dnd 3.5e – What is so broken about leadership?

You get a second character.

To be honest, I just wanted to stop there – that's broken, right there. Stack Exchange, however, makes me write more.

Cohorts are almost as strong as PCs, and you get all this performance for the price of a lousy performance. Tricks are powerful and valuable, but if you have a different character, you get at least three, so you get +2 net for heroic deeds, and that literally ignores everything else about the character. Sure, the cohort is mushier and the division of performance between two characters limits the synergy literally the same as +2 tricks, but you get so much more. What are the most valuable things in the game? Feats? You get more of it. Spell known? You can get more of it. Magic slots? More of that. Actions in battle? You get more of it.

Leadership is so powerful that it is probably the strongest choice for 6th level tricks, even for druids who would otherwise consider Natural Spell a foregone conclusion at this level.

It is also a headache to decide. Technically, the feat requires a lot of DM input – which is a big question, since DMs are already pretty busy. And since the DM creates the cohort – the PC can only roughly describe the desired attributes such as race and class – there is one ton from the judgment on the line here. Exceptionally bad decisions on the part of the DM can massively reduce the performance of the feat, but that is also problematic. And if you're tough enough, you could turn the cohort into a liability that is just miserable.

After all, it's just … some kind of nonsense in the game. The cohort is not a servant like an animal companion, a familiar or special mount that has a magical connection to the PC and is expressly subject to the PC. The cohort is said to have a completely independent character. As such, you shouldn't be able to get one by spending just one achievement – you should have to play the role-playing game, and it should be handled accordingly, with the character making truly independent decisions and possibly the PC on some of them not accompanying activities. It may seem like an achievement, but it would make up for it, but it means that the PC "paid" for it and is therefore owed. It's a really problematic dynamic.

dnd 3.5e – Is it possible to play a specialized enchanter with a hoard of possessed enemies?

I am aware that the typical advice for playing a focused specialist enchanter is: "Just play a beguiler instead". Still I read about it. It seems the theory for such a build is:

  • If the enemy is not immune to mind-altering things and has no high salvation, strike them with a good enchantment spell and add them to your thrall.
  • If the enemy is not immune to mind-altering things and has a high rescue, either delay them with control on the battlefield or with your thrall and either spam a good enchantment spell until it is in your thrall or use normal wizards, until you & # 39; I killed it.
  • If the enemy is immune to mind-altering things, fight them like a normal wizard and throw your thrall at them until they die.

Assuming that I understood this correctly and assumed that it will be played as described (e.g. in contrast to playing a normal wizard build, which happens to be missing some magic slots), is this actually possible? I have the following concerns:

  • At low levels you either have no thrall or it is useless.
  • With increasing level, the permanent immunity to mind-affecting goes from rare to everyday to mandatory.
  • There are many ways to remove ownership. A single experienced cleric could end you by spamming Protection From X, a first-level spell!

Basically, I'm worried that these builds often can't make a meaningful contribution. Are my concerns well founded?

Note: Assume a group of Tier 1/2 classes without significant optimization for accounting purposes.

dnd 3.5e – Do diseases stack up?

Suppose you fight terrible rats and are bitten nine times, but you can't save each time. If your incubation period is evenly distributed, do you suffer 3d3 Dex / Con damage after 1 day, then possibly 6d3 damage the next day and 9d3 damage once each "instance" of the disease is active?

If not, how do diseases stack up, if at all? It seems a bit silly, but I can't find anything to say anywhere in the DMG Not work like this.

dnd 3.5e – When does the Psion Power Point update limit count?

The recent limit on spending on Power Points, just like spells, applies to the use of your Power Points (including the deposit in cognitive crystals) from the 8 hours to the moment you take a full action to restore your Power Points. Usually this only matters for late night breaks or camping, but for Elans, Elves, and others with short rest cycles (e.g., those who wear one) Ring of food) feel the loss if they rest less than 8 hours after using sockets.

dnd 3.5e – How does the Extreme Leap skill trick work?

RAW, it's b, but I agree that this is surprising and counterintuitive. I would also have thought a. But now that I've read it carefully, I think there is something about b – it's not quite right, but it does deal with a situation that a wouldn't and should be from something called Extreme Leap.

