell, and not a weapon, it is not allowed an 200) further expand the list of eligible creatures.
attack of opportunity when normally provoked. Likewise, the 2. You can’t use Persistent Spell on a summon monster
technical definition of an attack of opportunity requires that spell, because the spell doesn’t have a “fixed or personal range”
you threaten the opponent in question (see PHB page 137). as required by the feat (see Complete Arcane, page 81).
While you do direct the spiritual weapon to attack, you are not 3. Augment Summoning has no effect on a familiar’s
technically wielding the weapon, and so you do not threaten the abilities. Familiars are obtained by completing a 24-hour
square into which it is attacking. magical ritual (Player’s Handbook, page 54), typically with the
desired creature present, not by means of a summoning effect.
Could you clarify how the stoneskin spell works? One of
my players is insisting that the damage reduction If a spellcaster dies after summoning a monster, does
10/adamantine from the spell is applied before reducing the the monster continue to fight?
damage of 10 hit points per level that the spell will absorb
D&D FAQ v.3.5 87 Update Version: 12/21/07
A summoned monster continues to carry out your last creature “dies” in combat it isn’t actually killed), the spawn
command as best it can, or it attacks your opponents (whoever remains under the control (if any) of its creator.
they were when you died) failing that.
The Player’s Handbook indicates that a summoned
Does it take an action to give orders (or new orders) to creature goes away if its hit points drop to 0 or lower. Does
summoned creatures? a dire boar's ferocity ability mean it stays summoned until
No. You can communicate with a summoned creature using it reaches –10?
normal speech, which doesn’t take an action. No. The rule you references states: “A summoned creature
also goes away if killed or its hit points drop to 0 or below”
Can the caster command a summoned creature to make (emphasis mine). While a dire boar’s ferocity ability means that
special attacks, such as bull rushing or grappling? What it can fight on when disabled or dying, it does not stop the
about commanding it to deal nonlethal damage? monster from going back to where it came from when it
Yes. As long as the caster is capable of communicating to reaches 0 hit points.
the summoned creature, and as long as the creature is capable
of carrying out the commanded action, the caster can give any Can you choose not to bring along an item you carry
command he wants and the summoned creature will attempt to when you cast teleport? If you’re manacled, can you teleport
carry it out. out of the manacles?
The teleport spell states that you “can” bring along objects,
Can a summoned creature move beyond the range of which indicates that it isn’t mandatory. Thus, a manacled
the spell that summoned it? wizard could cast teleport to free herself from captivity.
Yes. Once a creature is summoned, it need not respect the
original range limit of the spell or effect that brought it. Does an object with momentum maintain that
momentum if teleported?
Do metamagic effects apply to creatures summoned by Nothing in the rules suggests that the rules of physics
summoning spell? For example, does a monster summoned wouldn’t continue to apply, so it appears that momentum is
by a maximized summon monster spell have maximum hit maintained. If you’re plummeting toward the ground when you
points? cast teleport to reach a safe spot, you’d still be “falling” and
No. The metamagic effect applies only to the specific rules would therefore take damage as appropriate to the distance you
of the spell itself -- the spell’s range, its casting time, the actually fell before teleporting.
variable number of creatures summoned, and so forth -- not to
the monsters it brings. Can I teleport into or out of an extradimensional space,
For example, an extended summon monster I would double such as that created by Mordenkainen’s magnificent
the duration that the monsters remain, but wouldn’t have any mansion or a portable hole?
effect on the durations of the monsters’ special powers. No. Such spaces are considered to be on another plane, and
thus can’t be reached by teleport since that spell specifically
Does a summoned creature appear with the equipment states that interplanar travel isn’t possible.
listed for it in the Monster Manual? An effect that allowed interplanar travel would allow you
Yes. to travel from an extradimensional space to another plane (such
as from within a magnificent mansion to the Material Plane).
What happens to a summoned monster’s equipment Theoretically, even the reverse might be true (transport
when it dies or the spell ends? What if it’s not carrying the from the Material Plane into a rope trick, for example),
equipment any more? What if it’s carrying something new? although this is certainly trickier. An extradimensional space
When a summoned creature goes away, so does everything isn’t actually a “plane,” per se, so any spell that takes you to a
it came with. If it’s holding or wearing something it didn’t specific plane wouldn’t necessarily succeed. It’s probably
appear with, that item drops to the ground in the creature’s easiest to say that such effects don’t function unless somehow
space after it disappears. specifically designed to do so—after all, who really wants to
open up his portable hole to find the angry lich archmage
Does the Imbued Summoning feat (PH2 42) affect only waiting to ambush him?
one summoned creature or all creatures summoned by the
spell? Can you ride your own Tenser’s floating disk?
Only one summoned creature (chosen by you) gains the No. While you could command your Tenser’s floating disk
benefit of the spell you choose to cast. to move close enough for you to sit upon it, it has no ability to
move under its own power. It can follow you only at a
Does Augment Summoning (PH 89) apply to creatures I maximum rate equal to your normal speed.
summon with a magic item, such as a wand?
Yes, as long as the magic item is specifically using a If you threaten a critical hit while under the effect of a
summon spell. true strike spell, does the +20 insight bonus also apply to the
critical hit confirmation roll?
Can a summoned creature (such as a shadow) create Yes. The confirmation roll uses exactly the same attack
spawn? If so, what happens to the spawn when the modifier as the original (and may even have additional
summoned creature goes away? modifiers, if the character has special abilities that affect the
Yes, and they continue to exist normally after the spawning confirmation roll).
creature goes away. Assuming that the summoned creature that
spawned them is still alive (remember, when a summoned
D&D FAQ v.3.5 88 Update Version: 12/21/07
If a spell that targets a creature (such as cause fear) is in Player’s Guide to Faerûn. Does that mean a 17th-level
tied to the area of an unhallow spell, does it target creatures druid could use a 9th-level spell slot to give nine creatures
inside the area every round, or only when they enter the fast healing 1 for 24 hours, or does the built-in limit of 25
area? rounds make that pointless?
A spell tied to unhallow picks its targets only when they Unlike Extend Spell, Persistent Spell replaces a spell’s normal
enter the area, not every round they remain within. In the case duration with a new duration of 24 hours. In this case, the
of cause fear, each creature entering the area with fewer than 6 effect overrides the normal maximum duration of the spell, so it
Hit Dice would be required to attempt a will save against the would indeed grant nine creatures fast healing 1 for 24 hours (a
effect, but once within the area would not be required to save pretty reasonable effect for a 9th-level spell).
against the effect again. If a creature left the area and returned
later, the spell would be effectively “cast” again, targeting that Do you have to pay the 5,000 XP cost for a wish spell
creature once again. every time you cast it, or just when you duplicate spells
Spells that don’t have targets (such as invisibility purge) with an XP cost? What about limited wish? Suppose you use
simply apply their effects continuously within the area of the the “undo misfortune” function of the wish spell, or any of
unhallow spell. A character who turned invisible after entering the other specific functions listed under the spell. Is there
an unhallowed area with invisibility purge tied to the area an XP cost then?
would be rendered instantly visible by the purging effect. Whenever you cast a wish spell, you pay at least 5,000 XP
for the spell. You could pay more XP for the spell if you use it
The unyielding roots spell (from Complete Divine) to duplicate a spell with a higher XP cost, or if you use it to
anchors the recipient, making it impossible for him to move create or improve a magic item, as noted in the spell
from his space. The flanking rules are based on the lack of description.
facing in the game, but presume that a creature is always The long bullet list of effects (which includes the “undo
turning to deal with adjacent attackers. Should the misfortune” function) in the wish spell description shows the
immobility imbued by this spell also make it easier for a kinds of result you can get from the spell without any great
creature to flank the recipient, as the recipient cannot move risks. If you use one of these functions, you still pay the wish
to face the attacker? spell’s XP cost, but the wish comes out the way you want. If
A creature under the effect of unyielding roots is just as you try to accomplish something your DM thinks is more
vulnerable to flanking as any other creature, but no more so. powerful or difficult than what appears on the bullet list, you
There are a whole category of immobilizing spells and effects, risk unintended consequences from the wish, as noted in the
such as hold person, that would appear to create similar spell description. Since the DM is free to devise such intended
situations, but these effects don’t alter the fundamentally consequences, it pays to stick within the limits the spell
abstract nature of D&D combat. description sets down.
On the other hand, if you’re using the Combat Facing When you cast a limited wish spell, the minimum
variant found in Unearthed Arcana, the unyielding roots spell experience cost is 300 XP, but it could be more, as noted in the
could create some interesting tactical limitations for the spell description.
recipient.
The mass lesser vigor spell has a fixed range (of 20 feet),
which makes it eligible for the revised Persistent Spell feat
D&D FAQ v.3.5 89 Update Version: 12/21/07
Powers
Within this section, you can find general powers questions as into the Ethereal Plane, but this is a property of the power, not
well as questions alphabetized by a specific power highlighted of ectoplasm in general (and the power says nothing about it
by the question and answer. affecting incorporeal creatures).
Ectoplasm is not the same thing as force. Neither ectoplasm
General Power Questions nor objects or effects created by or from ectoplasm have any
If you augment a power, is its effective power level particular special properties (other than being affected by the
increased? Say I manifest mind thrust (Expanded Psionics dismiss ectoplasm power).
Handbook, page 120) at an opponent protected by a globe of
invulnerability. Is it still a 1st-level power no matter how
The control body power (Expanded Psionics Handbook,
many power points I spend?
page 86) says that you can control any humanoid, including
An augmented power’s level remains the same unless the
undead and outsiders with a humanoid physiology. How far
augmentation listing specifically states otherwise. Mind thrust
does a “humanoid physiology” extend? What about a balor
(a 1st-level power) can’t ever pierce a globe of invulnerability
(a humanoid-shaped creature with wings), a glabrezu
(which protects against spells and powers of 4th level or less),
(which has extra arms), or a salamander (which has a tail
regardless of how many power points you spend to augment
instead of legs)? Is there something official about what
mind thrust.
counts as “humanoid physiology” or is it a DM ruling?
There’s no official definition of humanoid physiology. This
Does damage reduction help against powers that deal is one of those places where common sense and DM judgment
slashing, piercing, or bludgeoning damage, such as crystal must rule the day. The Sage advises that “humanoid
shard (Expanded Psionics Handbook, page 89)? physiology” should reasonably include any creature whose
Spells (and powers), spell-like abilities, and energy attacks
body is shaped like a humanoid (upright, probably bipedal
ignore damage reduction (Dungeon Master’s Guide, page 292).
creature) and includes all the basic parts of a humanoid (legs,
Thus, even if a spell or power describes its damage as
arms, a torso, a head). Extra parts—such as wings, a tail, a pair
bludgeoning, piercing, or slashing, it is still a spell (or power)
of extra arms, or even an extra head—shouldn’t push the
effect, and thus damage reduction does not apply (unless the
creature out of this category. The Sage would even allow some
spell or power’s description specifically states otherwise).
leeway in the area of legs, since both the centaur (with its
horselike body and four legs) and the halfblood yuan-ti (which
I have a question about psionic focuses. Psicrystal might have a snake’s tail instead of legs) are considered
containment allows you to use your psicrystal’s focus “monstrous” humanoids.
instead of your own, and Epic Psionic Focus allows you to When in doubt, look at the creature’s descriptive text—if
use the same psionic focus to power two psionic feats. What it’s described as having a humanoid form, it’s probably
isn’t covered is whether you can expend two psionic focuses reasonable to consider it as having humanoid physiology.
at the same time. Can you use both your own personal focus Ultimately, there’s nothing wrong with the DM being overly
and the psicrystal’s focus in the same round? For example, lenient in his rulings on this topic.
could you use your personal focus for Deep Impact and Among the outsiders in the Monster Manual, the Sage
your psicrystal’s focus for Psionic Weapon on the same would consider the following to be of humanoid physiology:
attack? angel (astral deva, planetar, solar), most archons (hound
You can use them simultaneously if you are doing different
archon, trumpet archon), azer, barghest (in goblin form only),
things with the expended focus, but if you are using two foci
most demons (babau, balor, dretch, glabrezu, hezrou, marilith,
simultaneously to amp damage on the same weapon, it
nalfeshnee, quasit, succubus, vrock), most devils (barbed devil,
probably doesn’t work—unless the DM feels there is a good
bearded devil, bone devil, chain devil, erinyes, horned devil,
reason to allow the combo. I could certainly see this being
ice devil, imp, pit fiend), eladrins (bralani, ghaele), genies
allowed in some cases.
(djinn, efreet, jann), lillend, mephit, night hag, planetouched
(aasimar, tiefling), rakshasa, salamander, slaad, titan, triton,
When attempting to regain your psionic focus, does the and xill.
check automatically fail if you take damage? Can you make Virtually all the undead in the Monster Manual have
the check “defensively” to avoid attacks of opportunity? “humanoid physiology.” only the nightcrawler, nightwing, and
No and no.
any skeleton or zombie created from a creature without a
Specific Powers humanoid physiology would seem to be exceptions.
In Expanded Psionics Handbook, nearly every mention of
ectoplasm says that it reaches into the Ethereal Plane and Does the damp power psionic power (Complete Psionic,
affects incorporeal creatures. The astral construct power page 82) trump an effect that empowers or maximizes a
(Expanded Psionics Handbook, page 77) creates a construct spell or power?
made of ectoplasm. Does that mean that an astral construct Yes and no. An empowered fireball affected by damp
doesn’t suffer the normal miss chance when attacking an power would deal 1 point of damage per die, plus 50%. A 6th-
incorporeal creature? level sorcerer’s empowered fireball would thus deal 9 points of
The Sage must take issue with your opening assertion. damage. A maximized fireball, however, no longer has
After checking all references to ectoplasm in Expanded variable, numeric effects (because they’ve been maximized), so
Psionics Handbook, the Sage confirmed that not one of these damp power would have no effect on its damage.
states anything about the substance affecting incorporeal
creatures. The ectoplasmic cocoon power states that it extends
D&D FAQ v.3.5 90 Update Version: 12/21/07
Can the psionic identify power (Expanded Psionics • Lowering spell resistance.
Handbook, page 112) be used to identify magic items as well • Making a Knowledge check (assuming you aren’t
as psionic items? Does the identify spell identify psionic consulting a text or other resource). Some other skill checks
items? might be allowed at the DM’s option (such as a Spellcraft
Assuming you use the psionics-magic transparency rule check made to identify a spell effect), but only if the character
detailed on page 55 in the Expanded Psionics Handbook, yes makes the check without any movement.
and yes. When in doubt, the DM should use common sense and a
pretty literal definition of “purely mental” to determine if
Could a character use psychic reformation (Expanded something fits the bill. If the action requires any physical
Psionics Handbook, page 127) to change a character class he movement whatsoever (including speech), it shouldn’t qualify.
had gained at an earlier level?
No. Psychic reformation clearly states which character- If a condition (such as being stunned) affects me while
building decisions can be changed: skill points, feats, and schism (Expanded Psionics Handbook, page 130) is
acquired powers. No other options are available. manifested, is the second mind also affected by the
condition?
What exactly counts as a “purely mental” action, such Yes. Schism allows you to attempt a second save against a
as those allowed to the second mind created by the schism charm or compulsion effect, but the benefit doesn’t go any
power (Expanded Psionics Handbook, page 130)? Does a further than that. A stunned character with a second mind is
silent, still spell count? What about a spell-like ability or a just as stunned as one without a second mind, and the second
quickened spell? mind can’t take any actions either.
