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D&D
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Frequently Asked Questions
Last Updated 6/27/03
Table of Contents
About the FAQ..........................................................................................................................................................................................1
Character Races and Classes .....................................................................................................................................................................2
Skills ........................................................................................................................................................................................................15
Feats.........................................................................................................................................................................................................20
Equipment and Magic Items ....................................................................................................................................................................26
Combat and Initiative ..............................................................................................................................................................................36
Spells .......................................................................................................................................................................................................47
Miscellaneous ..........................................................................................................................................................................................64
About the FAQ
If you have a question about the D&D game rules, chances are that you’ll find them within this FAQ. There are several sections, as you
can tell by the Table of Contents that we’ve included in this PDF. Any new additions or major corrections in a version are provided in
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Character Races and Classes
The following questions deal with general character creation,
races, and classes and are divided by general character creation
(in total), race (in total), and class (by each class). Questions
about multiclass characters and prestige classes come at the end
of this section.
after spending points? The cost could work out differently
de pending on when those are applied. For example, if you
bought an ability score up to 16 and then took a racial
adjustment of +2, you would have a score of 18 and save 6
points over purchasing the 18 directly.
The order is indeed important. Buy ability scores first, then
adjust for race.
Some of my friends and I have been arguing about the
character reroll rule from the Character Creation Basics
section at the beginning of the
Player’s Handbook.
Some of
us say you can reroll your character only if your ability
modifiers total 0 or less and your highest ability score is 13
or lower. (That is, you must meet both conditions before
you can reroll). Others say you can reroll if you meet either
condition. For example, which of the following characters
would be playable?
General Classes
Some classes start off with proficiency in an exotic weapon,
and some of those weapons can be used as either martial or
exotic weapons. For example, the samurai from the
Oriental
Adventures
book is proficient with the katana. Does a
character using such a weapon start off with the martial or
exotic level of proficiency in such a weapon?
It ’s exotic, unless the class description specifically notes
otherwise. Note that the
Oriental Adventures
samurai is not
proficient with the katana specifically, just with simple and
martial weapons. A samurai needs Exotic Weapon Proficiency
(katana) to wield a katana in one hand.
12 (+1)
14 (+2)
10 (+0)
9 (–1)
10 (+0)
9 (–1)
10 (+0)
9 (–1)
10 (+0)
9 (–1)
10 (+0)
9 (–1)
Suppose my 1st-level rogue gains enough experience to
become a 2nd-level character and decides to add a wizard
level. Does my rogue get a spellbook? Does my rogue get all
the other equipment in a wizard starting package?
The initial spellbook a wizard gets at 1st level is free, just as
the two spells the wizard can add to the spellbook at each
wizard level thereafter are free.
In general, however, you get starting cash or starting
equipment only when you’re a 1st-level character, so the
example character gets no other extra equipment for becoming
a 1st-level wizard.
Both sets of example abilities meet one condition or the
other. The first example has a high ability score of 13 or lower.
The second example has ability modifiers that total –3. Both
sets of ability scores allow rerolls.
The rule on page 4 of the
Player’s Handbook
says you may
reroll your character if your total modifiers (before racial
adjustments) are 0 or less
or
if your highest score is 13 or
lower. That means you reroll if you meet either condition.
Races
Why do half-orcs take a net penalty of –2 to their initial
ability rolls?
You refer, I presume, to the half-orc’s racial ability
adjustments of +2 Strength, –2 Intelligence, and –2 Charis ma.
(Add up all those numbers and you do indeed get a net –2.) The
game’s designers decided that a +2 bonus to Strength scores
more than outweighs the –2 penalty to Intelligence and
Charisma, especially considering the half-orc’s 60-foot
darkvision and favored class of barbarian. The numbers don’t
always tell the whole story.
Barbarian
The rules say a barbarian must spend 2 skill points to gain
the ability to read and write any language he can speak. Is
this per language or once for all languages? What happens
if a barbarian becomes multiclass?
When the barbarian spends 2 skill points, he becomes literate
in every language he speaks and in any language he learns to
speak in the future.
Barbarians who become multiclass automatically become
literate in all languages that they currently speak and in any
future languages they learn.
I’ ve noticed that it is possible for some races to obtain a
Strength, Dexterity, or Constitution of 20, yet there are no
modifiers for that particular score. What would they be
respe ctively?
An ability score 20 or 21 has an ability modifier of +5 (see
Table 2–1). Note that in the current rules all ability scores use
the same chart for bonuses and penalties.
