D&D 3rd Edition / 3.5 Compiled 3.5 Revisions - Page 26


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  1. #251
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    Re: Re: Ranger favoured enemy

    Originally posted by Apok



    Remember, in 3.0 it was childs play to make an Elf or Half-Elf Ranger w/ FE; Human.
    My group tried that once. While the conversation isn't firmly in my memory anymore, I believe the DM mentioned something about REALLY HATING your FE. This could be a problem with several Humans in the party or traveling through Human cities/towns.
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  • #252
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    Re: Re: Re: Ranger favoured enemy

    Originally posted by Lela


    My group tried that once. While the conversation isn't firmly in my memory anymore, I believe the DM mentioned something about REALLY HATING your FE. This could be a problem with several Humans in the party or traveling through Human cities/towns.
    That's the thing, though. Saying that you must hate whatever your favored enemy is really limits the scope of the roleplaying aspect of the ability. Perhaps the Ranger in question's job was to keep intruding humans out of certain areas of the Elven Homelands, so they needed to be adept at tracking them and hiding from them, and on occasion at killing those who wouldn't leave peacefully. Mabye a human Ranger who takes Humans as his FE is a bounty-hunter or marshall who's job is to locate and retrieve (dead or alive) criminals or miscreants of his own race.

    I think that this new freedom will expand the viability of certain roleplaying archetypes for Rangers. I'd say that's a good thing.
    The truth is you're the weak, and I'm the tyranny of evil men. But I'm tryin', Ringo, I'm tryin' real hard to be the shepherd.

  • #253

    Re: Re: Re: Ranger favoured enemy

    Originally posted by Lela


    My group tried that once. While the conversation isn't firmly in my memory anymore, I believe the DM mentioned something about REALLY HATING your FE. This could be a problem with several Humans in the party or traveling through Human cities/towns.
    That's an attitude held over from 2E, when the mechanic was a hated enemy.

    Does a big game hunter hate the animals he hunts? Are bounty hunters misanthropic psychopaths (well, maybe ...)? Favored enemy just means you've studied your target enough to be able to hunt it effectively and cause additional damage when you fight it. I have no problem with a human taking human as a favored enemy -- it's a great RP hook if nothing else. Nothing says the character will have trouble relating to other people.

    Heck, you could say that modern soldiers, police officers, US marshalls, and the like have favored enemy: human.
    "The Soul of D&D? It's rolling a natural 20 when you're down to 3 hit points and the cleric's on the floor and you're staring that sunnavabitch bugbear right in his bloodshot eye and holding the line just long enough to let the wizard unleash a fireball at the guards who are on their way, because they're all that stands between you, the Foozle and Glory." - WizarDru

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    All Hail Olgar Shiverstone....Brilliant Thread !!!

    I just wanted to say a BIG Thank you to Olgar Shiverstone for starting this thread and bringing to the community an excellent source of information and inspiration from the up coming 3.5 edition DnD Core Rule Books. I discovered this thread after seeing it plugged on the main ENWorld News Page, nice touch to put all the info. together in a single Word Doc. Thanks again...
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    Lost Mouth (?)

    I noticed that the spell Magic Mouth appears twice in the Bard spell list in the Compiled Revisions - at 1st and 2nd levels, to be more precise. Can anyone tell me what the correct level is?

  • #256

    Re: Ranger favoured enemy

    Originally posted by Negative Zero
    i mean, say he chooses human, in most canpaigns, humans are very widespread, they're all over. doens't this make the FE too powerfull? seems like it to me.~NegZ
    It doesn't make FE any more powerful. Unless you think being evil is a mechanical disadvantage by itself that needed this bit to be balanced.

  • #257
    DMG Contents:

    Dungeon Master's Guide 3.5 Table of Contents

    Introduction

    Chapter 1: Running the Game
    What is a DM
    Style of Play
    Example of Play
    Running a Game Session

    Chapter 2: Using the Rules
    More Movement Rules
    Movement and the Grid
    Moving in Three Dimensions
    Evasion and Pursuit
    Moving Around in Squares
    Bonus Types
    Combat
    Line of Sight
    Starting an Encounter
    New Combatants
    Keeping Things Moving
    Combat Actions
    Attack Rolls
    Damage
    Effect of Weapon Size
    Splash Weapons
    Area Spells
    Big and Little Creatures in Combat
    Skill and Ability Checks
    Saving Throws
    Adjudicating Magic
    Describing Spell Effects
    Handling Divinations
    Creating New Spells
    Rewards
    Experience Awards
    Story Awards
    Character Death
    Making a New Character