The schism power specifically includes manifesting a One notable exception is paralysis, which specifically
power as an example of a purely mental action. Elsewhere in points out that “purely mental actions” (see previous question)
Expanded Psionics Handbook, this is expanded to include are still allowed, which means that your second mind could act
“casting spells with no verbal, somatic, or material normally (and your primary mind could still use purely mental
components.” Thus, a silent, still spell wouldn’t count unless actions as well, of course).
the spell also had no material components (including focuses).
A spell-like ability is essentially a spell without verbal, Can the timeless body power be dispelled?
somatic, or material components (and is described on page 180 Yes. The timeless body power renders you invulnerable to
of the Player’s Handbook as being activated “mentally”) so all attacks and powers. However, the power doesn’t protect
that qualifies as purely mental. This would also include psi-like itself, nor does it protect any other effects currently active on
abilities. you.
Although a quickened spell doesn’t provoke attacks of Dispel psionics (or dispel magic), even if targeting you
opportunity, it still includes any verbal, somatic, or material specifically, isn’t affecting you—it’s affecting the ongoing
components required by the nonquickened version of the spell, powers or spells active on you. Thus, it is unaffected by the
and thus doesn’t automatically qualify as a “purely mental” protection granted by timeless body.
action by virtue of its speed. Since timeless body doesn’t prevent characters from
The Sage can think of a few other actions that fall into the targeting you with attacks or powers (just from affecting you
category of “purely mental” actions: with them), dispel psionics can dispel a timeless body effect (or
• Communicating with telepathy. any other effects on a character protected by timeless body).
• Concentrating to maintain a spell.
• Dismissing a spell.
• Directing or redirecting an active spell.
D&D FAQ v.3.5 91 Update Version: 12/21/07
Monsters
The entry on flight in the Monster Manual doesn’t elaborate Suppose you have a flying mount: a griffon. What do
on whether carrying a medium or heavy load actually you have to do to use the ride-by tactic in the air or in
prevents flight, or it simply slows the flyer down below the swooping down on a target? Do you need to take the Flyby
indicated speed (and in the latter case, it doesn’t explain by Attack feat? Or does the Ride-By Attack feat cover flying
how much the creature is slowed down). Some of the mounts as well? For the mount to make a single attack
monster entries do make mention of medium and heavy when riding or flying by, does it also need to somehow gain
loads in terms of carrying capacity (griffins and spider- a feat? If so, which one?
eaters, for example). Does that mean those creatures can fly If the example rider wants to make attacks while flying by
with medium or heavy loads? Is it even possible for a flying foes, she needs the Ride-By Attack feat and needs to charge
creature to get airborne at less that its listed fly speed. (and fly) in a straight line (see the next question). For the
You can use a fly speed only when carrying a light load or mount to attack in the same situation, it would need the Flyby
less. If your load is medium or heavy, you cannot fly; certain Attack feat. The rider’s Ride-By Attack feat won’t help the
kinds of magical flight, such as a fly spell, don’t have this mount attack, and the mount’s Flyby Attack feat does not help
restriction. Check the description of the flying effect to be sure. the rider attack.
A griffin or a spider-eater can carry a medium or heavy Note that you have to have a fly speed to take the Flyby
load, but it cannot fly when doing so. Attack feat. If you merely ride a flying mount, you don’t meet
Most flying creatures can get aloft at less than their full fly the prerequisite for the feat. If you can meet the prerequisite,
speeds, provided that they can maintain their minimum forward your flying mount still doesn’t benefit from your Flyby Attack
speeds (see Tactical Aerial Movement in Chapter 2 of the feat (although it’s possible that a feat or class feature might
Dungeon Master’s Guide). You also can fly when wearing allow you to share the feat).
medium or heavy armor if the weight of the armor (plus
everything else you carry) doesn’t exceed your light load With the rules erratum that prohibits overruns as part
rating. The armor still slows you down (page 20 in the of a charge, the Ride-By Attack feat is now nearly useless.
Dungeon Master’s Guide has an expanded table of reduced You must use the charge action to use the Ride-By Attack
speeds). For example, a balor is a Large creature with a feat, and that requires you to travel in a straight line
Strength score of 35. A light load for a balor is 2,128 pounds. toward your target. Using the example in the Player’s
To calculate that, we must use the tremendous Strength rule on Handbook, this would appear to rather specifically mean
page 163 of the Player’s Handbook and find the light load along a line from your entire square (or squares if riding a
rating for Strength 25 (the number between 20 and 29 that has horse or other mount with a space of 10 feet or greater), to
the same 1’s digit as 35). This gives us a value of 266 pounds. the target square. Ride-By Attack allows you to continue
Since the balor’s Strength is 35, we multiply 266 by 4, which moving along the straight line of the charge after your
gives us 1,064 pounds. The balor is a Large biped, however, so attack. This would have to mean that at some point you
its carrying capacity doubles (1,064 x 2 = 2,128). A balor can would enter the square (or squares) of the creature you
fly so long as it carries less than 2,128 pounds. A breastplate attacked. (At least I cannot conceive of any other way it
for a Large biped weighs 60 pounds (from Table 7–6 in the could be done). Since you cannot enter your foe’s space
Player’s Handbook), so its weight won’t keep a balor from unless the creature is already dead, Ride-By Attack is now
getting aloft when wearing it. Since a breastplate is medium pretty much useless if you can’t also overrun the foe. Some
armor, the balor’s base fly speed of 90 feet is slowed to 60 feet have suggested that you could charge in a manner that
(from the table on page 20 of the Dungeon Master’s Guide). would not bring you through the target creature’s square
Since the balor has good maneuverability, it has no minimum (or squares). To do so, you would not be charging directly
forward speed and can easily fly wearing the breastplate. Even toward the target and likely not moving by the shortest
if the balor had poor maneuverability, its minimum forward route (also a charge requirement) or attacking it from the
speed would be 45 feet (half its base speed of 90 feet), and it first possible square (another charge requirement). In any
still could fly at a speed of 60 when wearing the breastplate. of these cases, you would be breaking the rules for a charge.
If a creature’s base flying speed is greater than listed on the Am I wrong about any of this?
chart on page 20 of the Dungeon Master’s Guide, just divide No, you’ve got it about right.
the creature’s base flying speed into equal parts dividable by 10 When using the Ride-By attack feat, you must conduct your
and then add up the reduced values for those base speeds off charge so that you move in a straight line toward the closest
the chart. For example, if a flying creature with a fly speed of square from which it is possible to attack your chosen foe, so
150 feet wears medium armor and can still get aloft, it can fly long as it is a square that allows you to attack and then continue
at a speed of 105 feet. (Its minimum forward speed, if it had on in the straight line of the charge. You still must attack your
one, would be half the base flying speed, or 75 feet.) The foe the moment you reach that square. (Although the feat
reduced speed of 105 feet was calculated by splitting the fly description doesn’t say so, you and your mount also must move
speed into 70 feet and 80 feet (70 + 80 = 150). At reduced at least 5 feet after you make your attack to get the benefit of
speed, 70 feet becomes 50 feet and 80 feet becomes 55 feet (50 the feat.) This is a special rule for charging when using the
+ 55 = 105). Ride-By Attack feat. Note that the Flyby Attack feat (discussed
Note that some creatures in the game cannot fly when in the previous question) does not require you to move in a
wearing medium or heavy armor, no matter what their load straight line. You merely make a single move and take another
happens to be (for example, the avariel from Races of Faerûn), standard action at some point during that move.
so be sure to check the creature’s description for any special
limits on its flying ability.
D&D FAQ v.3.5 92 Update Version: 12/21/07
How do you use the damage reduction of 3.0 monsters number of times. This means that a smart group of PCs have
with the new 3.5 rules? Is there a way to convert a damage aid in effect for every battle they fight—even a high-level
reduction entry so that it works with the new rules? cleric can’t guarantee that. Similarly, while a hound archon
First, download a free copy of the D&D v.3.5 Accessory may use its greater teleport ability only a few times at most in
Update booklet. This has 3.5 damage reduction values for a fight, a PC with the ability to use greater teleport at will has
monsters from Monster Manual II, Fiend Folio, Deities and an enormous advantage, both in and out of combat.
Demigods, Epic Level Handbook, and the Manual of the The hound archon’s damage reduction is also much more
Planes. You can find a link to the booklet right on the D&D useful when used by a PC than by a monster. Most PC groups
homepage on the Wizard’s of the Coast website: have the ability to deal with a creature’s damage reduction,
www.wizards.com/dnd. either overcoming it with the necessary weapons or ignoring it
To convert damage reduction values for other monsters, altogether by damaging the monster with spells or other effects.
just look for a similar monster in the 3.5 Monster Manual and However, most monsters don’t have this option. The vast
assign your monster a similar damage reduction. Devils, for majority of foes faced by a hound archon have no recourse but
example, get damage reduction #/good and silver. In most to use their normal attack forms, meaning the hound archon can
cases, the # would be 15 or less (and usually 10 or less). ignore the first 10 points of damage from each and every attack
made against it.
Damage Reduction In the end, a hound archon’s special powers don’t make it
Unless otherwise stated by the monster’s description, use these tougher than any other CR 4 monster (such as a gargoyle or
definitions to determine whether damage reduction components vampire spawn), but they make it much more potent than a
are extraordinary or supernatural. standard PC of a similar level.
Extraordinary
• DR #/slashing, piercing, or bludgeoning What happens when a monster that carries a disease
• DR #/adamantine attacks another monster of the same kind (or somehow
• DR #/— bites or scratches itself)? What happens if the monster
Supernatural attacks a monster of a different kind that carries the same
• DR #/silver or cold iron disease? For example dire rats and wererats both carry
• DR #/magic filth fever. What happens when one dire rat bites another
• DR #/chaotic, evil, good, or lawful or bites a wererat?
Although the rules don’t specifically say so, creatures that
Do creatures with special attacks increase the DC for carry a disease are generally immune to that particular disease.
those attacks when they gain class levels? Are they Thus, a dire rat cannot infect itself, another dire rat, a wererat,
calculated based on the creature’s new ECL or its new CR? an otyugh, or any other creature that causes filth fever (or vise
Unless specifically noted in a monster description, the DC versa), since they are both already carriers.
of a creature’s innate special attacks depends only on its racial
HD, and not from HD gained from class levels. A horned devil How are save DCs for disease attacks calculated?
who gained levels of fighter, for instance, would not use its Judging from the Monster Manual, disease DCs would seem
fighter HD to calculate the DC of its fear aura or stun to be based on Constitution. But that can’t be correct, can
supernatural special attacks. A creature’s ECL or CR has no it? The higher the Constitution score the healthier the
effect whatsoever on the save DCs for its special attacks or any monster, right?
other ability. When a monster has a disease special attack, the save DC
However, if the creature’s ability scores change—such as for that disease is 10 plus + 1/2 the creature’s Hit Dice plus the
from the increase at every 4-HD interval—that might well creature’s Constitution modifier.
affect the DCs of its special attacks. If that horned devil, for As a general rule, any special attack that comes from the
instance, improved its Strength from 31 to 32 when it gained its attacker’s body uses Constitution to determine the save DC. In
first class level (giving it 16 HD total), its stun save DC would the case of a mundane disease that functions as a special attack,
improve by 1. Each special attack lists the ability score upon healthier creatures carry a more virulent strain. For example,
which it is based (such as Strength for the horned devil’s stun). Table 8–2 in the Dungeon Master’s Guide lists a DC of 12 for
filth fever. Nevertheless, it requires only a DC 11 Fortitude
Why do some creatures have effective character levels save to avoid contracting filth fever from a dire rat’s bite, while
higher than their challenge rating? If a hound archon is an otyugh’s bite causes the same disease on a failed DC 14
only CR 4, how can it possibly be as good as an 11th-level save.
character? After all, an 11th-level NPC is CR 11, not CR 4. Special attacks that involve supernatural diseases often use
Effective character level (ECL) and challenge rating (CR) Constitution to determine the save DC as well. In some cases
appear similar—after all, they’re both numbers that rate a the creature or the disease might warrant using a different
creature’s toughness—but they actually measure two very ability score. A mummy’s mummy rot, for example, uses
different things. A monster’s CR measures how tough that Charisma instead of Constitution because undead creatures lack
monster is in a typical combat encounter against player Constitution scores.
characters, while its ECL measures how powerful a PC it When a character is exposed to a disease in some manner
would make. other than a monster’s special attack, use the save DC listed on
Take the hound archon as an example of why this is true. In Table 8–2. For example, if a character steps on a rusty nail and
a typical fight, it likely gets a chance to use its aid spell-like is exposed to filth fever, the save DC is 12.
ability only once. However, in a party of adventurers, it can use
this ability on itself and every member of the party an unlimited What happens when creatures use their natural
weapons as secondary attacks along with a manufactured
D&D FAQ v.3.5 93 Update Version: 12/21/07
weapon? For example, lizardfolk have two claws that also dragon gets only one bite attack per round, even though a
serve as hands. What happens when they wield a one- fighter with the same +19 base attack bonus attacks four times
handed weapon in one hand and nothing in the other? Do per round with a sword or other manufactured weapon.
they lose both claw attacks in exchange for their attacks
with the weapon? What happens when a monster has a high base attack
Wielding a manufactured weapon doesn’t prevent a bonus, and it uses a manufactured weapon along with a
creature from using all its natural weaponry, provided that the secondary natural weaponry? For instance, suppose a 5th-
creature is using the full attack action and the additional natural level lizardfolk fighter wields a battleaxe. What would this
weapons are free. creature’s attack routine be?
The example lizardfolk can’t make a claw attack with the Just add the natural secondary attacks to the manufactured
“hand” that holds its weapon, although it does get to attack attacks the creature can make. Assuming that the example
with the weapon itself. But, if it’s using the full attack action, it character has five fighter levels, she has a base attack bonus of
can use its other claw as a natural secondary attack (–5 to +6 (+1 for being a lizard folk, +5 for fighter levels). Assuming
attack rolls, half Strength bonus), and can also bite as a natural the character doesn’t use a shield, she has two natural
secondary attack. In effect, the lizardfolk is using its normal secondary attacks available—her bite and her free claw. She
full attack routine with the manufactured weapon attack has a –5 penalty when using a natural secondary weapons. So,
substituted for one claw attack. when the character uses the full attack action, her attack routine
is +6/+1 melee (battleaxe)/+1 melee (bite)/+1 melee (claw).
How many attacks does a creature with multiple However, if the example character were using the standard
natural weapons get while it’s grappling? How many attack action instead, she could make only one attack. This
grapple checks can it make in a round? single attack could be a +6 if she used the manufactured
Under normal circumstances, a creature can can attack with weapon or a claw (a lizard folk’s claws are the primary natural
only one of its natural weapons while grappling (and it takes a weapon), or +1 if the character chooses to bite. You always
–4 penalty on such attacks; PH 156). A grappling dire bear can take the secondary weapon penalty when you use a secondary
attack with either a claw or its bite. natural weapon (see the Monster Manual glossary).
