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<blockquote data-quote="Olgar Shiverstone" data-source="post: 942279" data-attributes="member: 5868"><p>9. Magic Items</p><p></p><p> a. Instead of doubling movement, boots of striding and springing, and similar movement enhancing magic devices now provide fixed movement bonuses.</p><p></p><p> b. Heward's Handy Haversack’s utility has been clarified (it's not a free action to pull things out, but a move action that doesn't provoke AoOs, since you don't have to dig around in it).</p><p></p><p> c. Quaal's feather token: tree doesn't kill monsters by exploding them from inside.</p><p></p><p> d. Errata has been applied to the DMG price list.</p><p></p><p> e. Skill bonus items are going up to bonus squared, times 100 gp. Boots of elvenkind, for instance, now grant a +5 bonus and cost 2,500. That bonus is much more in line with the boots' low cost. (One could easily imagine an improved version that gave a +10 bonus for 10k, or even a +15 bonus for 22,500.) The ring of jumping's bonus went down to +5 for 2500, but there's also an "improved" version that grants +10 for 10k. </p><p></p><p> f. A vorpal weapon only threatens "vorpality" on a natural 20 (confirmed by a second successful attack roll), rather than on the full crit range of the weapon.</p><p></p><p> g. Weapon of speed enhancement: “Grants one extra attack at full BAB when making a full attack. Not cumulative with similar effects.”</p><p></p><p> h. Boots of striding and springing: For the low price of 5500 gp, the wearer gets a +10 ft. enhancement bonus to land speed and a +5 competence bonus on Jump checks.</p><p></p><p> i. Boots of speed: Free action to activate, 10 rounds of haste (non-consecutive). Essentially, 10 times per day you get to be hasted for a full round. Cost 12000 gp.</p><p></p><p> j. The default holy avenger in the DMG is now a cold iron weapon, making it ideal for killin' demons.</p><p></p><p> k. There are five amulets of mighty fists in the DMG, one each from +1 to +5. They grant the listed enhancement bonus to all unarmed attacks and natural weapons of the wearer. Each one costs three times what a normal magic weapon of the same enhancement bonus would cost.</p><p></p><p> l. The wounding property now does Constitution damage instead of ongoing hit point loss. The greater wounding property does 2 points of Constitution damage; wounding does 1 point.</p><p></p><p> m. Boccob's Blessed Book is 1000 pages long and specifically allows the owner to scribe spells without the normal scribing costs. It costs 12500gp.</p><p></p><p> n. Armor/Weapon special abilities are divided into two categories: those that cost an additional 'bonus', just as now (e.g. Ghost Touch +1 bonus), and others that cost a flat price (e.g. Improved Fire Resistance +42,000gp).</p><p></p><p> p. "If a continuous [and this should include use-activated too, since it's a footnote for the "Use-activated or continuous" line] item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half."</p><p></p><p> q. Bane is now a +1-equivalent</p><p></p><p> r. Vorpal still costs +5, but has a required CL of 18.</p><p></p><p> s. Adamantine light armor gives DR 1/-, medium gives 2/-, heavy gives 3/-. Adamantine weapons don't provide an enhancement bonus, they now ignore hardness of less than 20.. All adamantine and mithral items are considered masterwork (and thus weapons have the +1 “to hit” enhancement for masterwork). Adamantine costs: </p><p>ammunition +60</p><p>light armor + 5000</p><p>medium armor +10000</p><p>heavy armor +15000</p><p>weapon +3000</p><p></p><p></p><p> t. Specific Magic Item Changes: </p><p></p><p>Hammer of Thunderbolts: DC of Fortitude save for striking dead giants is now 20. </p><p></p><p>Wings of Flying: now costs 54,000 gp. Cost = spell level(3) * caster level(5) * 1800 (for command activated continuous item) * 2 (for spell with a duration of 1/minute level. </p><p></p><p>Strand of Prayer Beads: used to be a necklace, now three different varieties, lesser, regular and greater:</p><p>Lesser Strand: beads of bless & healing, 9,600 gp.</p><p>Strand: beads of healing, karma & smiting, 25,800 gp.</p><p>Greater Strand: beads of healing, karma, summons & wind walking, 95,800 gp.</p><p></p><p>Slippers of Spider Climbing: max. speed improved from 15 ft. to 20 ft. </p><p></p><p>Silversheen: new substance for making a weapon silvered for one hour, 250 gp.</p><p></p><p>Scarab of Protection: SR raised from 15 to 20, yeah!</p><p></p><p>Robe of Eyes: Search and Spot bonuses lowered to +10, bonus type from circumstance to competence, item cost gone up from 90,000 to 120,000 gp.