Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: Nuovo aggiornamento FAQ ufficiali

http://www.wizards.com/default.asp?x=dnd/er/20030221a
--
Bye.
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Giuseppe A. e-mail: 
gambi...@libero.it
Milano - Italy - IHGGER #7 - IHGGDER #33
Membro n° 7 della gilda anti-halfling!
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http://www.wizards.com/default.asp?x=dnd/er/20030221a
chi riassume le aggiunte per quei poveretti (me) che non hanno troppo tempo?
Roy


Sono segnate in Rosso ci metti 10 secondi!
e.

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e a scaricarlo? ;)
Roy

 ha scritto nel > e a
scaricarlo? ;)
Ah, capito, volevi proprio le differenze fra le FAQ...
ciao
ellerix

 chi riassume le aggiunte per quei poveretti (me) che non hanno troppo
tempo?
Main FAQ:
D: Some of my friends and I have been arguing about the
character reroll rule from the Character Creation Basics
section at the beginning of the Player's Handbook. Some of
us say you can reroll your character only if your ability
modifiers total 0 or less and your highest ability score is 13
or lower. (That is, you must meet both conditions before
you can reroll). Others say you can reroll if you meet either
condition. For example, which of the following characters
would be playable?
12 (+1) 14 (+2)
10 (+0) 9 (-1)
10 (+0) 9 (-1)
10 (+0) 9 (-1)
10 (+0) 9 (-1)
10 (+0) 9 (-1)
R: Both sets of example abilities meet one condition or the
other. The first example has a high ability score of 13 or lower.
The second example has ability modifiers that total -3. Both
sets of ability scores allow rerolls.
The rule on page 4 of the Player's Handbook says you may
reroll your character if your total modifiers (before racial
adjustments) are 0 or less or if your highest score is 13 or
lower. That means you reroll if you meet either condition.
D: Suppose my 1st-level rogue gains enough experience to
become a 2nd-level character and decides to add a wizard
level. Does my rogue get a spellbook? Does my rogue get all
the other equipment in a wizard starting package?
R: The initial spellbook a wizard gets at 1st level is free, just as
the two spells the wizard can add to the spellbook at each
wizard level thereafter are free.
In general, however, you get starting cash or starting
equipment only when you're a 1st-level character, so the
example character gets no other extra equipment for becoming
a 1st-level wizard.
D: The description of the barbarian's uncanny dodge class
feature says a barbarian retains his Dexterity bonus unless
immobilized or held motionless due to magic. I understand
this includes avoiding being caught flat-footed and sneak
attacked unless the attacker has the barbarian flanked.
What about other combat conditions that deny a character
his Dexterity bonus, such as climbing, grappling, and the
like?
R: The uncanny dodge ability is a function of the senses. It
allows a character to retain his Dexterity bonus when others
cannot because they don't have sufficient sensory information
to do so, such as when one is surprised or facing an unseen foe.
If the character is actually rendered immobile (or nearly
immobile) by some physical or magical effect, uncanny dodge
doesn't help. If you're a barbarian hanging by your fingers and
toes on a rock face, your feral senses don't improve your
mobility. You can't use your Dexterity bonus, and you're
subject to sneak attack. Grappling is a similar situation-if
you're in another creature's grasp (or if you're gasping another
creature), you lose your Dexterity bonus despite any uncanny
dodge ability you might have.
Creatures with the improved grab special attack can retain
their Dexterity bonuses while grappling by taking a -20 penalty
on any grapple checks they make. There's no reason why a
character couldn't take that penalty and also retain his
Dexterity bonus while grappling.
D: What is the difference between a Knowledge check and a
bardic knowledge check? When a bard uses his bardic
knowledge ability, does he use the DCs listed in the
Knowledge skill? If not, how do you determine the DC for a
bardic knowledge check? When he uses a Knowledge skill,
does a bard add his level to the roll as he does for a bardic
knowledge check?
R: To put it simply, bardic knowledge is a feature of the bard
class and as such it is available only to characters with one or
more bard levels. The various Knowledge skills are simply
skills, and as such they are available to anyone who spends
skill points to get ranks in them.
The bardic knowledge class feature and the various
Knowledge skills also represent knowledge gained in different
ways. The class feature reflects a bard's ability to pick up
tidbits of information on almost any topic, just by virtue of
being a bard and doing the things that bards do. Knowledge
skills reflect the deliberate study of specific topics.
When a bard character uses his bardic knowledge class
feature, you determine the DC according to the table on page
29 in the Player's Handbook. A quick reading of the table
should make it clear that the basic factor in determining the DC
for the check is how many other people know the information
the bard seeks. The more people who know the information the
bard seeks, the more likely the bard has picked up that
information serendipitously.
