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Author Topic: Ask a Simple Question part 19: Titan-Bloodline Pixie Ubercharger edition  (Read 22917 times)
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snakeman830
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« Reply #440 on: November 08, 2010, 10:27:18 AM »

Unless you're trying to lift your centaur companion up a cliff, I don't think it matters too much.

Which is why I want to play a centaur warlock Tongue
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« Reply #441 on: November 08, 2010, 11:05:50 AM »

A 130: Yes, they're all the same. It's 1d20 + 1 -2.

 i disagree, ability modifier is the modifier regardless of circumstance, but 'ability bonus,if any' is only if the modifer is positive.

so in this particular case it is 1d20+1-2, but if the character had a penalty it would not get added to the roll.

when it just says bonus it's a little unclear, but i ussualy read it as only using the modifier if it it positive.

q131: Is there a deity of cats (or felines in general) and martial skill? It's just for flavor reasons though usefull domains would be a plus.

Hence the usage of *bonus, if any*. The exception is included in the nomenclature.
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PhaedrusXY
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« Reply #442 on: November 08, 2010, 11:15:52 AM »

I agree with Catty. They're not the same thing. The "(if any)" clause basically just clarifies that an ability modifier is only considered a bonus if it is positive. I'm pretty sure this is actually defined in a glossary in the back of the PHB or something.
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GawainBS
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« Reply #443 on: November 08, 2010, 12:00:22 PM »

I agree with Catty. They're not the same thing. The "(if any)" clause basically just clarifies that an ability modifier is only considered a bonus if it is positive. I'm pretty sure this is actually defined in a glossary in the back of the PHB or something.

I don't see the problem anyway. "If any" is all that is needed to clarify.
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kevin_video
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« Reply #444 on: November 08, 2010, 12:13:41 PM »

Q 142 Where can I find the stats, or template add-on, for the apocalypse zombies you see in movies (ie the ones that bite and turn you into zombies too even if they don't kill you outright)?
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The_Laughing_Man
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« Reply #445 on: November 08, 2010, 12:54:33 PM »

I agree with Catty. They're not the same thing. The "(if any)" clause basically just clarifies that an ability modifier is only considered a bonus if it is positive. I'm pretty sure this is actually defined in a glossary in the back of the PHB or something.

I could not find a good definition for the ability bonus. I'd be glad to see one.

Here is another example of "bonus, if any"
Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. PHB p.137

If a character would have horrendous dex e.g. 1 (modifier -5) then being flat-footed would be a good thing for his AC. If one reads that bonus equals modifier. [edit]AC definition on PHB p.134 states that dex modifier is used.[/edit]

To make things unclear the Strength bonus is defined so:
Strength Bonus: When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow. PHB p.134

I'm also leaning towards that the bonus is positive only. The negative one is penalty. Thus orcs are less likely to be intimidated. 1d20 + 1 + 0 + 0.
« Last Edit: November 08, 2010, 01:03:33 PM by The_Laughing_Man » Logged
Maat_Mons
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« Reply #446 on: November 08, 2010, 01:01:54 PM »

Q 142 Where can I find the stats, or template add-on, for the apocalypse zombies you see in movies (ie the ones that bite and turn you into zombies too even if they don't kill you outright)?

Spawn of Kyuss (Monster Manual II) have similar properties. 
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kevin_video
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« Reply #447 on: November 08, 2010, 01:23:02 PM »

Q 142 Where can I find the stats, or template add-on, for the apocalypse zombies you see in movies (ie the ones that bite and turn you into zombies too even if they don't kill you outright)?

Spawn of Kyuss (Monster Manual II) have similar properties. 
Found a few on LM too.
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Maat_Mons
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« Reply #448 on: November 08, 2010, 01:50:33 PM »

I could not find a good definition for the ability bonus. I'd be glad to see one.

The one on page 7 of the Player's Handbook is the only one I know of. 
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The_Laughing_Man
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« Reply #449 on: November 08, 2010, 02:29:45 PM »

I could not find a good definition for the ability bonus. I'd be glad to see one.

The one on page 7 of the Player's Handbook is the only one I know of. 

Dang, how did I miss that one. Smile It's all clear thanks, Maat_Mons!
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kevin_video
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« Reply #450 on: November 08, 2010, 03:37:35 PM »

Q 143 Where can I find information and stats on the 3.5 thonot? All I know is that they're a psionic quaggoth from Forgotten Realms, instead of their magic counterpart, and have psi-powers not unlike the psy warrior and psion/wilder.
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« Reply #451 on: November 08, 2010, 05:56:30 PM »

Q 144 I came across this http://www.holdfast.org/2nd_DungeonIndex.pdf which is a complete list of 2nd Ed adventure modules for FR in Dungeon Magazine. Does anyone know of such a thing for 3.0/3.5?
« Last Edit: November 08, 2010, 06:52:12 PM by kevin_video » Logged

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« Reply #452 on: November 08, 2010, 06:51:43 PM »

Q145 Level 5 Artificer cohort used for buffs and magic item crafting.  I plan on taking Chain Spell metamagic to make buffing easier.  What's a good metamagic to take as a pre-requisite besides Extend Spell?
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Zaxter
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« Reply #453 on: November 08, 2010, 07:04:19 PM »

Q146: Assuming Core+Complete+Races of X only, how can I get Summon spells to last more than 1 round at level 1? All I can think of is Sudden Extend, but I'd prefer something that works more than once per day.
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Rebel7284
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« Reply #454 on: November 08, 2010, 07:06:52 PM »

A146 Lesser Metamagic Rod of Extend comes to mind.  You'll prolly be about level 2-3 before you can afford it though.
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Kajhera
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« Reply #455 on: November 08, 2010, 07:09:04 PM »

Q 147: I don't entirely understand Metamorphic Transfer. If I want to use it to gain a continuous supernatural ability, how long will that ability last?
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Conclavia
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« Reply #456 on: November 08, 2010, 07:18:53 PM »

nvm found it.
« Last Edit: November 08, 2010, 07:21:03 PM by Conclavia » Logged
jameswilliamogle
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« Reply #457 on: November 08, 2010, 07:22:20 PM »

Q149: I'm having problems finding a few things regarding rules which I know are true.
149a: where is the rule that allows me to apply bonuses in any order I choose (as the one who benefits from the bonuses)?  example: Color Spray made someone Unconcsious, Blind, and Stunned.  Its greatly benefitical for me
to make them Stunned, then Blind, then Unconcsious.  I need to point out a rule that says that is the case.

149b: where is the rule that says that magical effects last even if the target is no longer legal?

A148: Absolutely, as long as the spell is on their list.
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The_Mad_Linguist
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« Reply #458 on: November 08, 2010, 07:52:10 PM »

Q146: Assuming Core+Complete+Races of X only, how can I get Summon spells to last more than 1 round at level 1? All I can think of is Sudden Extend, but I'd prefer something that works more than once per day.
The Spellgifted (conjuration) trait?

I think there are holy symbols in CC that offer a +1 to CL on conjuration as well.
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« Reply #459 on: November 08, 2010, 08:19:29 PM »

A146 Lesser Metamagic Rod of Extend comes to mind.  You'll prolly be about level 2-3 before you can afford it though.
More like level 4 according to WBL.

Just take Sudden Extend, even if you follow TML's suggestions.  It's not a bad feat if retraining is allowed.  If you're a Wizard or Cleric summoner, then you shouldn't have more than one Summon spell prepared at level 1 anyway.  If you're a Druid summoner, then I'm not sure sacrificing something awesome like an Entangle is worth a cheap, 2-round summon.
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