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

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AdvntrGuy said:
164.) Are there druid spell's called: Greater Call Lightening, Nature's Avatar, True Reincarnate or Thunderswarm?


There's a Call Lightning Storm (same but with a 400' +40'/level range and 5d6 or 5d10 damage with a max of 15 bolts). No to the rest.

165.) Are the effects of the Reincarnate spell still random?

Yes

166.) What is the bonus and duration of Greater Magic Fang?

+1/Four caster levels (max +5), 1 hour/level.
 

chalcedony said:
Not as important, but

167. What is the explanation in the PHB for giving half-elves +2 to Gather Information and Diplomacy checks?

Thanks for answering my earlier questions.

"Half-elves get along naturally with all people."
 

Palladion said:
168. Has there been any alterations to sneak attack? If there has, could you please post the text?

Looks the same except I don't recall if in 3.0 you could use a Sap to sneak attack for subdual damage. If not, then now you can.
 

Kai Lord said:
169. Any changes to the description of a Composite Longbow?

Heh heh. ;)

Now the 'Mighty' rules are included in the regular description and there is a -2 Penalty to Attack when useing a bow you're not strong enough for. Any now Composite bows are considered the same as their normal counterparts as far as Feats are concerned (so Weapon Focus: Longbow works for both a standard Longbow and a Composite).
 
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Fenes 2 said:
171: Could you post the stats and text for the whip? Especially, does it count as a finessable weapon?

A whip deals nonleathal damage. it deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with a 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere withine your reach (including adjacent foes).

Using a whip provokes an attack of oppertunity, just as if you had used a ranged weapon.

Because a whip can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.

When using a whip, you get a +2 bonus on opposed attack rolls made to discarm an opponent (including the roll to keep from being disarmed if the attack fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon for you.
 

Re: Flame Arrow gone?

jgsugden said:
172. ) Are there any changes to 3rd level conjuration spells for wizards/sorcerers?

The prior list: flame arrow, phantom steed, sepia snake sigil, sleet storm, stinking cloud, summon monster III


No flame arrow, that's the only change.

173. ) I suspect flame arrow has been removed and a new spell has been added to replace it ... if so, what is the new spell?

[/QUOTE]

Nothing replaced it, it's just not there, moved instead to the Transmutation school (same level).
 



jgsugden said:
175.) Are halflings the same?

Dex +2/Str -2
Small size
Speed 20'
+2 to climb, jump & move silently
+1 to all saves
+2 morale vs fear effects
+1 AB with thrown weapons
+2 to listen
auto languages: common & halfling
favored class: rogue

BTW: You've earned a life's worth of karma by your efforts. Thousands of people are sitting at your feet and learning ...

The +1 to thrown weapons applies to slings as well now.
 

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