Ronald Vagoc's page

9 posts. No reviews. No lists. No wishlists.




Hey guys a very simple question regarding D&D 3.5.

Druids have wild shape and the +3 Wild bonus on armors that allow them to still count their armor bonus to AC while wildshaped.
It's a pretty awesome way and it will easily help you get your AC rise to around 40 or even higher.

Now the question is:

Does the Wild bonus on armor allow you to add the armor bonus to AC when you use Shapechange lvl 9 Druid spell which is based on Polymorph?

"Wild:

The wearer of a suit of armor or a shield with this ability
preserves his armor bonus (and any enhancement bonus) while in
a wild shape. Armor and shields with this ability usually appear to
be made covered in leaf patterns. While the wearer is in a wild
shape, the armor cannot be seen.
Moderate transmutation; CL 9th; Craft Magic Arms and
Armor, baleful polymorph; Price +3 bonus."

I am not at all sure about this one. The description from wild only mentions wild shape and nothing else. However both wild shape and Shapechange are based on the same rules derived from polymorph and alter self. So the abilities are quite alike.

Right now, I personally think that the wild bonus only works with wildshape and not with spells like polymorph or Shapechange. This distinction would make sense. But I am not 100% sure, Does anyone have any thoughts on the subject?


Hello everyone,

I was thinking that if two wizards where to be in battle and wizard1 would cast blink on himself and the other wizard2 would then cast telekinesis and succesfully grapple wizard1:

question: does blink allow him to just escape since it causes him to turn etheral and therefore losing the grapple? Would the spell greater blink allow him to escape if he had casted that instead of blink?

Thanks in advance,

Ronald


Hello there,

I came up with the idea to play a character, I was thinking rogue, using a whip as main weapon (for D&D 3.5). The idea of a whip I think is very awesome for a rogue if its works a bit but I am unclear about its game mechanics.

I believe the weapon works a bit like this:

The normal standard whip only deals a little non-lethal damage, and possibly even no damage at all if the target has body armor or natural armor.

1st question: What does this mean for the functioning of rogue's sneak-attack ability?

2nd question: A magic +1 whip does 1 extra magic magic damage, is this also automaticly turned into the non-lethal damage that possibly deals no effective damage when there is natural or body armor involved?

3th question: And what if you have a +1 flaming whip that also deals an extra magic 1d6 fire damage?

4th question: what are the effects of magic whips when it comes to the rogues sneak attack?

I hope you can help me out

Thanks in advance

Ronald

*I know there are many variations of modified whips made out there, I would like to keep this discussion focussed on the normal PHB version of the exotic whip however.


Hey guys, I am playing a wizard for the first time in D&D version 3.5. I am surprised by the many spells I can learn to prepare and came up with a rather effective idea for a combo. It involves telekinisis (violent thrust version)used with 15 spell storing daggers storing the lvl 3 vampiric touch spell in combination with the usage of spells that buff my attack rolls (like heroism).

My question is does this work? does telekinisis make these daggers strike and activate the stored vamp touch spells if I hit the opponents AC?
Is it really true that in that case I can deal 15d4 (daggers) and 150d6 (vamp spell) damage to my enemy and steal 150d6 life in just one standard action this way practily making my character close to unbeatable just by (ab)using the core books?

If it works it is quite a handy trick, but wont I upset my DM and make all my fellow players feel totally useless and bored when it comes to dealing damage?

Any thoughts on this idea?