Imagine your character with a 30-foot. Movement speed hit a DC 40 check to jump a 40 foot. Gap. (Assume that access to something can be considered ongoing and that the character has no standard action – surprise round, nausea, or just used.) In this situation, your turn ends without Extreme Leap while in the air , across the gap 10 feet from the edge – ie where their 30 feet. Movement speed ran out. That is embarrassing. Someone who is capable of "extreme jumps" may need an increase in movement speed so that they can actually perform them. And that's exactly what Extreme Leap does.

It is still very cumbersome – the movement boost applies even if you land and move on the other side of your jump. This could have been a balanced decision – not wanting to force players to make uncomfortable decisions to trigger their bonus, to make sure the bonus is used enough to pay off – but it doesn't feel good. The fact that Extreme Leap doesn't really help you jump further. at best, it helps the jumps you've already made in one lap.

However, all of this suggests that despite possibly intuitive assumptions, one is not the best way to govern things. Instead, I would probably do both and b here. Well, the wording of the "A effect" should be to cut the DC by 10 or give you a bonus of +10, but the same idea is important. And maybe that bonus for a skill truck seems high – maybe that's proof that they didn't do the intuitive thing on purpose, and that's why – but frankly, investing in Jump is just a bad thing for most characters Choice, as the flight is mandatory from 10th level at the latest. So I wouldn't worry, even if it were wizards.

dnd 3.5e – What changes when an alienist becomes an outsider?

When a character becomes a 10th level alienist (Prestige class), the following change occurs (emphasis from me):

Alien Transcendence (Su): A 10th level alien because of the long
Association with extraterrestrial beings and intensive study of crazy secrets,
transcends its mortal form and becomes a strange creature. Your type
changes to the outsider
. She also gets damage reduction 10 / magic
and resistance to acid 10 and electricity 10. When reaching alien
Transcendence, an alienist usually undergoes a slight physical change
Growing a small tentacle or other strange feature, such as B. an additional
Appendix, organ, eye or enigmatic lump. An alienist can hide this
Anomaly in a robe or hood, but the foreign growth is not below that
Alien is in control and sometimes moves, twitches, opens, or otherwise
animated by itself. This results in a penalty of -4 for disguise
checks if an alienist hides her true nature. Who shares
an alienist's preference to study the distant realms immediately
recognizes their transcendent nature and gains a +2 circumstance
Bonus on all Charisma based skill checks and skill checks if
Interaction with such beings. She gets a bonus of +2 on
Controls of intimidation with other creatures to which she reveals
their abnormal nature.

So the character becomes an outsider. d20srd describes outsiders as such:


An outsider has the following characteristics.

  • 8-sided dice.
  • Basic attack bonus equal to the total number of hit cubes (as a fighter).
  • Good steadfastness, reflex and will save.
  • Skill points equal (8 + Int modifier, at least 1) per hit die, with four times skill points for the first hit die.


An outsider has the following characteristics (unless otherwise stated in)
Entry of a creature).

  • Darkvision up to 60 feet.
  • In contrast to most other living things, an outsider does not have a double nature – his soul and his body form a unity. If there is an outsider
    killed, no soul is released. Spells that restore their souls
    Bodies such as raising the dead, reincarnation and resurrection do not work
    to an outsider. It has another magical effect, such as B. limited
    Desire, wish, miracle, or true resurrection to bring it back to life. A
    Outsiders with the native subtype can be brought up, reborn or
    resurrected as other living things can be.
  • Mastered all simple and warlike weapons as well as all weapons mentioned in his entry.
  • Mastered any type of armor (light, medium, or heavy) that is described as load-bearing, as well as all lighter types. outsider
    not specified as armor are unable to control armor.
    Outsiders control shields if they control them
    Form of armor.
  • Outsiders breathe but do not have to eat or sleep (although they can do so if they wish). Local outsiders breathe, eat and sleep.

For one thing, I would rather believe that the character is a indigenous Outsider at this point because it not only has ancestors in the material plane, it was born on it. I'm right?

What use is the alienist more important if he becomes an outsider? Here are some that you could possibly win:

  • More HP. If so, are all hit cubes from previous character levels that were newly rolled as d8, or only from this level?
  • The same basic attack bonus as that of the fighter, along with the additional attacks associated with it. If so, that's for Overall character levels or only from this level?
  • Improved rescue throws (if so, by how much?)
  • More skill points (8 + int instead of 2 + int). If so, Does the character get skill points from previous levels? or is it from that level?
  • Darkvision (60 feet / 12 fields)
  • It is impossible to revive when not in use true resurrection, wish or wonder if not a native outsider (see above)
  • Mastery of all simple and warlike weapons
  • No need to eat or sleep if not a native outsider (see above)

dnd 3.5e – Do you get the additional attack from a haste spell that you cast on yourself with a duration of 1 round?