</p><p></p><p>Robe of Blending: Hide bonus lowered to +10, bonus type from circumstance to competence, price now 30,000 gp. </p><p></p><p>Robe of the Archmagi: SR raised to 18, +4 resistance bonus to saves, +2 on caster level checks vs. </p><p></p><p>Periapt of Wound Closure: no longer effective versus a weapon of wounding (which now causes CON loss). </p><p></p><p>Necklace of Adaptation: price lowered from 19,000 gp. to 9,000 gp.</p><p></p><p>Mirror of Life Trapping: price gone up from 152,000 to 200,000 gp. </p><p></p><p>Mantle of Faith: grants damage reduction 5/evil for 76,000 gp.</p><p></p><p>Vibrant Purple Iouns Stone: now stores only 3 levels of spells instead of 6, price gone up from 12,000 to 36,000 gp. </p><p></p><p>Horn of Blasting: now come in a greater and lesser variety. The automatic stun effect from the old horns has been removed. Only the greater horn can stun now (Fort DC 19 to negate), but it now does 10d6 points of sonic damage! 70,000 gp. for the greater, 20,000 gp. for the lesser horn.</p><p></p><p>Helm of Underwater Action: Wow! gone up from 24,000 gp. to 57,000 gp.</p><p></p><p>Helm of Brilliance: a description of what happens to the gems if the helm overloads and detonates is added: fireballs are centered on the wearer, walls of fire extend outward in a random direction, prismatic sprays hit random targets within range (including wearer). </p><p></p><p>Gem of Seeing: use limited to 30 minutes a day (from unlimited).</p><p></p><p>Eyes of Doom: no more Eyebite, Fear (DC 16) instead.</p><p></p><p>Elixers: are now Wondrous Items and not potions.</p><p></p><p>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</p><p></p><p>Cloak of Arachnida: gone up from 6,000 to 14,000 gp. </p><p></p><p>Bracers of Archery: subdivided into Lesser (+1 to hit, no damage bonus, 5,000 gp.) and Greater (+2 attack, +1 damage for 25,000 gp.) </p><p></p><p>Winged Boots: gone up from 12,000 to 16,000 gp. </p><p></p><p>Boots & Cloaks of Elvenkind: +5 bonus for 2,500 gp.</p><p></p><p>Boots of Teleportation: cost 49,000 gp. Has something to do with a new item creation mechanic they are calling 'Body Slot Affinity'.</p><p></p><p>Glove of Storing 10,000 gp price. Storing/retrieving is a free action</p><p></p><p>Horseshoes of Speed 3,000 gp enhancement bonus to speed is +30 feet</p><p></p><p>Horseshoes of a Zephyr price 6000 gp</p><p></p><p>10. Dungeon Masters Guide</p><p></p><p> a. The default method of handling experience awards to parties of differing character levels will be the FRCS method (individual XP awards are based both on character level and monster CR).</p><p></p><p> b. Organization:</p><p></p><p>1. Chapter 1: Running the Game </p><p>· Shows you the ropes of how a game typically flows and feels</p><p></p><p>2. Chapter 2: Using the Rules</p><p>· Movement, bonus types, combat, skill and ability checks, saving throws, magic, etc.</p><p></p><p>3. Chapter 3: Adventures</p><p>· Motivation </p><p>· Encounters</p><p>· Treasure</p><p>· Adventure types </p><p>· Dungeon terrain</p><p>· Dungeon ecology</p><p>· Traps </p><p>· Wilderness adventures</p><p>· Urban adventures</p><p></p><p>4. Chapter 4: Nonplayer Characters</p><p></p><p>5. Chapter 5: Campaigns</p><p>· Establishing and maintaining a campaign</p><p>· How the characters and the world around them interact</p><p>· Various events (such as war) and other calamities</p><p>· World-building</p><p>· Interplanar adventuring</p><p>· Creating your own cosmology</p><p></p><p>6. Chapter 6: Characters</p><p>· Ability scores</p><p>· Races</p><p>· Subraces</p><p>· Modifying and creating character classes</p><p>· 16 Prestige Classes</p><p>· How PCs improve</p><p>· Cohorts</p><p>· Familiars</p><p>· Mounts</p><p>· Animal companions</p><p>· Epic characters</p><p></p><p>7. Chapter 7: Magic Items </p><p>· 72 pages of things that glow when you cast detect magic"</p><p></p><p>8. Glossary</p><p>· filled with expansive definitions</p><p>· descriptions of various conditions (like "energy drained" and "nauseated") </p><p>· a section on the various effects and damage caused by The Environment; such as immersion in acid, exposure to extreme cold, catching on fire, standing in lava.