The rake special attack gives the creature “two additional
claw attacks that it can use only against a grappled foe” (and When a creature has natural weaponry, do all its
which don’t take the normal –4 penalty to such attacks; MM natural weapons become secondary attacks when it uses a
314). manufactured weapon? If so, what happens to the damage
A creature that chooses to make grapple checks in place of rating for a primary natural weapon that gets demoted to
attacks—that is, to damage its opponent, escape from the secondary status?
grapple, move, pin its opponent, or use its opponent’s When a creature uses both manufactured and natural
weapon—is allowed one grapple check for every attack that its weapons together with the full attack action, treat the
base attack bonus would allow (even if it doesn’t normally manufactured weapon as the primary attack (using the
make multiple attacks in this manner). These attacks deal creature’s full attack bonus) and treat all the natural weapons as
damage as an unarmed strike made by a creature of that size secondary natural attacks (–5 attack penalty, or –2 if the
(1d3 for Medium, 1d4 for Large, 1d6 for Huge, and so forth, creature has the Multiattack feat).
plus its Strength modifier). The basic damage rating for a secondary natural weapon
A creature with BAB +0 to +5 may make one grapple doesn’t change, but the creature gets only half its Strength
check in place of an attack, BAB +6 to +10 two, BAB +11 to bonus to damage for the secondary attack, even if it would
+15 three, and BAB +16 to +20 four. The dire bear, for otherwise be a primary natural weapon. The troll entry in the
example, may make two grapple checks in place of attacks, Monster Manual provides a good example of this.
thanks to its base attack bonus of +9: one using its full BAB
and the second using its BAB –5. What happens when a creature’s secondary natural
weapon becomes a primary natural weapon? For example,
How do I know whether a monster gets multiple attacks what is the attack and damage bonus if a lizardfolk uses its
for a high base attack bonus? Some of the monsters in the bite for an attack action or for an attack of opportunity?
Monster Manual have multiple attacks, but others don’t, A secondary natural weapon is always a secondary natural
even with the same base attack bonus. Why doesn’t a great weapon, even when a creature attacks only with that weapon. A
wyrm red dragon get eight bite attacks per round? After lizardfolk attacking with only a bite has a –5 attack penalty (–2
all, its base attack bonus is +40. with the Multiattack feat) and gains only 1/2 its Strength bonus
The rules for multiple attacks are different for with the bite attack. Secondary weapons are inherently less
manufactured weapons (such as swords and bows) and for effective than a creature’s primary natural weaponry, mostly
natural weapons (such as claws and bites). A creature wielding due to limits of the creature’s fighting skills or physiology. See
a weapon gets multiple attacks based on its base attack bonus, page 312 in the Monster Manual for details.
regardless of whether that creature is a goblin, a giant, or a pit
fiend. Regardless of its base attack bonus, a creature never gets Can a creature make a slam or claw attack when both
more than four attacks with any given weapon purely from its his hands are used for something else, such as holding a
base attack bonus (see the sidebar on page 207 of the Dungeon two-handed weapon?
Master’s Guide)—thus, if a great wyrm red dragon could wield As long as the creature can easily let go with one hand, yes.
a manufactured weapon, it still could make only four attacks A two-handed weapon requires two hands to wield in combat,
with it as part of a full attack action (at +40/+35/+30/+25). but not to hold. A frost giant could choose to make a slam
Creatures do not receive additional attacks from a high base attack instead of a greataxe attack without having to drop the
attack bonus when using natural weapons. A young adult red greataxe.
D&D FAQ v.3.5 94 Update Version: 12/21/07
On the other hand, a frost giant carrying a heavy weight in attack penalty for a secondary attack (or –2 if it has the
both arms doesn’t have a free hand to use for a slam attack. Multiattack feat), and it applies only half its Strength bonus on
He’d have to drop the object (a free action) before making a damage if the attack hits.
slam attack.
How does poisoning (or any other ability draining
When a monster uses a special attack option, such as effect) work, exactly? Can a character get ability damage
trip or sunder, must it make the attack with its primary through poison several times from one monster in the same
natural weapon? Are there any limits on which natural encounter? Can there be more than one secondary saving
weapons can be used in a trip or sunder attack? When a throw for poison?
monster has multiple natural weapons, can it use each of First, poison causes ability damage, not ability drain. You
those weapons to make trip or sunder attacks? can heal ability damage on your own (unless you lose the fight
A monster with natural weaponry doesn’t need to use its and become a monster snack), but you need magical
primary natural weapon to make sunder or trip attacks. If it intervention to recover ability score points lost to ability drain.
uses a secondary weapon, however, the penalty for a secondary In either case, there’s no limit to the number of times a
weapon applies to the attack (–5 or –2 with the Multiattack monster can beat down your ability scores with successful
feat). In the case of sunder, the secondary weapon penalty ability damage or ability drain attacks. Resolve each attack and
applies to the opposed attack roll the creature makes to apply their consequences separately. A monster could have an
accomplish the sunder attack. In the case of a trip attack, the ability drain or ability damage attack that could not affect the
secondary weapon penalty applies to the melee touch attack roll same foe multiple times, but that would be a special case noted
the creature makes to start the trip attack. in the monster’s description. None of the creatures in the
A creature can make a trip attack with just about any Monster Manual have such a limitation.
natural weapon, although the DM must exercise some common In the case of poisons that deal ability damage, you must
sense in the matter. Claw and bite attacks are excellent for trip make a saving throw against the poison’s initial and secondary
attempts, as are tentacle attacks. Since tripping in the D&D effects each time a poisonous attack hits you. For example, if a
game involves grabbing a foe and pulling him down, stings, Huge monstrous scorpion stings you five times, you’ll have to
gores, hooves, and most slam attacks should not work for make five initial saves and five more secondary saves, each one
tripping (although tail slaps work). minute after the initial save for that attack. A character could
A natural weapon must deal bludgeoning or slashing survive a long fight with a poisonous creature only to succumb
damage to be useful for a sunder attack. Gore and sting attacks to its venom later. Smart players break out the neutralize
deal only piercing damage and thus aren’t useful for such poison spells, healer’s kits, antitoxin, or all three after
attacks (see page 312 in the Monster Manual for a list of encountering venomous foes.
natural weapons and their damage types), but again, some In the case of poisons that have nondamaging effects, such
common sense is in order here. Creatures with pointy fangs, as paralysis or unconsciousness, the effects don’t stack, but
such as monstrous spiders or big snakes, probably deal only each one runs for its full duration.
piecing damage with their bite attacks and aren’t really smart
enough to make sunder attacks anyway. The description for gaze attacks in the Monster Manual
In either case, a monster making a sunder or trip attack says any opponents within range of the gaze need to make
follows all the rules a player character uses for the attack in saving throws. The Dungeon Master’s Guide says any
question, including provoking an attack of opportunity. characters within range must save. Which is correct? If a
A monster with several natural weapons can make a sunder creature with a gaze attack has allies, do the allies have to
or trip attack with each one, provided that it uses the full attack make saves against the gaze attack? Is it possible for a
action, and its natural weaponry is useful for the attack in creature to suppress its own gaze attack? If so, how?
question. The Dungeon Master’s Guide is correct. Anyone, ally or
Note that some monsters have special trip or sunder attacks. enemy, who looks into the eyes of a creature with a gaze attack
In such cases, use the rules given in the monster’s description, has to save against the attack. Allies, however, can avert their
not the general rules discussed here. For example a wolf can eyes from the creature with the gaze attack and avoid having to
make a free trip attempt when it hits with its bite attack and make saving throws 50% of the time; this doesn’t provide
does not provoke an attack of opportunity when doing so. complete protection, but it helps. The creature with the gaze
Likewise a bebilith’s rend armor attack is similar to a sunder attack gains concealment relative to its allies that are averting
attack, but it works only on a foe’s armor, and only when the their eyes, but since those allies probably aren’t going to attack
bebilith hits with both claws. Rend armor doesn’t provoke an the creature, that’s not a big concern.
attack of opportunity. Since looking into the eyes triggers a save against a gaze
attack, the creature with the attack can stop using its gaze
What happens when a creature with multiple natural simply by closing its eyes; this is not an action, and the creature
weapons gets to make an attack of opportunity? Does it can do so anytime, even when flat-footed or during another
have to use its primary natural weapon? What happens if creature’s turn. The creature is blinded so long as it keeps its
the creature has a pair of primary weapons, such as a eyes shut. The creature also can veil its eyes with a translucent
bear’s two claws. cloth. This stops the gaze attack, but all other creatures have
An attack of opportunity is a single melee attack; no matter partial concealment (20% miss chance) relative to it.
how many weapons or natural weapons the creature making the
attack has available. The text on page 289 in the Dungeon Master’s Guide
When a creature with natural weaponry makes an attack of says a supernatural ability cannot be dispelled. Table 8–1
opportunity, it can use any natural weapon it has. If it decides on the next page, however, says it can. Which one is right?
to use a secondary weapon, however, it suffers the usual –5 If supernatural abilities cannot be dispelled, can they be
D&D FAQ v.3.5 95 Update Version: 12/21/07
removed or countered in other ways? What would happen,
for example, if a medusa turns my character to stone? Can Do spell resistance, damage reduction, or caster level
anything restore my character? for spell-like abilities increase as a monster advances by Hit
The table is wrong. While you cannot dispel a supernatural Dice?
ability with the dispel magic spell, you can remove or reverse Unless a monster’s description states otherwise, most
its effects on an area, object (but not one in the supernatural monster special abilities aren’t Hit Dice-based, and thus are
ability user’s possession), or creature (but not the ability user unaffected by advancement either by HD or by class level. (An
itself) in other ways. For instance, the petrified victim in your exception is the save DC for any monster special ability, which
example can be restored through a break enchantment spell or a is specifically described as using HD in its calculation).
stone to flesh spell. Supernatural effects are not subject to Again, a DM can create exceptions to this rule; for
counterspelling, but some of them can be countered in other example, increasing spell resistance by +1 per point of
ways if they have the right descriptor (or if they duplicate spells Challenge Rating increase (not per HD) is a good way of
with the right descriptor). For example, the darkmantle’s keeping a monster’s SR relevant.
supernatural darkness ability duplicates the 2nd-level darkness
spell, which has the darkness descriptor. This ability counters When I advance a couatl (or other creature with the
and dispels any light effect of its level or lower, and the 3rd- “spells” special attack quality) by increasing its Hit Dice,
level daylight spell (which counters and dispels all darkness what happens to its spellcasting ability?
effects of its level or lower) negates the darkness created by a Gaining a HD or class level generally has no effect on a
darkmantle’s darkness ability. monster’s spellcasting ability. That said, it’s reasonable to grant
Likewise, spells such as dispel evil can remove a monster who gains a level in the same class as its existing
supernatural enchantment effects if they duplicate spells that spellcasting ability another level of spellcasting in that class (as
can be dispelled otherwise. For example, a dispel evil spell well as the 1st-level class features of the class).
removes a vampire’s dominate person effect from a victim. For example, a rakshasa who gained a level of sorcerer
Similarly spells that block mental control, such as protection should cast spells as an 8th-level sorcerer (7 levels from its
from evil or magic circle against evil, suppress the effects of a race, plus 1 from its class), and should also gain the class
vampire’s dominate person ability, as noted in their spell features of a 1st-level sorcerer.
descriptions.
Can an animal increase its Intelligence when it gains an
Are monsters’ ability scores adjusted as they age (like ability score increase at every 4 Hit Dice? If its Int increases
PC races)? beyond 2, does it become a magical beast?
The rules include no information on age categories for The Sage recommends that the DM not allow an animal (or
creatures other than the PC races listed in various books, so the any nonintelligent creature) to increase its Intelligence via HD
Sage concludes that ability score adjustments by age (such as advancement except as a very special case. Even the biggest
those described on Table 6–5: Aging Effects, in the Player’s 18-HD viper in the jungle shouldn’t be able to have an
Handbook) apply only to those races for which they’re listed. Intelligence of 4.
If a DM wanted to create age categories for other creatures, Regardless, an animal’s type doesn’t change simply due to
the Sage advises using existing numbers as a guideline. an Intelligence increase.
Does a human who becomes an undead apply the ability The Monster Manual says a creature isn’t proficient
score adjustments as he ages? with armor unless it is specifically listed as such (or is
The Sage recommends that aging effects not be applied to a wearing armor in its description). What about warhorses
PC who becomes undead. and riding dogs, which are often protected by barding?
It seems unreasonable that an undead’s physical ability Technically, such creatures aren’t proficient in armor, and
scores should change based on the original race’s lifespan (why thus suffer a penalty on attack rolls equal to the armor check
should a dwarf vampire stay strong longer than a half-orc penalty. Many DMs choose to ignore this penalty for animals
vampire?). trained for combat (such as warhorses and riding dogs), which
Similarly, applying adjustments to mental ability scores is perfectly reasonable.
seems to create more problems than it’s worth. Should a
skeleton that’s been dead for 200 years be wiser than one that The Monster Manual lists outsiders as having
was just created? If a long-dead ghost gets smarter with age, proficiency with all martial weapons. Does that mean that
why doesn’t a long-dead mummy? aasimar, tiefling and genasi PCs are automatically
That said, if a DM wanted to apply aging effects to ability proficient with all martial weapons?
scores for undead PCs, it’s not terribly unbalancing. He should Yes.
just be prepared to answer a lot of corner-case questions—and
most DMs will find it more hassle than it’s worth. In an encounter with creatures of mixed Challenge
Ratings (for example, a CR 9 boss with a mix of CR 6 and
Can a half-dragon elf gain (and use) the Mark of
CR 3 minions) how do you figure Encounter Level and XP?
Shadow? What about an elf lich?
The Encounter Level of a group of monsters is an estimate
Yes and no. Simply changing your type normally doesn’t
of the encounter’s relative challenge. Its only value is as a
bar you from manifesting a dragonmark associated with your
signal to the DM regarding how dangerous the encounter might
race (or from using a dragonmark you’ve already manifested).
be to the PCs—it’s never used to calculate XP or anything else.
Undead, however, are incapable of manifesting or
To estimate the EL of a mixed group of monsters, calculate
activating any of the dragonmarks described in the EBERRON
the EL for each group of monsters with the same CR as if each
Campaign Setting.
D&D FAQ v.3.5 96 Update Version: 12/21/07
group was a separate encounter. Then, calculate the EL for the What happens if you fight a carrion crawler or ghoul
two lowest-EL groups of monsters as if each group were a and get hit with several different paralyzing attacks at
single monster with a CR equal to its EL. Repeat until you have once? Do you have to save against each one? If so, is the
only one number left: that’s your EL estimate. duration of the paralysis extended for each failed save or do
For example, imagine an encounter with a CR 9 boss, two the effects run concurrently? What happens if you later
CR 6 lieutenants, and four CR 3 minions. To estimate the EL receive a spell such as remove paralysis? Will it take more
for this encounter, start by determining the EL of each group of than one spell to remove all the paralysis effects?
creatures: four CR 3 foes represent an EL 7 encounter, two CR As with poison, you have to make a saving throw for each
6 enemies are an EL 8 encounter, and a single CR 9 foe is an paralyzing attack that hits you. If you fail your save more than
EL 9 encounter. A CR 7 plus a CR 8 monster is roughly an EL once, the paralysis effects don’t stack. The effects overlap and
9 encounter (it’s a lot like the 8 + 6 mixed pair on Table 3–1: you stay paralyzed until the effect with the longest duration
Encounter Numbers in the Dungeon Master’s Guide), and wears off. Likewise, if you become paralyzed and are later
when you add that to the other CR 9 component, you have an affected by another paralysis effect, you remain paralyzed from
EL 11 encounter. the time the first effect started until the last effect ends.
