A couple rules questions

Ozric

Mongoose
I've been going over the rulebook lately and thinking about starting up a game. A couple questions...

Sometimes in stat blocks for NPCs in both the main rulebook, and Road of Kings, sometimes there's an asterisk next to certain skill bonuses, and sometimes in other places such as the character's AP value. What does the asterisk mean? I've been able to find an explanation for it anywhere.

What are the rules for what kinds of named bonuses stack, and what kinds do not stack. I've read a couple d20 rulebooks over the years and remember seeing text indicating that although most types of named bonuses don't stack, there are a couple types that do. This is a concept that I think is typically under-explained in most d20 products I've read, and I haven't been able to find a clear explanation for it in Conan either.

And since I'm here, what is the significance of the different ability types, such as Supernatural, Extraordinary, and Spell-like. I assume that Spell-like abilities provoke Attacks of Opportunity, but what is the purpose of the other classifications?

Thanks!
 
Ozric said:
What are the rules for what kinds of named bonuses stack, and what kinds do not stack. I've read a couple d20 rulebooks over the years and remember seeing text indicating that although most types of named bonuses don't stack, there are a couple types that do. This is a concept that I think is typically under-explained in most d20 products I've read, and I haven't been able to find a clear explanation for it in Conan either.
Like named bonuses do not stack, likewise bonuses arising from the same situation (such as the same spell being cast twice in a row) do not stack, with the following exceptions:
- "Dodge" bonuses
- "Parry" bonuses (unique to Conan)
- "Circumstance" bonuse (that result from different circumstances)

Unnamed bonuses (that is, bonuses without a name) always stack unless they are the result of the same situation.

In the event you do have multiple bonuses of the same type, apply the largest one. The others do not go away, they overlap. That means that if for some reason the largest bonus expires or is suppressed that the others come back into effect (if applicable).

And since I'm here, what is the significance of the different ability types, such as Supernatural, Extraordinary, and Spell-like. I assume that Spell-like abilities provoke Attacks of Opportunity, but what is the purpose of the other classifications?
Its mostly important in how it relates to what action is required to activate the ability and what is required to suppress/disrupt the ability.

SRD said:
Special Abilities
A special ability is either extraordinary, spell-like, or supernatural in nature.

Extraordinary Abilities (Ex)
Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training.

These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field.

Using an extraordinary ability is a free action unless otherwise noted.

Spell-Like Abilities (Sp)
Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described.

A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell:

Using a spell-like ability while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated.

A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit.

For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is:

10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier.

Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

Some creatures are actually sorcerers of a sort. They cast arcane spells as sorcerers do, using components when required. In fact, an individual creature could have some spell-like abilities and also cast other spells as a sorcerer.

Supernatural Abilities (Su)
Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is:

10 + ½ the creature’s HD + the creature’s ability modifier (usually Charisma).

Hoep that helps.
 
Most wonderful, thank you.

That only leaves the mystery of why some skills and AP ratings in NPC stat blocks in published materials have asterisks... :?
 
If you give specific instances, I can usually tell you. Sometimes the author uses the asterick to reference something, which gets deleted in editing. Usually I use them to reference where spells not in the core book come from.
 
Well for example, the "Picts on the Warpath" NPC description on page 298 of the core rulebook:

The hunting bow stats listed in both Attack and Full Attack have their AP rating marked with single asterisks. At first I thought it might have something to do with the weapon table, but the hunting bow listing uses two asterisks instead of one (to indicate that the AP rating goes down with range).

The Will saving throw modifier is marked with an asterisk.

The skill bonuses for Hide, Listen, Move Silently, and Spot are marked with asterisks.

I have no idea what they're supposed to mean. I'm sure if I ignore the mysterious asterisks, I won't cause the collapse of our space-time continuum. But I'm curious.
 
Ozric said:
I have no idea what they're supposed to mean. I'm sure if I ignore the mysterious asterisks, I won't cause the collapse of our space-time continuum.

Can you afford to take the chance that it might though? You might doom us all! 8)
 
I've taken them to simply mean that these are places where changes to match the variations are most likely to occur first. That's not to say that you shouldn't make a Black Corsair with a higer than +3 Survival or a Pict with more than Tumble +8. It just seems to me that when changes are made due to class or level to make variations of these folks, adjust up the asterisked skills, saves (like through the addition of the Iron Will feat) or weapons there first.
 
Raven Blackwell said:
Ozric said:
I have no idea what they're supposed to mean. I'm sure if I ignore the mysterious asterisks, I won't cause the collapse of our space-time continuum.

Can you afford to take the chance that it might though? You might doom us all! 8)
It's possible I've already ignored them, collapsed our space-time continuum, and we now exist in an alternate timeline where I haven't ignored the asterisks.
 
Sutek said:
I've taken them to simply mean that these are places where changes to match the variations are most likely to occur first. That's not to say that you shouldn't make a Black Corsair with a higer than +3 Survival or a Pict with more than Tumble +8. It just seems to me that when changes are made due to class or level to make variations of these folks, adjust up the asterisked skills, saves (like through the addition of the Iron Will feat) or weapons there first.
That seems a decent way of regarding them...thanks :)
 
Yeah, the last little paragraph right before the Corsair entry (on the previous page) says there are notes to tell you how to make variations, but the asterisked stats don't have subsequent references. Obviously, normally they would, but probaly for space or to keep from being redundant the foot note that these should refer to isn't there. Since they all have just one asterisk, it would have to be the same comment/note for every occurance, so "*change these first" seems a reasonable choice to me.

8)
 
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