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| #1zombiegleemaxJun 23, 2003 1:27:51 | I am in the process of putting together the Urban Arcana Errata and FAQ and putting it for download, the same as the d20 Modern info. If anyone sees that I have missed anything (which no doubt I have :D ), please can post a link here. Many Thanks. |
| #2zombiegleemaxJun 23, 2003 1:29:50 | ``When creating a character at 1st level, I have a feat that gives me a class skill, and an occupation that gives me the same skill as a class skill. Can I get the +1 bonus on that skill from the occupation (in other words, does the feat count as giving me the class skill before I pick the occupation)?'' The answer is yes. There is no set order in how you create your character at 1st level; you can choose feats before you choose your occupation if you want. If you've chosen a feat that gives you Concentration as a class skill, then when you pick your occupation, you can treat Concentration as already being a class skill for you. ************ Should the Slayer need to take an Allegience to Good? There's no such requirement; a Shadow Slayer can have an allegience to any alignment (or none at all). ************ [If he was an orc], would he have a problem taking his own race as a Shadow Enemy? Not as far as the rules are concerned. (He may personally have a problem with it, but that's for him to work out. . . .) *********** Would the 10th level ability of Power Word effect the Shadowkind Slayer himself? No. It would affect any of his Shadow friends, though, if there are others in the party. ********** Finally is there any reason why someone could not take 2 (or more) advanced classes if they met the requirements? Absolutely no reason. You're free to multiclass as you see fit in d20 Modern, among the base classes and the advanced classes (and prestige classes, for that matter). *********** I was reading how spells by email work, and I think I found a way to abuse it so that you end up effectively making scrolls with no XP cost. There is an XP cost for casting a spell through email; it's the same as creating an equivalent scroll. Sorry that wasn't more clear in the text. ********** What happens if it is undeliverable? Do you still burn the XP? Also, do you need the material components like you do for scrolls? If it's undeliverable, you still lose the XP. The XP cost is expended when creating the email, regardless of what happens after you send it. There is no material cost or purchase DC associated with sending a spell by email. *********** When UA was "previewed" in Polyhedron, there was a Feat called "Shadowkind" (or some such thing), and a character basically took it as their bonus 1st-Level Feat (assumed for being Human), and got to play a different race (Dwarf, Elf, etc.). This basically kept it in line with the "Humans get a bonus Feat at 1st Level" of the d20 games. Now, when I was looking through the actual book, I didn't see any mention of this. The Shadow PCs get 4 less skill points at 1st, 1 less skill point per level, but do they still keep that bonus Feat at 1st? Shadowkind creatures get two feats at 1st level, just like humans. [In general the Polyhedron minigames are not accurate sources for our actual game rules. Minigames associated with forthcoming WotC game lines generally written a year or more in advance of the main game release, when many rules are still in the early stages of development.] ************ Do you have any idea when the Urban Arcana Web Enhancment is going to be posted? I know of at least one web article that is coming out this summer. It will provide the stats for several of the NPCs that have pictures in the book, but had their stats cut out due to space issues. I'm negotiating with the online team on producing more stuff for UA--more spells, vehicles, magic items, NPCs, etc. *********** The Arcane Arranger's Word on the Street ability allows instantaneous Gather Information checks. Do Wealth checks still need to be made for this information? One line was left out of that class feature: "The purchase DC for the Gather Information check is reduced by 10." In effect, this means that no Wealth check is necessary for general or specific information (the purchase DC is reduced to or below 0); the DC for restricted info is 5, and the DC for protected info is 10. *********** Under the Techno Mage's Machine Empathy ability, it says that an untrained Pilot check made using the ability would still use an Int modifier, when Pilot's modifier is Dex. Does this mean that all untrained checks made using ME are Int checks? The example in parentheses is incorrect. It should read "(her Dexterity bonus, in addition to the competence bonus, applies in this case)." ************* Does Renown apply to Expert in Your Field abilities? Does Low Profile penalise them? The Renown and Low Profile feats change your Reputation score when you take the feat. So yes, the expert in your field class feature, along with any other use of Reputation, is affected by these feats. ************** Is there any game-terms difference between a Techno Mage's spellfiles and a Mage's spellbook? No. ************** Can skills that the Techno Mage doesn't have be programmed into a mechanical homonculus? Yes. The homunculus's skill points can be spent on any of the skills listed in the creature's description; it does not depend on what skills the maker has ranks in. ************** Do the bonuses granted by the Index of Alexandria have any types? Are you talking about the increases to Intelligence and Wisdom? Those aren't bonuses; they're permanent increases. If you read the index, your Int and Wis scores go up. If you're talking about the bonus on Knowledge checks, that's an insight bonus (as it says in the text). ************** Am I reading the top speed of the bicycles (UA Table 2-6, pg 81) correctly? 6 character scale squares per round, maximum? 30 feet per round? 3.4 miles per hour? A character on foot can run four times as fast as a racing road bike going all out? Here's the lowdown on bicycle top speeds and proper vehicle sizes: Bicycles should have the following top speeds on Table 2-6: Diamondback X-20: 40 (4) LeMond Victoire: 50 (5) Mongoose Fuzz Pro: 30 (3) The sizes given in the vehicle descriptions are largely incorrect. Here's a rundown of their proper sizes. If I don't list a vehicle, its size in the book is correct. Police Cruiser: 2 squares by 4 squares Dodge Intrepid Police Interceptor: 2 squares by 4 squares Ford Econoline 150: 2 squares by 4 squares Jeep Wrangler: 2 squares by 3 squares Perterbil 379: Including a full-sized trailer, the vehicle is 2 squares wide and 14 squares long. The cab alone is 5 squares long. Tow Truck: 2 squares by 4 squares V-Rod: 1 square by 2 squares Police Motorcycle: 1 square by 2 squares Fishing Trawler: 4 squares by 16 squares Tug Boat: 4 squares by 18 squares Fire Truck: 2 squares by 6 squares Police Peacekeeper: 2 squares by 4 squares *********** There's an illustration of a Shotgun of Wounding in the book, but the Wounding property says it can only be placed on melee weapons. Which way is it? Thanks! The illustration caption is a typo. It should read "shotgun of thundering." *********** Arcane Skills/Psionic Skills (UA pg. 12/15) Do these skills only apply exclusively to one class once you choose this feat (making them "cross-class" skills for other classes) or are they supposed to be "Permanent" class skills? They are permanent class skills. *********** Wild