I have several questions on the interactions between the Arms of Astral Self and the Jumping mechanics. According to the 3rd level feature, Arms of the Astral Self:
While the spectral arms are present, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can use the spectral arms to make unarmed strikes.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
The Jumping session of the PHB states:
When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
My questions would be, assuming that I have Arms of the Astral Self activated:
- Can I use my Wisdom Score instead of my strenght score to determine my long jump distance?
- Can I make a Wisdom (Athletics) check instead of a Strenght (Athletics) check?
- Can I use my Wisdom modifier instead of my Strenght modifier to determine my high jump’s height?
- Can the extra 5 feet range of the Arms of Astral Self be used when accounting for "extending your arms half your height above yourself" on the high jump, making it 1½ your height + 5 feet instead of only 1½ your height?
I am aware that some of the answers to these questions are up to DM discretion, so I would like to know, if possible, what would be the RAW interpretation and also how would you rule it in your games.
In advance, I’m extremely grateful to whoever takes time to answer these 🙂
The Kobold Dragonshield from the 4e Monster Manual has a bunch of ability scores that do not match the ability modifiers. For example, their Strength, is 14 (+3). Should it be 16(+3), or 14(+2)? Every single one of their ability scores are wrong like this.
The Storm Giant has a STR score of 29. According to the encumbrance rules that means the maximum weight a giant could lift is 435 lb. which really isn’t that much.
To put it in perspective. The Storm giant is 5x taller than a human, at the same proportion and thus has about 25x more mass. An average human male weighs around 180lb. A Storm Giant thus weighs around 4500 lb. So it’s impossible for one Storm Giant to carry another.
Another way of looking at it. A human-scale sword might be around 4ft. long and weigh 3 pounds. However, a sword that’s long enough for a Storm Giant would need to be around 20 ft. long and to maintain its own integrity would need to be about 2 inches thick at its centre and might be a foot wide. A sword like that would weight about 800 lb.
To even be able to wield a sword like that without being encumbered, the Storm Giant would need a minimum STR score of 160.
So in conclusion, Storm Giants must be about the weakest creatures in the Multi-verse on a pound for pound basis 😛
Am I missing some encumbrance rule somewhere that adjusts this based on creature size category?
Does the envoy warforged (from UA: Eberron Races) get a +1 to Con and +1 to two other ability scores (e.g. Dex and Wis)?
Or only +1 to two ability scores total (e.g. Dex and Wis, or Dex and Con)?
XYZ Soft is facing a big loss in the industry. Therefore, the company has started to offload its software developers. It started to conduct a test of hundred developers on daily basis and store their test scores in a data structure. After ten days, its CEO wants to terminate fifty developers (three developers each month with the interval of ten days) based on the lowest test scores.
Suppose you are working as a most senior developer in the company then which of the following data structure you will recommend to the CEO in the above given scenario.
1. AVL Tree
Justify your answer with solid reason.
I’m creating a Svirfneblin Evil Mage by combining the stat blocks for each Evil Mage and Svirfneblin.
A Svirfneblin’s Innate Spellcasting Save DC is 11 and its INT is +1. An Evil Mage’s Spellcasting Save DC is 13 and its INT is +3.
I’m taking the abilities from Evil Mage and Svirfneblin and taking the higher ability scores (and modifiers), does the increased INT modifier from the Evil Mage’s score affect the Innate Spellcasting spell save DC?
How does reincarnation affect feats and ability score increases?
I’m running a campaign with a group of fairly high (16th-18th) level characters and the only "bring back the dead" option they currently have (or are likely to have for a while) is Reincarnate.
The Reincarnate Spell states:
The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form .
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form (emphasis mine), except it exchanges its original race for the new one and changes its Racial Traits accordingly.
More than one player has used the various feats they’ve gained to either max out an ability score and/or they’ve taken some racial feats.
So what then happens to the racial feats if the character comes back as a race that doesn’t have them?
Additionally, a new (better) racial bonus to an ability stat could conceivably make an ability score over 20, unless I mandate the starting score is lowered so the final result isn’t greater than 20.
(And yes, I could also Deus-Ex this by having them come back as the same race, but I honestly think the random race-change would make for good storytelling and make the effect of being reincarnated more profound )
As the DM, I’d just be tempted to simplify everything and let the player re-spec their feats, along with their ability scores, but is there an official ruling on this?
While I understand the role of things like strength (you can/can’t lift that), dexterity, constitution, etc. as character attributes, I really can’t make sense of intelligence/wisdom scores.
If a player notices that you can go around the monster, or just naturally has good memory, they’re going to do clever and insightful things even if they have INT/WIS of 1.
I vaguely recall Wishes in 1e affecting ability score increases going something like this:
- a single Wish spell could increase any ability score to 16
- you needed another Wish spell to get to 18
- then it was one Wish spell per point over that (with like 5 Wishes needed to get to 18/00 STR)
But now, looking through the 1e DMG, I can’t find any of this. Ideally, I’d like information on how a Wish spell would interact with ability score increases for each edition of D&D.
What’s the historical interaction between the Wish spell and increasing ability scores?
I am doing a new character with 35 PB system.
It’s the Planescape setting and we’re using almost every source of D&D (Dragon magazines, all manuals and so on), but not with every single Race or Class.
I like high ability scores values, still I am not looking for an OP build (I’d like an efficent one, but not OP). My current character has 94 ability points but has died like 4 times in a row, so it’s really not OP for us.
The first idea is this one:
Orog + Half Dragon (LA +2/+3 that will be +1/+3 at lvl 6 and +0/+3 at lvl 9) +14 str +0 dex +2 con +2 int -2 wis +4 cha.
Base abilities 16 Str 13 Dex 10 Int 10 Wis 12 Cha
- Str 30
- Dex 13
- Con 18
- Int 12
- Wis 10
- Cha 16
He should be one-way gladiator that will fight with notbora, then he will pick 2 Prestige Classes (gonna think about them)
The other idea is wildren/half-troll (LA +0/+4) but still, I don’t know what to do with that.
It seems like I have got clear mind about what I am going to do, but actually I need help for Feats and Equipment that can allow me to maximize my ability points and/or help me in hard situations, and of course maybe some suggestions about base class.
I’d like to show to you the races and classes but it’s all in Italian (my native language).