| Ref | Ouvrage | Question | | Reponse |
---|
330. | DR117 | 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. |
331. | DR117 | 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 cavaliers 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. |
332. | DR117 | 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 DMs discretion. |
333. | DR117 | 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
characters 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. |
334. | DR117 | 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. |
335. | DR117 | 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. |
336. | DR117 | 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. |
337. | DR117 | 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 spheres
diameter does not exceed the area of
effect of the dispel magic. |
338. | DR118 | 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! Youre 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 characters 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
dont 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! |
339. | DR118 | 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. |