This isn’t a perfect method—it can easily overestimate the Generally, overlapping effects remain in place until all their
value of low-CR minions, particularly in large numbers—but durations run out or they’re all negated somehow. In the case of
it’s good in most cases. If you find that the EL for a mixed the various “remove” spells in the Player’s Handbook (remove
group is more than two or three points higher than the CR of blindness/deafness, remove curse, remove disease, remove fear,
the toughest single participant, take your estimate with a grain and remove paralysis), one spell removes all the overlapping
of salt. effects that currently affect you, provided that those effects are
Experience, on the other hand, is always calculated based subject to the spell. For example, if you have four overlapping
on each monster’s individual Challenge Rating, never by the paralysis effects, one remove paralysis spell deals with them
Encounter Level. Each monster in an encounter is worth a all. When such a spell allows you a new saving throw against
number of XP based on its CR and the PCs’ levels, and the an effect rather than simply removing it (as remove paralysis
total XP reward for the encounter is the sum of these values. does when the caster splits it among several recipients), make
The encounter with a CR 9 creature, two CR 6 creatures, one saving throw against the overlapping effect with the
and four CR 3 creatures grants XP equal to the sum of the highest save DC. If that save is successful, the spell removes all
normal XP rewards for one CR 9 creature, two CR 6 creatures, the overlapping effects. If the save fails, the spell has no effect.
and four CR 3 creatures. Assuming the party was 8th level, the
reward would thus be 7,600 XP (3,600 XP for the CR 9 foe, Does a celestial or fiendish animal, which has a 3
1,200 XP for each of the CR 6 enemies, and 400 XP for each of Intelligence, understand a language?
the CR 3 monsters), divided by the number of characters. The celestial and fiendish templates don’t indicate that the
creature gains the ability to understand any particular language,
I understand that CR, and thus EL, is based on but it’s reasonable for a DM to grant such a creature the
challenging a party of four player characters. How should I rudimentary ability to understand a single spoken language.
adjust the EL of an encounter when the party consists of Celestial (for that template) or Abyssal or Infernal (for the
more or less than four characters? fiendish template) seem like reasonable options, but a DM can
A good rule of thumb is to increase an encounter’s EL by 1 alter this as desired.
when you add a character to the adventuring party. You can do
this either by increasing the number of foes present or by If a construct has to make a Concentration check, what
toughening up one or two of the enemies. ability modifier do I apply on the check? Is it –5, just as if
Be careful about overloading your encounters for large the score were 0?
groups of PCs—even a group of eight PCs can’t necessarily Having no ability score (that is, an entry of “—”) is
deal with an encounter with three or four times the normal different from having a score of 0. If a creature has no ability
number of foes, particularly if those foes can easily gang up on score (such as a construct, which has no Constitution score),
a single PC. One hill giant probably can’t take out a 7th-level the ability modifier for that score is +0. (See page 7 in the
fighter, but three or four definitely can, even if that fighter has Monster Manual.) Thus, a construct has a +0 modifier from its
a half-dozen buddies standing behind him waiting to take their Constitution on Fortitude saves, Concentration checks, and any
turn in initiative. other Con-based roll.
On the other hand, if there are fewer than four characters in The same rule applies to undead (which have no
the party, simply reducing the EL may not go far enough. It’s Constitution score), vermin (which have no Intelligence score),
possible, even likely, that such a group lacks crucial or any other creature that lacks an ability score. Remember that
capabilities expected of a typical adventuring party, such as undead are specially noted on page 317 of the Monster Manual
healing, melee defense, or ranged attacks, and thus may not be as using their Charisma modifier for Concentration checks (but
able to deal with normal-style encounters even if you not on any other Con-based rolls).
significantly reduce the EL.
In such a case, the DM must adjust the encounters on a How tall is a Medium creature? How about Large or
case-by-case basis so that the party isn’t unduly punished for Huge? I appreciate the example creatures given in the
their lack of capabilities, perhaps by using monsters with Player’s Handbook and Dungeon Master’s Guide, but when
unusually low attack modifiers and damage values (for groups advancing monsters, or even when trying to give accurate
lacking a fighter or similar character), or by minimizing the use descriptions during a game and answering my players’
of monsters with long-distance attacks (for groups lacking a questions, comparative size doesn’t help too much. (For
wizard, archer, or other ranged-attack character). example, if it is as big as a purple worm, how big is a purple
worm?) If an actual listing could be given, such as anything
D&D FAQ v.3.5 97 Update Version: 12/21/07
4 to 7 feet tall is Medium, 7 to 15 feet is Large, 15 to 30 feet If a dragon with racial access to domain spells takes a
is Huge, and so on, it would be of immense use. cleric level, can it pick from the domains it has racial access
You’ll find creature size listings in the Monster Manual to in addition to those granted by its deity? Does it gain any
glossary; see the Size entry and Table 7–1: Creature Sizes on special benefit if it selects a domain that it already has
page 314. Be sure to read the notes accompanying the table. access to from its dragon kind?
No. Racial access to a domain allows a dragon to learn and
Does a dragon’s crush attack provoke attacks of cast spells from that domain as if they were sorcerer spells, but
opportunity when it enters its targets’ squares? What about doesn’t allow any access to that domain for other purposes, nor
if its targets have reach weapons? What about when the does it grant any special stacking benefit if the dragon later
dragon moves away after the crush attack? gains the domain from cleric levels or any other feature.
No, maybe, and yes.
The initial crush attack does not provoke attacks of Does a dragon with Power Attack add twice the number
opportunity, even though the dragon is entering enemy spaces. subtracted from attack rolls to damage rolls when making a
Assuming the dragon has to move up to its targets to tail slap?
deliver the crush attack, enemies with reach get attacks of No. While it shares some mathematical similarity to a two-
opportunity if the dragon leaves threatened squares. It’s not the handed weapon, the tail slap (or any other natural weapon that
crush attack that provokes, but the dragon’s movement. adds 1–1/2 the creature’s Strength bonus on damage rolls)
When the dragon moves away after the crush attack, it doesn’t gain any other benefits applied to the use of a two-
provokes attacks of opportunity as normal for movement. handed weapon.
Can a dragon use its breath weapon as an attack of Can a dragon wear magic rings, cloaks, bracers, and so
opportunity? on built by and for humanoids? Can it wield rods, staves,
No. Only melee attacks may be used as attacks of wands, or weapons? If it can, does it have to take off or put
opportunity. away its equipment when it changes forms using alternate
form, or do the items it wishes to use in its new form remain
Can a dragon’s breath weapon harm a golem? intact and useable through its transformation?
Yes. Although the golem main entry describes “immunity As described in an earlier question, most magic items can
to magic” as granting immunity to “most magical and be worn by any creature that has an appropriate body part upon
supernatural effects,” individual golem entries clearly state that which to wear it, regardless of the creature’s (or the item’s)
it applies only to “any spell or spell-like ability that allows spell normal size. Draconomicon has a sidebar dedicated to precisely
resistance.” Thus, golems are affected normally by a dragon’s this topic (page 24); basically, the answer is that a dragon can
breath weapon unless the golem’s entry states otherwise. wear or use just about any magic item other than armor (unless
it’s specially made for the dragon, of course).
Can or do creatures other than dragons have overland As indicated in the Monster Manual errata, any gear worn
travel speeds? or carried by a dragon that uses alternate form either stays worn
The overland travel speeds listed for dragons in the or carried (if the new form can wear or carry it) or falls to the
Monster Manual are a special ability of dragons. Other ground in its space.
creatures could potentially be created with a similar quality, but
it would have to be included in the creature’s description. Does a dragon use its HD or its sorcerer caster level as
the caster level for alternate form?
Dragons are immune to sleep and paralysis effects. Does As noted on page 315 in the Monster Manual, supernatural
this include “unconsciousness” effects, such as from drow abilities (such as the dragon’s alternate form) have “an
poison or a color spray spell? effective caster level equal to the creature’s Hit Dice” unless
No. Both sleep and paralysis effects create specific otherwise noted. The “Caster Level” column on each dragon’s
conditions defined in the rules (although the “sleeping” “Abilities By Age” table applies to its sorcerer spellcasting
condition created by most sleep effects is typically defined in ability and its spell-like abilities (see page 69 of the Monster
the effect, rather than the glossary). Unconsciousness is an Manual).
entirely different condition, and dragons are not immune to
becoming unconscious. A very young silver dragon (Constitution 15) uses
alternate form to take the form of an average elf
Can a dragon use wands and scrolls of the cleric spells (Constitution 8). He takes 4 points of Constitution damage.
it’s allowed to cast as arcane spells? What about spells from When he changes back to his natural form, does the
the domains it can cast as arcane spells? Constitution damage remain? What if he takes elf form
Yes, no, and maybe. Many dragons can cast cleric spells again—does his Constitution become normal for an average
and spells from certain domains as arcane spells. Effectively, elf again (8), or does the damage still remain?
these spells are added to the dragon’s sorcerer spell list as Alternate form doesn’t eliminate any penalties, damage, or
arcane spells. This means that it can activate spell trigger items drain currently affecting your ability scores. The dragon with 4
(such as wands and staffs) containing such spells. points of Constitution damage would have Constitution 11 in
Scrolls, however, always have a type of magic (arcane or dragon form and Constitution 4 in elf form until the damage
divine) inherent to them. A dragon who can learn and cast was removed.
cleric or domain spells as arcane spells can’t use a divine scroll
with such a spell on it, any more than a wizard could use a What are the rules for leaping onto the back of a
divine scroll of dispel magic (even though it’s on her spell list). dragon? What about leaping onto the back of a flying
dragon (such as from off a carpet of flying)?
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Assuming you’re not talking about leaping onto the back of any objects unless it has the telekinesis power or unless it has
your dragon mount (which is covered by the Ride skill), you’re the malevolence power and successfully uses it to take over a
in uncharted territory. A Jump check seems like a good start corporeal body (in which case it has whatever Strength score
(you must jump high enough or far enough to get into position), the body has). A ghost touch weapon also allows a ghost to
and after that it seems like you’re doing something much like exert Strength on the Material Plane.
initiating a grapple (a dragon who doesn’t want you on its back A manifested ghost using a ghost touch weapon against a
should get a chance to resist your attempt). foe on the Material Plane makes a normal attack against the
Whenever you’re trying something that doesn’t seem target’s normal Armor Class (not an incorporeal touch attack).
covered in the game rules, start by looking for existing rules If the attack is a melee attack, the ghost’s Strength modifier
that mimic what you’re attempting, rather than simply creating (not its Dexterity modifier) applies to the attack. A ghost with
a new rule from scratch. You may well find that existing rules the Weapon Finesse feat can use its Dexterity modifier for a
for similar actions get you most of the way there. melee attack with a ghost touch weapon. If the ghost has the
Power Attack feat, it can use that feat with a ghost touch
Is it possible for two dragons of different colors to weapon.
breed? If so, which parent does the hatchling take after? A ghost on the Ethereal Plane uses its Strength score in the
According to a strict reading of the half-dragon template, it same manner as any other creature on the plane does.
can be applied to creatures of the dragon type (including true
dragons). Thus, it appears within the framework of the rules to, The entries for all the golems in the Monster Manual say
for instance, create a half-white dragon green dragon. It’d be that golems have magic immunity, which is supposed to
entirely up to the DM to determine which of the parents is the allow golems to completely resist most magical and
base creature and which is the half-dragon template. supernatural effects except for specific ones listed in each
That said, it doesn’t really seem in the spirit of the golem’s description. (Most of those heal, slow, or damage
template—it’s designed to make an existing creature more the golem.) Can you cast beneficial spells on a golem? For
draconic, and the Sage can’t see how a creature that’s already a example, can you turn a golem invisible? Can you teleport
dragon can become “more draconic.” Thus, such creatures one? Could you cast darkness on a golem? How about fly or
should be extraordinarily rare at most. reverse gravity? To put it another way, if you are not trying
to directly cause damage or drastically alter the golem
Chapter 10 in the Player’s Handbook says a spellcaster (such as with polymorph), will the spell work? Clearly, if
must have one hand free to cast a spell with a somatic you cast darkness on yourself and the golem attacks you,
component, and the caster must have any material once it moves into the area of darkness, it can no longer see
components in hand already if he doesn’t have a free hand. you. But can you cast darkness on the golem? Could a
So, how does a creature like a naga cast spells at all? Nagas golem use a magic item, such as a ring of invisibility?
don’t have hands! As noted in each golem’s entry, a golem resists any spell or
Creatures that have hands need at least one free hand to spell-like ability that allows spell resistance. (In previous
cast spells with somatic or material components (or both). versions of the D&D game, golems were impervious to most
Creatures, that don’t have hands don’t need hands to cast supernatural effects as well, but that is no longer the case.) In
spells (see page 315 in the Monster Manual). They use body most cases, you can tell if a spell or spell-like ability works on
movements to complete somatic components and use material a golem simply by looking up its spell resistance entry. Let’s
components either by touching them (but not if they’re in take a quick look at the effects you’ve listed:
another creature’s possession) or by having them somewhere Invisibility: You cannot turn a golem invisible with any
on their bodies. A naga might carry material components stuck version of the invisibility spell. (They all have spell resistance
to its scales or even temporarily swallow them. entries of “yes.”) This immunity to being made invisible
doesn’t mean the golem has any special ability to see or detect
I was wondering about ghosts making physical attacks. invisible creatures or objects.
The text on the incorporeal subtype in Monster Manual Teleport: The spell resistance entry for the various versions
glossary says that these creatures lack a Strength score. The of the teleport spell is “no,” at least for creatures. Note that
ghost template has the incorporeal subtype and the example when you’re using the teleport spell, you teleport yourself and
ghost has a Strength score. The template makes no other willing creatures. Unless you can command the golem
exception for ghosts having a Strength score. Do ghosts (and you probably don’t unless you created the golem), it
have this Strength score just when manifesting? Can ghosts probably isn’t willing to accompany you and receives a saving
use Power Attack if they lack a Strength score? How do throw to resist.
ghosts attacking with ghost touch weapons work as far as Darkness: You can’t cast a darkness spell on yourself, on a
damage modifiers from Strength? When using a ghost golem, or any other creature—only on an object (see the spell
touch weapon, does a ghost still make an incorporeal touch description). Golems have no special ability to see through
attack? If a ghost lacks a Strength score, how can they darkness (and the spell resistance entry is “no”). The silence
physically move things in the Material Plane or Ethereal spell provides a better example of how a golem’s magic
Planes? Does a ghost’s Dexterity modify only incorporeal immunity (and spell resistance in general) works. You can cast
touch attacks? silence on a creature, and when you do so, spell resistance
Ghosts have Strength scores in spite of having the applies (see the spell description). A silence spell automatically
incorporeal subtype. A ghost on the Ethereal Plane is not fails if you try to cast it on a golem.
incorporeal. Once a silence spell is operating, silence reigns throughout
A manifested ghost functions on the Material Plane exactly the emanation the spell creates. If a golem moves into the
like an incorporeal creature does. A manifested ghost can’t emanation, the golem still cannot hear or make any noise.
exert any Strength on the Material Plane and cannot manipulate
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Fly: You can’t use a fly spell to make a golem fly (the spell it, but it doesn’t suppress the golem’s animating force or
resistance entry is “yes”). anything like that).
Reverse Gravity: The spell resistance entry is “no,” so it
affects a golem as readily as it affects any other creature or Can a character use stone shape to turn a stone golem
object. into an inanimate block of stone?