The
Player’s Handbook
says barbarians are the only
characters that do not automatically know how to read and
write. A barbarian must spend 2 skill points to gain the
ability to read and write any language he can speak. The
rules for multiclass characters say the character gets all
class features of all classes, but must also take the
consequences of all special restrictions of all classes, except
that a character who acquires the barbarian class does not
become illiterate. Does this mean that a barbarian who
picks up a second class automatically becomes literate? If
not, is literacy a class skill or a cross-class skill? If so, what
When using the optional rule in the
D
UNGEON
M
ASTER
’s
Guide
for buying character ability scores with points (for
example, the 25-point-buy method on page 19 of the
D
UNGEON
M
ASTER
’s Guide
), should you apply the
character’s racial modifiers to the ability scores before or
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happens if the barbarian has spent the 2 skill points on
literacy? In any case, how many languages can a literate
barbarian read and write?
A literate barbarian can read and write any languages he can
speak, just as any other literate character can. If a barbarian
becomes literate and later learns to speak more languages, the
barbarian can read and write those languages. This also is true
for any literate character.
If a barbarian adds a nonbarbarian class level, the barbarian
becomes literate. If the barbarian already has spent the 2 skill
points, there is no extra benefit, and the barbarian does not get
those 2 skill points back.
What about other combat conditions that deny a character
his Dexterity bonus, such as climbing, grappling, and the
like?
The uncanny dodge ability is a function of the senses. It
allows a character to retain his Dexterity bonus when others
cannot because they don’t have sufficient sensory information
to do so, such as when one is surprised or facing an unseen foe.
If the character is actually rendered im mobile (or nearly
immobile) by some physical or magical effect, uncanny dodge
doesn’t help. If you’re a barbarian hanging by your fingers and
toes on a rock face, your feral senses don’t improve your
mobility. You can’t use your Dexterity bonus, and you’re
subject to sneak attack. Grappling is a similar situation—if
you’re in another creature’s grasp (or if you’re gasping another
creature), you lose your Dexterity bonus despite any uncanny
dodge ability you might have.
Creatures with the improved grab special attack can retain
their Dexterity bonuses while grappling by taking a –20 penalty
on any grapple checks they make. There’s no reason why a
character couldn’t take that penalty and also retain his
Dexterity bonus while grappling.
When a barbarian is fatigued for the rest of the
encounter after raging, how long is that exactly?
In this case, an “ encounter” continues until the DM stops
tracking the encounter in combat rounds. That usually happens
when the last foe is defeated or escapes, or it lasts until the last
PC is defeated or forced to escape. A creature has escaped from
an encounter when its foes decide not to pursue it or until they
have no reasonable chance of catching the fleeing creature.
Bard
What, exactly, is a bard’s countersong effective against?
Will it work on effects that don’t allow saving throws? Will
it work against a thunderstone?
Countersong works on sonic magical effects—that is any
spell, supernatural ability, or spell-like effect that has the sonic
or language-dependent designator. But it does not work against
extraordinary abilities and nonmagical sound, such as a
thunderstone.
Since countersong allows you to use the bard’s Perform
check result as your saving throw result, it is not effective
against spells or effects that have no saving throw to begin
with.
If a barbarian became undead (by gaining the vampire
template, for example), how would you determine how long
his rage lasts? He no longer has a Constitution score. Could
an undead barbarian theoretically rage until all opponents
were defeated or someone takes him down? Or does his
rage simply last 3 rounds (base 3 + 0 for no Constitution
score)? Or do you assume that the undead barbarian has a
Constitution score of 4 (0 + 4 bonus from rage) and so
cannot rage at all, since the modifier for an ability score of
4 is –3? Does this Constitution “boost” have any other
effects on the undead barbarian? Does he actually lose hit
points?
An undead creature uses its Charisma modifier wherever its
Constitution modifier would normally apply (except Fortitude
saving throws, for which the creature must use its +0
Constitut ion modifier if it needs to make a Fortitude save at
all). Thus, the example barbarian rages for a number of rounds
equal to 3 + his Charisma modifier (but always for at least 1
round).
An undead creature has no Constitution score at all and
cannot gain one by receiving a bonus. Therefore, the +4
Constitution bonus from rage has no effect on this barbarian.
Do you need to hear a bard’s countersong to benefit from
it?
