Sage Advice Collection

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 330DR117 Dragon #117 Page 188 of the Players Handbook clearly states that “the bard gains druidic powers as a druid of the same level, with the exception of druidic spells. . . .” What about the new druidic hierophant powers described in Unearthed Arcana? As the bard class stands now, bards would get poison immunity, longevity, health, and shape-shifting at 16th level. At higher levels they would gain the ability to travel planes and summon elementals. This does not seem to go along with the spirit of the rules, since it takes less experience points for a bard to progress from 15th to 16th level than it does for a druid.  Bards are not druids; therefore, they are not eligible for the hierophant disciplines. Remember, a character can only progress to Hierophant from the position of Grand Druid, which is not a station that should be open to bards, or to any character except a full druid. Therefore, bards may never gain hierophant powers. 
 331DR117 Dragon #117 Can a cavalier use a crossbow?  In general, cavaliers shun the use of missile weapons, with the exception of elven and half-elven cavaliers who often use short composite bows. Cavaliers tend to see missile weapons as ignoble because they deal out damage at a distance, which calls the cavalier’s personal bravery into question. This does not mean that a cavalier cannot take proficiency in crossbow at higher levels, but the character risks losing status in the knightly community for doing so, depending upon the circumstances and whether or not the character is dependent upon the undesirable weapon. Historically, the crossbow was sometimes used by normal soldiers, so it would probably offend the cavalier, who is supposed to be superior. 
 332DR117 Dragon #117 In the description of elfin chain mail, it is described as being so light and fine that it can be worn under clothing without anyone noticing that it is there. If it is that light and fine, why would it hinder some thieving abilities?  Elfin chain mail is not as light as normal clothing, so nonencumbrance bonuses do not apply for thieving skills while it is worn. Also, it is not silent, so a thief cannot effectively move silently while wearing it. The same applies to backstabbing, which depends upon surprise. Other abilities which do not depend upon silence may be performed normally while in elfin chain mail at the DM’s discretion. 
 333DR117 Dragon #117 Concerning disarming, Unearthed Arcana says that if a successful hit is made, the defender must make a saving throw vs. petrification or lose the weapon. What determines the armor class of the weapon? Obviously dexterity bonuses could be a factor, but what use would physical armor be?  The attacker must make a successful “to hit” roll vs. the character holding the weapon, not vs. the weapon itself. The character’s armor and dexterity bonuses are applied normally. The weapon itself is not being hit per se, and no armor class need be specified for it. This is an extension of the fact that the AD&D® game does not use hit location; instead, generic hits vs. the opponent and saving throws are used to determine results. 
 334DR117 Dragon #117 If a fighter wearing a hat of difference chose to be a magic-user and memorized spells, would he lose any spells carried if he removed the hat to engage in combat?  Yes. Once the hat is removed, the wearer ceases to be anything except his normal profession. The character remembers none of the functions of the assumed class. When the hat is put back on, the character must memorize spells all over again, subject to the normal restrictions on rest and daily spell loads. 
 335DR117 Dragon #117 Does the hat of difference also give the wearer the power to become more than one class? For example, suppose a fighter puts on the hat and becomes a magic-user. He runs out of spells, then comes to a wall and becomes a thief to climb it. He escapes, only to find that he is in front of a pit, so and becomes a barbarian to jump it. Is there no limit on the number of uses?  Assuming that the character meets the requirements of all those classes, the usage you describe is perfectly correct. There is no limit to the number of times a character can change class. Experience is accumulated in each of the classes for activities performed while using the hat, so bookkeeping can become a bit of a chore for a character with several “personas. ” Remember that all restrictions for each class apply normally, so your fighter must have the time to memorize spells from a spell book carried with him in order to make proper use of a spellcaster persona. Therefore, setting up the adventure to use the spellcasting persona first is a good plan, unless the character also has a magic item that only mages can use. 
 336DR117 Dragon #117 Unearthed Arcana states that gray elves are to receive an addition to their initially generated intelligence scores. Should they also receive the addition to dexterity and the subtraction to constitution that normally apply to elves, as per the Players Handbook? Does this apply to all the elven sub-races?  Yes, the ability score adjustments for each race given in the Players Handbook also apply to all the new sub-races introduced in Unearthed Arcana. This also goes for sub-races of dwarves, elves, and gnomes. Any new adjustments given in Unearthed Arcana are specific only for the case noted. 
 337DR117 Dragon #117 Can a monster or NPC trapped within an Otiluke's resilient sphere or an Otiluke's telekinetic sphere cast any spells? If so, can a dispel magic cast from inside the sphere bring down the spell?  Yes, spellcasting is possible while inside the sphere. Though the spell effect will not penetrate the sphere, the effect will take place normally inside it. Therefore, dispel magic cast from inside a sphere will destroy it, assuming that the sphere’s diameter does not exceed the area of effect of the dispel magic. 
 338DR118 Dragon #118 Say, what's up with the DSG proficiencies system? The modifiers for increased skill seem to penalize rather than reward, and the conditions for doing a great job seem to be exactly wrong. What gives?  OK, OK, OK, already! You’re right — there is something wrong with the DSG nonweapon proficiency system. Our thanks to all the players and DMs who wrote (more or less politely) and informed us of this fact. The original system was changed during the final playtesting period that took place while the book was being edited. We went through the manuscript and thought we had caught all the places where the text needed to be changed. We missed a couple of simple ones, and this caused a tremendous problem in the system. The solution is simple. The column on Tables 11 and 13 (pages 25 and 26, respectively) that reads “Die Roll Modifier” should read “Ability Modifier.” Also, every place you see “die roll modifier” in the Proficiencies section, change it to “ability modifier.” This is what was originally intended, so that adding proficiency slots improves your character’s skills. Notice that the proficiencies with negative modifiers are the most difficult to master in this corrected system. The second change that needs to be made involves the discussions of Proficiency Checks that grant extraordinarily good or bad results (these unusual results come from the Proficiency Check roll itself, not from a separate roll to determine extraordinary success or failure). The numbers mentioned in those passages should be reversed (i.e., change “1” to “20,” “20” to “1,” “3 or less” to “18 or greater: etc.). For example, at the top of page 26, it says that a roll of 20 increases the range of the bow or arrow by + 2”. This should say that a roll of 1 grants this increase, Similar passages also exist in the weaponsmith and direction-sense proficiencies. And don’t forget to change the paragraph on page 23 (right above the “Construction Time” heading) to say that a check of 18 or greater is a failure! 
 339DR118 Dragon #118 Does the blind-fighting proficiency aid a character when fighting invisible creatures?  Yes, indeed. The blind-fighting proficiency ’s bonuses (only-2 to attack, damage, and saving rolls, no AC penalty, and retention of special abilities) apply in any situation in which a character cannot see his opponent. This includes darkness, blindness, and all magical effects that render the opponent unable to be seen. 
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