</p><p></p><p>9. Visual Aids</p><p>· Three pages of spell effect templates (so you know what squares are affected by your 15-, 30-, 60-, or 120-foot cones, or those 5-, 10-, 20-, 40-, or 80-foot radius effects). </p><p>· Three pages that illustrate the space occupied by different-sized creatures and their reach (including the threatened space when they're armed with a reach weapon)</p><p>· Six pages of various and sundry things you can use as terrain and dungeon dressing when setting up your battlemat</p><p>* dungeon flooring and walls</p><p>* stairs (wooden, stone, and spiral)</p><p>* bridges (wooden and stone)</p><p>* piles of treasure</p><p>* wooden chests</p><p>* wooden chairs</p><p>* wooden doors</p><p>* iron doors</p><p>* double doors</p><p>* doorways blocked by stones</p><p>* Stalactites</p><p>* difficult terrain</p><p>* pits</p><p>* floors inscribed with magic circles</p><p>* columns</p><p>* pedestals</p><p>* statues. </p><p>* coffins</p><p>* an assortment of dead bodies, </p><p>* sleeping figures</p><p></p><p>10. Index</p><p>· Gives you the quick, alphabetized way to look up subjects like "altitude sickness", "falling into water", and "quicksand." </p><p>· Also includes a listing of all the tables and an extremely handy list of sidebars, so it's even easier to find the variant rule for using Power Components when spellcasting, or to look up the One Hundred Adventure Ideas.</p><p></p><p> c. Split between pages 69 and 70 of the Dungeon Master's Guide, you'll find about a column's worth of rules (including a nice Maneuverability table) to govern aerial movement. Add falling damage (on pg. 112) and the information on taking damage from falling objects, and you're up to about one full page that covers aerial-specific game mechanics.</p><p></p><p>d. The Leadership feat remains in the DMG. Cohorts must be at least two levels lower than their leader. The Leadership feat takes advantage of the new ECL system to allow a wide variety of non-standard cohorts, including dragons.</p><p></p><p>e. The Epic level progressions of all base classes appear in a 5-page epic section of the Dungeon Masters' Guide. Also included are the save and attack progressions, and XP charts, but not epic spells, magic items or monsters.</p><p></p><p>f. Confirmed explicitly for 3.5: a natural 20 is an automatically successful save and an automatically successful attack roll (not counting miss chances from things like incorporeality, of course--that's something you do after you determine whether or not an attack succeeds). Likewise, a 1 is an automatic miss on both saves and attacks. This does not affect skill or ability checks or any opposed checks, of course.</p><p></p><p>g. The DMG also includes a variant weapon-equivalency chart that DMs can use if they feel like letting characters use alternative-size weapons with less difficulty (for instance, a Medium short sword is the equivalent of a Small longsword and a Large dagger). This not only lets the halfling keep using the weapons he takes off the orcs he fights, but also lets the half-orc try out that ogre's enormous greatsword.</p><p></p><p>11. Errata (already)</p><p></p><p> a. The spell emotion in the red dragon’s spell list in the MM is incorrect (the spell no longer exists).</p><p></p><p> b. Rogues still have proficiency with the sap.</p><p></p><p> c. The 25gp spell scribing cost listed in the Boccob’s Blessed Books description is a typo. It should read 100gp.</p><p></p><p> d. The DMG sidebar Page 282 says that a magic item with multiple different abilities has a 50% increase in price for adding an additional power, but the table on page 285 says you must multiply the higher item cost by 2 for an item with multiple different abilities.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 942279, member: 5868"] 9. Magic Items a. Instead of doubling movement, boots of striding and springing, and similar movement enhancing magic devices now provide fixed movement bonuses. b. Heward's Handy Haversack’s utility has been clarified (it's not a free action to pull things out, but a move action that doesn't provoke AoOs, since you don't have to dig around in it). c. Quaal's feather token: tree doesn't kill monsters by exploding them from inside. d. Errata has been applied to the DMG price list. e. Skill bonus items are going up to bonus squared, times 100 gp. Boots of elvenkind, for instance, now grant a +5 bonus and cost 2,500. That bonus is much more in line with the boots' low cost. (One could easily imagine an improved version that gave a +10 bonus for 10k, or even a +15 bonus for 22,500.) The ring of jumping's bonus went down to +5 for 2500, but there's also an "improved" version that grants +10 for 10k. f. A vorpal weapon only threatens "vorpality" on a natural 20 (confirmed by a second successful attack roll), rather than on the full crit range of the weapon. g. Weapon of speed enhancement: “Grants one extra attack at full BAB when making a full attack. Not cumulative with similar effects.” h. Boots of striding and springing: For the low price of 5500 gp, the wearer gets a +10 ft. enhancement bonus to land speed and a +5 competence bonus on Jump checks. i. Boots of speed: Free action to activate, 10 rounds of haste (non-consecutive). Essentially, 10 times per day you get to be hasted for a full round. Cost 12000 gp. j. The default holy avenger in the DMG is now a cold iron weapon, making