Compiled 3.5 Revisions

Lela

First Post
Re: Re: Ranger favoured enemy

Apok said:



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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Apok

First Post
Re: Re: Re: Ranger favoured enemy

Lela said:


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.
 

Re: Re: Re: Ranger favoured enemy

Lela said:


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.
 

Hackenslash

First Post
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...:D
 

Eltor Macnol

First Post
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?
 

BarkTree

First Post
Re: Ranger favoured enemy

Negative Zero said:
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.
 

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
 

Benben

First Post
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?
 

greymarch

First Post
Olgar Shiverstone said:
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.
 

ShaneHenry

First Post
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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