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*Pathfinder & Starfinder
FAQ Update 8/20/2003
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<blockquote data-quote="dcollins" data-source="post: 1133512" data-attributes="member: 876"><p>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.</p><p></p><p>Main 3.5 FAQ v.08/20/2003 changes:</p><p>(1) Disable Device skill is up to DM to provide an in-game description and information.</p><p>(2) Retraction of a previous Sage ruling that sorcerers could use metamagic for counterspelling.</p><p>(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.</p><p>(4) Repeating crossbows require 2 hands to prepare each shot.</p><p>(5) Magic burst weapons can apply extra damage even to monsters immune to criticals.</p><p>(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.</p><p>(7) A glove of storing's stasis effect does not benefit spell durations. If the glove is dispelled, any stored items pop out.</p><p>(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.</p><p>(9) Reach 0 creatures threaten those in the same space. They cannot flank.</p><p>(10) A single attack can only grab and grapple a target. A second attack is required for a pin.</p><p>(11) Escape Artist can only be used to escape a grapple, not to attack in a grapple or to replace any other grapple check.</p><p>(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).</p><p>(13) Clerics spontaneously casting cure spells spend no additional action.</p><p>(14) Clerics (and any divine casters) can only regain spells once per day.</p><p>(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.</p><p>(16) Call lightning bolts cannot be "saved" from round to round.</p><p>(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.</p><p>(18) Major image (figment) can't cause damage. Greater shadows can cause damage and it doesn't go away when the illusion is detected.</p><p>(19) Mirror images count as normal foes -- they are eligible targets for individual magic missiles, Cleave, or Whirlwind Attacks.</p><p>(20) Mirror images recommended to be considered all within the caster's space (counter to spell description).</p><p>(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.</p><p>(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.</p><p>(23) Mirror images discharge touch spells. They cannot be disbelieved.</p><p>(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.</p><p>(25) Scrying can only target a creature. You see everything around that creature to about 10 feet.</p><p>(26) Speak with dead "probably won't work" on a destroyed undead because it will be too damaged.</p><p>(27) Shadows can pass through walls and floors (incorporeal). They cannot "shadow walk".</p><p>(28) Any preparation of poison includes a 5% chance to poison yourself.</p><p>(29) Traps with attack rolls can miss PCs. Up to DM to describe this activity (miss/ dodge/ or no info).</p></blockquote><p></p>
[QUOTE="dcollins, post: 1133512, member: 876"] 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). [/QUOTE]
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