No, you have to be within 30 feet of the bard (the
countersong follows the rules for a spread) and be subjected to
an effect that the countersong can counter (see previous
question). Note that if you’re deafened, you probably aren’t
subject to anything the countersong can counter.
If a barbarian character is normally capable of using a
wand (perhaps because he has a level of cleric or some
other ability that allows the use of such items), can he still
do so while he is raging?
A character using the barbarian’s rage ability cannot activate
a wand. If a class has a rage ability that does not allow
spellcasting (as with barbarian rage), a character of that class
also cannot use a magic item activated by spell trigger, spell
completion, or command word while using the rage ability. It is
possible, of course, that a class could have a rage ability that
does allow spellcasting. If so, members of that class could also
activate magic it ems by spell trigger, spell completion, or
command word while raging.
Under the description for the bard’s inspire courage
ability, it says that the bard can affect allies. Does this mean
he can’t affect himself with this ability? What about the
other bardic music abilities whose descriptions say they
affect allies but make no mention of the bard himself? Also,
which bardic music abilities are spell-like and which are
supe rnatural? (Some are labeled, but not all of them are.)
The details are as follows:
Inspire Courage (Su):
Affects allies and the bard.
Countersong (Su):
Affects all creatures within 30 feet of the
bard, including the bard himself.
Fascinate
(Sp):
Affect s a single creature other than the bard.
Inspire Competence (Su):
Affects an ally but not the bard.
Suggestion
(Sp):
Affects a single creature but not the bard.
The description of the barbarian’s uncanny dodge class
feature says a barbarian retains his Dexterity bonus unless
immobilized or held motionless due to magic. I understand
this includes avoiding being caught flat-footed and sneak
attacked unless the attacker has the barbarian flanked.
Inspire Greatness (Su):
Affects allies and the bard.
What is the difference between a Kn owledge check and a
bardic knowledge check? When a bard uses his bardic
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knowledge ability, does he use the DCs listed in the
Knowledge skill? If not, how do you determine the DC for a
bardic knowledge check? When he uses a Knowledge skill,
does a bard add his level to the roll as he does for a bardic
knowledge check?
To put it simply, bardic knowledge is a feature of the bard
class and as such it is available only to characters with one or
more bard levels. The various Knowledge skills are simply
skills, and as such they are available to anyone who spends
skill points to get ranks in them.
The bardic knowledge class feature and the various
Knowledge skills also represent knowledge gained in different
ways. The class feature reflects a bard’s ability to pick up
tidbits of information on almost any topic, just by virtue of
being a bard and doing the things that bards do. Knowledge
skills reflect the deliberate study of specific topics.
When a bard character uses his bardic knowledge class
feature, you determine the DC according to the table on page
29 in the
Player’s Handbook
. A quick reading of the table
should make it clear that the basic factor in determining the DC
for the check is how many other people know the information
the bard seeks. The more people who know the information the
bard seeks, the more likely the bard has picked up that
information serendipitously.
When any character, including a bard, uses a Knowledge
skill, the factor that determines the DC is how easy or hard the
question is. The more general and simple the question, the
lower the DC. The more precise or exacting the question, the
higher the DC.
In many cases, the DC for a bardic knowledge check or for a
Knowledge check will be very similar, because not many
people know the answers to really tough questions. On the
other hand, some questions might be very difficult for a bard
using bardic knowledge, but absurdly easy for anyone with the
correct Knowledge skill. For example, a bard and a cleric with
the Knowledge (religion) skill recov er an idol from a ruin near
a large city. Both characters might have a fairly easy time
identifying the deity the statue depicts, but for different
reasons. Let’s say that idols just like the one the characters
have found are fairly commonplace, and that the idol also
depicts a deity who was once fairly popular, but was killed in a
very famous, heroic fight with the biggest, nastiest evil deity in
the land. Because many people have seen idols like the one the
bard and cleric have found, and because many people are
familiar with the story of the deity’s heroic death, the bardic
knowledge DC will be pretty low, say DC 10. The cleric
likewise would have an easy time (DC 10), not only because
the deity is well known but because the deity once played an
important role in divine affairs.
Now suppose the idol was found in some remote crypt far
from civilization. The deity it depicts died in almost complete
obscurity and has now all but passed from living memory and
is known only to religious scholars. In this case, the DC for a
bardic knowledge check would be fairly high, say DC 25 or
even DC 30. On the other hand, the cleric with the Knowledge
(religion) skill is a religious scholar and has a much easier time
naming the deity, say DC 15 for the Knowledge (religion)
check.