Talent (UA pg. 16) Why isn't this an [Initial] feat? Considering other similiar feats it seems as though it should be. Nothing about the feat says that you have always had this ability. You may have developed it over time, or it may have been dormant within you (just waiting for you to take the feat to unlock it). *********** Dwarf/Special Combat Bonuses (UA pg. 19) "Creatures of giants (including giants, trolls, and ogres)", is this a typo? Yes. It should read "creature of the giant type (including trolls and ogres." ************ Advanced/Prestige Classes (UA pg.33-65) Is it accurate to assume that the skill point per level are based on what humans would get? Yes. See Table 1-3 for the skill points per level for Shadowkind ************* Changeling Template (UA, pg.206) Is there a reason the template called "changeling" can't actually change? Upon reading the name of the template, and reading the Sidhe parentage, I assumed they would have some Change Self abilities. Technically, the term "changeling" means "swapped at birth," and it appears in faerie references based on the myth that fey would sometimes steal human babies and replace them with faerie babies. Granted, that's not really what the template represents, but having represent a shapechanger would be no more accurate. ************* Animal Companions, (UA, pg.59) The table lists "share spells," yet there is no text description of that particular ability. Yep, the relevant text is in fact missing. It should be: "Share Spells (Ex): At the Wildlord?s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the Wildlord before the duration expires. Additionally, the Wildlord may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A Wildlord and her animal companion can share spells even if the spells normally do not affect creatures of the companion?s type (animal)." *************** Wildlord's Bear Companion (UA, p.57) In the Animal Companion section, there is a choice of "bear," yet I found no Bear stats in the creature section of UA. See page 231 of the d20 Modern Roleplaying Game. ************** Half-Dragon Natural Armor (UA, pg.29) Does it stack with natural armor provided by the other racial half (such as +9 total natural armor for Half-Dragon template applied to Ogre)? The reason I ask, is because the MM Half-Dragon "improves" natural armor by +4. Half-Dragon & Vampire Mixtures While the MM Half-Dragon changes "type" to dragon, the UA version (p.29) does not make note of that. However, the Vampire template (d20M) can only be added to "humanoids or monstrous humanoids." So, can you apply the Vampire & Half-Dragon template to an Ogre? Unlike D&D, the Urban Arcana half-dragon is a species, not a template. It has the species traits given on page 27; no more, no less, even if you decide that your non-dragon ancestor was something other than human. ************** Aren't stats for the XM214 supposed to be in Urban Arcana, or did I miss it Yeah, at the time that I mentioned that it was supposed to be in there. I guess it was cut in editing, probably for space reasons. I'll see if it'll be in the web enhancement; if not I'll try and dig up the stats and post them. ************ The Animal Companions sidebar on page 59 lists the class level of the Wildlord up to level 20, but the class only has 10 levels. The table is numbered incorrectly. The Class Levels column should be numbered as follows: 2-3 4-5 6 7 8 9 10 ********** What ability is the Mystic's spellcasting ability based on? The Mystic's description states "A high Charisma score is necessary to ... cast spells". Then, in the Divine Spells section, it seems to bounce back and forth, stating bonus spells are based on Charisma, then switching to save DCs and bonus spells being based on Wisdom. It looks like the confusion is caused by one error in the text. Also, there's an omission. The error: At the very bottom of the Divine Spells section, it says "In addition, the Mystic receives bonnus spells based on her Wisdom score, as shown on the chart below." Cross out the word Wisdom, and write in Charisma, and everything should make sense. The omission: Somewhere in that section should be a line that says "To cast a spell, the Mystic must have a Charisma score of at least 10 + the spell's level." *********** Hmmm.... even with your 2 changes, what about the remaining line that talks about DC set according to WISDOM modifier? I assume the Mystic is suppose to be ALL Charisma based? No. The DC is Wisdom-based. ********** Does the Speed Demon's Hit the Weak Spot ability (which allows you to ignore 5 points of hardness when attacking a vehicle) stack with the Strong Hero's Ignore Hardness talents, or does it overlap? The abilities stack. *********** On the subject of vehicles, in the vehicle movement rules (d20 Modern pg. 159), the description of Dash states you "can accelerate a total of two categories in the same round", one when choosing speed and one with a Dash. What if both of your stunts for the round are Dashes? Could you increase your speed by three categories? How about using two Hard Brakes to decrease speed by five categories? You may only succeed in a dash stunt once per round. (You can use your second stunt to attempt it again if you failed the first time, however.) Same goes for the hard brake stunt. ************ Four PCs are in a 2x2 square in a Ford Crown Victoria. The pickup truck they're following reveals that the item it has under the sheet is an M-60 machine gun. The guy in the pickup hits Def 10 (after vehicle speed penalities). Now, I assume all four PCs get Reflex saves to avoid the damage, with a +3 to their save thanks to the 3/4 cover the car provides? But what about the car? Does it get a Reflex save, and if so, whose save does it use? The driver's? The car makes a saving throw as an attended object (attended by the driver). See Saving Throws under Attack an Object, on page 150. ************ Now that the M-60 burst blew out the windshield, the bad guy tosses a lit stick of dynamite into the car and manages to hit the center point between all 4 PCs. Once again, I assume they get a Reflex save, this time without the +3 from cover, but what about the car? The car makes a saving throw as an attended object (attended by the driver). See Saving Throws under Attack an Object, on page 150. ************ What's up with the "spells known" not matching up with "spells per day" ? -- For example, at Mystic 3rd, you have TWO 2nd level spells per day, yet a Mystic 3rd doesn't "know" any 2nd level spells... Looks like some of the columns (2nd through 5th) in that table slipped down one line. The Mystic should know 1 2nd-level spell at 3rd level, 2 at 4th, 3 at 6th, 4 at 8th, and 5 at 10th. The 3rd, 4th, and 5th-level columns should similarly be bumped up one row. In other words, the table should read like this: 1 4 2 - - - - 2 5 2 - - - - 3 5 3 1 - - - 4 6 3 2 - - - 5 6 4 2 1 - - 6 7 4 3 2 - - 7 7 5 3 2 1 - 8 8 5 4 3 2 - 9 8 5 4 3 2 1 10 9 5 5 4 3 2 Hope that helps out! ************* Will we see any of the Prestige classes mentioned in the Genetech article for Polyhedron that were listed as being in Urban Arcana in another product or in a Web-Enhancement? I had been looking forward to the Mastermind, and Special Forces Operative, and I know that many of this board's posters would like a balanced Sniper Prestige class. All three of those prestige classes (including the SpecOp written by yours truly) will be in the web enhancement. They were cut due to space