it ideal for killin' demons. k. There are five amulets of mighty fists in the DMG, one each from +1 to +5. They grant the listed enhancement bonus to all unarmed attacks and natural weapons of the wearer. Each one costs three times what a normal magic weapon of the same enhancement bonus would cost. l. The wounding property now does Constitution damage instead of ongoing hit point loss. The greater wounding property does 2 points of Constitution damage; wounding does 1 point. m. Boccob's Blessed Book is 1000 pages long and specifically allows the owner to scribe spells without the normal scribing costs. It costs 12500gp. n. Armor/Weapon special abilities are divided into two categories: those that cost an additional 'bonus', just as now (e.g. Ghost Touch +1 bonus), and others that cost a flat price (e.g. Improved Fire Resistance +42,000gp). p. "If a continuous [and this should include use-activated too, since it's a footnote for the "Use-activated or continuous" line] item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half." q. Bane is now a +1-equivalent r. Vorpal still costs +5, but has a required CL of 18. s. Adamantine light armor gives DR 1/-, medium gives 2/-, heavy gives 3/-. Adamantine weapons don't provide an enhancement bonus, they now ignore hardness of less than 20.. All adamantine and mithral items are considered masterwork (and thus weapons have the +1 “to hit” enhancement for masterwork). Adamantine costs: ammunition +60 light armor + 5000 medium armor +10000 heavy armor +15000 weapon +3000 t. Specific Magic Item Changes: Hammer of Thunderbolts: DC of Fortitude save for striking dead giants is now 20. Wings of Flying: now costs 54,000 gp. Cost = spell level(3) * caster level(5) * 1800 (for command activated continuous item) * 2 (for spell with a duration of 1/minute level. Strand of Prayer Beads: used to be a necklace, now three different varieties, lesser, regular and greater: Lesser Strand: beads of bless & healing, 9,600 gp. Strand: beads of healing, karma & smiting, 25,800 gp. Greater Strand: beads of healing, karma, summons & wind walking, 95,800 gp. Slippers of Spider Climbing: max. speed improved from 15 ft. to 20 ft. Silversheen: new substance for making a weapon silvered for one hour, 250 gp. Scarab of Protection: SR raised from 15 to 20, yeah! Robe of Eyes: Search and Spot bonuses lowered to +10, bonus type from circumstance to competence, item cost gone up from 90,000 to 120,000 gp. Robe of Blending: Hide bonus lowered to +10, bonus type from circumstance to competence, price now 30,000 gp. Robe of the Archmagi: SR raised to 18, +4 resistance bonus to saves, +2 on caster level checks vs. Periapt of Wound Closure: no longer effective versus a weapon of wounding (which now causes CON loss). Necklace of Adaptation: price lowered from 19,000 gp. to 9,000 gp. Mirror of Life Trapping: price gone up from 152,000 to 200,000 gp. Mantle of Faith: grants damage reduction 5/evil for 76,000 gp. Vibrant Purple Iouns Stone: now stores only 3 levels of spells instead of 6, price gone up from 12,000 to 36,000 gp. Horn of Blasting: now come in a greater and lesser variety. The automatic stun effect from the old horns has been removed. Only the greater horn can stun now (Fort DC 19 to negate), but it now does 10d6 points of sonic damage! 70,000 gp. for the greater, 20,000 gp. for the lesser horn. Helm of Underwater Action: Wow! gone up from 24,000 gp. to 57,000 gp. Helm of Brilliance: a description of what happens to the gems if the helm overloads and detonates is added: fireballs are centered on the wearer, walls of fire extend outward in a random direction, prismatic sprays hit random targets within range (including wearer). Gem of Seeing: use limited to 30 minutes a day (from unlimited). Eyes of Doom: no more Eyebite, Fear (DC 16) instead. Elixers: are now Wondrous Items and not potions. 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 Cloak of Arachnida: gone up from 6,000 to 14,000 gp. Bracers of Archery: subdivided into Lesser (+1 to hit, no damage bonus, 5,000 gp.) and Greater (+2 attack, +1 damage for 25,000 gp.) Winged Boots: gone up from 12,000 to 16,000 gp. Boots & Cloaks of Elvenkind: +5 bonus for 2,500 gp. Boots of Teleportation: cost 49,000 gp. Has something to do with a new item creation mechanic they are calling 'Body Slot Affinity'. Glove of Storing 10,000 gp price. Storing/retrieving is a free action Horseshoes of Speed 3,000 gp enhancement bonus to speed is +30 feet Horseshoes of a Zephyr price 6000 gp 10. Dungeon Masters Guide a. The default method of handling experience awards to parties of differing character levels will be the FRCS method (individual XP awards are based both on character level and monster