They get low-light vision instead, being able to see very well with natural light sources (e.g. moonlight) and twice as far with artificial ones (e.g. torches).Edena_of_Neith said:Elves no longer have infravision ... that's a major weakening of the race (it's DARK in a forest at night! Been there.)
To some degree, the favored class mostly means "favored dabbling". Lots of dwarves learn how to fight, even if their main trade is that of a rogue. Most elves learn a spell or three, taking a couple of levels of wizard. Almost all halflings are sneaky.Now any race can become any class or multiclass. But Favored Classes are important, and would seem to represent a holdover from the classic conceptions of the races from older editions. I mean, dwarves were always good fighters, elves loved magic, halflings were natural rogues, and so on.
No. However, the Two-Weapon fighting feat does (by +2/+6 in 3.5, and +2/+2 in 3.0), and that requires you to have Dex 15+. There are also later feats you can take that give you more off-hand attacks (at cumulative -5 penalties, just like main attacks), requiring even higher Dex. So dual-wielding is still the province of high-Dex characters, but in a different way.Do the dexterity bonuses cancel out any of the - 6 / - 10 penalties?
Drow are no longer naturally ambidextrous.Ambidexterity? There go the drow again![]()
Light armor is far from useless. They go up to chain shirt, which gives +4 to AC (equivalent of scale mail). +4 seems to be the accepted minimum armor bonus in various parts of the system - most wizards will be having the same on account of the mage armor spell (3e equivalent of the 2e armor spell).Based on what I'm reading, it seems to me that Light Armor is all but useless (it was most certainly all but useless in 2nd edition and 1st edition! Leather armor was absolutely useless.)
Exactly. Spell-like abilities are a bit more restrictive - for example, if you try to use them in melee, your opponent gets a free attack at you (though that's relatively easy to avoid).What do they mean by su and sp (after words like countersong, fascinate, etc.) ?
Are they referring to supernatural and spell-like ability?
There's a more comprehensive list of bonus types and what they can apply to in the DMG.I know that like bonuses do not stack in 3rd edition. Different kinds of bonuses do stack. There seems to be a lot of different kinds of bonuses. So far, I've heard of, for Armor Class alone:
Enhancement bonuses are the bonuses given by most magic equipment (e.g. a +3 chain shirt has a +3 enhancement bonus). These are usually applied indirectly - so the +3 chain shirt doesn't give a +3 enhancement bonus to AC, it instead has a +3 applied to its basic +4 armor bonus, for a total armor bonus of +7. That's why enhancement bonuses from armor and shields stack.Enhancement bonus (I do not entire understand what enhancement means)
Basically some sort of supernatural warding-off of attacks. This is the bonus granted by most magical sources, notably protection from evil and rings of protection.Deflection bonus (I do not entirely understand that one either, despite the obvious meaning of the word deflection.)
It also makes them able to use suggestion on others, so it comes out allright in the end.Powerful creatures like drow and illithid make it a point to learn Common. That's a mistake, since it makes them subject to this attack.
Essentially, Inspire Greatness adds two fighter levels to the character (well, not exactly, but it's close enough). It's the same sort of effect as a 2e potion of heroism.Inspire Greatness: There's that Competence Bonus again: + 2 to Attack Rolls, + 1 to Fortitude Saves, gain 2d10 hit dice (does this mean the character is 2 levels higher for all purposes?
Also, this is a good place to point out the differences between "temporary" hit points (like those gained through this ability, or the aid spell, or a number of other sources and "extra" hp gained through a Con increase. You can easily go ahead and squander your temporary hp without worrying - they're sort of like an ablative shield. Extra Con-based hp though, go away when Con drops again. So yeah - the barbarian rages and gets 2 hp/level (more at higher levels when he gets Greater and Mighty rage), but when the rage runs out he loses 2 hp per level again. You'd better hope the cleric has had a chance to get to him before that.
The two bolded ones wouldn't stack, since they're both Morale bonuses. The others, sure.For example, if one bard is using Inspire Courage, another Inspire Greatness, and yet another Inspire Heroics on my character, wouldn't he get:
+ 2 Morale Bonus for saves against fear and charm (8th level bard)
+ 2 Morale Bonus on Attack Rolls and Damage Rolls (8th level bard)
2 extra levels (additional abilities?)
2d10 hit points plus constitution bonus for 2 levels.
+ 2 Competence Bonus on Attack Rolls. + 1 Competence Bonus on Fortitude Saves.
+ 4 Morale Bonus on all Saving Throws.
+ 4 Dodge Bonus to Armor Class.