FAQ Update 8/20/2003

dcollins

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Note: The WOTC FAQ page lists the 3.0 Main FAQ in red (normally indicates a new updated entry), but it has not actually been updated since the last time.

Main 3.5 FAQ v.08/20/2003 changes:
(1) Disable Device skill is up to DM to provide an in-game description and information.
(2) Retraction of a previous Sage ruling that sorcerers could use metamagic for counterspelling.
(3) PCs tied with rope are not allowed Strength "burst" checks against the rope's DC 23. Instead the DC is 23 + the imprisoner's Use Rope check.
(4) Repeating crossbows require 2 hands to prepare each shot.
(5) Magic burst weapons can apply extra damage even to monsters immune to criticals.
(6) Magic energy weapons require an action to activate, stay activated indefinitely, 50 items ammunition activated at once. Active energy does not harm the wielder or his equipment; it will damage other objects it touches. Multi-energy weapons (flaming + frost) are allowed.
(7) A glove of storing's stasis effect does not benefit spell durations. If the glove is dispelled, any stored items pop out.
(8) Full-round actions (e.g., coup de grace) take effect within the actor's turn. Only 1-round spells wait until the following turn.
(9) Reach 0 creatures threaten those in the same space. They cannot flank.
(10) A single attack can only grab and grapple a target. A second attack is required for a pin.
(11) Escape Artist can only be used to escape a grapple, not to attack in a grapple or to replace any other grapple check.
(12) Normally grapple attackers move into the target's space. With Improved Grab the attacker immediately pulls the target into their space (does not count as movement).
(13) Clerics spontaneously casting cure spells spend no additional action.
(14) Clerics (and any divine casters) can only regain spells once per day.
(15) Blade barrier allows a save (even if you've already moved) and success allows choice of which side of the barrier to be on. If immobile or no safe side, no save is allowed. The DM may restrict Large creatures to move to the side they're closest to.
(16) Call lightning bolts cannot be "saved" from round to round.
(17) The feeblemind effect sets the target's Int & Cha to 1, and it cannot be raised by enhancing items or other bonuses. It won't raise Int or Cha which is already 0.
(18) Major image (figment) can't cause damage. Greater shadows can cause damage and it doesn't go away when the illusion is detected.
(19) Mirror images count as normal foes -- they are eligible targets for individual magic missiles, Cleave, or Whirlwind Attacks.
(20) Mirror images recommended to be considered all within the caster's space (counter to spell description).
(21) Mirror image AC is not improved by the caster's armor bonuses. They do benefit from cover, concealment, or visual effects like blur or displacement.
(22) Mirror images from incorporeal casters are corporeal. They move with the caster through walls or to other planes. They benefit from a blink spell.
(23) Mirror images discharge touch spells. They cannot be disbelieved.
(24) Permanency from a scroll: recommends having scroll reader pay XP with the spell made permanent. The minimum level must be met by the scroll's caster level.
(25) Scrying can only target a creature. You see everything around that creature to about 10 feet.
(26) Speak with dead "probably won't work" on a destroyed undead because it will be too damaged.
(27) Shadows can pass through walls and floors (incorporeal). They cannot "shadow walk".
(28) Any preparation of poison includes a 5% chance to poison yourself.
(29) Traps with attack rolls can miss PCs. Up to DM to describe this activity (miss/ dodge/ or no info).
 

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i think Hypersmurf was the first to point this out (or at least the first i saw to point this out), but if all the images from a Mirror Image are in the caster's square, whats the point? the description for the spell specifically says the attacker can shut his eyes before he attacks you.

so instead of potentially having a 1-in-8 chance of hitting the right image (87.5% miss chance), the attacker has a 50% miss chance. and if the attacker misses becuase he closed his eyes, does he hit any of the images? i would assume not, but he did just attack the square the caster is in.

is this as confusing as i think it is? is the world as i know it coming to an end?
 

re

(3) PCs tied with rope are not allowed Strength "burst" checks against the rope's DC 23. Instead the DC is 23 + the imprisoner's Use Rope check.

Not going to be using this rule as it would be harder to burst rope than steel, and that is just stupid.
 

Why on earth would they up the STR burst DC of ropes? I can understand having a circumstance mod for a good rope user, but who is going to make a DC 36 ability check??? A rope is strong, but a STR check of 23 is hard to make. Phooey.
 

pingpong said:
so instead of potentially having a 1-in-8 chance of hitting the right image (87.5% miss chance), the attacker has a 50% miss chance. and if the attacker misses becuase he closed his eyes, does he hit any of the images? i would assume not, but he did just attack the square the caster is in.
Perhaps a reasonable balance is to force the character to decide on his eye status for the entire round, open or closed. A closed-eye character is blinded for the round, and may suffer considerable penalties (depending on who else the character is in combat with).

Man, if I had known how difficult this spell would be to handle, I might have just taken it out on day one of the campaign. Oh well, sacred cows and all.
 

Felix said:
Why on earth would they up the STR burst DC of ropes? I can understand having a circumstance mod for a good rope user, but who is going to make a DC 36 ability check??? A rope is strong, but a STR check of 23 is hard to make. Phooey.
A Strength check of 23 means that a really strong man (Strength 18) will manage to do it in about a minute's work, and a slightly less strong man (16-17) will manage in two. That's pretty flimsy rope.
 


Felix said:
Why on earth would they up the STR burst DC of ropes?

Apparently this was the Sage's solution to the problem that anyone with Str 16 or above could "Take 20" and automatically burst any ropes. Personally I think this a situation that is better handled by not allowing retries.
 

(13) Clerics spontaneously casting cure spells spend no additional action.

And those Clerics that wish to take a full round action, may metamagic their cure/inflict spells that are spontaneously cast.
 

Felix said:
Why on earth would they up the STR burst DC of ropes? I can understand having a circumstance mod for a good rope user, but who is going to make a DC 36 ability check??? A rope is strong, but a STR check of 23 is hard to make. Phooey.
Maybe it represents them tying you up in such a way that you can't apply your full strength to the ropes? Things such as passing a loop around your neck or your crotch so that it tightens whenever you try to force the ropes can make it pretty hard to just pop them. Do it correctly and you can force them to kill themselves before the rope will give.
 

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