Compiled 3.5 Revisions

TallTales

First Post
Admantine Armor

Anyone notice the Dwarven Plate on GamingReport? It has damage reduction 3/-, and implies that it is due to the fact it is made of admantine. This may mean that any admantine armor provides damage reduction!
 

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Yobgod Ababua

First Post
Will you still get the -X penalty if your weapon resizes? You're not trained for it.

The -2 penalty per size class difference would not apply if both you and your weapon were enlarged together, because you'll still be the same size category.

med char with med longsword = no penalty
lrg char with lrg longsword = no penalty
lrg char with med greatsword = -2 penalty

Of course you're trained for it! You use a longswrd sized for you exactly the same no matter what size you are.

I find it easiest to understand that penalty if you consider that medium weapons are made to be wielded by characters with medium-sized hands. Trying to use small hands, or large hands, on grips designed for medium hands, is awkward, thus the -2 penalty. As long as your hands fit your weapon, however, you're set. This is why a large longsword is -not- identical to a medium greatsword, because the grips will be different.
 

vv. Rage spell provides Str and Con bonuses +2/+2.

Horizon Walker is essentially an explorer who at each level gains power from terrain. Example: you could chose "Forest" as your terrain at first level, and get +4 to Hide checks as well as +1 to-hit and damage on any creatures with "Forest" listed as their environment in the Monster Manual. The Hide bonus applies anywhere, not just when you're in a forest. Reqs are Endurance and Knowledge: Geography.
 

Ranger Spell List:
o 1st: Alarm, charm animal, delay poison, detect poison, detect animals or plants, detect snares and pits, entangle, endure elements, hide from animals, jump, longstrider, magic fang, pass without trace, read magic, resist energy, speak with animals, summon nature’s ally I
o 2d: barkskin, Bear’s endurance, Cat’s Grace, Cure Light Wounds, Detect chaos/good/evil/law, Owl’s Wisdom, Hold Animal, protection from elements, snare, speak with plants, spike growth, summon nature’s ally II, wind wall
o 3rd: Command Plants, Cure Moderate Wounds, darkvision, diminish plants, greater magic fang, neutralize poison, plant growth, remove disease, remove paralysis, repel vermin, summon nature’s ally III, tree shape, water walk
o 4th: Animal growth, Commune with Nature, cure serious wounds, freedom of movement, nondetection, summon nature’s ally IV, tree stride

Jump notes:
- speed, 30 is base, every 10 less gives a -6 penalty to jump, every 10 more gives a +4 bonus
- all jump DC's assume a 20 ft running start, otherwise double jump DC
- jump trained = same, jump untrained = prone at landing, unless jump DC is beaten by 5 or more
- long jump, fail by less than 5, reflex DC 15 to hold on to the far end, pulling yourself up is a climb DC 15
- long jump DC's: 5 ft = DC 5, with 5 added to the DC for every 5 ft further
- high jump, DC = 4 x distance in ft
- vertical reach table, long creatures are treated one size smaller ... fine: 1/2 ft, dimininuative 1 ft, tiny 2 ft, small 4 ft, medium 8 ft, large 16 ft, huge 32 ft, gargantuan 64 ft, colossal 128 ft.
- hop up to waist heigh object = jump DC 10, counts as 10 ft movement
- jump down intentionally, DC 15 for damage as fallen 10 ft less.
- jump is part of movement
- run feat: +4 to jump
- halflings: +2 to jump
- 5 ranks in tumble: +2 to jump
- 5 ranks in jump: +2 to tumble

vv. Rage spell Enc (Com)[Mind], Brd2, Sor/Wiz 2, range: Medium, target: willing creature/3 lvls within 30 ft of each other, dur: Con + 1 r/l (D); Morale bonuses: +2 Str, +2 Con, +1 Will Save, -2 AC, otherwise same as barbarian's rage, subjects aren't fatigued at the end of the rage.

ww. Ray of Exhaustion, Sor/Wiz 3, VSM, range: Close, dur: 1 m/l, save: Fort partial, sr: Yes
Ranged touch, subject is immediately exhausted for the spell's duration. Successful save means creature is only fatigued. A character that is already fatigued becomes exhausted. No effect on an already exhausted creature.

s. Adamantine light armor gives DR 1/-, medium gives 2/-, heavy gives 3/-

c. The 25gp spell scribing cost listed in the Boccob’s Blessed Books description is a typo. It should read 100gp.
 
Last edited:

Plane Sailing

Astral Admin - Mwahahaha!
Hi Olgar,

Scorching Ray (under spells: g) now has more details revealed about it.

Scorching Ray, Evocation [Fire], comp: VS, range: Close, dur: Instant, save: No, SR: Yes
Fire one ray, plus 1/4 lvls beyond 3rd (to max of 3 rays). Each ray is ranged touch attack, deals 4d6 fire dmg. Targets must be within 30 ft of eachother.


Cheers
 

Ravellion

serves Gnome Master
I am Dutch, and hence have all three books already (there are plenty at The Gamekeeper (non WotC) in Amsterdam people!). On a quick galnce I noticed that Sleep is quite different:

1 round casting time, and instead of 2d4 HD a simple 4 HD.

But now I have to leave, sorry!

Rav
 

coyote6

Adventurer
Ravellion said:
On a quick galnce I noticed that Sleep is quite different:

1 round casting time, and instead of 2d4 HD a simple 4 HD.

Wow, that's less than the average of 2d4.

By the next revision, sleep should be completely useless! ;)
 



Storm Raven

First Post
coyote6 said:
Wow, that's less than the average of 2d4.

By the next revision, sleep should be completely useless! ;)

My question is this: was there anyone out there (other than the members of the revision team) who thought that the 3.0 version of sleep was some sort of game balance problem?
 

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