A rogue PC in my campaign just picked up the Trapsmith Prestige class and got spells this way. He chose Hurry as one of his first spells. Now I wonder: His current magic level is 1. If he hurries, how long does it take? Just the round in which he casts the spell? Then he would only benefit from increased speed (+30 feet or double, whichever is lower), and would dodge reflex and AC until his next move. Or could he transfer the advantage to the next round by first performing his move action and then casting the spell with the standard action?

dnd 3.5e – Does the snow chant move with me once it has worked?

Were the Snow chant If the spell effect moves with the caster, the spell will likely have header entries like the Sor / Wiz 6th-level spell anti-magic field (conj) (PH 200) and be an emanation instead: "An emanation spell works like a burst spell, only the effect continues to radiate from the point of origin for the duration of the spell" (PH 175). The Snow chant Magic effects Not an emanation and has no special rules that state otherwise, so its effect stays where it was placed, as with most other non-emanation effects that specify nothing else.

In other words, the 6th level bard spell Snow chant (evoc) (Frostburn 105) creates an immovable area. Although the area of ​​the spell is measured by the caster, as in the similar Sor / Wiz of the first level dark fog (conj) (Player manual 258) and the extremely similar bard magic of the 6th level Lament (evoc) (Magic Compendium 65) who Snow chant The magic effect is stationary.

Just to be clear who Snow chant The description of the spell begins with the following:

When you cast the spell, you have to determine all Creatures in the area as allies or enemies. (Fr. 105)

And it ends with:

These benefits remain as long as the spell lasts and the target stays in the area of ​​the spell. If a creature Leaving the area of ​​the spell, all effects for that creature end until it returns to Snow chantArea. (ibid.)

(Emphasizes mine.) Needless to say, wizards usually call themselves allies and tend to stay in this area. (Its immobility is also likely why this guide lists those Snow chant Spell as just an average spell choice for the typical bard.)

Note: During the fog The description of the spell says that its effect is "stationary after being created". This reader assumes that this reminder is due to the spell's status as a first level spell and that it is resolved right there so that players who are new to the spell do not need to look up these rules. Because of his offer Entering a DM can rule that a caster can affect spells like dark fog and Snow chant with the Complete Arcane feat Persistent Spell (81) (see here, for example; in such cases, the effects would remain exactly where they were for 24 hours, immobile.

dnd 3.5e – What does Ruathar do in terms of optimization?

It is for nothing. The bar is just low.

If you improve cleric levels, you will get almost nothing for most domains. Spin the undead is rarely used to spin the undead. If you have prestige classes, your cleric level is probably too low for that purpose to matter. In order to something that promotes the magic of the clerics and doing something else is better than clerical level.

Ruathar improves the cleric levels and literally costs nothing to enter them, apart from the special requirement that (for the purposes of level 20 character building) can be written in a backstory (and frankly quite likely occurs) most At some point high-level characters anyway, elf communities are widespread and great services are adventurers. " Reason for being). What Ruathar actually does is next to the point – there are 4+ Int skill points alone, which could be reason enough to take it over the cleric.

All other alternatives cost something, usually one or more achievements, to qualify, or they won't be able to advance the magic of the clerics. That makes Ruathar superior to everyone.

forgotten areas – is there a 3.5e book that describes Baldur & # 39; s Gate around 1380?

I play in a game that played in Baldur & # 39; s Gate in 1380 and I try to understand the geography of the city and its districts at that time (1372 is also good).

What books have a map or description of the neighborhoods at that time?

I can only find D & D 2e material (Volo's Guide to the Sword Coast) and D & D 5e material (Murder in Baldur's gate and Baldur & # 39; s Gate: Descent into Avernus), both mentioned in this question.

I am mainly interested in finding out when the lower town is no longer called Heapside and when Bloomridge and other districts were born and when Twin Song was founded. However, if the 3.5e material doesn't speak about these things, I'll ask new questions (or ask Ed Greenwood).