Note that a golem cannot voluntarily lower its magic Stone shape doesn’t affect creatures, only objects, so it
immunity so that it can receive a harmless spell, but a golem’s would have no effect on a stone golem.
magic immunity does not extend to magic the golem uses on
itself (just as spell resistance doesn’t apply to such effects). A How does a golem see? Does it have eyes? Can it be
golem can make use of any magic item that works continuously blinded (or blindfolded)?
or is use activated (provided whoever commands the golem is It’s best to assume that a golem’s visual ability (and other
on hand to put the item on the golem or order the golem to pick sensory abilities) work just like a normal creature of its general
it up). Being mindless, a golem cannot use any item activated shape (that is, a humanoid creature), even if it doesn’t possess
by command, spell, or spell completion. any obvious organs dedicated to those senses. Put a blanket
around its head and it can’t see any better than a normal person;
One of my players tried to use Mordenkainen’s put it next to a really loud noise and it can’t hear someone
disjunction on a golem. The spell failed to get through the sneaking up on it.
antimagic field provided by the golem’s creator, so I didn’t The same applies to skeletons, elementals, animated
have to make a ruling this time. My question is, would it objects, and other creatures without any apparent sensory
have worked? Is a golem more of a creature, having been apparatus. It’s a bit tougher with creatures that don’t have a
listed in the Monster Manual, or a magic item, as it’s normal shape—the DM just has to wing it as best he can.
created just like one? On that subject, a golem is immune to
magical effects, would this include Mordenkainen’s When does the effect of a clay golem’s cursed wound go
disjunction? That is, is a golem a magical effect for purposes away? Can a character use remove curse (or a similar spell)
of resolving a Mordenkainen’s disjunction spell? to eliminate the effect?
You can’t disjoin a golem because a golem is a creature, The effect of the cursed wound lasts until all damage dealt
not a magic item or magical effect. to the target by the clay golem has been eliminated. (In general,
Anything that has both a Charisma score and a Wisdom any healing successfully applied to the character should
score is a creature, not an object. Mordenkainen’s disjunction eliminate the clay golem’s damage first.) Even if a cleric
would destroy any magical effect a golem was using, such as a succeeds on a caster level check to heal an affected character, if
slow effect from a stone golem. any damage from the clay golem persists after that, he’d have
to make another caster level check the next time he wanted to
The golem description in the Monster Manual says that heal that character. If you don’t want to track damage from
golems are immune to magic, but the individual golem individual foes in this way, assume the effect lasts until all
descriptions say they’re only immune to spells or spell-like damage on the character has been healed.
abilities that allow spell resistance. Which one is right? The name of the special ability strongly suggests that any
The “immunity to magic” entry in the opening text of the effect that affects a curse would also affect this ability. Thus,
golem entry (page 134 of the Monster Manual) is only a it’s reasonable to conclude that a remove curse spell would
general description of that special quality. Each golem’s remove the cursed wound effect.
specific immunity to magic entry provides the actual rules
mechanics for adjudicating that immunity. If two half-vampires (from Libris Mortis) mate, will the
For example, a clay golem is immune to fireball (because child be a half-vampire too?
that spell allows spell resistance), but not to Melf’s acid arrow In general, the game rules are silent as to whether templates
(because it doesn’t allow spell resistance). It would be immune are passed down from parent to child. Thus, it’s entirely up to
to disintegrate, except for the special note that follows the DM to rule on the matter, using his best judgment.
indicating the effect of a disintegrate spell on a clay golem. The first hurdle is to determine whether the templated
creature is even capable of producing offspring. Since half-
While stone golems are immune to magic and have DR vampires aren’t undead, it seems reasonable to conclude that
10/adamantine, would an alchemical substance such as they are capable of breeding.
stonebreaker acid (from Arms & Equipment Guide) have an Then, you should apply a little game-world logic to it. Does
effect on it? The acid affects only stone and deals 3d10 it make sense for the template to “breed true,” or is it a one-
points of damage on the first round and 2d10 points of time-only kind of thing that should disappear in later
damage on the second round. generations? The text for the half-vampire template describes
A stone golem would suffer the normal damage from them as being born that way (rather than changed later), so
stonebreaker acid. Damage reduction doesn’t reduce acid clearly something vampiric is being passed down from parent
damage (the way hardness does). A stone golem is immune to to child.
spells or spell-like abilities that allow spell resistance, but The most important question of all, however, is whether
stonebreaker acid is neither. you want it to be true in your game. If it fits the story you’re
trying to tell, do whatever’s necessary and fair to the players.
Can a golem be affected by dispel magic as if it were a But if it just rubs you the wrong way, there’s no reason you
magic item? have to allow it.
No. A golem is a creature, not an object, so dispel magic
has the same effect on a golem as it would on any other Is there any limit on the number of chains a kyton can
creature (that is, it might dispel any ongoing magical effects on control during a single day with its dancing chains ability?
D&D FAQ v.3.5 100 Update Version: 12/21/07
The monster description says the kyton can control only campaigns.) This suggests that any hiding-place for a
four chains at once, but what happens if a controlled chain phylactery must allow enough nearby space for the lich’s body
is destroyed or dragged out of range? Controlling chains is to reappear. Ultimately, though, the rules don’t indicate a clear
a standard action, but does the number of chains the kyton answer to this question, leaving it up to DMs to rule as they
controls affect that at all? Is controlling four chains still a prefer. Either way, the answer should remain constant within a
standard action? Do the chains have face to worry about campaign, and it should be possible for characters to learn how
(by which I mean, do they require a certain amount of this works (such as via a Knowledge [religion] check).
space to fight) like a Tiny animated object would? Or could
four animated chains all fit in a 5-foot square? How do the If a lich is defeated, what happens to its body and
chains make saving throws? Are they unattended equipment? What if it’s carrying its phylactery?
nonmagical objects (assuming the chains were nonmagical A lich reduced to 0 hp is destroyed, just as any undead. The
before being animated)? Are they attended nonmagical rules are silent on exactly what that means, but regardless this
objects or attended magical objects? Are they creatures? has no effect on its possessions (including its phylactery if the
What happens when an energy effect, such as fire, hits the lich is foolish enough to be carrying it at the time).
chains? Does their hardness reduce the fire’s damage?
Using the dancing chains ability to control chains is always Can a lich create a backup phylactery in case its
a standard action for a kyton, no matter how many it already primary phylactery is destroyed? What about a new one
controls, what it decides to make them do that round, or how after its first one is destroyed?
long the kyton has controlled them previously. For example, No and no. Each lich may create only one phylactery.
controlling four chains so that they attack four different foes is
a standard action for a kyton. The following round, the kyton If a lich’s phylactery is destroyed, does this destroy the
can use another standard action to control those four chains (or lich as well?
any other four chains in range) again. There’s no limit to the Destroying a lich’s phylactery doesn’t destroy the lich (or
number of different chains the kyton can control in a day, but it have any effect on an existing lich). However, this act prevents
can’t control more than four at once. the lich from reappearing after the lich is destroyed, so it’s a
Treat a kyton’s dancing chains like a spell effect. They good first step in any attack plan against a lich. (Alternatively,
have a location on the battlefield, but they don’t take up any you can destroy the lich first and then try to track down the
space. Dancing chains can attack anything within 15 feet of phylactery to destroy it next, but then you’re racing the clock of
their location. They attack only when the kyton uses a standard 1d10 days until the lich reappears.)
action to make them attack and do not make attacks of
opportunity. If a lich is destroyed on a different plane of existence
Dancing chains make saving throws as unattended magical from where his phylactery is stored, does it still reappear as
objects. Use the kyton’s caster level to determine their save normal?
bonus; the standard kyton from the Monster Manual has a Yes. The rules don’t indicate that the lich and phylactery
caster level of 8 (because it has 8 Hit Dice), so its dancing must be on the same plane in order to function.
chains have a saving throw bonus of +6 (2 + 1/2 caster level).
Hardness applies to all types of damage unless specifically If a lich and its phylactery are both destroyed, is there
stated otherwise by the effect. (Page 165 in the Player’s any means of bringing the lich back?
Handbook is sometimes misinterpreted to suggest that hardness A lich without a phylactery is “forever destroyed” (Libris
doesn’t apply to acid and sonic damage; in fact, the phrase Mortis 151), but forever lasts only as long as the DM says it
“apply [damage] normally after a successful hit” simply means does. Certainly, it seems reasonable that any method capable of
that the damage isn’t halved or quartered, as other energy restoring a destroyed undead creature to life or unlife should
damage is.) work even on a lich whose phylactery has been destroyed.
Although they are not creatures, the dancing chains take
damage from spells as though they were (in much the same I know you can't resurrect a lich, but after one is
way that Evard’s black tentacles or the various Bigby’s hands destroyed, could you resurrect the base creature from
do). So, the dancing chains take normal damage from cold which it was created?
attacks (not quarter damage as inanimate objects do) and Yes, you could, since you can “resurrect . . . someone who
they’re subject to damage from magic missile spells. Spells that has been turned into an undead creature and then destroyed”
don’t deal damage generally won’t harm the chains unless they (PHB 272). The only caveat to that rule would be in order to
also affect objects. resurrect the creature who has become the lich, you must also
destroy its phylactery. Only then is the lich truly destroyed.
How big is a lich’s phylactery?
The Monster Manual describes the most common form of a If you deliver the killing blow to a lich using a weapon
lich’s phylactery as a Tiny metal box. Libris Mortis provides made of thinaun (which sucks the soul into it), does this
some additional examples of lich phylacteries, but establishes keep its soul from going to its phylactery, therefore
that the object is always of Tiny size. trapping it until it is released from the weapon?
No. A thinaun weapon sucks a soul into it if the “ . . .
Where exactly, in relationship to its phylactery, does a weapon is touching a creature when it dies” (Complete Warrior
destroyed lich reappear? 136). Since a lich is already dead and has a life force rather
The rules are silent on this issue. The Sage believes it than a soul, thinaun weapons are not sufficient to thwart a
reasonable to assume that the lich reappears in the immediate lich’s return to undeath by way of its phylactery.
vicinity of its phylactery, since that is where its lifeforce is
stored. (That’s how the Sage has interpreted the rule in his past
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How are the hit point totals listed for the lycanthropes includes both immunity to psionics (which means the psion-
in Monster Manual determined? They seem to use two killer is immune to spells that allow spell resistance) and
different Con scores for calculating HD. According to the immunity to magic (which means that golems are immune to
alternate form errata, shouldn’t they use one or the other? powers that allow power resistance).
The lycanthropes are exceptions to the normal rule, and
they use the humanoid form’s Con for the base HD and the Attempting to create a psion-killer (Expanded Psionics
animal form’s Con for the animal’s HD. Handbook, page 208) requires the creator to manifest—
among other powers—both fabricate, a shaper-only power,
Are afflicted lycanthropes supposed to have worse and mind seed, a telepath-only power. Since a psion can
damage reduction than natural lycanthropes, or is the text focus on only one discipline and cannot use a device with
to that effect in the Monster Manual an error? Are afflicted discipline-only powers from other disciplines, how is a psion
lycanthropes really unable to pass on lycanthropy? Is that or any other psionic character supposed to create these
an error, too? creatures? While the Expanded Knowledge feat allows
Afflicted lycanthropes do indeed have lower damage access to these powers, creating a psionic golem already
reduction ratings than natural lycanthropes, since they are requires at least three other feats (Craft Psionic Arms and
meant to be less powerful than their natural counterparts. Armor, Craft Universal Item, Craft Psionic Construct), and
Afflicted lycanthropes also cannot pass on the curse of a fourth feat seems a bit much.
lycanthropy, although natural ones can. This was a calculated As page 282 in the Dungeon Master’s Guide points out,
decision that prevents one afflicted PC from deliberately while the prerequisites for a magic item must be met for it to be
infecting the rest of the party. It also puts a sanity cap on the created, “access through another magic item or spellcaster is
campaign-wide implications of a “werewolf plague.” allowed [italics added].” Although it is a creature, a psion-killer
is created just like a magic item (or a golem). Thus, multiple
How should a character afflicted with a template (such characters could work together to create a psion-killer, with one
as a PC who becomes a werewolf) deal with his newly supplying fabricate and the other mind seed.
acquired level adjustment? What if he later gets rid of the
lycanthropy? What is the hierarchy of metals that a rust monster
The simplest method to adjudicate this is to use the prefers to eat? More specifically, in what order will a rust
character’s new ECL to determine the point at which he gains monster eat the following metals: silver, gold, copper, iron,
his next level. A 4th-level barbarian who contracts lycanthropy platinum, adamantine, mithral?
from a werewolf (and thus gains 2 Hit Dice and a +2 level As mentioned on page 216 of the Monster Manual, rust
adjustment) becomes an ECL 8 character, and thus wouldn’t monsters prefer ferrous metals (steel and iron) over precious
gain another class level until his XP total would advance him to metals (gold or silver), but the exact hierarchy is at the whim of
9th level. In the short term, this means the character has an a particular rust monster’s appetites and can be influenced by
advantage over his comrades (since he hasn’t yet “paid” for his the frequency of metals in its home environment.
level adjustment), but this is a self-correcting problem.
If the curse of lycanthropy is later lifted, the character loses What happens when a rust monster touches an iron
the level adjustment. Technically speaking, he should then gain golem? What about when an iron golem touches a rust
any class levels “due” to him according to his XP total. At the monster?
DM’s option, these levels could be applied gradually rather The touch of a rust monster can destroy “up to a 10-foot
than all at once. One option might be to give the character one cube of metal,” which seems like plenty enough to encompass a
level immediately and then two class levels every time he Large creature, such as an iron golem. Though the iron golem
would gain a single level until his character level is appropriate doesn’t quite fit into the category of objects allowed a saving
for his XP total. This makes the change less abrupt, but also throw against this attack, the Sage would certainly be on the
represents a significant penalty to the character, so this option side of any DM who chose to allow it one. If an iron golem
should be used only if everyone is comfortable with it. deals damage to a rust monster, it’s reasonable to rule that it
loses the use of that slam attack (again, pending a successful
When a character contracts the curse of lycanthropy save) until it is repaired.
from another lycanthrope, do they inherit the same animal
form of their attacker? Can the holy touch power of the saint template (from
Yes. Though it does not state it explicitly in the Monster Book of Exalted Deeds) deal nonlethal damage? If not, can
Manual, it’s generally assumed that when you contract the my saint choose not to deal holy damage, in instances where
curse of lycanthropy you take the form of the inflicting he would rather subdue a foe rather than kill it?
lycanthrope. The saint can’t choose for his holy touch damage to be
nonlethal damage, just like a fighter wielding a +1 flaming
Are oozes immune to entangle effects such as a net or a sword can’t choose for the fire damage to be nonlethal (even if
tanglefoot bag? the base weapon damage is nonlethal). The saint can’t turn this
Not as a rule, no. power off. (In general, special abilities that don’t involve
activation can’t be turned off.)
Does the immunity to psionics special quality of a psion-
killer (Expanded Psionics Handbook, page 208) also render Can an undead shadow pass through walls, floors, and
it immune to spells? ceilings like a ghost can? Can it walk through shadows as in
Yes. According to the psionics-magic transparency rule the shadow walk spell?
