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NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="Staffan" data-source="post: 2773458" data-attributes="member: 907"><p>They can, but they don't get much out of it (sort of like a fighter can worship a deity). Note that in FR, which I recall is your setting of choice, all divine casters (including druids) get their powers from deities.</p><p></p><p></p><p>Specifically, the <em>summon nature's ally</em> series of spells but not other Summoning spells (like <em>summon swarm</em> or <em>creeping doom</em>.</p><p></p><p></p><p>At least at low-mid levels, the animal can make a pretty fierce combatant. Also, unlike the other class-based "pets" (familiars, paladin mounts) there aren't really any consequences for losing your animal companion - you just take a 24-hour timeout and get a new one. You may have to spend a couple of weeks of downtime to train it though.</p><p></p><p></p><p>Monsters with multiple different natural attacks have one "primary" attack, and a number of "secondary" attacks which take a -5 penalty. For example, a barghest (first suitable monster in the MM) has a bite at +9 and 2 claws at +4. Multiattack reduces this penalty to -2 (a dretch has 2 claws at +4 and a bite at +2).</p><p></p><p></p><p>Generally, there's very little around that can stop death by old age anymore. The DMG doesn't have any potions of longevity/elixirs of youth any longer, and all class abilities along the lines of Timeless Body I've seen also include the "when your time's up, you're dead" clause.</p><p></p><p></p><p>Yes.</p><p></p><p></p><p>From Smite Evil and similar X/day abilities, yes. If there was a permanent ability that let you use Charisma to attack, I would have it replace Strength (much like the feat Weapon Finesse lets you replace Strength to attack rolls with Dex for certain weapons).</p><p></p><p></p><p>The thing is, the attack of opportunity takes place before the action that prompted it is completed. So, when you get your AoO, your target is still prone. Tripping a prone opponent doesn't do you much good.</p><p></p><p>Right.</p><p></p><p>Combat Casting is a pretty weak feat, but useful at low levels. After a while, your Concentration check will be so good that you will automatically succeed at casting defensively anyway, since you can increase it at a rate of 1/level, and the DC of casting your highest-level spells only increase at a rate of 1/2 levels.</p><p>Also, Combat Casting got devalued, relatively speaking, in 3.5e. In 3.0, Skill Focus only gave a +2 bonus, so Combat Casting gave twice that but to a narrow application of the skill. In 3.5, Skill Focus gives +3, so you're trading +1 in the skill for a limited applicability.</p><p></p><p>Combat Expertise isn't the greatest of feats on its own, but it is a prerequisite for a whole lot of feats that <strong>are</strong> great, like Improved Trip. It's also good against things you <strong>really</strong> don't want to hit you, like various undead and stuff.</p><p></p><p>You can make multiple AoOs on the same opponent in one round if they provoke them with separate actions. Let's say you're armed with a spiked chain, and someone moves up to you and attack - BAM you get an AoO. He then tries to trip you (without having Improved Trip) - BAM that's another AoO.</p><p></p><p>All the Craft feats (which also include Brew Potion, Forge Ring and Scribe Scroll) are used for making different types of items. Note that you can start making items at a much lower level than in 2e: 1st for scrolls, 3rd for potions and wondrous items, 5th for arms/armor and wands, 9th for rods, 12th for staves and rings. In addition to the feats, you will need to know the right spells and/or fulfill the other prerequisites (e.g. being an elf for making a <em>cloak of elvenkind</em>. So while you might have the Craft Wondrous Item feat necessary for making an <em>amulet of the planes</em> as early as 3rd level, you have to wait until 9th level at the earliest to get the <em>plane shift</em> spell needed (13th if you're a wizard).</p><p></p><p>The +2 to two skills feats aren't very powerful. They're mostly there for two things: NPC specialists, and for characters who absolutely have to max out a skill. I can definitely see an Artificer (class from the Eberron setting which is extremely reliant on his Use Magic Device skill) take both Skill Focus and Magical Aptitude, for a total of +5.</p><p></p><p>And monks can take it as one of their bonus feats.</p><p></p><p>Mid/high-level campaigns seem to be more common in 3e than in previous editions. This probably has to do with the faster pace of levelling - 3e is designed so that you will gain a level approximately every 13-14 encounters, so probably after 3-4 sessions. In my experience, the pace is even faster than this, but that could be because I like throwing tough things at my PCs.