constraints, but we want you to have them! ************* Where did Ms. Dr. Astrid Kolgrim get the Dedicated Hero talent Healing Knack (page 175)? Should she have Dedicated-levels or no Healing Knack? No healing knack. She started out having levels in dedicated (I wrote her up), but they were axed...and we missed deleting the Talent in her stat block *********** How come the Dark Elves don't have their innate magic abilities of Silence, fairy fire, cast darkness. and ambidexterity? Is it a question of game balance? Should PC's and NPC's be treated differently. Drow in our world are slightly less powerful than they are in their natural setting. ********** The archmages ability Total spellcasting reads "count all character caster levels when determining the archmage's asting level for arcane spells" I take this to mean they add archmage levels to Mage and or Techno Mage levels to figure out there caster level. The language under Total Spellcasting is a little confusing. It should read: "Add all arcane caster levels to the Archmage's class level when determining the Archmage's casting level for arcane spells." An arcane caster level is a level in any class that grants arcane spells per day. For example, levels in mage are arcane caster levels, but levels in occultist of artificer are not. ********* Ecclesiarch has what appears to be the same ablity total spellcasting but therse reads "count all character levels when determining the eccesiarch's casting level for divine spells" Under the arch mage it states that you only count caster levels but under the Ecclesiarch it says all character levels Which is right? or are they diffrent? The language under Total Spellcasting should read: "Add all divine caster levels to the Ecclesiarch's class level when determining the Ecclesiarch's casting level for divine spells." ********** Are there feats/class abilities for the creations of rings, staffs, and other misc magic items?Potions, scrolls, tattoos, wands, weapons and armor are all provided for, but I seem to have missed the others. Crafting rings, staves, and wondrous items was supposed to be a class ability of the Artificer. It was cut for space (like the main book, Urban Arcana was desperately short for space), but we'll probably make it available through some other venue (such as the web site). ********** The mystic's description says they start knowing three 0-level spells and two 1st-level spells, while their chart shows them starting with four 0-level spells known. Which is it? The table. The Mystic starts off knowing 4 0-level spells. ********** One of the conceits of the Urban Arcane game world is that creatures of shadow return to the shadow when they die. In two instances in the book I found references to shadow creatures dead bodies (a drow's body in the heros trunk (Adventure idea 99 of 100) and a mummified elf's head (in the shopping mall in Chapter . Hmm. It's a mystery! ********** Do shadow born humans return to the shadow when they die? Yes. ********** Do Shadow creatures that are born in this world return to the shadow when they die? Yes. ********* What happens to the stuff they are wearing? Their stuff remains behind, including their clothing. ********* What about the blood/ichor/remains that were spilled before they died? It goes away. ********* Any plans for making Kobolds a PC race? It's a possibility. ********* Any plans to support the Urban Arcane setting with adventures or splatbooks (Department 7 would be interesting)? Unfortunately, I can only discuss products that have already been announced by WotC. Keep your eye on our product release announcements (products are typically announced 4 to 8 months in advance of release) for info on forthcoming d20 Modern and Urban Arcana releases! ********* The d20 Moden katana is a Large Exotic weapon but Urban Arcana classified the bastard sword as a Medium Exotic weapon. Is this correct? Yes. The stats for these weapons are correct. ********* The katana has the full greatsword stats except the weight, and then in UA you have the greatsword so now you can choose between a 6 pound sword and a 15 pound sword. A 15-pound weapon that can be used with the Archaic Weapons Proficiency feat, versus a 6-pound weapon that requires an Exotic Weapon Proficiency feat. ********* The Archaic Weaponsmaster makes use of the Bonus Feat Archaic Armor Proficiency, but there is no such Feat. That's an error; there's no such feat. Simply ignore it. ********* When I convert a character from D&D to Unearthed Arcana, it's my understanding that you switch the D&D class levels for levels in a UA "analog" class AND gain three levels in a basic hero class. This means my Fighter 10 is now a Strong 3/Archaic Weaponmaster 10, correct? If this is the case, is it always three levels, no more/no less, in a basic class regardless of how many classes are involved? For example, does a Fighter 10/Rogue 4 become a Strong 3/Archaic Weaponmaster 10/Infiltrator 4? Yep. ********** Duration and Range (UA pg. 112) In the first paragraph it mentions that a 6th Level incantation has a medium range of 220ft. Why is this so? Medium spell range means 100 ft. + 10 ft. per caster level (see d20 Modern page 331). An incantation's caster level is twice the spell level. Thus, a 6th-level incantation has a 12th-level caster level. Applying that to medium range gives us 100 ft. + 120 ft. (10 x 12), or a total of 220 feet. *********** Cup of Curing (UA pg.135) What happens to someone after they drink from the cup 4/6 times? It says they dissappear with the cup but that really doesn't say much considering the cup reappears later on. Sorry that the text here is vague. It's not that the drinker disappears with the cup. By the time the cup disappears, the drinker is already gone, "consumed" by the bright flare of light. In short, the drinker is irrevocably dead and gone. ************ Talisman of Pure Good/Ultimate Evil (UA pg. 136) Just want to clarify that only "divine" casters are affected by the allegiance based damage for these books. That's correct. *********** Gnoll ECL (pages 25, and 28-29) What is the correct ECL for Gnolls? The table on page 25 list it as +1, thought this is contridicted on page 29 at the end of the discreption of Gnolls says that the ECL is +2. The level adjustment in the gnoll description is a typo: the gnoll's level adjustment is +1. |
| #3wizo_sithJun 23, 2003 11:29:11 | Made Sticky Courtesy Of Your Friendly Neighborhood WizO-Man. |
| #4zombiegleemaxJun 23, 2003 15:49:01 | Great job man. This rocks. But there is a question I have that isn't addressed here, maybe somebody who reads this can help me out. My brother has been complaing that there is a discrepency in the Wealth Check DC for creating homonculuseses. (Homunculusi?) Apperently in the tech mage class it says 25 but in the sidebar on page with the homonculus says 20. Or something like that. Does anybody know which one is correct? |
| #5zombiegleemaxJun 24, 2003 22:28:22 | I also hear the sticky foam sprayer is missing a table entry |
| #6zombiegleemaxJul 08, 2003 23:00:39 | Originally posted by naiibu Homunculi. Simon Jester ![]() |
| #7mercerJul 22, 2003 13:11:09 | And then, there's my favorite descrepancy: An ARCANOBOTS action figure is a purchase DC of 36. That's $200,000. It's a children's toy. A full, carded, in-box set of the first run of Transformers (circa 1982) doesn't cost two-hunnert-G. One Arcanobot does? |
| #8zombiegleemaxJul 24, 2003 18:27:58 | TechnoMage Ref save is better then his Will save, is this right ? |
