To RoytheOdd, here's a thread for questions and answers

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143: How does the run feat work now?

144: Have there been any changes to the paladin's mount special abilities?

145: Any new exotic weapons?

146: Has the mechanics for the old bardic musics been changed at all? This especially applies to fascinate, because as far as I could tell from the previous post, in order for mass suggestion to work, fascinate must effect more than one creature now.

147.Is the trapfinding ability the rogue gets simply the ability to detect traps with DC's higher than 20 and magic traps, or is it something new?
 

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Olgar Shiverstone said:
Andu Collins just posted this reference the x2 Str bonus for 2H weapons (and a Tower Shield question)


Ok, my bad. For sake of time I was making an assumption based on the text in Power Attack. 2-handed Weapons still only add x1.5 Strength Bonus to Damage but with Power Attack if you're wielding a 2 Handed Weapon you add twice the amount you subtract from your attack roll.

Here's the text for Tower Shield
This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC (+4). However, you can instead use it as total cover, though you must give up your attacks to do so. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bask with a tower shield, nor can you use your shield hand for anything else.

When employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield's encumbrance.

Hmm, must have just completely overlooked that last sentance, sorry.
 



Felon said:
138) What is the granted power for the cleric's Magic domain? Does it still allow clerics to use spell-activation items as if they were a wizard?

You can do it as a Wizard with 1/2 your Cleric level. If you also have Wizard levels these stack.
 

Re: Re: Re: Even more questions . . .

MorningStar said:

It did but only the Penalty from a shield. Has this changed now?

Wow, I'm whatever the opposite of a roll is today. Yeah, it's only shields check penalty that applies.
 

Re: Identify!

KittieFox said:
139) Can you tell us what the casting time and effects of the new Identify and Analyze Dweomer are?


Analyze Dweomer is a L6 Bard/Sor/Wiz spell. It take 1 standard action to cast and lasts 1 round/level. It tells you pretty much everything mechanical about the item and it only gets a save if it's bearer wills it. The focus is a 1,500 GP ruby or sapphire in a golden loop.

Identiy if a L1 Bard/Sor/Wiz L2 Magic spell. 1 Hour to cast, effects 1 object, and once again tells you everything (charges, powers, etc). It's material component is a 100 GP crushed pearl, stirred into wine with an owl feather.

140) Along the same lines, is there only Identify and Analyze Dweomer for identifying items, or do they have any new spells for it?

Looking over all the divinations it looks like that's it.
 

Re: Enchantment School Question

cerberus2112 said:
What are the 2nd level Sor/Wiz spells for the Enchantment School?

Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy.

Also, another mistake I made. There is actually only 1 9th level Divination.
 

Grayhawk said:
141: Is the bonus to the Bardic Knowledge check still bard level + int modifier?


Yep, but now it has a synergy bonus of +2 if you have 5 or more ranks of Knowledge (History)

142: Any changes to what Bardic Knowledge lets you gain information about?

Looks like it's the same.
 

Stalker0 said:
143: How does the run feat work now?


Run at x5 and +4 on Jump checks with a running start.

144: Have there been any changes to the paladin's mount special abilities?

+10 Speed at 8th level.

145: Any new exotic weapons?

Sai, and I don't remember if there was Heavy and Light repeating crossbows but they do now.

146: Has the mechanics for the old bardic musics been changed at all? This especially applies to fascinate, because as far as I could tell from the previous post, in order for mass suggestion to work, fascinate must effect more than one creature now.
Facinate may not target 1 character +1/3 levels thereafter (4th, 7th, etc)

147.Is the trapfinding ability the rogue gets simply the ability to detect traps with DC's higher than 20 and magic traps, or is it something new?

That and it includes the fact that Rogues and only Rogues can use disable device on traps.
 

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