When any character, including a bard, uses a Knowledge
skill, the factor that determines the DC is how easy or hard the
question is. The more general and simple the question, the
lower the DC. The more precise or exacting the question, the
higher the DC.
In many cases, the DC for a bardic knowledge check or for a
Knowledge check will be very similar, because not many
people know the answers to really tough questions. On the
other hand, some questions might be very difficult for a bard
using bardic knowledge, but absurdly easy for anyone with the
correct Knowledge skill. For example, a bard and a cleric with
the Knowledge (religion) skill recover an idol from a ruin near
a large city. Both characters might have a fairly easy time
identifying the deity the statue depicts, but for different
reasons. Let's say that idols just like the one the characters
have found are fairly commonplace, and that the idol also
depicts a deity who was once fairly popular, but was killed in a
very famous, heroic fight with the biggest, nastiest evil deity in
the land. Because many people have seen idols like the one the
bard and cleric have found, and because many people are
familiar with the story of the deity's heroic death, the bardic
knowledge DC will be pretty low, say DC 10. The cleric
likewise would have an easy time (DC 10), not only because
the deity is well known but because the deity once played an
important role in divine affairs.
Now suppose the idol was found in some remote crypt far
from civilization. The deity it depicts died in almost complete
obscurity and has now all but passed from living memory and
is known only to religious scholars. In this case, the DC for a
bardic knowledge check would be fairly high, say DC 25 or
even DC 30. On the other hand, the cleric with the Knowledge
(religion) skill is a religious scholar and has a much easier time
naming the deity, say DC 15 for the Knowledge (religion)
check.
It's probably true that any task with a low bardic knowledge
DC also will have a low DC for the appropriate Knowledge
skill (because scholars tend to know at least as much as
common folk know), but tasks with high bardic knowledge
DCs might not be so difficult for people with the right
Knowledge skills. In contemporary society, a bard probably
would have no difficulty identifying a photograph of a famous
actor or politician (such as Chris Rock or Bill Clinton). A bard
might have a much harder time identifying a "famous" game
columnist (Skip Williams, for example), which would not be
such a tough task for anyone familiar with roleplaying games.
In any case, having the bardic knowledge class feature does
not help a character make Knowledge skill checks, and vice
versa. A character who has both, however, can make checks
against both (which is more useful than it sounds because you
can't retry either check if you fail).
D: I am unable to come to a succinct understanding of how
often a rogue should be able to make sneak attacks in
certain conditions. For example, take a rogue who is armed
with a bow and who also has darkvision. Suppose this rogue
preys on creatures that can't see in the dark. The first
round of combat is clear: As long as the target hasn't heard
the rogue's approach, the target is flat-footed and subject to
sneak attack damage from a ranged weapon (provided the
rogue is within 30 feet, of course). The following rounds
don't seem as clear. If the rogue is still out of vision range,
can the rogue continue to make sneak attacks? What
happens if the foes light up a torch? Can the rogue just step
back into darkness and keep making sneak attacks? My
gaming group is ready to decide that an attacker in
complete darkness is effectively invisible to the defender,
rendering him flat-footed and subject to sneak attacks. Is
that a good idea?
R: If your foe can't see you, that foe loses his Dexterity bonus
against your attacks and you can sneak attack the foe if you
have the sneak attack class feature and you meet all the other
requirements for a sneak attack. Being unseen due to darkness
is just like being invisible.
It's worth noting that the rogue in your first example could
make a sneak attack even if her foes heard her coming.
Knowing that you're nearby or even knowing your
approximate location (as might happen when the foe makes a
successful Listen check or uses a special quality such as scent)
doesn't make the foe any more able to defend himself. The foe
must be able to observe your actions to use his Dexterity bonus
to deny you a sneak attack.
There are a few ways creatures can avoid sneak attacks from
unseen foes. For example, the blindsight special quality allows
creatures to "see" the unseen, and the uncanny dodge class
feature allows characters to retain their Dexterity bonuses
against foes they cannot see.
D: Is the assassin's death attack considered a death effect
for purposes of a raise dead spell? That is, can an
assassination victim be raised, or must a resurrection spell
be used?
R: Only attacks with the death descriptor (see page 152 in the
Player's Handbook) interfere with the raise dead spell. The
assassin's death attack does not have the death descriptor.
It's possible for a special attack to have a descriptor that is
not specifically mentioned in its description. For example, the
