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Correl: An Element of Origin - Out of Character (MarauderX)
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<blockquote data-quote="MarauderX" data-source="post: 1880346" data-attributes="member: 9990"><p>1) When wildshaping, what equipment stays and what melds? WOTC have</p><p>had some online articles that probably go overboard in saying what</p><p>stays. But would collar-type items at least remain?</p><p></p><p>Collar and other applicable items remain. Armor, backpacks and the like meld, as do all unequiped items. Magic items still work whether melded or not, so if rings were worn and melded, they still grant their effects but cannot be removed until shape shifted back to normal form. Hand-held weapons and items meld at the PC's choice. Items that are worn and not melded do not have an increased chance of falling off, and normal rules apply to disarm/remove the item from the wearer. </p><p></p><p>2) What does Jerrin know about the abilities of things he can summon? </p><p>Unicorns (Summon IV), for example, have some nice healing abilities.</p><p></p><p>Summoned creatures can use all their special attacks and qualities as desired. Jerrin is aware of all the capabilities of each animal he is capable of summoning. </p><p></p><p>3) If you make a wand of a spell that has 1 full round casting time, it</p><p>takes 1 full round to use. Can it get disrupted as per spell or not?</p><p></p><p>Spells activated from a wand can be disrupted, but the DC for concentration checks is lowered by 20. If grappled or pinned, a wand can be used freely (DC=0), but if damaged while using the wand the caster must overcome the damage dealt-10. (Normal DC = 10 + damage dealt.) For example, using a wand Jerrin is struck for 14 points of damage. He needs to make a DC=4 (10 + 14 - 20) concentration check to complete the spell, and a 1 always fails. Using a wand does not provoke an AoO, no matter how long the casting time.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1880346, member: 9990"] 1) When wildshaping, what equipment stays and what melds? WOTC have had some online articles that probably go overboard in saying what stays. But would collar-type items at least remain? Collar and other applicable items remain. Armor, backpacks and the like meld, as do all unequiped items. Magic items still work whether melded or not, so if rings were worn and melded, they still grant their effects but cannot be removed until shape shifted back to normal form. Hand-held weapons and items meld at the PC's choice. Items that are worn and not melded do not have an increased chance of falling off, and normal rules apply to disarm/remove the item from the wearer. 2) What does Jerrin know about the abilities of things he can summon? Unicorns (Summon IV), for example, have some nice healing abilities. Summoned creatures can use all their special attacks and qualities as desired. Jerrin is aware of all the capabilities of each animal he is capable of summoning. 3) If you make a wand of a spell that has 1 full round casting time, it takes 1 full round to use. Can it get disrupted as per spell or not? Spells activated from a wand can be disrupted, but the DC for concentration checks is lowered by 20. If grappled or pinned, a wand can be used freely (DC=0), but if damaged while using the wand the caster must overcome the damage dealt-10. (Normal DC = 10 + damage dealt.) For example, using a wand Jerrin is struck for 14 points of damage. He needs to make a DC=4 (10 + 14 - 20) concentration check to complete the spell, and a 1 always fails. Using a wand does not provoke an AoO, no matter how long the casting time. [/QUOTE]
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