By default, an unarmed strike deals 1 + Strength modifier damage. If a character has one or more levels in Monk, the class’s Martial Arts ability gives them the following benefit (among others):
You can roll a d4 in place of the normal damage of your unarmed strike
Now, is the “normal damage” of the unarmed strike the “1 + Strength modifier” (meaning that a level 1 monk deals just 1d4 damage with an unarmed strike regardless of ability scores) or is it just the “1” (meaning that a level 1 monk deals 1d4 + Strength modifier damage with an unarmed strike, with the option of using Dexterity instead of Strength)?
It’s been about a Month since i started playing Mutants and Masterminds 3e with my friends, and we absolutely LOVE the system (particularly the one-shot modules), but something in the Impervious Modifier caught my attention today. It says that though it’s intended to be used for Toughness, Impervious can apply to other defenses at the DMs discretion to reflect reliable abilities, be it a robust immune system, keen warrior intuition or years of practice repelling magic attacks. What it doesnt mention, however, is how these Impervious Defenses would function.
Can someone tell me How would Impervious Will, Impervious Fortitude, Impervious Dodge and Impervious Parry function?
When someone attacks with a bonus action using a melee weapon I understand that you don’t add the ability modifier to damage. But do you add the ability modifier or proficiency bonus to the “to hit”?
What is the circled number in the modifier section? How do you use it?
I am attempting to set
revert-all-at-newline on in my bash config file.
bind 'revert-all-at-newline on'
However, this throws the error
readline: revert-all-at-newline: unknown key modifier
bind does not appear to have it
$ bind -l | grep revert-all-at-newline $
But it is in the
man readline documentation locally.
How can I get set the
revert-all-at-newline config variable?
- bash version 4.4.2
- readline version 7.0
The Evocation Wizard gets the Empowered Evocation feature which states:
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
The wish states:
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect…
Notably Empowered Evocation only applies when you cast wizard spells but the chaos bolt spell is Sorcerer exclusive.
I would like answers to assume that Duplicating a spell using wish counts as casting the duplicated spell. What I am unsure of is if a Wizard duplicates a spell with wish does that spell now count as a Wizard spell?
The Dungeon Master’s Guide has this to say about Spell Scrolls :
The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the Spell Scroll table.
- Cantrip – DC13 – +5
- 1st – DC13 – +5
- 2nd – DC13 – +5
- 3rd – DC15 – +7
- 4th – DC15 – +7
- 5th – DC17 – +9
- 6th – DC17 – +9
- 7th – DC18 – +10
- 8th – DC18 – +10
- 9th – DC19 – +11
But what about spells, like Telekinesis, Counterspell and Dispel Magic, that involve a spellcasting ability check instead of an attack roll or saving throw ? Which modifier do you use when casting a spell that requires a spellcasting check from a spell scroll : your own, or one that is extrapolated from the above list (for example, considering that the proficiency bonus of the usual 1st level caster is +2, then the spellcasting ability modifier related to a 1st level spell scroll would be +3) ?
I know I can use a dead goblin as an improvised weapon (and I’m just using the goblin as example of such) and that if I use it in melee I use my Strength for the attack.
I also know that when throwing a melee weapon with the thrown property it uses Strength for the ranged attack, however goblins do not have the Thrown property, nor the Finesse property, nor for that matter are they melee weapons.
So, when throwing my goblin, ie. making a ranged weapon attack with an improvised weapon, what ability (Strength or Dexterity) should I use?
I’ve seen that some platforms support the modifier key Hyper (separate from
Super/Cmd/Windows modifier keys).
While this is not a common modifier, It’s available in X11, and I read something to to suggest macOS supports it too.
Which operating systems support a 5th (Hyper) modifier key?
My players and I are unsure what ability modifier ranged and melee touch attacks from spells use to hit. Typically, ranged attacks use Dexterity, and melee attacks use Strength. However, spells also have the concept of Spell Rolls, which use the key mental ability for the class.
The Spell Attack section of the Core Rulebook states:
Your proficiency modifier for a spell’s attack roll is the same as your proficiency modifier with spell rolls…Melee touch attacks have the finesse trait.
From these two sentences I inferred that a Spell Attack Roll is different than a Spell Roll. Specifically, the finesse trait would have no meaning if a mental ability score were to be used. However, my players argue that ranged and melee touch attacks are some of the only uses of the spell roll, and it doesn’t specifically state that spell attacks don’t use the casting ability score.
Are there any rules we’re missing or examples of spell attacks that indicate which of these is correct?