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Author Topic: Ask a Simple Question, Part 18: Lucid Dreaming Ghost Pixie Hood Edition  (Read 34344 times)
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The_Mad_Linguist
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« Reply #40 on: October 04, 2010, 03:28:20 AM »

Lucid dreaming is a skill from manual of the planes that lets you kill people in their sleep.
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Maat_Mons
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« Reply #41 on: October 04, 2010, 03:45:54 AM »

Q16
Where can I find the ability Telepathic Projection as mentioned in answer 6?  What's its full text?

Telempathic Projection is from Expanded Psionics Handbook.  Also here.   
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carnivore
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« Reply #42 on: October 04, 2010, 05:52:12 AM »

LUCID DREAMING (WIS; TRAINED ONLY)
Use this skill to realize that you are dreaming, consciously direct
elements of a dream, and move into other dreamscapes.
Check: Making a Lucid Dreaming check is a standard action
that provokes an attack of opportunity.
Task DC
Realize you are dreaming 5
Change one aspect of your personal dreamscape 15
Change one aspect of another’s dreamscape 20
Change your personal appearance 20
Depart one dreamscape for another 15
Depart a dreamscape for the Dreamheart 25
Pull another with you into the Dreamheart *
Leave the Dreamheart 20
*You must first successfully grapple your opponent.
Then, instead of attempting to pin him or her, make a Lucid
Dreaming check (DC 25) on your next action. If you succeed,
you and your foe tumble into the Dreamheart.
Change Aspect: An aspect of a dreamscape includes background
features such as lighting, terrain, architecture of a
given building, vegetation (or lack thereof), and other relatively
innocuous characteristics of a dreamscape. You can’t
use Lucid Dreaming to make a bolt of lightning strike a foe
or open a pit below an enemy.
Change Appearance: You can adopt the outward
appearance of another creature within two size categories
of your own. None of your abilities change, just your
appearance.
Retry: You can make a Lucid Dreaming check once per round.

 Big Grin
« Last Edit: October 04, 2010, 08:54:54 AM by carnivore » Logged

Slaughterhouserock
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« Reply #43 on: October 04, 2010, 07:28:42 AM »

Q 18:  Are there rules for training NPCs?  I've recently acquired some elven archers(warrior class) and would like to get them some PC levels if possible.
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« Reply #44 on: October 04, 2010, 08:20:15 AM »

Q19

Im building and optimizing a bard for use as an NPC in a campaign that Im running, but I have encountered trouble. The bard in question will be a half-elf, with all three half-elf bard substitution levels from Races of Destiny, and the last one at bard level 8, Secrets of the Diplomat, is bothering me. It states that I give up a 4th level bard spell known gained at that level, but bars doesn't gain 4th level spells before level 10. Do I miss something here?
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betrayor
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« Reply #45 on: October 04, 2010, 08:41:17 AM »

Q12:I remember that there was a way to abuse time regresion but I can't remember what was it...
Anyone knows?

Bump and...
Q20:Would Astral projection protect you from dying because of the use of Transcend Mortality spell?
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bearsarebrown
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« Reply #46 on: October 04, 2010, 09:34:16 AM »

Q20 The Undead control limit on Animate Dead. Is that your Overall Caster Level or your Caster Level for Animate Dead?
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snakeman830
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« Reply #47 on: October 04, 2010, 09:41:15 AM »

Q20 The Undead control limit on Animate Dead. Is that your Overall Caster Level or your Caster Level for Animate Dead?
Spells only ever check for your caster level when casting the spell, so it would be your caster level for Animate Dead.

However, if you're a multiclass caster and can cast the spell from multiple classes, I think it's RAI that the various caster levels stack for determining the control cap (but not anything else).
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bearsarebrown
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« Reply #48 on: October 04, 2010, 09:45:29 AM »


However, if you're a multiclass caster and can cast the spell from multiple classes, I think it's RAI that the various caster levels stack for determining the control cap (but not anything else).
I'm talking about simple things like +1 caster level to Necromancy Spells.
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PhaedrusXY
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« Reply #49 on: October 04, 2010, 09:50:34 AM »


However, if you're a multiclass caster and can cast the spell from multiple classes, I think it's RAI that the various caster levels stack for determining the control cap (but not anything else).
I'm talking about simple things like +1 caster level to Necromancy Spells.
Yes of course that should apply. It's your CL for Animate Dead, when you actually cast the spell.
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
bearsarebrown
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« Reply #50 on: October 04, 2010, 09:53:21 AM »

Q21 "All Necromancy spells you cast are at +4 caster level..." Does this include an Animate Dead SLA?
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McPoyo
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« Reply #51 on: October 04, 2010, 09:55:09 AM »

Q21 "All Necromancy spells you cast are at +4 caster level..." Does this include an Animate Dead SLA?
SLAs aren't spells, so no.
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A gygaxian dungeon is like the world's most messed up game show.