    Chapter 3: Adventures
    Motivation
    Structure
    Site-Based Adventures
    The End (?)
    Encounters
    Tailored or Status Quo
    Challenge Ratings and Encounter Levels
    Difficulty
    Tougher Monsters
    Location
    Rewards and Behavior
    Treasure
    Bringing Adventures Together
    Between Adventures
    The Dungeon
    Dungeon Terrain
    Walls
    Doors
    Rooms
    Corridors
    Miscellaneous Features
    Cave-Ins and Collapses
    Illumination
    Traps
    Elements of a Trap
    Sample Traps
    Designing a Trap
    Dungeon Ecology
    Dungeon Animals
    Wandering Monsters
    Random Dungeons
    Dungeon Level
    The Map and the Key
    Random Dungeon Encounters
    A Sample Adventure
    Statistics Blocks
    Wilderness Adventures
    Getting Lost
    Forest Terrain
    Marsh Terrain
    Hills Terrain
    Mountain Terrain
    Desert Terrain
    Plains Terrain
    Aquatic Terrain
    Underwater Combat
    Weather
    Random Wilderness Encounters
    Urban Adventures
    Weapon and Spell Restrictions
    Urban Features
    Urban Encounters

    Chapter 4: Nonplayer Characters
    Everyone in the World
    NPC Classes
    Adept
    Aristocrat
    Commoner
    Expert
    Warrior
    NPC Statistics
    NPC Attitudes
    Fleshing Out NPCs

    Chapter 5: Campaigns
    Establishing a Campaign
    Maintaining a Campaign
    Characters and the World Around Them
    War and Other Calamities
    Other Campaign Issues
    World-Building
    Building a Different World
    Adventuring on Other Planes
    Plane Descriptions
    Creating a Cosmology

    Chapter 6: Characters
    Ability Scores
    Races
    Subraces
    Modifying a Common Race
    Changes through Addition and Subtraction
    Class/Race Restrictions
    New Races
    Monsters as Races
    Classes
    Modifying Character Classes
    Creating New Classes
    Prestige Classes
    Arcane Archer
    Arcane Trickster
    Archmage
    Assassin
    Blackguard
    Dragon Disciple
    Duelist
    Dwarven Defender
    Eldritch Knight
    Hierophant
    Horizon Walker
    Loremaster
    Mystic Theurge
    Red Wizard
    Shadowdancer
    Thaumaturgist
    How PCs Improve
    Learning Skills and Feats
    Learning New Spells
    Gaining Class Benefits
    General Downtime
    Gaining Fixed Hit Points
    Creating PCs above 1st Level
    Special Cohorts
    Familiars
    Mounts
    Animal Companions
    Epic Characters

    Chapter 7: Magic Items
    Handling Magic Items
    Magic Item Descriptions
    Armor
    Weapons
    Potions and Oils
    Rings
    Rods
    Scrolls
    Staffs
    Wands
    Wondrous Items
    Intelligent Items
    Cursed Items
    Artifacts
    Creating Magic Items
    Masterwork Items
    Special Materials

    Chapter 8: Glossary
    Special Abilities
    Condition Summary
    The Environment

    Visual Aids

    Index
    "The Soul of D&D? It's rolling a natural 20 when you're down to 3 hit points and the cleric's on the floor and you're staring that sunnavabitch bugbear right in his bloodshot eye and holding the line just long enough to let the wizard unleash a fireball at the guards who are on their way, because they're all that stands between you, the Foozle and Glory." - WizarDru

  • #258
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    I hope this thread isn't 100% dead.

    Does anybody know what the 3.5 lycanthrope template looks like?

    Has it been revised again, after the changes made to it in Races of Faerun?
    Benjamin Lyons

  • #259
    Originally posted by Olgar Shiverstone
    Greater Cloak of Displacement: Now only works for up to 15 rounds per day (from permanent). Needs command word to active. Still costs 50,000 gp
    Wow. They severely nerfed the greater cloak of displacement. Since it takes a command word to activate, that means it will take a standard action to use the cloak. Anyone who gets a surprise round on you, or beats you on initiative wont have to suffer the effects of concealment. Guess I will have to ditch my greater cloak of displacement and find myself a cloak of protection instead.

    Boots of Speed stunk in D&D 3.0, but in D&D 3.5 they will be wonderful.

    Greater cloak of displacement was a fantastic item in D&D 3.0, now it stinks in D&D 3.5.

    Looks like boots of speed and cloaks of displacement have traded places on the list of must have items.

  • #260
    I wonder which monster types go with which Knowledge skills for the "monster lore" skill use?

    The revision document names:

    Knowledge (dungeoneering): Aberration, Ooze
    Knowledge (arcana): Construct, Dragon, Magical Beast

    Presumably Animal and Plant go with Knowledge (nature), and Undead with Knowledge (religion), but the other match-ups are less certain. What about the other monster types, viz. Elemental,
    Fey, Giant, Humanoid, Monstrous Humanoid, Outsider, and Vermin?

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