beholder's finger of death eye ray does have the death
descriptor because it duplicates the effects of a finger of death
spell, which has the death descriptor.
D: The description of the lore class feature for the
loremaster prestige class says loremasters gather
knowledge just as bards do and can make knowledge
checks as bards can. The text goes on to say the loremaster
adds her level and her Intelligence modifier to the
knowledge check. Does this mean that a loremaster adds
her loremaster level to Knowledge skill checks?
R: No, a loremaster adds her loremaster levels just to loremaster
knowledge checks, which work just like bardic knowledge
checks.
EPIC FAQ:
D: The chart on page 59 in the Epic Level Handbook shows
the bonus spell from the Improved Spell Capacity feat
and the bonus spell for the high ability score. Am I right?
R: Right. If you've used Improved Spell Capacity to gain a
spell slot of any level of 10 or higher, Table 1-35: Expanded
Ability Modifiers and Bonus Spells in the Epic Level
Handbook shows the correct number of spells and bonus
spells for you. For example, if you're a wizard with an
Intelligence score of 44 and you've gained a 10th-level spell
slot through the Improved Spell Capacity feat, you get three
10th-level spells a day: one from the feat and two bonus
spells from your Intelligence score.
D: If you're a specialist wizard, do you get a bonus spell
for each spell level you gain from the Improved Spell
Capacity feat?
R: Yes, when you're a specialist wizard and you get access to
spells of a new spell level, you also get a bonus spell (of your
specialty school) for that spell level.
ORIENTAL FAQ:
D: The material for the tattooed monk prestige class in
Oriental Adventures includes descriptions of several
tattoos the character can choose. Many of these
descriptions say something like: "Once per day per tattoo
he possesses, the tattooed monk . . ." What is "per tattoo
he possesses" supposed to mean? Do you count up all the
tattoos the monk has? Does the monk have to choose the
same tattoo more than once to get extra uses of that tattoo
each day? For example, let's say a character has three
levels of tattooed monk, and therefore two tattoos. One is
the bamboo tattoo and one is the bat tattoo. Can the
tattooed monk gain an enhancement bonus to his
Constitution score (from the bamboo tattoo) once or twice
a day? Does this also hold true when the descriptions talk
about adding the number of tattoos? For example, how
big can the character's enhancement bonus to his
Constitution be?
R: The phrases "once per day per tattoo he possesses" and
"add the number of tattoos" both refer to the number of
tattoos the character has gained as a tattooed monk. The
example character can boost his Constitution score by 2
points twice a day (because the character has two tattoos,
including the bamboo tattoo). The character also can boost
his Dexterity score by 2 points twice a day (courtesy of his
bat tattoo).
Sword and Fist FAQ:
D: I play a devoted defender character from Sword and Fist.
I was wondering when the Armor Class (AC) bonus
affects my character. The AC bonus footnote implies that
the bonus applies only when my character is defending
his charge from an attack, but the AC bonus class feature
section implies my character gets the bonus at all times. If
my character gets it only when defending his charge, does
this mean that it applies only for harm's way? Or can my
character be, say, 20 feet away from his charge and still
give and get the AC bonus? My character uses both
ranged and reach weapons.
R: A devoted defender gets a dodge bonus to Armor Class
when actively defending her charge from attack (see Table 2-
2: The Devoted Defender in Sword and Fist). The DM is free
to define "actively defending her charge from attack," but the
general intention is whenever the devoted defender is within
5 feet of her charge. There are conditions when the character
will be denied a dodge bonus despite sticking with her charge
(see page 119 in the Player's Handbook). A devoted defender
never gives her charge an Armor Class bonus, although the
devoted defender's harm's way and deflect attack abilities
can keep attacks from hitting her charge.
Tome and Blood FAQ:
D: The description for the arcane trickster's (a prestige
class from Tome and Blood) impromptu sneak attack
ability says that one attack roll can be declared a sneak
attack. Does this mean if one has, say, three attacks, the
impromptu sneak attack is a full-round attack for a single
sneak attack roll? Or do the other attack rolls get
included (as normal attacks) in the same round as the
impromptu sneak attack roll?
R: You use the impromptu sneak attack ability as part of the
attack action or full attack action. If you use the impromptu
sneak attack with the full attack action, and you're entitled to
more than one attack during that turn, you still get all of your
attacks, but only one of those attacks (your choice) can be a
sneak attack.
Other class features that can be used along with an attack
once each turn also work this way. For example, a 12th-level
monk can make three unarmed attacks with the full attack
action. If the monk also uses her stunning attack ability, she
still makes three unarmed attacks, but only one can be a
stunning attack.
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