It’s probably true that any task with a low bardic knowledge
DC also will have a low DC for the appropriate Knowledge
skill (because scholars tend to know at least as much as
common folk know), but tasks with high bardic knowledge
DCs might not be so difficult for people with the right
Knowledge skills. In contemporary society, a bard probably
would have no difficulty identifying a photograph of a famous
actor or politician (such as Chris Rock or Bill Clinton). A bard
might have a much harder time identifying a “famous” game
columnist (Skip Williams, for example), which would not be
such a tough task for anyone familiar with roleplaying games.
In any case, having the bardic knowledge class feature does
not help a character make Knowledge skill checks, and vice
versa. A character who has both, however, can make checks
against both (which is more useful than it sounds because you
can’t retry either check if you fail).
Cleric
Does death touch, the granted power of the Death domain,
have a saving throw?
No, it does not.
When using the granted power from the Luck domain,
do you have to decide to make the reroll before you find out
what the result is, or do you get know if you’ve failed or not
before deciding to reroll? For example if I roll an 18, but I
need at least 19, do I get to know that an 18 is a failure, or
do I have to decide before then?
Technically, you have to decide to reroll before you know if
you’ve succeeded or failed; that’s why the power description
says you’ve got to keep the reroll even if it’s worse than the
original roll. It ’s incumbent on the DM to allow a player at
least a moment to decide whether to use the ability. If the DM
simply blurts out the result immediately, it’s okay to let the
player reroll.
The section on alignment in the cleric class description
(pages 29–30 in the
Player’s Handbook
) says most clerics of
Heironeous, god of valor (who is lawful good), are lawful
good themselves, but some are lawful neutral or neutral
good. This seems to conflict with the statement that a cleric
cannot be neutral unless his deity is neutral. I don’t
understand what this restriction was intended to be.
In this case, “ neutral” means neutral on both the good-evil
axis and on the law -chaos axis or “ true neutral” (
Player ’s
Handbook
, page 89). A cleric’s alignment must be the same as
his deity’s alignment or within one step of his deity ’s
alignment; that is, adjacent (but not diagonally adjacent) to the
deity’s alignment on the alignment chart (see Table 6– 1). The
true neutral alignment is an exception. You can’t have a true
neutral cleric of a deity who is not true neutral. Note that St.
Cuthbert, a lawful neutral deity, allows only lawful good or
lawful neutral clerics, even though the lawful evil alignment is
within one step of St. Cuthbert ’s alignment.
The
Players Handbook
says ex-clerics lose all class
features; presumably clerics don’t lose their armor and
shield proficiencies, or their weapon proficiencies (except
those granted as domain powers), both of which are listed
as class features.
Armor, shield, and weapon proficiencies are indeed class
features for clerics and for any other class. Nevertheless, you’re
correct. Ex- clerics lose spells, domain powers (including
domain-based weapons), spontaneous casting, and power over
the undead. They retain proficiency in simple weapons and all
types of armor and shields.
Can true neutral clerics of true neutral deities, such as
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Fharlanghn, cast any Chaos, Evil, Good, or Law spell? Does
a true neutral cleric’s choice of whether to turn or rebuke
undead affect what spells she can cast?
True neutral clerics can cast any spell with the Chaos, Evil,
Good, or Law domain, provided the spell in question is on the
cleric spell list (see pages 160–163 in the
Player ’s Handbook
)
or in one of the cleric’s chosen domains. The cleric’s choice of
whether to turn or rebuke undead do es not affect what spells he
can prepare, but it does affect what spells he can cast
spontaneously, as noted on page 32 of the
Player ’s Handbook
.
I was wondering if a cleric can turn an outsider. (For
example, can a lawful good cleric attempt to turn a
demon?) Under the old rules, you could do that (with
difficulty), but I can’t find any rules for it in the core books.
Turning affects only undead. Some cleric domains allow you
to turn, rebuke, or command creatures other than undead. See
pages 162–166 in the
Player ’s Handbook.
No domain grants
that power over good, evil, chaotic, or lawful outsiders.
You could reintroduce this power into your campaign by
creating a new feat or by creating a prestige class.
Page 90 in the
Player’s Handbook
has a rule that says the
various racial deities can have only clerics of the correct
races. For example, only dwarves can be clerics of Moradin.
Does this rule also apply to other divine spellcasters, such as
rangers and paladins?