| #9zombiegleemaxAug 14, 2003 12:10:17 | Some answers (confirmed with CR) The cost given for creating a Homunculus on page 223 is incorrect, it should be Wealth Check (DC25). ****** The Arcanobots purchase DC should be DC5 (batteries not included). The magical battery is purchase DC 36. Replace the paragraph talking about battery costs with the following: Magic batteries can be obtained from the manufacturer's website (purchase DC 36); most visitors to the website (who don't recognize the arcanobot's true magical nature) assume that the high-cost "magic" batteries are a joke or publicity stunt. Only those with a true understanding of Shadow are likely to pay the price to unlock the arcanobot's actual potential. ****** Sticky Foam Sprayer* Damage: -- Critical: -- Damage Type: -- Range Increment: 15 ft.* Rate of Fire: 1 Magazine: 10 Int. Size: Large Weight: 18 lb. Purchase DC: 15 Restriction: Res (+2) * See weapon description for more information. ****** Can't find any info on whether the Techno Mages saves are correct, it is probably best if you WOOF! it. |
| #10Red_Eyed_AntipaladinAug 24, 2003 5:20:12 | http://boards1.wizards.com/showthread.php?s=&threadid=63127 In Urban Arcana, Magic Weapon and Armour list a Purchase DC modifier. If this is applied directly to the item's cost, the increase seems almost insignificant in comparison to the cost for another +1 to the enhancement bonus. OK, you know all those purchase DC modifiers given for weapon and armor special abilities in Chapter Four? They should all have the word "bonus" after them. In other words, the purchase DC modifier for the flaming special ability should be "+1 bonus," not just "+1." http://boards1.wizards.com/showthread.php?s=&threadid=63131 If a character is not of medium size, is his or her 'natural' damage from the Brawl or Combat Martial Arts feats affected? On an unrelated matter (simply so it can be added to the FAQ), a Dragonblooded Human (who deals lethal damage unarmed due to claws) cannot deal lethal damage with feats from the Brawl tree, and still draws Attacks of Opportunity when Brawling, I assume? Essentially, unarmed combat feats such as Brawl operate exactly as written regardless of character size, natural weapons, etc. That may mean that in some instances, a feat like Brawl offers a greater (or lesser) increase in capability for one character compared to another. Nevertheless, the feat does what the rules say it does. |
| #11zombiegleemaxSep 05, 2003 13:31:17 | The supernatural strike feat strikes me as a little strong, as it states that a character with it can score normal criticals against things immune to such. Was there a line or something missing, requiring either an action point expenditure or limited uses per day? |
| #12egglordDec 16, 2003 13:24:20 | Re: nuclear toxyderms. I'm currently running a high level modern campaign, in which the party came up against a nuclear toxyderm rampaging around the military base in Area 51. After a large and rather deadly battle, the toxyderm explodes. Ouch. However, one of the characters has improved evasion and a high enough reflex save to make it relitively likely that they will take no damage at all. Seeing as the explosion creates a massive blast crater, does the save apply to characters within 400' of the beast, or just those further away from it? |
| #13zombiegleemaxDec 16, 2003 14:41:05 | The save applies to everything, but it's also up to the GM to say if he wants that to work or not. Primarily the biggest part is the DC is not static. The standard CR 20 Nukie is a DC 25 save. If you really feel that's not high enough, give the creature more Dex, or more hitdice. But even if they make that saving throw, even if they weren't hit by the Nukie at all, the blast exposes them to a severe radiation source, and then they're in a highly radiated area for as long as it takes them to get out, so they can just as easily die from Con loss due to radiation. If your players are arrogant enough that they're metagame thinking that they can easily survive the reflex save, then just arbitrarily give no save within a certain distance, or set the DC to a higher point. It's a nuclear blast. No human alive ever said "hey it's okay, I can stand here... I have EVASION!" |
| #14zombiegleemaxDec 18, 2003 10:31:03 | If all else fails, though; make it the Advanced one. The DC on THAT save is 55 (You wanna live through that? I hope you crit). |
| #15zombiegleemaxDec 18, 2003 10:31:04 | If all else fails, though; make it the Advanced one. The DC on THAT save is 55 (You wanna live through that? I hope you crit). |
| #16zombiegleemaxFeb 02, 2004 13:33:51 | Actually i came up with something on this in a previous game. A shapeshifted dragon with a few levels of fast hero had gotten into a car that the PC's put a car bomb under the driver seat Technically since it had Evasion he could save for no damage. But because of the setup I decided that a normal person wouldent get a save. However, because he has evasion he can save for half damage. Why not use it the same on the nuke? Evasion allows save for half damage, if you dont have evasion then you take it all. |
| #17zombiegleemaxMar 03, 2004 13:34:45 | I didn't see this question in the above list. But in the discription of the Mystic it states that at second level the mystic gains the ability to turn undead. This ability works like the acolytes of the same name, but at one level lower. Since an acolyte doesn't gain turn undead also until second level, does this mean the mystic doesn't actually gain the ability until third? |
| #18zombiegleemaxMar 03, 2004 14:18:25 | It means they turn undead at a level equal to Mystic -1 If a 7th level Acolyte rolled a 17 on their turning check, they'd turn up to a 9th hitdie undead. A 7th level Mystic would only turn an 8th hitdie undead. |
| #19zombiegleemaxMar 09, 2004 21:09:18 | Errata: pg 81: Shatter (2nd-Level Divine Spell) should be italicized pg 89: Dancing Lights should be a level 1 spell (or it's listed under the wrong spell level on pg 85) pg 280: dmg for Mind Darts (3rd-Level Battle Mind Power) should be 5d6 instead of 2d6, according to d20 Modern errata pg 281-285: The following powers should only have "Psionic Agent" (and not "Telepath" or "Psychic Warrior"), listed in their Level descriptors: Call Weaponry, Chameleon, Fate of One, Knock, Prowess, Spider Climb, Steadfast Perception, and Ubiquitous Vision pg 283: In the power description for Inertial Barrier, "(maximum 150 points)" is an empty restriction (since the maximum manifester level of 10 only allows up to 100 points of dmg prevention). Questions and Comments: Should player characters be allowed to access the Telepath powers Psionic Blank and Memory Block from pg 194 and 192? The 12 minute duration of the Polymorph incantation (pg 107-108) seems way too short when considering the 1-2 hour casting time and failure risk of 12d6 dmg. Fly (3rd-Level Psionic Agent Power) is too unbalanced for this campaign setting and should be removed. This was believed to be the case originally (c.f. pg 336 of d20 Modern core rulebook), and I still agree. At the very least, its duration should be significantly reduced (though this would still allow it to be abused using the Persistent Power feat). Magic Bullets (4th-Level Arcane/Divine Spell) needs to be toned down (or removed), particularly the curing bullet use... no spell should effectively give you 50 Cure Light Wounds and the ability to use several of them per round. |