(Expanded Psionics Handbook, page 55), spells and psionics
are treated as equivalent for adjudicating most effects. This
D&D FAQ v.3.5 102 Update Version: 12/21/07
Shadows are incorporeal, so they can move through walls regenerates that damage. Of course, the effect might deal a type
and other solid objects. See the description of the incorporeal of damage the creature can’t regenerate (such as acid damage
subtype in the Monster Manual’s glossary. dealt to a troll). In any case, the regeneration quality doesn’t
Shadows do not have a shadow walk ability; if they did it neutralize the damaging effect.
would be mentioned in the shadow’s creature description in the
Monster Manual. How long does a beheaded troll live? The ogre mage’s
description states that a severed head or other vital organ
Does a lawful good solar gain the lawful subtype as well must be reattached within 10 minutes or it dies.
as the good subtype? What about a chaotic good solar and All creatures with regeneration follow the normal rules for
the chaotic subtype? regeneration (presented most recently in Monster Manual IV),
No. Simply having a particular alignment doesn’t mean a with exceptions as noted in the monster’s description.
creature also gains an alignment subtype. In the case of angels, Unlike the ogre mage, a troll regrows any lost body part in
their “goodness” is so much more significant to their being than 3d6 minutes, even its head (Monster Manual, 248).
either law or chaos that they gain only the good alignment
subtype, even if their alignment includes lawful or chaotic. Can a troll or other regenerating creature continue to
act if it’s been beheaded? Can it reattach its own severed
If a spectre strikes my 1st-level pixie rogue, does he gain head?
2 negative levels (because his effective character level is 6) A headless regenerating creature (such as a troll) can’t take
or does he die (because he has only 2 HD)? any actions, because its brain can’t send any signals to the rest
Technically, both effects occur, but only the latter really of its body. Thus, it can’t reattach its own head.
matters to your character. A high level adjustment (such as the The Sage supposes that the severed head could still make
pixie’s +4 LA) means that the character is particularly bite attacks (or use any other special abilities that don’t require
vulnerable to effects based on his Hit Dice (including spells a body or limbs), but since it can’t really move around it’s
such as sleep or effects such as energy drain). A 2-HD pixie pretty easy for PCs to avoid that danger.
who gains two or more negative levels dies immediately (just
as any 2-HD character would). If a beheaded troll’s body is destroyed with acid or fire
but the detached head remains intact does the head
A succubus with four levels of wizard is an ECL 16 eventually grow a new body? If the troll is simply beheaded
character (6 HD, LA +6, 4 class levels). How many and left for dead, does its head or its body regenerate?
experience points does she have, and how many does she A troll reduced to –10 hp is dead and does not regenerate,
need to become a 5th-level wizard? How much wealth even if intact body parts remain.
should she have if I’m creating her as a new character to If you chop a troll up into little bits but don’t actually
play? reduce its hp to –10, it will eventually regenerate entirely. As a
Use your character’s Effective Character Level (ECL) to rule, only the largest part of a troll grows into a new troll—you
determine XP needed to gain a new level. never get more than one troll from a pile of parts from a single
If you were creating a 4th-level succubus wizard from troll.
scratch, she’d have 120,000 XP (normal for a 16th-level
character), and she’d need to earn another 16,000 to reach 17th Undead and constructs are immune to critical hits but
level and take another level of wizard (or any other class), just are they immune to flanking as well?
like any other 16th-level character. No. A construct or undead creature can be flanked normally
Assuming your campaign uses the normal wealth unless its description specifically indicates otherwise.
guidelines, your 4th-level succubus wizard should have about
260,000 gp worth of gear and treasure, as appropriate for being Undead and constructs are immune to ability damage
16th level. After all, she’s likely adventuring with other 16th- and ability drain, but are they immune to ability score
level characters, so it’s only fair for her to have a similar penalties such as that created by the ray of enfeeblement
amount of gear. spell?
Undead and constructs aren’t innately immune to ability
Is it possible to poison a troll or does its regeneration score penalties. Note, however, that ray of enfeeblement and
power prevent that? What happens if you use a poison that many similar spells that apply such penalties are necromantic
deals damage every round? Will the troll regenerate that effects, to which constructs (but not undead) are immune. So
damage without neutralizing the poison? that ray of enfeeblement will work just fine against a wight, but
The regeneration special quality doesn’t defeat poison. not against a shield guardian.
Most poisons in the D&D game deal ability damage and a troll
or other regenerating creature remains susceptible to all forms Does an undead that takes class levels (i.e., a ghoul with
of ability damage. It’s even possible to slay a troll or other fighter levels) use the class Hit Die for the class levels or a
regenerating creature through Constitution damage. When a d12?
poison has a nondamaging effect, such as paralysis, Vampires, liches, and other undead templates typically
regeneration doesn’t defeat that either. state that all HD are replaced with d12s; if the template doesn’t
Poisons in the D&D game have an initial effect and a say so, assume the HD remains the same. Normally, non-
secondary effect; they don’t have round-by-round effects. You templated undead can’t have class levels—any exception is a
possibly could have some substance or special attack that deals very special case created for a particular purpose by the DM or
damage every round, but such a substance is not a poison (at adventure author. In such cases, the undead should probably
least not in the game sense of the term). A regenerating use the normal class Hit Die, since the rules don’t say anything
creature takes nonlethal damage from such an effect, and it about changing it in such cases.
D&D FAQ v.3.5 103 Update Version: 12/21/07
No. The vampire’s create spawn ability clearly indicates
Can an undead creature enter a rage? If so what benefit that it affects only humanoids or monstrous humanoids
(if any) does it gain from the Constitution bonus? (Monster Manual 252). This applies both to energy drain and
An undead creature can indeed enter a rage. Since undead Constitution drain.
creatures don’t have a Con score, the bonus to Constitution
provides no benefit (and thus the undead doesn’t gain any extra Under vampire vulnerabilities it states "driving a
hit points when raging). wooden stake through a vampire’s heart instantly slays the
You didn’t ask about duration, but it’s worth noting that monster." How is this done in combat? What roll to hit
since the modifier for a nonability is +0 (MM 312), an undead would be needed to score a hit on a vampire’s heart? What
creature’s rage would last 3 rounds. about if it’s wearing a chain shirt?
This is really not something you can do in the ebb and flow
Can an undead character gain levels as a druid? Would (not to mention abstraction) of combat. In order to slay a
an undead druid become an ex-druid? vampire in this way, the vampire must be incapacitated (read:
Nothing in the rules indicates that an undead creature can’t helpless). This is a great tactic to use once you’ve defeated a
be a druid, as long as it has an allowable alignment and reveres vampire in combat and forced it back to its coffin.
nature.
What kind of action is required for the xeph’s burst
Are thinking undead such as vampires and liches racial ability? Is it the same as the burst psionic power (a
immune to mind-affecting spells? If so, what is it about swift action)? And does it provoke attacks of opportunity?
becoming undead that changes the way the mind reacts to Though the xeph’s racial ability shares the same name as
spells such as charm monster? the psionic power, it doesn’t refer to that power. Thus, the
Yes, all undead are immune to mind-affecting spells. As to activation time would be 1 standard action, as normal for
why that’s the cause, many sages have theories but no one supernatural abilities. Activating the burst power does not
knows the real answer. Some suggest it is a boon granted by provoke attacks of opportunity (though the xeph’s movement
Vecna or Orcus, while others believe it is a side effect of the would as normal, of course).
creature’s defiance of life.
In the description for the zombie template, damage
Is there any saving throw to resist the negative level reduction is not mentioned as a special quality they get.
applied by the energy drain attack of a vampire or other However, every sample zombie listed has damage reduction
undead creature? 5/slashing. One of them or the other is either incorrect or
Typically no. In most cases where a creature has an energy missing information. My question is this: Do zombies get
drain attack, the negative levels are automatically applied. The damage reduction or not?
save occurs 24 hours later, determining whether the negative The published errata for the Monster Manual lists damage
level results in a permanent level loss. reduction as a special quality gained by all zombies. For current
errata for various D&D rulebooks, visit wizards.com/dnd.
If a vampire drains an animal’s constitution to 0, does it
create a vampiric animal?
D&D FAQ v.3.5 104 Update Version: 12/21/07
Miscellaneous
Can a character choose to delay a choice (such as spending If so, you can allow the character a check or saving throw
skill points or selecting a feat) until a later level? (perhaps a Concentration check) to hold onto the item.
No. All choices regarding character advancement must be Finally, you could simply tell the player nothing. Perhaps
made as soon as they become available. You can’t save skill the character didn’t notice the trap at all; however, a Spot or
points from one level to another, nor may you delay selecting a Listen check might be in order just to determine if the character
feat from, say, 3rd level to 4th level. noticed something amiss.
That said, the retraining rules in Player’s Handbook II
allow you to adjust such decisions later in your career, which The table of wind effects in the Dungeon Master’s Guide
accomplishes a similar result. has a column that shows a DC. I don’t understand this.
What is the DC for?
The Dungeon Master’s Guide says a character has a 5% It’s the DC for the Fortitude save a creature makes to resist
chance to expose himself to a poison whenever a character the wind effect shown on the table. For example, in a strong
applies it to a weapon or otherwise readies it for use. While wind, a Tiny or smaller creature has to make DC 10 Fortitude
the first part is pretty clear, I’m a bit undecided what save or be knocked down.
“otherwise readies it for use” refers to. Does the “it” stand
for the poison or does it mean the weapon (so whenever the Does an enhancement bonus to an ability score raise the
character readies the poisoned weapon for use) itself? actual score (for example, a 16 Dexterity raised to a 20
In this case, “it” applies to the poison. You have a chance Dexterity in the case of a cat’s grace spell) or does it raise
to poison yourself when you put the poison on a weapon or that ability’s bonus (for example, a +3 modifier [from a 16
when you put it on anything else where someone could be Dexterity] +4 cat’s grace = +7 Dexterity modifier)?
affected by said poison. Note that you also have a chance to An enhancement bonus to an ability score raises the score
poison yourself whenever you get a natural 1 on your attack (and therefore the corresponding bonus by the proper amount).
roll when wielding a poisoned weapon. If your Dexterity is 16 and you get a +4 enhancement to
Dexterity from cat’s grace, your new score is 20 (+5 bonus).
Let’s say a character encounters a trap and sets it off
without being aware of the trap ahead of time. Now let’s What’s the difference between ethereal and
say you are the DM and you roll for the trap to see if it incorporeal? I understand that an ethereal creature is on
makes the hit but it fails. If a trap is triggered it cannot another plane, but the plane is in the same place as the
miss (unless it was broken or didn’t work); it has to be Material Plane.
dodged. What are you supposed to tell the player if you are Incorporeal has a very specific definition in D&D. An
the DM? You cannot just say, “You jump out of the way,” incorporeal creature is a creature present on the Material Plane,
because you can’t control the PCs actions. How would you but insubstantial and incapable of being touched by nonmagical
solve this dilemma? What should you tell the player? matter or energy. It is visible to viewers, although it typically
First, some traps certainly can miss; that’s why they’re appears translucent. Shadows, spectres, and wraiths are
assigned attack values. Perhaps the trap’s mechanism doesn’t incorporeal.
work all that consistently, or perhaps the trap actually tracks An ethereal creature is a creature that exists on the Ethereal
and attacks its targets the way a creature would. Any trap that Plane (a transitive plane described in the Dungeon Master’s
can’t miss and has to be dodged should use a Reflex save, not Guide and Manual of the Planes). In fact, you could simply
an attack roll. replace the term “ethereal creature” with “creature on the
In any case, you, as the DM, have three basic choices: Ethereal Plane” and the meaning would remain exactly the
Tell the player the trap missed the character. It is not same. An ethereal creature can see into the Material Plane
necessary to elaborate. (although the Material Plane appears muted and indistinct), but
Tell the player the character dodged the trap. It’s perfectly the reverse isn’t true—an ethereal creature is totally invisible to
okay to assume small, involuntary actions on the part of a creatures on the Material Plane. Ethereal creatures can’t affect
character, especially when they work to the character’s benefit. the Material Plane, and thus they move easily through creatures
You do indeed want to avoid dictating any character action that and objects on the Material Plane.
the player normally would think about before actually deciding
to do it. For example, it’s bad to inform a player that her What’s the difference between a manifesting
character has just opened a door or picked up an object—your incorporeal ghost and an ethereal ghost that isn’t
job as the DM is to explain that the door or object is there and manifesting? Aren’t they both incorporeal? You can’t see
then get on with the game once the player decides what to do the nonmanifesting ghost, but he’s still ethereal and
about it. On the other hand, it’s just as valid to dictate any therefore incorporeal, right? If the nonmanifesting ghost is
purely reflex action that might occur as a result of the player’s incorporeal, but solid on the Ethereal Plane, can’t it still use
decision. Let’s say a character walks past a door without giving its incorporeal touch on foes but do so from effective
it a second glance. If the door bursts open thereafter, it’s fine to invisibility? What about its other ghost abilities?
tell the player that the sudden event startles the character and While both a manifested and nonmanifested ghost share
sends a shiver through her body. The effect is harmless and is certain abilities to ignore most effects from the Material Plane,
simply added as part of the game’s narrative. Likewise, if a they are not both “incorporeal” in a strict sense. A ghost that is
character picks up an object that turns out to be searing hot, it’s manifesting on the Material Plane is an incorporeal creature,
okay to inform the player that the character has dropped the and it enjoys all the benefits and hindrances of that state.
object. In this latter case, the player might legitimately object.
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A ghost that isn’t manifesting is ethereal, but is not treated creature attack creatures on the Material Plane with force
as an incorporeal creature. A nonmanifesting ghost can’t use its effects? If they can, can they target them through walls and
incorporeal touch attack on material or ethereal foes—it can’t other physical barriers that exist on the Material Plane?
interact with material foes due to its ethereal state, and it No magical attacks cross from the Ethereal Plane to the
interacts with ethereal foes just as though it is corporeal. The Material Plane, including force effects, unless the effect
only power that a ghost can use against material foes while it is specifically allows such to occur (such as the ghost’s
ethereal is malevolence. malevolence power).
Can a ghost use its ghost abilities on ethereal targets Can ghost touch weapons affect ethereal creatures?
while not manifesting? What about when it is manifesting? No. An ethereal creature, while insubstantial, is not strictly
Can a ghost perceive the Ethereal when it is manifesting? defined as an “incorporeal” creature and thus it can’t be
A ghost on the Ethereal Plane can use any of its special affected by a ghost touch weapon wielded by a material
attacks that don’t rely on incorporealness on other ethereal opponent.
creatures. This would include corrupting gaze, frightful moan,
and telekinesis, but not corrupting touch or draining touch What happens when a wall is built on the Ethereal
(since both require the ghost to hit a living target with its Plane? Can someone using true seeing see through it and
incorporeal touch attack, which it doesn’t possess while target ethereal creatures behind it? If you can’t see through
ethereal), and not malevolence (since that power requires the it, what if there’s a hole in the wall? Could you target them
ethereal ghost to merge its body with a creature on the Material then?