</p><p></p><p>Wondrous Items is the catch-all category for all items that aren't another type, basically a renamed Miscellaneous magic category.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2773458, member: 907"] They can, but they don't get much out of it (sort of like a fighter can worship a deity). Note that in FR, which I recall is your setting of choice, all divine casters (including druids) get their powers from deities. Specifically, the [i]summon nature's ally[/i] series of spells but not other Summoning spells (like [i]summon swarm[/i] or [i]creeping doom[/i]. At least at low-mid levels, the animal can make a pretty fierce combatant. Also, unlike the other class-based "pets" (familiars, paladin mounts) there aren't really any consequences for losing your animal companion - you just take a 24-hour timeout and get a new one. You may have to spend a couple of weeks of downtime to train it though. Monsters with multiple different natural attacks have one "primary" attack, and a number of "secondary" attacks which take a -5 penalty. For example, a barghest (first suitable monster in the MM) has a bite at +9 and 2 claws at +4. Multiattack reduces this penalty to -2 (a dretch has 2 claws at +4 and a bite at +2). Generally, there's very little around that can stop death by old age anymore. The DMG doesn't have any potions of longevity/elixirs of youth any longer, and all class abilities along the lines of Timeless Body I've seen also include the "when your time's up, you're dead" clause. Yes. From Smite Evil and similar X/day abilities, yes. If there was a permanent ability that let you use Charisma to attack, I would have it replace Strength (much like the feat Weapon Finesse lets you replace Strength to attack rolls with Dex for certain weapons). The thing is, the attack of opportunity takes place before the action that prompted it is completed. So, when you get your AoO, your target is still prone. Tripping a prone opponent doesn't do you much good. Right. Combat Casting is a pretty weak feat, but useful at low levels. After a while, your Concentration check will be so good that you will automatically succeed at casting defensively anyway, since you can increase it at a rate of 1/level, and the DC of casting your highest-level spells only increase at a rate of 1/2 levels. Also, Combat Casting got devalued, relatively speaking, in 3.5e. In 3.0, Skill Focus only gave a +2 bonus, so Combat Casting gave twice that but to a narrow application of the skill. In 3.5, Skill Focus gives +3, so you're trading +1 in the skill for a limited applicability. Combat Expertise isn't the greatest of feats on its own, but it is a prerequisite for a whole lot of feats that [b]are[/b] great, like Improved Trip. It's also good against things you [b]really[/b] don't want to hit you, like various undead and stuff. You can make multiple AoOs on the same opponent in one round if they provoke them with separate actions. Let's say you're armed with a spiked chain, and someone moves up to you and attack - BAM you get an AoO. He then tries to trip you (without having Improved Trip) - BAM that's another AoO. All the Craft feats (which also include Brew Potion, Forge Ring and Scribe Scroll) are used for making different types of items. Note that you can start making items at a much lower level than in 2e: 1st for scrolls, 3rd for potions and wondrous items, 5th for arms/armor and wands, 9th for rods, 12th for staves and rings. In addition to the feats, you will need to know the right spells and/or fulfill the other prerequisites (e.g. being an elf for making a [i]cloak of elvenkind[/i]. So while you might have the Craft Wondrous Item feat necessary for making an [i]amulet of the planes[/i] as early as 3rd level, you have to wait until 9th level at the earliest to get the [i]plane shift[/i] spell needed (13th if you're a wizard). The +2 to two skills feats aren't very powerful. They're mostly there for two things: NPC specialists, and for characters who absolutely have to max out a skill. I can definitely see an Artificer (class from the Eberron setting which is extremely reliant on his Use Magic Device skill) take both Skill Focus and Magical Aptitude, for a total of +5. And monks can take it as one of their bonus feats. Mid/high-level campaigns seem to be more common in 3e than in previous editions. This probably has to do with the faster pace of levelling - 3e is designed so that you will gain a level approximately every 13-14 encounters, so probably after 3-4 sessions. In my experience, the pace is even faster than this, but that could be because I like throwing tough things at my PCs. Wondrous Items is the catch-all category for all items that aren't another type, basically a renamed Miscellaneous magic category. [/QUOTE]
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