| #20zombiegleemaxMar 09, 2004 21:34:28 | Psionic Agent powers are odd, they get some mobility powers that other classes don't. Polymorph you can just extend longer. The failure penalty is sort of getting off nice. It could kill them like one of the old Star Trek transporter mishaps. There's no particular reason to deny psionic blank or memory block... neither are particularly overpowering. You can't actually Persistent a Fly spell, since that would raise the cost of the spell to 13, which you'd need to be a 14th level manifester to do. Magic bullets, you still have to hit what you're trying to heal. An acolyte isn't going to have terribly good attack bonus, and won't have many attacks per round either, and giving it to someone who has a good attack bonus means that they're not hurting people, so that's kind of a good thing. One spell level higher and you have Mass Cure Light Wounds, which is far more powerful. The only really significant abuse is using it with autofire. As a fourth level spell, it's still not terribly significant. Try using it with inflict. A rifle doing 2d10+1d10, and another 1d8+5 is much worse than 1d8+5 healing. Or try sticking a Ghost Shot on top of that. |
| #21zombiegleemaxMar 10, 2004 1:32:25 | Magic bullets can also work out of combat,where you can automatically hit your friend. Considering you can heal an average of 425 damage with it, I'd say its overpowered. |
| #22zombiegleemaxMar 10, 2004 2:39:44 | Ask your players exactly how in-character letting themselves get shot is, when they want to do it out of combat. If they don't care, well.. they're taking a few minutes at least firing bullets. Unless they're in the middle of nowhere, that's kind of attention grabbing. Out of combat, if the threats are all gone, it's not that big a thing. If the threats aren't gone.. they're wasting a lot of combat rounds, and a lot of ammo. Possibly expensive ammo, but time is going to be a factor quite often. Magic bullets, curing 300-650 hp over a minimum of 10 rounds, but more than likely at least double that. Or mass cure light wounds, which could do up to 26 hp for up to ten people in a single round... The damaging side is possibly more frightening, inflicting 300-650hp damage with a single spell. But again.. over 50 shots. There's spells that are worse. Empowered scorching ray.. also a level 4 spell. Up to 144hp in a single round... 96hp as just a level 2 spell. |
| #23zombiegleemaxMar 10, 2004 5:43:47 | Good catch, but I think Fly is still unbalanced even without Persistent Power. I like the Psi Agents having mobility powers, but the ability to fly is just too much (especially with such a high spell duration). I assumed that you could always allow yourself to be hit by an attack while in combat, but am unable to find any rules regarding this. If an attack must be made on you for heal bullets that you want to hit you, are touch attacks required for heal spells that you want to be cast on you while you're in combat? But even if you never use the Magic Bullets in combat, when you have auto-fire guns (with silencers if you want to avoid drawing attention) that let you use 10 bullets per round, a 4th-Level spell giving you 50 Cure Light Wounds bullets seems like an great (to the point of lacking balance) deal. The only real cost is bullets, which aren't that expensive. I'd take this spell over Mass Cure Light, hands down. (BTW, how did you get Mass Cure Light to heal 26 hp per person?) How often do you need to give 10 people a simultaneous Cure Light anyway? Regarding player letting their characters get shot, I'm sure once a player manages to trust their party's acolyte (this usually isn't going too far out on a limb) and take their first shot of heal bullet, I'm sure they will quickly form the ability to discriminate between pleasant and unpleasant bullets. I'm not too concerned about the Inflict Wounds version of this spell, since a 4th-Level spell adding on 1d8+5 dmg to 50 bullets seems pretty tame in comparasin to the other ways one can do even more dmg, more quickly (and even without the need for attack rolls). |
| #24zombiegleemaxMar 10, 2004 13:01:59 | Technically, all healing spells are touch spells, so they require touch attacks.. just as if you were using a cure light wounds spell to hurt a skeleton. But being aware of someone trying to heal you with a touch spell is easier than being aware of someone shooting at you in the middle of combat.. so telling my players they have to make a ranged touch attack with the healing gun is exactly what I did. They managed to get around it, by making the person with the gun delay their initiative until the same as the person they're shooting at, so that person can "stop dodging" because they're told as a free action by the acolyte that he's using healing bullets, and to stand still for just long enough to get shot, then go about their turn normally. It means that any time the acolyte wants to heal someone else, he screws his initiative over. For my group it's enough, because they actually have extremely expensive ammo. We use cash and I inflated the cost of mastercraft ammo well beyond what it would be under the wealth system to try and keep it under control.. they pay around $250 per bullet, because for some reason they keep using the mastercraft stuff in their healing guns. But making them delay their initiatives around to use it without making the rolls puts some control in it, they can only use it on one person at a time unless they autofire, at which point they're only getting a little over 100hp healing. Out of combat, I'm not terribly concerned about. I actually like when they leave brass all over the place. ![]() For the Mass CLW, I guessed at an 18th level caster (which with ecclesiarch, is an option, since Mass CLW doesn't have a maximum +hp from level), and then just an 8 on the d8 roll. My group, there's only seven of them.. if the acolyte rolled max on it, for the whole group, they'd get 140hp out of it. But generally after a fight they run and hide for a few days, so the only time abusing Magic Bullets would be an issue for post-combat healing is if their down-time is actually an important thing. But if you are worried about the healing, the inflicting really is just as bad. I use it on them, and they hate it. Especially when their enemies are them... they don't like when their enemies are as strong as they are, and use the same dumb half-broken rules that they use, and then have another 1d8+5 damage on top, or have two guys in the background alternating off of a M249 strafing healing bullets around through the other bad guys. Part of my control is always "If you abuse it, they'll abuse it even more," but that doesn't work for some groups. |
| #25zombiegleemaxMar 18, 2004 19:12:20 | Equipment, page 67. The range increments for crossbows (and possibly the sling and slingshot) seem to be a little wonky. Shouldn't they be about 1/3 of their present values? As it stands now, the grapple-firing crossbow has a comperable range to the Barret. |
| #26zombiegleemaxApr 01, 2004 6:34:47 | That was addressed in one of the Bullet Points (or possibly Notes from the Bunker). Total range and accuracy both depend on one parameter: the range increment. As such, range increments have to strike a balance which sometimes results in mechanics that feel wrong. Afaik, the numbers are correct. |