Plane). Solid objects are very rare on the Ethereal Plane, since no
A ghost that has manifested on the Material Plane has the resources are present there to create them. Most objects on the
same limitations on seeing and affecting ethereal foes as other Ethereal Plane were created elsewhere then magically
material creatures do. Thus, only its corrupting gaze affects an transported to the Ethereal Plane (as described on page 56 of
ethereal creature (although targeting a specific foe with Manual of the Planes).
corrupting gaze requires the ghost to be able to see the target). An ethereal wall would be visible to someone using true
seeing (or a similar effect). The rules don’t describe whether
The Ethereal Plane is only coterminous to the Material such objects block line of sight, but it’s reasonable to assume
Plane. So if a ghost encountered a planar curtain on the that they do. Thus, an ethereal wall would be visible as a wall
Ethereal Plane, or if it could cast planeshift, could it go to to a creature that can see ethereal objects. Even though the
another plane? If so, would it be manifested and creature could distinguish the wall from a material object, it
incorporeal or solid on any other plane? still blocks vision (and thus line of sight) just as a normal wall
A ghost can’t become ethereal from any plane but the would. A creature can look through an ethereal wall with a hole
Material Plane, and it cannot exist ethereally on any plane not in it, and the creature could then target ethereal creatures
coterminous with the Ethereal Plane. Also, a ghost can only behind the wall.
manifest (that is, become non-ethereal but incorporeal) by
going from the Ethereal Plane to the Material Plane. Thus it Does an ethereal object block force spells cast against
can’t “manifest by default” when going from the Ethereal Plane targets on the Material Plane? If force spells affect
to some plane other than the Material Plane, and it therefore incorporeal creatures, and stuff on the Ethereal Plane is
can’t travel to other planes (besides the Material Plane) from incorporeal on the Material Plane, doesn’t an ethereal wall
the Ethereal Plane. get in the way? If so, does it get in the way of force effects
The only option a ghost on the Ethereal Plane has is to such as mage armor, thus stopping a PC protected by such
manifest to the Material Plane, which renders him incorporeal an effect from moving through?
but not ethereal. Once manifested on the Material Plane, the An ethereal wall would block force effects cast on the
ghost could travel to other planes (just like anyone else), but it Material Plane. In essence, a creature affected by mage armor
couldn’t become ethereal while on such a plane. is “wearing” a suit of armor made of force—a suit of armor that
can’t pass through ethereal objects. His weapons, spells, and so
Assuming I know where it is, can I target an ethereal on still can’t affect ethereal objects any more than they
creature from the Material Plane with spells? My DM says normally could.
I don’t have line of effect for my spell because the creature
is on another plane, but the Dungeon Master’s Guide gives Can an ethereal creature or a ghost that isn’t
magic missile as an example of a spell that can affect manifesting (and thus has a Strength score) grapple
ethereal targets. someone wearing bracers of armor or who has the mage
Since force effects from or on the Material Plane are armor spell cast on them? What about an incorporeal
specifically defined as being able to affect ethereal creatures, creature, such as a spectre? What if it’s the other way
they are treated as having line of effect to an ethereal foe even around? Can a person that has a mage armor effect on him
though the foe is technically on another plane. The same is true bull rush an ethereal ghost or an incorporeal spectre?
of gaze attacks and abjuration effects. Of course, you still have Mage armor and bracers of armor aren’t powerful enough
to be able to see the ethereal foe to specifically target it with to allow a material creature to interact normally with either
magic missile or a gaze attack (spells or effects that don’t incorporeal or ethereal opponents (or vice-versa). While the
require specific targets function normally even if you can’t see armor bonus from the mage armor spell or bracers of armor
the ethereal foe). applies against incorporeal touch attacks, it doesn’t turn the
affected creature into a force effect himself. A monk wearing
If force effects can hurt an ethereal creature from the bracers of armor can’t affect incorporeal or ethereal creatures
Material Plane, does the reverse hold true? Can an ethereal with her unarmed strikes any more easily than she normally
D&D FAQ v.3.5 106 Update Version: 12/21/07
could, and neither could a fighter “wearing” mage armor bull The Plane of Shadow is a morphic plane, where landmarks
rush an incorporeal or ethereal foe. are continually in flux. Buildings and other objects often reflect
the reality of the Material Plane (or a twisted version thereof),
How can I keep ethereal characters from wrecking my but this is entirely due to the influence of the Plane of Shadow
adventure? They can go anywhere they want in the itself, and not because of any efforts of the native creatures (or
dungeon and can’t be affected by most monsters. shadowy parallels) living on that plane. Neither can efforts on
Etherealness is indeed a powerful tool in the hands of crafty the Material Plane necessarily result in specific results on the
adventurers. That said, it doesn’t have to ruin a DM’s plans. Plane of Shadow—while building a new castle on the Material
Just as a DM must remember to account for powerful Plane likely results in a shadowy parallel appearing on the
divinations, teleportation, and other potentially plot-derailing Plane of Shadow, the layout, architectural style, or even the
effects wielded by high-level characters, the DM must examine precise location itself almost certainly varies from the Material
the effects of etherealness on an adventure. Plane structure. Anyone seeking to “outsmart” the Plane of
Ethereal jaunt is the most common tool used by PCs, Shadow in this manner is in for a disappointment.
which allows a 13th-level cleric or wizard (or a 14th-level
sorcerer) to become ethereal for a brief period of time. In this Can you clarify how Challenge Ratings for traps work?
case, two major issues limit the spell’s effectiveness. First, the Is the CR of a trap intended to be equivalent to the CR of a
spell affects only a single creature: the spellcaster. This means monster? If so, does the party (or the party’s rogue) gain
that the ethereal spellcaster is on his own against any ethereal experience for overcoming a trap of a given CR? Are traps
foes he might encounter (or against material foes who can see limited to a maximum CR of 10 or is that just the toughest
and affect ethereal creatures). Don’t hesitate to roll on the level for which sample traps are listed in the Dungeon
Ethereal Plane Encounters table in Chapter 5 of the Dungeon Master’s Guide?
Master’s Guide from time to time—most of these foes pose a A trap’s CR means the same thing that a monster’s CR
significant challenge to a single character, even one of a level does—it rates the relative threat of the trap, and it indicates the
capable of casting ethereal jaunt. (Treat a roll of 01–80 as “no XP award granted to the party for overcoming it. A trap is
encounter” unless you haven’t determined what non-ethereal overcome either by disarming it—which gives XP to the whole
creatures live in the area.) Even a single encounter between the group, not just the character responsible for disarming it—or
ethereal sorcerer and a pack of phase spiders or a hungry simply for setting it off and suffering its effects, for which
devourer could limit the use of this tactic to crucial situations. normal XP is awarded.
The second limitation is the short duration of the spell—a Traps above CR 10 aren’t included in the rules because the
single round per caster level. The caster likely has little more XP award for such traps wouldn’t necessarily be appropriate to
than a couple of minutes to explore the area and return to the trap’s challenge. At a certain point, it becomes nearly
safety. The DM should be very strict in timing the ethereal impossible to adequately rate a trap’s challenge for high-level
character’s activities, and she might even require Intelligence PCs. Not only are Search and Disable Device skill modifiers
checks to allow the ethereal character to retrace his path extremely high, but it’s difficult for a trap’s effect (typically a
correctly (particularly if the ethereal character is winding his one-shot effect) to be balanced to challenge but not wipe out
way through a complex dungeon, or passing through a lot of characters. Challenge Rating 10 traps already include instant-
walls). Woe to the ethereal character who loses track of time or death effects, and it’s tough to get more dangerous than that.
gets lost while exploring, as he might find himself
materializing in hostile territory or, perhaps worse, inside a How much XP is an EL 5 encounter worth? The
solid object (at which point he is shunted to the nearest open Dungeon Master’s Guide doesn’t have information on giving
space, taking 1d6 points of damage per 5 feet shunted). out XP by Encounter Level.
At higher levels, the etherealness spell addresses both of Encounter Level (EL) is purely a rough measurement of
these limitations, but ethereal encounters are still possible. how much challenge a particular encounter presents. It has no
Also, high-level foes (particularly spellcasters) should be mechanical function in the game—it’s just a numerical value
equally aware of such options and might well install protections that lets the DM know whether a particular collection of
or guardians against such tactics. That doesn’t mean that every monsters makes an appropriate encounter for the party. In
high-level adventure should include a half-dozen devourers general, an encounter with an EL that equals the party’s
guarding the site from the Ethereal Plane, or that every average level is expected to use up about 20% of the party’s
wizard’s tower must be built with walls of force, but it does resources. Encounter Level helps the DMs using published
mean that smart opponents should take every reasonable effort adventures—since it lets him evaluate at a glance if a particular
they can afford to guard themselves against likely avenues of room’s inhabitants are appropriately tough for his PC group—
invasion. Occasionally thwarting the PCs’ traditional modes of as well as DMs writing their own adventures, who can build
operation is a good way to keep players on their toes. encounters targeting a particular EL by assembling a group of
Remember that the Ethereal Plane isn’t coexistent with any varied monsters.
plane other than the Material Plane. Adventures on other planes There’s no set XP award for each EL. Rather, XP is
don’t allow ethereal scouting or infiltration, and thus make awarded based on the CRs of the monsters that make up the
good changes of pace for high-level characters used to such encounter. A single monster of CR 5 is an EL 5 encounter, but
tactics. so is a pair of CR 3 monsters, or a CR 4 monster and two CR 1
monsters, and so forth. Each variation likely awards a different
How does the Plane of Shadow mimic the Material total of XP, though the totals are likely to be in a similar range.
Plane without the people on it doing all the things that See “Challenge Ratings and Encounter Levels” in Chapter
people on the Material Plane do (like building structures 3 of the Dungeon Master’s Guide for more details on how to
and tearing them down)? Do buildings change themselves? use these two terms in your game.
What force decides when things change and what changes?
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If I give a monster a powerful magic item, should I a human body is roughly 120 mph (equivalent to a speed of
increase its CR? 1,200 feet per round, or 200 feet per second); thus, the
Yes, but only if the item has a dramatic effect on the character’s falling speed hits its maximum in the first second of
monster’s statistics. Remember that increasing a monster’s CR the second round. It’s safe to say that after 2 rounds the
by even a single point can increase the XP award by 50%, so it character will have fallen nearly 2,000 feet, and will fall
shouldn’t happen very often. another 1,200 feet per round thereafter.
There’s no hard-and-fast rule for adjudicating this, but a In the example you give, other characters would clearly
general rule of thumb might be this: To increase a monster’s have no more than a round to react, and it’s possible they’d
CR by +1, the added equipment should make it function as if it have even less time. Remember that despite the sequential
were at least a level or two tougher than normal (including hp, nature of D&D combat actions, things are happening very
attack modifier, damage, saves, and so on). Changes smaller quickly—virtually simultaneously, in many cases. As a DM,
than that aren’t enough to merit a CR change but might still I’d probably allow every character a chance to react to a long
merit an ad hoc XP adjustment (such as +10% or so). In the fall (such as the one you describe), as long as their action
long run, it’s probably not worth the DM’s time to adjust XP occurs before 1 full round has passed from the start of the fall.
awards too much, though. (As a side note, that’s why feather fall allows its caster to cast
Giving a CR 3 ogre a masterwork greatclub makes it it even when it isn’t her turn—otherwise, adjudicating its
marginally tougher, but certainly not as tough as a CR 4 timing would be a nightmare.) The difference between “you
monster. Giving it full plate armor, an amulet of health +2, and watch the character fall all the way to the ground before you
a +1 flaming greatclub increases its AC by 4 points, its hp by can react” and “the character starts to fall, what do you do?” is
4, its Fortitude save by +1, its attack by +1, and its damage by 4 really just up to the DM’s sense of fun and fair play. Off the top
or 5 points per swing, which might well merit an increased CR. of my head, I’d say that anything up to 50 or 60 feet is clearly
(Of course, it still has poor Reflex and will saves, making it just too fast to react to (barring a readied action, of course), and
as vulnerable to many effects, so it’s arguable that this ogre anything that approaches 250 feet or more should probably
isn’t truly a CR 4 monster.) The right two or three extra potions allow characters some chance to react, but that’s purely a
might well change a 1st-level warrior from CR 1/2 to CR 1 if personal opinion.
the potions had a great effect on his AC, attack modifier, hp, Whatever decision you make, try to make the same
and damage rolls, but the same potions probably wouldn’t alter decision every time, so that players know what to expect. If this
the CR of a frost giant (since they reflect a smaller change, situation comes up a lot in your game, it’s probably worth
relative to the giant’s original statistics). creating a house rule so you don’t have to try to remember
Remember also that many monsters, including all NPCs, what you did last time. (If your campaign routinely features
are assumed to have equipment already. Don’t adjust the ogre 300-foot falls, your characters might want to invest in some
barbarian’s CR for the gear he gets from his class levels, or the rings of feather falling!)
dragon’s CR for the magic items it’s using out of its hoard. A Now, if you start altering certain assumptions—such as the
dragon wielding a staff of the magi or sphere of annihilation force of gravity, or the density of air that’s resisting the falling
might merit a CR adjustment, but one wearing a ring of character, or even the mass of the falling character—these
protection and carrying a few potions certainly wouldn’t. calculations become less useful. Yet, unless your numbers are
much different than the standard values, you can still use these
How far does a character fall in a single round? If my as benchmarks.
griffon-riding character falls off his mount 300 feet up, how
long do other characters have to catch him? If, during my move, my character falls down a shaft (or
This ends up being both a rules and a physics question. The cliff, or whatever), can he continue to move with the same
short answer is, “In a single round, you fall far enough to hit move action when he hits the bottom (assuming he
the ground in the vast majority circumstances that come up in survives)? What if he uses the catfall power (Expanded
the game.” Psionics Handbook, page 82)? What about if he has a
Here’s the long answer: A falling character accelerates at a feather fall effect?
rate of 32 feet per second per second. What that means is that The simple answer is no—falling takes at least some time,
every second, a character’s “falling speed” increases by 32 feet. and in most cases ends up with the character no longer standing
The distance he falls in that second is equal to the average of up. Together, these issues result in the character’s move action
his falling speeds at the beginning of that second and at the end “ending” with the fall.
of that second. Thus, during the first second he falls 16 feet (the A DM willing to take on some judgment calls, however,
average of 0 feet and 32 feet, which are his speeds at the start can be a little open-minded on the issue. Assuming the
and end of that second). During the next second he falls 48 feet character lands on his feet, and the fall was short enough to not
(the average of 32 feet and 64 feet). He falls 80 feet during the take an appreciable amount of time (say, no more than a second
third second, 112 feet the fourth second, 144 feet the fifth or so), it might well seem reasonable to allow him to continue
second, and 176 feet the sixth second. That’s a grand total of moving as part of the same action. The rest of this answer will
576 feet fallen in the first round alone, hence the short answer tackle these two requirements in reverse order.
given above—the number of falls occurring in any campaign As the Sage has pointed out in the past (see DRAGON #327),
longer than this is probably pretty small. For ease of play, you falling happens very quickly. In a single second, the typical
could simply use 500 feet as a nice round number—it’s easier character falls 16 feet; after 2 seconds, you’ve fallen 64 feet.
to remember. It’s probably okay to let a character who falls up to 20 feet or
Of course, the character falls even farther the next round, so to continue moving as part of the same action (assuming he
although acceleration soon ends due to the resistance of air on remains standing at the end of the drop).
the falling body (this is what’s called terminal velocity). If the Feather fall says that the character falls 60 feet per round,
Sage remembers his high-school physics, terminal velocity for or 10 feet per second. The Sage suggests that any feather fall-
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aided drop of more than 10 feet is too slow to allow continued If the creature has both resistance and vulnerability to the
movement with the same action. (Catfall doesn’t reduce falling same kind of damage, apply the resistance (which reduces the
speed, so it wouldn’t have the same restriction.) damage dealt by the effect) before applying the vulnerability
Obviously, if the character has to stand up after the fall, his (which increases the damage taken by the creature). For
movement has ended and he must take a new move action to example, imagine our frost giant wore a ring of minor fire
move again. This is true even if he can stand up as a free action resistance (granting resistance to fire 10). If the save failed, the
(since you can’t typically take free actions in the middle of a frost giant would take 37 points of fire damage: 35 (fireball) –
move). In general, characters don’t land on their feet after 10 (resistance to fire 10) = 25, plus one-half of 25 (12.5,
falling; however, the Sage could see some reasonable rounded down to 12). If the save succeeded, the frost giant
exceptions: would take only 10 points of damage: 17 (half damage from the
• A character who jumps down intentionally and takes fireball, rounded down) – 10 (resistance to fire 10) = 7, plus
no damage because of a successful Jump check (see one-half of 7 (3.5, rounded down to 3).
the Jump skill). As a general guideline, whenever the rules don’t stipulate
• A character who jumps or falls down and takes no an order of operations for special effects (such as spells or
damage because of a successful Tumble check (see special abilities), you should apply them in the order that’s
the Tumble skill). most beneficial to the creature. In the case of damage, this
• A character with the slow fall ability (such as a typically means applying any damage-reducing effects first,
monk) who takes no damage from a fall because of before applying any effects that would increase damage.
this ability.
