Author Topic: Ask a Simple Question 21: Dunkadooballs!  (Read 161635 times)

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Shiki

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #400 on: January 04, 2011, 11:50:31 PM »

Gentlemen, please excuse my interruption here, but it is my belief that cowering is recognised as a stage of fear. I am quoting a single paragraph from the Rules Compendium here:




That is actually the first legitimate support I've seen for cowering as a fear state. Interesting, and it has the side effect I mentioned earlier of rendering Rebuke Undead arguably entirely ineffective.

It'd be freaking stupid for Rebuke Undead not to work as it says it does. I know there are traps in D&D, but those are usually not of this type. They are more like, say, the Toughness feat. Some abilities are exceptions to the rules sometimes. As an exemple of the top of my head, there's the Chakra Binds thing from Incarnum; the Double Chakra feat explicitly 'break' the rule about how Chakra Binds normally works. That's my take on it anyway.
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snakeman830

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #401 on: January 04, 2011, 11:58:20 PM »
That and Rebuked Undead are treated as Cowering: they aren't actually, they just suffer identical penalties.
I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

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X-Codes

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #402 on: January 05, 2011, 12:02:15 AM »
That and Rebuked Undead are treated as Cowering: they aren't actually, they just suffer identical penalties.

I don't think we need to resort to that.  Seems to me that Rebuke Undead would be a specific overrides general kinda thing.  If we're treating all fear effects as mind-affecting, and Rebuke Undead applies a mind-affecting effect to undead, which are universally immune to mind-affecting effects, then I think the logical conclusion would be that Rebuke Undead would be a specific exception.

stranglebat

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #403 on: January 05, 2011, 12:19:57 AM »
Q124

Does Quick draw give you the ability to sheath a weapon as a free action as well as draw?

McPoyo

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #404 on: January 05, 2011, 12:21:16 AM »
Q124

Does Quick draw give you the ability to sheath a weapon as a free action as well as draw?
RAW, no. According to the FAQ, also no.
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LunaticsLament

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #405 on: January 05, 2011, 12:26:13 AM »
Q125  What is the easiest way to give a Dragonfire Adept UMD as a class skill?
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Shiki

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #406 on: January 05, 2011, 12:30:47 AM »
Q125  What is the easiest way to give a Dragonfire Adept UMD as a class skill?

It already has it...? ???
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Gilfanon

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #407 on: January 05, 2011, 12:32:23 AM »
Q124

Does Quick draw give you the ability to sheath a weapon as a free action as well as draw?

A124: It does not. If you are concerned about getting Iaijutsu damage to more than one strike, you can: wield a Gnomish Quickrazor; draw and drop weapons; or, if your DM is feeling mildly lenient, store and retrieve your weapon in Gloves of Storing between each attack.

LunaticsLament

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #408 on: January 05, 2011, 12:37:34 AM »
Q125  What is the easiest way to give a Dragonfire Adept UMD as a class skill?

It already has it...? ???

Bloody hell...  This is why I should not work on builds when aggravated by family.
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stranglebat

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #409 on: January 05, 2011, 12:55:43 AM »
How about drawing something other than weapons like metamagic rods or potions? (potions are alot like alchemist fire and im sure you could free action draw them)

The_Mad_Linguist

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #410 on: January 05, 2011, 12:56:35 AM »
How about drawing something other than weapons like metamagic rods or potions? (potions are alot like alchemist fire and im sure you could free action draw them)
Need a potion belt.  From FRCS, IIRC.  Stick six potions in it, each of them can be drawn as a free action.
1gp, I think.
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Jopustopin

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #411 on: January 05, 2011, 04:28:03 AM »
Q111: What exactly is the fluff on Dark Knowledge?  (For example Dark Knowledge: Foe) Is it spell like? Is it supernatural? Is it extraordinary?  If it's extraordinary do I have to somehow communicate this knowledge to my allies?

Any takers?

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #412 on: January 05, 2011, 04:38:45 AM »
Looks to me that it's a non-ability.  By itself, it really doesn't do anything.  Since you have it, though, you can do more stuff with your Knowledge skills.

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #413 on: January 05, 2011, 04:43:27 AM »
I'd say (ex) nonaction.
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Jopustopin

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #414 on: January 05, 2011, 05:02:03 AM »
The DM wants to know how I do this ability.  Do I communicate my knowledge to my allies (and thus it doesn't work in a zone of silence or if we do not share a language). 

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #415 on: January 05, 2011, 05:55:06 AM »
I feel that there is evidence that it's supernatural ability. 

Bardic music (the most similar thing to Dark Knowledge) is Supernatural.


If it's extraordinary it doesn't explain, in any fashion, how exactly one goes about granting this knowledge to my allies (in such a way that the knowledge fades in exactly 60 seconds).

betrayor

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #416 on: January 05, 2011, 06:00:35 AM »
Q126:Is there any way for a VoP Monk to gain flying?
The only thing that comes to mind is a PAO by your buddy wizard....

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #417 on: January 05, 2011, 06:08:55 AM »
I feel that there is evidence that it's supernatural ability. 

Bardic music (the most similar thing to Dark Knowledge) is Supernatural.


If it's extraordinary it doesn't explain, in any fashion, how exactly one goes about granting this knowledge to my allies (in such a way that the knowledge fades in exactly 60 seconds).

I always rule that the archivist in my group have to share the knowledge through more conventional means (speaking, hand-signals, morse code, and so on). Should he gain telepathy in some way, that would be accepted as well. He could choose to keep the knowledge to himself so that only he gains the bonus, as I would rule that the bard could just inspire a selected few by holding a great speech in a language only they understood or hum "Bluff, bluff, bluff, bluff the stupid ogre" to himself before trying to lie to said ogre.
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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #418 on: January 05, 2011, 06:25:06 AM »
Q123  Is there a list of spells which can be permanency'ed floating around somewhere?
A123
the permanency spell is a good start though only spells from the srd are listed there

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Re: Ask a Simple Question 21: Dunkadooballs!
« Reply #419 on: January 05, 2011, 06:58:23 AM »
I feel that there is evidence that it's supernatural ability. 

Bardic music (the most similar thing to Dark Knowledge) is Supernatural.


If it's extraordinary it doesn't explain, in any fashion, how exactly one goes about granting this knowledge to my allies (in such a way that the knowledge fades in exactly 60 seconds).

Bardic Music is not a supernatural ability, it's a collection of both Supernatural and Spell-Like abilities.  It's really not all that similar to Dark Knowledge at all, either, in terms of mechanics, fluff, or usage.  You may as well compare Dark Knowledge to a Barbarian Rage.

Also, just because the bonuses fade after 60 seconds doesn't mean that the knowledge does, nor does there have to be a precise, singular explanation for every little mechanics oddity.  You and your DM are overanalyzing the situation.  You make a knowledge check, people get bonuses.  That's all there is in the text, that's all there is in the rules.