| #27zombiegleemaxMay 05, 2004 13:34:44 | [p. 92] Instant Connectivity...Focus: a computer hard drive (purchase DC 23 or higher). The price of a hard drive is outrageously high. A Desktop computer is given purchase DC 22. An average hard drive costs about $100, so it should have purchase DC 10 (or less). [p.93] Under the magic bullet table, an "inflicting bullet" is called a "pain bullet" under the effect heading. A "panic bullet" is called a "terror bullet" under the effect heading. |
| #28spaceshotMay 05, 2004 13:50:40 | Originally posted by ante_up I would set it at least at 15 so there are no issues with players buying too many. It is a material component, after all. I also pay little attention to the chart relating Purchase DC's to real dollar values. It is only a basic guideline. And it may not be an error... it just may be outrageous. But then we can house rule it. |
| #29zombiegleemaxMay 05, 2004 14:43:54 | Originally posted by SpaceShot It is not a material component, it is a focus. A focus isn't used up when you cast a spell (as opposed to a material component, which is). It is an error (what is the difference between an error and outrageous anyways?). A HD simply doesn't cost that much. |
| #30spaceshotMay 05, 2004 22:44:57 | Sometimes, a focus can still be a valuable piece of equipment. I don't know if that is the intent behind this spell. I do agree that 23 sounds high considering I think 20 to 23 is a good place for a laptop. A laptop is an extraordinary piece of equipment that really makes it easier on the heroes if you have a computer genius in the group. If the focus should be considered valuable, I'd use DC 15 as my benchmark. I haven't run into this issue simply because the spell hasn't come into play, and I think I've never read the spell description up close. If some designer came on here and said "nope, it's suppoed to be 23" then it wouldn't be an error. We all probably wouldn't go with it. Judging by many of the house rules I see, many people alter the game to suit their tastes. And alot of core rules I see as perfectly fine are changed in all sorts of ways. Again, not really having studied this spell, I am just saying DC 15 is my benchmark for valuable items. |
| #31zombiegleemaxJun 15, 2004 11:56:38 | An octopus has a listed intellegence of 3, however as it is an animal, the maximum score is 2. |
| #32zombiegleemaxSep 27, 2004 19:50:35 | An octopus has a listed intellegence of 3, however as it is an animal, the maximum score is 2. There are scientists that believe that Octupi may be as smart, if not smarter than Chimps, and maybe even sentient, if limited in development. One test was done where a tasty critter was put in a glass jar with a lid, out of sight of the octopus, then put in the tank with the octopus. It figured out in about 3 minutes how to screw off the lid and get at the critter inside. When the experiment was repeated with the same one, he had the jar open almost as soon as he got a hold of it. In other words, he remembered. |
| #33mikeypSep 28, 2004 13:29:57 | Damn, and octopi are so tasty, I'd really hate for them to be sentient. |
| #34sooperspookJan 19, 2005 0:39:49 | Question: Have the Telepath and Battlemind Advanced classes been updated for XPH psionics? |
| #35carr0tJan 19, 2005 1:14:11 | I think that was answered in one of the Bullet Points. The answer was that d20modern psionics are different enough from D&D as is and won't get updated to XPH officially. So no update... |
| #36kaostymFeb 08, 2005 19:59:44 | What is the exact racial class bonus for a gnoll? in the write up it says +2 but, in the image [with the shadowkind) it says + 3 ?? |
| #37zombiegleemaxMar 13, 2005 14:23:09 | The Beholder's Eye Rays include the spells Charm Monster, Flesh to Stone, Disintegrate and Finger of Death. These are not included in Modern or Urban Arcana. While Charm Monster is probably referring to Charm Creature, the 3 other ones are missing completely. I could use the spells from DnD but these are probably too powerful for modern. Any Suggestions? Cheerio, Frank |
| #38zombiegleemaxMar 13, 2005 16:25:05 | Avoid using Beholders? Beholders are another harsh example of the cut'n'paste that a lot of UA was.You should probably try to pick a similar effect spell that exists in the UA list, or is at least something that's within the 5 level limit of UA. Disintegrate could go to Negative Energy Ray, and FoD could go to Enervation, or something. |
| #39gunrockMar 13, 2005 16:33:39 | What is the exact racial class bonus for a gnoll? in the write up it says +2 but, in the image [with the shadowkind) it says + 3 ?? It *should* be 2 racial Hit Dice and a Level Adjustment of +1. Making a Gnoll Strong Hero 1 a 4th level character. It's within the realm of possibility that I am wrong but it's not likely. |
| #40zombiegleemaxMar 13, 2005 16:55:10 | It *should* be 2 racial Hit Dice and a Level Adjustment of +1. Making a Gnoll Strong Hero 1 a 4th level character. It's within the realm of possibility that I am wrong but it's not likely. Actually, you are wrong. :D Modern works with this formula: CR = Character Level + Level Adjustment (Urban Arcana p. 25), with CR being the Modern equivalent of D&D's ECL. Racial hit dice don't count towards it, they're part of the benefits covered by the LA. The Gnoll Strong Hero 1 is a CR 2 with 2 hit dice (the LA has been errataed from +2 to +1, the picture on p. 31 of UA actually has it right: it's the character with the bandana and the cigarette. The +3s are the half-dragon and the ogre). P. 25 of UA has an example of a 1st level Tough Hero bugbear at CR 3 to corroborate this, if you don't want to take my word for it. ;) |
| #41zombiegleemaxMar 14, 2005 3:22:57 | You don't get racial hitdice, either.. you get bonus hitdice, which are basically just extra hitpoints. They don't generate base saves or attacks. |
| #42gunrockMar 14, 2005 10:45:45 | You don't get racial hitdice, either.. you get bonus hitdice, which are basically just extra hitpoints. They don't generate base saves or attacks. And what about the all important skills? I'm guessing they don't generate those either. :sigh: I suppose I need to sit down and actually read the UA setting. |
| #43zombiegleemaxMar 14, 2005 11:48:12 | You don't get racial hitdice, either.. you get bonus hitdice, which are basically just extra hitpoints. *shrug* Depends on what you call racial, I guess. These bonus HD are part of the racial package, so... As long as everyone's clear on what benefits they give (and that's pretty clearly put in UA), there shouldn't be any problems. And what about the all important skills? Nope. Just HP. No saves, no BAB, no skill points nor increased max rank in skills. I suppose they do count towards the number of HD affected by certain spells, although I can't off-hand recall any Modern spells that this would apply to. |
| #44zombiegleemaxMar 14, 2005 12:23:53 | It's a wording difference for D&D players. If it said racial hitdice, they'd take it as that. They're bonus so you don't go adding BAB and saves and stuff. Racial things in UA are where a lot of the divergence from D&D happens. No messed up concepts like ECL. Daze? ![]() |