• A character under the effect of feather fall or similar Do temporary hit points from two applications of the
effect that negates falling damage. same effect stack? What about from different effects? If I
• A character who uses the catfall power. This one is have temporary hit points from multiple sources, how
clear, as the power specifically states that the should I apply damage?
character lands on his feet no matter how far he falls. Temporary hit points from two applications of the same
Basically, if the character has an ability that negates the effect don’t stack; instead, the highest number of temporary hit
damage from the fall, you could choose to say that she also points applies in place of all others. Temporary hit points from
lands on her feet; assuming the fall was brief enough, she different sources stack, but you must keep track of them
should have the option to keep moving as part of the same separately.
action that took her off the edge. For example, imagine a character who gained 15 temporary
hit points from an aid spell. After taking 8 points of damage,
What exactly does “once per day” mean? Does it mean she has 7 temporary hit points left from the spell. If another aid
“once per 24-hour period” or is it recharged after the spell were cast on the same character granting 12 temporary hit
character has rested for 8 hours, like spells? points, this total would replace the other spell’s total, meaning
It means that in any given day, the ability may be used the character would now have 12 temporary hit points (rather
once. So what constitutes a day? That’s where things get a little than 19). If the character then cast false life on herself, she
tricky and rely on the DM’s common sense. would add the full benefit of that spell to the temporary hit
The Sage advises using daybreak as the start of a “day,” points from the aid spell.
meaning that all daily-use abilities are recharged in full each This also applies to temporary hit points gained from
morning, regardless of exactly when they were used during the energy drain and similar special abilities. Each successful
previous 24-hour period. For the vast majority of games, that’s attack counts as one application of the effect (meaning that an
when most abilities are recharged anyway (spells, for example), attack that bestows 2 or more negative levels still counts as
which makes it easy to use. only one application of the effect). For example, a wight gains
If your players try to abuse this flexibility—such as by 5 temporary hit points each time it bestows a negative level
adventuring through the night and then suddenly getting all with its slam attack. If it bestows another negative level while it
their abilities back when the sun comes up—the DM should has 2 temporary hit points remaining from the first attack, the
feel free to be more restrictive. It’s entirely reasonable to new temporary hit points would replace the old ones.
require a full 8 hours of rest before allowing daily-use abilities Temporary hit points are “first-in, first-out.” Damage
to recharge (even for those characters who don’t require sleep). should be taken off the oldest temporary-hit-point-granting
effect first; when that effect is exhausted, apply damage to the
If a monster has resistance and vulnerability to the next oldest effect. For this reason, you must track each supply
same kind of damage (such as fire), which effect is applied of temporary hit points separately.
first? And when does the saving throw come in?
Always roll a saving throw before applying any effects that Healing spells and spell-like effects don’t work in the
would increase or reduce the damage dealt. For example, if a Mournland (EBERRON Campaign Setting, page 188). What
frost giant is struck by a fireball that would deal 35 points of about magic items that create such effects, such as a potion
damage, it would roll its Reflex save, then apply its of cure light wounds? What about the paladin’s lay on
vulnerability to fire after determining how much damage the hands or the monk’s wholeness of body? What about
fireball would normally deal. If the save failed, the frost giant psionic powers that heal damage?
would take 52 points of damage: 35 + one-half of 35 (17.5, No magic item effect that duplicates a spell from the
rounded down to 17). A successful save would mean the frost healing subschool functions within the Mournland. A wand of
giant suffered only 25 points of damage: one-half of 35 cure light wounds, a scroll of cure serious wounds, and a potion
rounded down (17), plus one-half of 17 rounded down (8). of cure moderate wounds are all equally useless inside that
land’s borders.
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Extraordinary and supernatural abilities that heal hit point In addition, it certainly seems true that the swallowed
damage function normally, making the paladin an extremely character has total concealment from (i.e., is “invisible to”) the
valuable member of a Mournland-bound adventuring party. swallowing creature, which would allow the character to treat
Spells that heal damage but which aren’t from the healing the creature as flat-footed against his attacks.
subschool (such as goodberry) work normally. Since psionic Put together, this means that letting the rogue get gulped
powers don’t have the healing subschool (and in fact don’t might make an effective way to defeat a swallowing monster . .
have subschools at all), they would also function normally. . assuming the bite and ongoing damage doesn’t kill her.
Furthermore, while you are within an extradimensional
space (such as that created by rope trick or Mordenkainen’s When a character dies and comes back to life a level
magnificent mansion), you can ignore this restriction entirely. lower, are there any guidelines as to which level he must
lose? Does it have to be the last level he gained? When he
Does fast healing function within the Mournland? gains a level again later, can he choose a different class than
No. The Monster Manual describes fast healing as “just he did originally? What about a 1st-level character (who
like natural healing” (page 309), which indicates that it does instead loses a point of Constitution)? Can he begin with a
not function in the Mournland. new class completely?
The rules are silent on this issue, but it seems most logical
Can I heal nonlethal damage while in the Mournland? if the character loses the class level he gained most recently.
Yes, unless the healing results from a spell or spell-like The same is true of any feats, skill ranks, or ability score
effect from the healing subschool. Healing nonlethal damage adjustments gained due to the now-lost level. The character is
isn’t considered “natural healing” since it isn’t described under under no obligation to make the same selection(s) when he next
the natural healing header in the Player’s Handbook (page gains a level with XP.
146). A character who regains a lost level from restoration or a
similar effect must regain the same class level (and other
Does regeneration function within the Mournland? abilities) that he lost. In other words, you can’t use level drain
Yes, unless it results from a spell or spell-like effect from and restoration to rebuild your character.
the healing subschool. A 1st-level character doesn’t lose a class level, so he can’t
change his existing class level.
Does darkvision allow a character to read and write in
the dark? Can he see his reflection in a mirror? Do characters receive experience for killing a
Darkvision is described as the “ability to see with no light summoned monster? What about undead created with
source at all” (Dungeon Master’s Guide, page 292). This animate dead or an outsider called with planar ally?
suggests that a character with darkvision can read, write, and As a general rule, any creature whose presence on the
otherwise perform a normal range of actions despite being in battlefield is a direct result of another creature using one of its
complete darkness. special abilities (such as summoning) during the battle doesn’t
The simplest answer to the mirror question is yes. To avoid grant XP to characters defeating it. This is because the monster
delving too deeply into real-world physics—something it’s best is counted as part of the challenge provided by the summoning
to resist, particularly in fantasy gaming—it’s easiest to treat monster. A pit fiend’s Challenge Rating (and thus the XP
darkvision as allowing a character to perceive anything that a reward granted for defeating him) already takes into account
normal person could see with light. the fact that he can summon allies; without that ability, he’d be
worth less XP.
If my character permanently changes type, does he However, there are plenty of situations where a DM should
change his base attack bonus or saving throws based on the make exceptions to this general rule. Any time that a creature
new type? can bring an ally into play without reducing the resources it
A PC’s base attack bonus and base save bonuses aren’t otherwise brings to the fight (or well outside of combat) you
based on his type, they’re based on his class. A 10th-level should strongly consider awarding XP for defeating that ally.
aasimar wizard doesn’t have the attack and save bonuses of a Let’s look at a few examples to see how this might work in
10-HD outsider, she has the attack and save bonuses of a 10th- play.
level wizard. Example 1: Over the course of many days, a powerful
A PC with racial Hit Dice (such as a centaur) gains base necromancer stocks his lair with undead created via spells.
attack and save bonuses from his racial HD as well as any class When the PCs fight the necromancer and these undead
levels he has. If such a character’s type changes, his base attack minions, the necromancer has his full array of spells, so the act
and saves change only if the source of the change indicates that of creating these undead hasn’t reduced the challenge he
they change. Some templates (such as the vampire template) provides. Thus, the Sage recommends awarding full XP for
stipulate that base attack and saves remain the same regardless defeating the undead.
of the change. Example 2: The same necromancer is on the run, knowing
the PCs aren’t far behind. He spends some of his precious daily
Does a character who has been swallowed whole treat allotment of spells to animate a few zombies, only minutes
the swallowing monster as flat-footed? before the PCs bust down his door and attack. That’s a lot more
The Sage thinks that’s a reasonable interpretation. The like summoning, since the creation of the undead represents a
“swallow whole” entry on page 315 of the Monster Manual direct drain on the necromancer’s immediately available
indicates that the AC of the interior of a swallowing creature resources. Still, he doesn’t have to spend any rounds of combat
has “no modifiers for . . . Dexterity.” While this isn’t casting the spells, so it’s not quite the same. The Sage
necessarily quite the same as saying that the monster is denied recommends awarding one-half XP for defeating the undead.
its Dexterity bonus to AC, it’s pretty close.
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Example 3: An evil cleric uses lesser planar ally to call a activates every round of combat wouldn’t treat its targets as
succubus to serve him as a spy for 7 days, and sends her up flat-footed once they’d taken an action.
against the PCs (without being present himself). The Sage
recommends awarding full XP for defeating the succubus. If Can a spellcaster counterspell a magical trap?
the PCs then track down and defeat the evil cleric before he’s Yes, but only if 1) the magical trap duplicates a spell and 2)
able to prepare spells again, it’s tempting to reduce the XP he has readied the counterspell action to do so.
award for the cleric by a little bit (since he’s down one 4th- For example, a mere 1st-level wizard could counterspell
level spell), but it’s probably not worth the effort. one of the burning hands traps detailed in the DMG, as long as
When in doubt, err on the side of awarding XP. The DM she had readied a counterspell action to do so. However, even a
shouldn’t be looking for opportunities to deny the PCs fairly 20th-level wizard couldn’t counterspell a trap that simply
earned XP—if they bested the challenge, they should reap the created a burst of fire without actually duplicating a specific
reward. spell.
With a clear line of sight, how far can an average If my character casts a silent and stilled spell of any sort
character see? that affects the target’s behavior (charm person, suggestion,
Each terrain entry in the DMG (pages 87–93) lists a and so on) and the target makes the saving throw, would
maximum distance at which a character can spot another, they know they were being cast upon and who cast the
assuming nothing on the map specifically blocks line of sight. spell? What would a typical NPC reaction be to this
scenario?
Must everyone in a party belong to the same “team” for The target of a spell or effect is always aware that he’s
the purpose of using the teamwork benefits (Player’s rolled a saving throw, though the caster of the spell isn’t
Handbook II, 157)? revealed.
No. As noted on page 158, “A character can join an There’s no guideline for how the average NPC would react
adventuring party without joining the team that includes the to a spell being cast upon him, but the Sage certainly believes
other members of the group.” Of course, a character in the that he’d be concerned about it. Being the target of a spell can’t
party but not in the “team” doesn’t gain the teamwork benefits. be an everyday occurrence for normal folks (even in the world
It’s even technically possible for an adventuring party to of D&D); one imagines that it’s a little like seeing the red dot
have more than one complete “team” within it—the party’s of a laser sight appear on your sleeve before disappearing.
barbarian and rogue might be on a team with the Awareness The nature of the effect might influence the target’s
and Crowded Charge team benefits while the druid and wizard reaction, but this is firmly in the camp of DM determination.
belong to a separate team with the Group Trance and Steadfast Some DMs inform the target of a spell of its effect as part of
Resolve teamwork benefits. asking for the save, while others keep such information secret.
It’s fairly common for a team to not include pets (even (It’s almost impossible to keep it entirely secret from a player,
intelligent pets such as familiars and special mounts), due to the since the player has to know what kind of save he’s making.)
added burden of ensuring the pet meets the team member Personally, the Sage recommends using as much
prerequisites. transparency as you feel comfortable, particularly if characters
have the ability to adjust their save result on the fly (such as
Can a character belong to more than one “team” for the with action points). It hardly seems cricket to drain away a
purpose of gaining teamwork benefits (Player’s Handbook paranoid player’s action points with bane spells just because
II, 157)? he’s worried that one of those Will saves might be for dominate
No, otherwise the limit of one teamwork benefit per 4 HD person.
of the lowest-level member of the team would be meaningless.
Can a creature augment its psi-like abilities?
When a character takes Constitution damage (such as Not exactly. Since a creature doesn’t pay power points to
from a wyvern’s poison) and his Con modifier changes, manifest a psi-like ability, it can’t spend extra power points to
what happens to his hit points? Does it simply lower his augment it (even if the creature has a power point reserve).
maximum hp, or does it reduce his current hit points too? However, when a creature manifests a psi-like ability, "the
A character whose Constitution modifier changes adjusts power is manifested as if the creature had spent a number of
both his current and full normal (maximum) hit point totals power points equal to its manifester level, which may augment
accordingly. Remember that your full normal hit point total the power (Expanded Psionics Handbook 184).
can’t be less than 1 per level (since even a Con penalty can’t
reduce your Hit Die roll to less than 1). What effect does a negative level have on a psionic
An injured character who takes Constitution damage can be character?
reduced to 0 or fewer hit points. The Expanded Psionics Handbook is silent on this issue.
Luckily, Complete Psionic includes a sidebar (page 100) that
If a trap needs an attack roll to hit, is the attack against describes what happens. Basically, it’s the same as for any
your normal AC or flat-footed AC? other character, with the added loss of power points equal to
Technically speaking, any attack made against you before your normal manifester level (that is, your manifester level
you’ve taken your first action in combat, or any attack made by before applying the –1 penalty from that negative level).
an attacker you can’t see, uses your flat-footed AC. Most trap
attacks fall into one or both of those categories, and thus by a How much taint can handling an object or entering a
strict reading of the rules should treat their target as flat-footed. room give you? And how exactly is taint measured by detect
Of course, any trap that doesn’t fall into either of those evil?
categories would use your normal AC. A wall scythe trap that
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The most current guidelines for the effect of taint (the whim. The corrupting effect of evil should never be fully
corrupting power of evil) can be found on page 62 of Heroes of predictable to the players or their characters, since that
Horror. As soon as a character is exposed to an area or object diminishes the tension created by such situations.
suffused with evil, she acquires 1 to 3 points of taint. For each Characters with at least moderate taint register as evil to a
24 additional hours of exposure to the area or object, the detect evil spell. Use the creature’s HD to measure the aura of
character gains 1 additional point of taint. her evil, just as if she were an evil creature (PH 219). If the
Both of these guidelines are entirely subject to more creature would normally have a stronger aura of evil (for
specific descriptions of the situation, as well as to the DM’s example, if it were undead), use the strongest aura of evil.
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