Behind door number one: INSTANT DEATH!
Behind door number 2: A magic crown!
Behind door number 3: 4d6 giant bees, and THREE HUNDRED POUNDS OF HONEY!
They don't/haven't, was the point. 3.5 is as dead as people not liking nice tits.

Sometimes, their tits (3.5) get enhancements (houserules), but that doesn't mean people don't like nice tits.

Though sometimes, the surgeon (DM) botches them pretty bad...
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« Reply #52 on: October 04, 2010, 03:24:35 PM »

Q 18:  Are there rules for training NPCs?  I've recently acquired some elven archers(warrior class) and would like to get them some PC levels if possible.
A18: Only plot device level stuff like rebuilding AFAIK, and even then their stats will still suck.  For something a little more accessible, you might be able to re-train them to accept 2 flaws.  At that point they can have PBS, Rapid Shot, and Far Shot.  Arrange them in ranks of 10 alongside someone that can reliably hit a DC 20 Int + BAB check and use the Concentrated Volley rules from Heroes of Battle to go to town.

Q19

Im building and optimizing a bard for use as an NPC in a campaign that Im running, but I have encountered trouble. The bard in question will be a half-elf, with all three half-elf bard substitution levels from Races of Destiny, and the last one at bard level 8, Secrets of the Diplomat, is bothering me. It states that I give up a 4th level bard spell known gained at that level, but bars doesn't gain 4th level spells before level 10. Do I miss something here?
A19: I'd say change Sending to 3rd-level and have the feat replace the 3rd-level spell gained.  The official errata may have done something different.

Q21 "All Necromancy spells you cast are at +4 caster level..." Does this include an Animate Dead SLA?
A21: Actually, if the caster level of your SLA is based off your arcane/divine caster level then it becomes a check-with-your-DM kinda thing.  For Animate Dead specifically, it *will* apply to the amount of undead you control, even through the SLA, if you can cast the spell (and possibly even if you can't), and that's really the important part.  You only need a CL 5 Animate Dead and Desecrate to animate whatever undead you wanted aside from Dragons.
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Ramaloke
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« Reply #53 on: October 04, 2010, 03:33:44 PM »

Q22: What type of action is it to maintain a grapple if you have improved grab? It says that to maintain a grapple you have to move into your opponents square, which is free movement, or in the case of improved grab, you drag them into your square. Now what has me so confused is how do you maintain a grapple after that.

So I grapple, then next round I drag him to me, then what do I do on the third round? He's already in my square.
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PhaedrusXY
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« Reply #54 on: October 04, 2010, 03:41:57 PM »

Q22: What type of action is it to maintain a grapple if you have improved grab? It says that to maintain a grapple you have to move into your opponents square, which is free movement, or in the case of improved grab, you drag them into your square. Now what has me so confused is how do you maintain a grapple after that.

So I grapple, then next round I drag him to me, then what do I do on the third round? He's already in my square.
A22: You don't have to maintain the grapple after the first round. Unless your opponent tries to escape, he's still grappled automatically the next round after you've moved into his square (or dragged him into yours). So you don't do anything at all.
« Last Edit: October 04, 2010, 03:43:42 PM by PhaedrusXY » Logged

A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
muhammed
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« Reply #55 on: October 04, 2010, 04:02:47 PM »

Q23: where can I find ACF and feats for the Spellthief class
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betrayor
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« Reply #56 on: October 04, 2010, 04:07:45 PM »

Q23: where can I find ACF and feats for the Spellthief class

Dragon magazine 353....
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The_Mad_Linguist
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« Reply #57 on: October 04, 2010, 04:24:09 PM »

Also here: http://www.wizards.com/default.asp?x=dnd/frcc/20070606
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Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
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« Reply #58 on: October 04, 2010, 04:41:36 PM »

Hmm... Godsblood Spelltheft is a pretty good feat if you pick the right domain.  I guess Font of Inspiration just kinda over-shadows it.
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Ramaloke
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« Reply #59 on: October 04, 2010, 04:49:33 PM »

Q22: What type of action is it to maintain a grapple if you have improved grab? It says that to maintain a grapple you have to move into your opponents square, which is free movement, or in the case of improved grab, you drag them into your square. Now what has me so confused is how do you maintain a grapple after that.

So I grapple, then next round I drag him to me, then what do I do on the third round? He's already in my square.
A22: You don't have to maintain the grapple after the first round. Unless your opponent tries to escape, he's still grappled automatically the next round after you've moved into his square (or dragged him into yours). So you don't do anything at all.

That sounds good, Im working on something that can do 10 grapple attacks per round. Big Grin
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