| #45zombiegleemaxMar 14, 2005 13:53:40 | In D&D, bonus HD work pretty much the same way as racial HD do (case in point, the bonus HD a paladin's mount get increase BAB and saves and give skill points and feats) - pretty much the only thing they might differ in is whether bonus HD count towards stat increases (I say might because it's not specifically mentioned). I don't think using one term instead of the other in Modern will do much about potential confusion. I'll refer to them as extra HD from now on, that's the term used in the rules after all. ;) Daze is a good example of a spell affected by the target's number of HD. Sleep is another, I'm sure there are several more. For what it's worth, I allow the extra HD to count against such spells. They are HD, whether the benefit is specifically mentioned or not doesn't change that - IMO, logically they should count. Besides, I don't think high LA critters like Ogres should be particularly susceptible to this kind of spells. |
| #46zombiegleemaxMar 15, 2005 14:45:22 | Avoid using Beholders? Avoiding the beholder is not really an option. I think the Eyes of the Beholder are too cool for an organization to be left out. And it wouldn't feel right to have them in a campaign and not to fight a beholder in the end. I have decided for myself to use the d&d spells, just not include them as spells, but as special powers of the beholder. I will instead raise the beholder's CR from 13 to 16 or possibly 17. One of the main reasons for my decision was the Dryad, another entry that has powers based on D&D spells. It just wouldn't feel like a Dryad anymore if I replaced those typical powers like entangle, tree shape, etc with different spells. Cheerio, Frank |
| #47zombiegleemaxApr 06, 2005 15:06:04 | can anyone give me arational reason that use magic device should be based on charisma, not wisdom? |
| #48zombiegleemaxApr 06, 2005 15:13:57 | Wise people don't screw around with magic items they don't actually understand. |
| #49gunrockApr 06, 2005 19:19:46 | can anyone give me arational reason that use magic device should be based on charisma, not wisdom? If Razoreface's arguement isn't good enough for you, try this one. UMD is basically an attempt to trick the magic item into thinking that you are a real caster. Like all attempts to lie to stuff, it is based off of charisma. |
| #50prophet224May 18, 2005 21:50:07 | So the feat magical heritage (page 15) talks about gaining access to magic at a particularly young age. It has to be taken at 1st level, but it says it gives some spells per your arcane spellcasting level. You can't be an arcane spellcaster until like 5th level, right? So this isn't making sense to me. Unless: it does say (minimum 1) for the once per day per spellcaster level thing, so maybe it's 1/day until you start getting additional caster levels? |
| #51zombiegleemaxMay 19, 2005 17:25:46 | On page 83 in the what's in a fire truck sidebar it lists a crash kit, yet I can't find a description of what's in one. On the same page it lists a crash cart under whats in an emergency vehicle sidebar, but I assume that it means kit because it's under the kit section. |
| #52zombiegleemaxJul 19, 2005 14:31:06 | I know it doesn't say it anywhere in Urban Arcana, but on pg. 18 of d20Modern it refers to human's racial ability, the extra feat and skills, which is built in. Now while Shadow creatures loose skill points, they don't loose the extra feat by the looks of things. Is this a mistake, or (as I kinda suspect) compensation for the fact that you are non-human in a 99% human setting. |
| #53shadostahkerJul 19, 2005 17:46:10 | No, they do lose the feat. This is a very common question with a lot of discussion, but the official (?) word is they lose the feat. To make up for the difficulty of a non-human, you get other bonuses, such as free Archaic Weapons Proficiency |
| #54zombiegleemaxSep 12, 2005 2:43:33 | In Urban Arcana the Aasimar PC gains 'light' 0-level cleric spell as a spell like ability yet in v3.5 in the dnd monster manual Aasimar characters gain the 'Daylight' 3rd-level cleric spell and yet still have the +1 ECL. theoretically if d20 modern was updated to v3.5 would Aasimar characters gain 'daylight' instead of 'light' as a spell like abillity? ![]() i have also seen other Aasimar character templates that allow you to scrap the daylight spell and have three 0-level spells instead.. could this also be acceptable?? Many thanks [INDENT]Mike[/INDENT] |
| #55zombiegleemaxSep 12, 2005 17:10:53 | They're still +1 level because they are still significantly more powerful than a human. Even in D&D, they really do come close to the +2 line. In Modern, magic is lower. A level three spell in Modern is very significant. In D&D it's the lower end of the scale. In Modern, a level three spell is past the half way to maximum spell level. In D&D you might be able to swap a single level 3 spell for three level 0's, but in Modern it doesn't make much sense to give up a level 0 for three level 0's. If you really want level 0 spells, there's a feat that you can take. |
| #56digoraccoonOct 04, 2005 13:58:40 | So the feat magical heritage (page 15) talks about gaining access to magic at a particularly young age. It has to be taken at 1st level, but it says it gives some spells per your arcane spellcasting level. You can't be an arcane spellcaster until like 5th level, right? So this isn't making sense to me. It doesn't make much sense to me to take an Initial Feat that you can't use until you gain levels in an Arcane spellcasting class. That's like saying "You gained access to magic at a young age, but you can't cast anything until you reach the required levels like everyone else". ![]() I read it as it's useable 1/day until you gain additional caster levels. specifically it's 1/day until you reach your 2nd level in an Arcane casting class, then you can use it 2/day and so on. |
| #57zombiegleemaxMar 01, 2006 9:02:43 | Sticky Foam Sprayer* One of my players is interested in trying to get a sticky foam sprayer, so this should come in handy. ![]() What's the cost of ammunition for the sprayer? |
| #58orvarMar 01, 2006 15:51:49 | No, they do lose the feat. This is a very common question with a lot of discussion, but the official (?) word is they lose the feat. Interesting. I had better take this up with my players. |
| #59celnosMar 07, 2006 21:03:37 | The supernatural strike feat strikes me as a little strong, as it states that a character with it can score normal criticals against things immune to such. Was there a line or something missing, requiring either an action point expenditure or limited uses per day? I didn't see a reply to this post and I am curious myself so I thought I'd try to get a reply. |
| #60shadostahkerMar 07, 2006 21:24:06 | I didn't see a reply to this post and I am curious myself so I thought I'd try to get a reply. As far as I know there is no errata on this, and I don't think it needs any. How often do you crit, anyways? Once every 20-ish attacks. Now take into account how often you fight things immune to crits. That's not a huge amount of extra damage. Also, with no sneak attacks (don't count d20 Past's Gangster, that's an overpowered class), there is less risk with dealing bonus damage. And I don't believe this feat allows sneak attacks anyways, just crits. So as for "limited uses per day", it's limited by how often you crit (and confirm) against something that's normally immune. And quite honestly, that's usually less than 3/day, especially if the majority of enemies are humanoid, like many Modern games. So putting such a restriction on it is fairly useless. On the other hand, I could see putting a restriction on it if you were running a Zombie-ish game. But in a normal game, it isn't useful enough to warrant it. |