No. The rule is only for clerics. Technically, the rule
governing cleric alignments on page 30 of the
Player ’s
Handbook
also applies only t o clerics. Paladins and rangers, for
example, can have alignments considerably different from the
deities they serve. (Though paladins by practical necessity
serve good deities—usually lawful good deities.)
When you have a domain power that lets you turn or
rebuke something other than undead, does using that power
count against your daily uses of power to turn undead as a
cleric? Can you trade a use of undead turning for a use of
another turning, or vice versa?
No on all counts. A domain turning ability is separate from
the cleric’s undead turning ability. You track the daily use of
each separately and you can’t trade uses between abilities.
Say you have a cleric with access to the domains of both
Sun and Water. If the cleric used a turning attempt to try to
turn a fire -based creature, could he use a greater turning
(the Sun domain power) to destroy the creature? The
greater turning description says it destroys undead
creatures instead of turning them. Can this be used for
other things a cleric can turn, such as the power granted by
the Fire or Water domain?
The greater turning affects only undead, not other creatures
the cleric might be able to turn.
Good clerics can lose a prepared spell to spontaneously
cast any
cure
spell. Can any good cleric do this even if
Healing is not one of his chosen domains? If so, why is there
even a Healing domain?
A cleric’s domains have nothing to do with spontaneous
casting; only the cleric’s alignment matters. (In the case of
neutral clerics, it ’s the deity’s alignment that matters.) See page
32 in the
Player ’s Handbook
.
There’s a Healing domain because many deities concern
themselves with healing. Extra
cure
spells aren’t the only
benefit clerics with the Healing domain get. They get a caster
level boost when casting their Healing spells, which makes
them slightly better healers than other clerics. Also, their
domain spells of 5th level and higher are not
cure
spells, so
other clerics cannot spontaneously cast them.
What happens when undead are destroyed in a turning
attempt? Is there a difference between undead destroyed in
regular turning attempts and undead destroyed by greater
turning?
In either case, the creatures’ bodies are destroyed and
reduced to dust or ashes. Dungeon Masters can describe the
process any way they like. I suggest an effect just like the
destruction
spell: The creature is slain and its remains are
consumed by holy fire.
The other players in my group insist that my lawful good
cleric cannot cast the 1st-level
doom
spell. Is that correct? I
know my character can’t cast
inflict light wounds
, but
where is the rule that says I can’t cast
doom?
There is no such rule. Perhaps your other players are
thinking about the general one that bars clerics from casting
certain spells that have an alignment designator. (See Chaotic,
Evil, Good, and Lawful Spells on page 32 in the
Player ’s
Handbook.
)
Doom
, however, has no alignment designator, and
a cleric of any alignment can cast it.
The
inflict light wounds
spell doesn’t have an alignment
designator, either, so any cleric can cast that as well. What your
lawful good cleric cannot do is use the spontaneous casting rule
to cast
inflict light wounds
. As a good cleric, you can
spontaneously cast only
cure
spells.
I have a query about how ubiquitous the Hit Dice
modifier for turn resistance is. The description of the ability
says a creature with turn resistance has effectively more Hit
Dice to resist turning attempts. Exactly where in the
process of making a turn attempt does this apply?
It applies at every point where the subject creature’s Hit Dice
are relevant. The subject creature’s Hit Dice are relevant when
a character makes the initial turning check. The check has to be
high enough to affect the subject creature’s modified Hit Dice.
For example, a wraith has 5 Hit Dice and a +2 turn resistance.
Any turning check made against the wraith fails unless it is
high enough to affect a creature with 7 Hit Dice.
The subject creature’s Hit Dice are relevant when assessing
turning damage. For example, it takes 7 points of turning
damage to turn a wraith.
The subject creature’s Hit Dice are relevant when
determining what undead a cleric can destroy. For example, it
takes a 14th-level cleric to destroy a wraith.
The subject creature’s Hit Dice are relevant when
determining how many undead creatures a cleric can control.
For example, a wraith counts as 7 Hit Dice worth of undead
controlled by the cleric.
The granted powers for some of the cleric domains (such
as Travel and Magic) specifically say effectiveness is linked
to your cleric level. Other granted powers (such as
Protection and Strength) do not; they just say “your level.”
In the case of a multiclass cleric, would domain granted
powers that don’t specify “cleric” level be based on
character level instead?
A cleric’s domain abilities are class abilities and as such are
based on cleric level only.
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