Sage Advice Collection

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 71DR129 Dragon #129 What is the highest level a character can attain?  All human classes are limited to 36th level. The demi-human limits are: Dwarf 12, Elf 10, and Halfling 8. Demi-humans can gain extra skills after they have reached maximum level. The D&D Expert, Companion, and Masters Sets cover the higher levels of play. 
 72DR121 Dragon #121 Oriental Adventures : Which attack table do monks use? The book says that they use the thief table, but I remember reading somewhere that they use the cleric table.  All monks attack as clerics. 
 73DR129 Dragon #129 Which monsters have infravision?  All monsters, except normal animals and creatures who don’t have eyes (such as green slime), have infravision. Note that eyeless creatures have ways other than sight to detect prey and enemies, and they function equally well in light or darkness. 
 74DR119 Dragon #119 D&D® Immortals Set: Where are the Immortals’ home planes in relation to the D&D game world?  All of the Immortals’ home planes are located across the Astral Plane among all of the other Outer Planes. 
 75DR121 Dragon #121 Oriental Adventures : When a samurai is granted a fief, or when any character’s family owns land, how do you determine what the property’s resources are and how many peasants live on it?  All of these details are up to the DM. Common sense and what resources are available in your campaign should govern this decision. Pages 31-36 of Oriental Adventures give basic information that will help you make decisions about family resources. The population and productivity of an area have to be determined by the DM. The Dungeoneer’s Survival Guide, Wilderness Survival Guide, and DMG provide some information. Page 34 of Oriental Adventures also has some information, and the WORLD OF GREYHAWK™ Fantasy Setting should provide some useful examples.  
 76DR121 Dragon #121 Oriental Adventures : Do ninja have to pay any training costs to their clans?  All Oriental classes pay training costs (see the DMG, page 86). Ninja pay training costs to their clans. 
 77DR119 Dragon #119 D&D® Masters Set: Can clerics use the various shield weapons?  All shield weapons are edged weapons — and thus unusable by clerics. 
 78DR042 Dragon #42 Are there limitations on the usage of such items as an Amulet of the Planes? If not, the character can merely speak a command word and blink out to his own alignment plane any time, right?  Amulets are powerful, arcane devices that are designed to be used over and over again. Because of their great power, there should not be many of them running around (one to a universal plane is enough). The action of running to another plane for safety is risky, when you consider that the other planes are populated by powerful beings who resent intrusion! 
 79DR064 Dragon #64 How can the level of spell use be determined for a paladin or a ranger? Is a ranger required to carry a spell book? Do druids, bards, paladins, or rangers gain bonus spells for high wisdom?  An 8th-level ranger or a 9th-level paladin begins using spells as a caster of the 1st experience level in the appropriate class. When a ranger reaches 9th level, he or she will operate for spell-casting purposes as a 1st-level magic-user or a 2nd-level druid, depending on which category of magic is employed. The “level of casting” for paladins and rangers increases by one each time the character gains a new experience level, so that a 20th-level paladin would cast spells as a 12th-level cleric and a 17th-level ranger would have the spell-casting ability of a 10thlevel druid and a 9th-level magic-user. Is this fair? Sure — a whole lot more fair than the other obvious alternative, which would be to let a 9th-level paladin (for example) cast spells as a 9th-level cleric, by equating actual level with spell-casting level. This just doesn’t make sense, in terms of game balance or for so-called realistic reasons. The Players Handbook describes the spell ability of both rangers and paladins as “limited,” and the charts on pages 24 and 25 illustrate many of the ways in which that ability is so limited. One restriction not specifically mentioned is the one suggested above, “limiting” the effective level of a spell-casting paladin or ranger to the number of “spell-casting levels” the character has attained. This certainly follows the intent of the rules, and is logical and playable. Yes, a ranger needs a spell book to cast magic-user spells, and mistletoe to make effective use of his or her druid spell ability. And a paladin won’t get far as a caster of cleric spells without a holy symbol. The rules and regulations on how (and whether) spells are acquired and cast must be met for the spelt-caster, regardless of class, to make the magic work. The druid class should be allowed bonus spells for high wisdom, because it is a sub-class of cleric and thereby entitled to the bonus, the same way that the ranger and paladin can have exceptional strength since they are fighter sub-classes. But, bards should not be allowed bonus spells for high wisdom, first and foremost they are never truly members of that class. Second, nothing in the Players Handbook indicates that a bard was intended to get this bonus. Any bard needs a wisdom score of at least 15, so if the wisdom bonus were meant to be taken into account, every bard would start off with three druid spells — more than some 1st-level druids are capable of having. Because they’re not actually druids or clerics, rangers and paladins don’t get bonus spells for high wisdom. As with the bard, their wisdom requirements are so high that any paladin or ranger would automatically get bonus spells upon acquiring spell ability, making those characters much more magically powerful than they deserve to be. Paladins, rangers, and bards should be allowed to cast their spells with a 0% chance of failure, just as a cleric or druid of equally high wisdom would — but that should be the only way in which wisdom affects spell-casting for those three classes. The ranger’s intelligence does, however, have an effect on how many magic-user spells he or she can learn. High intelligence doesn’t give any direct benefit in the number of spells a character can use at one time; that ability, even for magic-users and illusionists, is tied to level of experience and not intelligence. Instead, intelligence is a measure of the character’s capacity to learn a certain spell and store a certain number of such spells for future reference. The rules state that a ranger “must check as to which spells he or she can learn, just as if he or she were a magic-user” (PH, page 25), and it follows that rangers would also abide by the minimums and maximums regarding how many spells can be learned. A 9th-level ranger with minimal (13) intelligence will have a 55% chance to know any particular 1st-level magic-user spell, and will be able to compile a repertoire of no fewer than six and no more than nine 1st-level spells — but the character can still only memorize (and later employ) one spell at a time.  
 80DR119 Dragon #119 D&D® Immortals Set: Can an Epic Hero have help on his quest?  An Epic Hero may lead a party on his quest, trial, or task (see Master DM’s Book, page 15). He must, however, be the unquestioned leader. 
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