| #61orvarMar 08, 2006 4:07:54 | And besides, creatures immune to crits often are immune to massive damage. That extra damage has little effect in such cases, except that creatures take one less bullet to die. |
| #62DracomortisMar 21, 2006 19:35:56 | Minor Error: On page 225, the darkvision entry for the living dumpster reads “Living dumpsters can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gear golems can function with no light at all.” It should read “and living dumpsters can function with no light at all.” |
| #63zombiegleemaxSep 24, 2006 1:20:33 | I just had one question concerning the Spell Slinger prestige class from the UA web enhancement. For the class ability 'Enchanted Shot', it basically says that the Spell Slinger imbues the projectile with magical power, effectively giving a magical enhancement bonus (up to +4 after 5 levels in the class). Now this is quite literally a +X bonus on each shot for any ranged weapon they have Weapon Focus with, right? Or does it only apply only to defeating DR, like the Archaic Weaponmaster's 'Imbue Weapon' class ability? (I’m assuming the former over the later.) And time for yet another fun question from the peanut gallery. If you take 3 levels of Fast hero and pick up the Evasion and Increased Speed talents, then get Uncanny Dodge (say, through the Spell Slinger PRC). If you then took the feat, Fast Plus from Future, could you get Uncanny Dodge 2 and Improved Increased Speed? Thanks in Advance. |
| #64shadostahkerSep 24, 2006 2:00:44 | I just had one question concerning the Spell Slinger prestige class from the UA web enhancement. It's a full +X to attack rolls and damage rolls, similar to the Shadow Slayer. But since the Spellslinger is a PrC, not a AdC, they don't need to spend a full round to "empower" the weapon. They have the added restriction of Weapon Focus, however, while the Shadow Slayer can do it to any melee weapon. And time for yet another fun question from the peanut gallery. If you take 3 levels of Fast hero and pick up the Evasion and Increased Speed talents, then get Uncanny Dodge (say, through the Spell Slinger PRC). If you then took the feat, Fast Plus from Future, could you get Uncanny Dodge 2 and Improved Increased Speed? Yes. Uncanny Dodge X says: "If the Spellslinger does not have uncanny dodge 1 (a class feature of the Fast hero), she gains it now." In other words, they gain the ability that the Fast Hero would gain, including all benefits garnered from said ability. |
| #65joekapOct 30, 2006 21:18:34 | i was looking through the modern main book and on page 19 it says in an example that the dedicated hero gets 7 + int. mod. for skill points but in the class itself it says 5+int. mod. i noticed a pattern of skill points for strong fast and tough as 3, 5 , 3, respectively and i say for charismatic smart and dedicated it is 7, 9, 5 it would make sense if it was 7,9,7 it would fit the pattern , i was just wondering if one was a miss print or what. thanx |
| #66shadostahkerOct 30, 2006 23:24:55 | i was looking through the modern main book and on page 19 it says in an example that the dedicated hero gets 7 + int. mod. for skill points but in the class itself it says 5+int. mod. a) this thread is only for UA errata. There is an errata thread in the Important Links thread on the main Modern board. b) As was answered in the original post on the Modern boards, 5 skill points is correct. It was addressed in a Bullet point here: http://www.wizards.com/default.asp?x=d20modern/bp/20040120a The example Dedicated hero detailed on page 19 of the d20 Modern Roleplaying Game gets 7 skill points per level. But at the top of page 28, in the class description, it says a Dedicated hero gets 5 skill points per level. Which is correct? |
| #67zombiegleemaxDec 20, 2006 8:12:19 | I have a question concerning the Hedge Wizard starting occupation described on page 11 of the Urban Arcana Campaign Setting. If I choose this occupation for my character, he gains skills as permanent class skills and a +1 competence bonus if those skills are already class skills. This refers only to my character's first level, right? If my character gains a level in another class which has one of those skills as class skills, he doesn't get a competence bonus? |
| #68shadostahkerDec 20, 2006 13:42:45 | I have a question concerning the Hedge Wizard starting occupation described on page 11 of the Urban Arcana Campaign Setting. If I choose this occupation for my character, he gains skills as permanent class skills and a +1 competence bonus if those skills are already class skills. This refers only to my character's first level, right? If my character gains a level in another class which has one of those skills as class skills, he doesn't get a competence bonus? a) That question is actually about all Occupations, not just the HW. :P b) No, he doesn't get the competence bonus unless the skills are class skills for his first class. |
| #69zombiegleemaxJan 14, 2007 18:16:51 | There are scientists that believe that Octupi may be as smart, if not smarter than Chimps, and maybe even sentient, if limited in development. what about dolphins. scientists also say that a dog has the mind of a small child. For game purpouses you should probably keep it at 3 (dogs dont have 6 int) |
| #70arlicJan 15, 2007 15:48:51 | pg 13 table 1-2 feats. the vehicle specialization feat is missing pg 18 vehicle specialization. prerequisit should be a sub-feat for the aircraft ops and surface vehicle ops and tied directly to the type of vehicle chosen for those feats. the way it is written you can specialize without having an associated feat. it would be like getting wpn spec without wpn focus first. pg 18 vehicle specialization: class of vehciles are spelled out for civilian vehicles but then states "...or military vehicles." miltary vehicles should also be spelled out, such as: mil-unarmored ground vehicle, mil-armored ground vehicle; or make it match the surface vehicle operations description |
| #71cueballMar 24, 2008 16:53:36 | The description of the mechanical homunculus on page 224 of the Urban Arcana handbook says that the homunculus has 10 skill points that can be assigned by it's master. Are those skill points included in the stats on the same page? (Skills: Disable Device +3, Hide +10 ...) |
| #72cueballApr 04, 2008 9:16:18 | Not sure if it makes sense to reply to a post from five years ago but eh, maybe it gets picked up by someone.The archmages ability Total spellcasting reads "count all character caster levels when determining the archmage's asting level for arcane spells" I take this to mean they add archmage levels to Mage and or Techno Mage levels to figure out there caster level. There's a slight discrepancy here:
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| #73xrogue1xAug 15, 2008 23:32:52 | Hi I'm new to d20 modern and so are my friends. I'm trying to run a simple game and wondered if it's possible to get above level 10 in the basic classes and if there are stats for those levels somewhere? Thanks for any help. |
| #74dulsiApr 07, 2010 22:28:18 | How come this doesn't seem to have been pulled into the d20 modern FAQ? I was curious about how LA Shadowkind from the Urban Arcana SRD stuff worked and found this. Very helpful to learn that bonus hit dice don't count when calculating effective level and don't get skill points or BAB. Explains why the bugbear has a higher LA. Wish they had cleaned up the system as it is very confusing. I believe the Gamma World Machines and Mutants book uses the 3.5 LA rules which makes it more confusing. |