CR). b. Organization: 1. Chapter 1: Running the Game · Shows you the ropes of how a game typically flows and feels 2. Chapter 2: Using the Rules · Movement, bonus types, combat, skill and ability checks, saving throws, magic, etc. 3. Chapter 3: Adventures · Motivation · Encounters · Treasure · Adventure types · Dungeon terrain · Dungeon ecology · Traps · Wilderness adventures · Urban adventures 4. Chapter 4: Nonplayer Characters 5. Chapter 5: Campaigns · Establishing and maintaining a campaign · How the characters and the world around them interact · Various events (such as war) and other calamities · World-building · Interplanar adventuring · Creating your own cosmology 6. Chapter 6: Characters · Ability scores · Races · Subraces · Modifying and creating character classes · 16 Prestige Classes · How PCs improve · Cohorts · Familiars · Mounts · Animal companions · Epic characters 7. Chapter 7: Magic Items · 72 pages of things that glow when you cast detect magic" 8. Glossary · filled with expansive definitions · descriptions of various conditions (like "energy drained" and "nauseated") · a section on the various effects and damage caused by The Environment; such as immersion in acid, exposure to extreme cold, catching on fire, standing in lava. 9. Visual Aids · Three pages of spell effect templates (so you know what squares are affected by your 15-, 30-, 60-, or 120-foot cones, or those 5-, 10-, 20-, 40-, or 80-foot radius effects). · Three pages that illustrate the space occupied by different-sized creatures and their reach (including the threatened space when they're armed with a reach weapon) · Six pages of various and sundry things you can use as terrain and dungeon dressing when setting up your battlemat * dungeon flooring and walls * stairs (wooden, stone, and spiral) * bridges (wooden and stone) * piles of treasure * wooden chests * wooden chairs * wooden doors * iron doors * double doors * doorways blocked by stones * Stalactites * difficult terrain * pits * floors inscribed with magic circles * columns * pedestals * statues. * coffins * an assortment of dead bodies, * sleeping figures 10. Index · Gives you the quick, alphabetized way to look up subjects like "altitude sickness", "falling into water", and "quicksand." · Also includes a listing of all the tables and an extremely handy list of sidebars, so it's even easier to find the variant rule for using Power Components when spellcasting, or to look up the One Hundred Adventure Ideas. c. Split between pages 69 and 70 of the Dungeon Master's Guide, you'll find about a column's worth of rules (including a nice Maneuverability table) to govern aerial movement. Add falling damage (on pg. 112) and the information on taking damage from falling objects, and you're up to about one full page that covers aerial-specific game mechanics. d. The Leadership feat remains in the DMG. Cohorts must be at least two levels lower than their leader. The Leadership feat takes advantage of the new ECL system to allow a wide variety of non-standard cohorts, including dragons. e. The Epic level progressions of all base classes appear in a 5-page epic section of the Dungeon Masters' Guide. Also included are the save and attack progressions, and XP charts, but not epic spells, magic items or monsters. f. Confirmed explicitly for 3.5: a natural 20 is an automatically successful save and an automatically successful attack roll (not counting miss chances from things like incorporeality, of course--that's something you do after you determine whether or not an attack succeeds). Likewise, a 1 is an automatic miss on both saves and attacks. This does not affect skill or ability checks or any opposed checks, of course. g. The DMG also includes a variant weapon-equivalency chart that DMs can use if they feel like letting characters use alternative-size weapons with less difficulty (for instance, a Medium short sword is the equivalent of a Small longsword and a Large dagger). This not only lets the halfling keep using the weapons he takes off the orcs he fights, but also lets the half-orc try out that ogre's enormous greatsword. 11. Errata (already) a. The spell emotion in the red dragon’s spell list in the MM is incorrect (the spell no longer exists). b. Rogues still have proficiency with the sap. c. The 25gp spell scribing cost listed in the Boccob’s Blessed Books description is a typo. It should read 100gp. d. The DMG sidebar Page 282 says that a magic item with multiple different abilities has a 50% increase in price for adding an additional power, but the table on page 285 says you must multiply the higher item cost by 2 for an item with multiple different abilities. [/QUOTE]
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