D&D 3.5 -- Compiled Information Page


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Pielorinho said:


As the proud owner of two felines, I can think of quite a few animals with more grace than cats. Unless characters under the effects of cat's grace have a tendency to roll off of chairs by accident, run into another room, and start licking their hands nonchalantly. :D

Daniel

Hey Daniel, long time, no see! How's things, you third world apologist, you. :p

I live in a share house, and we have a cat (she belongs to a former tennant that none of the current inhabitants have met) who is just fantastic - funny as buggery and a great mouser too.

She's pretty surly with the girls of the house, and is only really affectionate with myself and Phil (though Phil hates cats, she never stops trying to win him over).

I think pets can really tell you a lot about yourself.

Henry - they must be saving Donkey's ____ for the Book of Vile Darkness II.
 

How is updated info being added? Always at the bottom?

How about always at the top?

No one addressed this question, so I thought I might need to ask again.

Do I need to scan the whole page each day to see if something was added, or will additions always be at the end?

How about some note at the top of the page with the date last updated?

And the two teleport spells are still listed even though WotC has said they are wrong.

Quasqueton
 

New stuff is always reported in the news. If you want to follow what's new and current, that's always the place to check.

The 3.5 page itself will be organised in whatever way seems best to present the info. For example, I can foresee a time when it will be divided into sectons on "magic", "classes", "combat", etc.
 

jgbrowning said:
"support a secondary market that allows players to sell off the miniatures they don't want and hand-pick the ones they do,"
Does this mean the new miniatures will be sold as randomly packed collectables?

That royally sucks

I can't imagine a worse idea from the consumer viewpoint. I seriously doubt my local group will go in for them if that is the case. Why bother when you need to build a collection of rather specific creatures and you can do that very easily by just buying from Reaper and others.



I'm a little annoyed that the Sorcerer wasn't mentioned in any of the class changes. However I'm still hoping they get a revision to get some Cha based skills...
 

Well, I just got the new issue of Dungeon in the mail and did some scouring of my own in Life's Bazaar... I found these interesting tidbits:

All rogues in the adventure have a Special Quality called "trapfinding". This seems to be the new name for the Traps ability in the PHB that allow rogues to find traps with Search.
Additionally, a level 5 rogue has the Special quality "trap sense". I think this might allow a rogue to automatically get a chance to search for trap when passing within 5 ft., just like the general elven ability. Perhaps this was implemented to speed up games so that rogues wouldn't always be spending time searching for traps. It could also be something granting rogues bonuses to saving throws to avoid traps, like the high-level uncanny dodge stuff.

A character who uses a whip gets their whip attack listed as follows:

+6 melee (1d3+1 subdual and trip attack, +1 whip)

This seems to imply that one can now use a whip to both deal damage and trip during the same attack. Whip still seems to require an exotic weapon proficiency. No way to tell if the problem of whip being a small weapon and thus being very disadvantaged in making disarm attacks has been fixed, but the adventure does list disarming under the character's tactics.

There is a non-ranger character listed who has the feat Two-Weapon Fighting, but this does not have the expected effect on his attacks. His attacks are listed as follwos:

+4 melee (1d8+2/19-20, longsword) or +0 melee (1d8+2/19-20, longsword), -1 melee (1d6+2/19-20, shortsword)

I should mention that this character has Weapon Focus (longsword) explaining his extra bonus with this weapon. Other than this, however, this character receives no off-hand penalty but receives a -4 penalty to both attacks even though he uses a light weapon as one of his attacks. Additionally, he gets his full Str bonus to damage with each attack. It seems that Two-Weapon Fighting now grants the old benefit of Ambidexterity (no -4 off-hand penalty) as well as allowing full Strength bonus to the secondary weapon, but does not grant the reduction to -2, -2 as in the 3.0 version of Two-Weapon Fighting. Or perhaps that bonus is only given for using a light weapon in both hands?

An illusionist has as his forbidden schools Conjuration and Necromancy. A transmuter has Conjuration and Enchantment. Either 3.5 requires stiffer forbidden schools or Conjuration has been reduced in power as a forbidden school, or both. Even if conjuration were reduced to the level of medium-weight schools like illusion and enchantment, however, its hard to see it not alone off-setting taking Illusion as a specialty school. A mandatory two forbidden schools may well be implemented.

A gnome has listed under his equipment a "gnome-sized dagger" (which deals 1d3 damage) and a "gnome-sized light crossbow" (which deals 1d6). This could well mean that the double-listing of halfling and normal versions of weapons is at an end, just having clear rules for making smaller weapons in the PHB. Or this could just be something done for this adventure, since these weapons arent given in the PHB as is.

The phrase "automatic reset" is included at the end of most trap listings. One trap has "manual reset". It seems that how traps reset may well be included in 3.5 statblocks. A spiked pit trap does not have any reset information, which seems to imply that if the trap doesn't reset, this information is not given.

A rat familiar has a Special Quality called "minor scent". I'm guessing that this is a reduced version of scent availible to familiars. Familiars can probably not track with it, thus avoiding the problem of wizards acting as rangers and using their familiars to track.

An ogre character has the feat "Martial Weapon Proficiency (two-handed melee weapons)". This seems to mean that characters now get a partial set of martial weapons by taking the feat, rather than just a single weapon.

A dwarf character with a half-troll template has the following special quality:

+4 bonus on saves to resist bull rushes and trip attacks when standing on ground

Could this be a new dwarf ability, or is it an oddity of the half-troll template? Also, will there be saving throws involved in the above two actions or is the term "save" erroneous? Why isn't it just "checks"? Also missing are some dwarf abilities, but the adventure does say the qualities are "summarized". Still, no bonus to finding stone traps is given, which may just be a victim of summarization or it could be left out of the 3.5e dwarf to make room for the urgosh (as has already been reported) and the new resistance to bull rush and trip. No bonuses to hit goblins and orcs are given either.

The above creature also gets a special quality called "improved reach (10 ft.)", which gives him 10 ft. reach even though he is Medium-size. Could just be an oddity of the template or Fiend Folio (from which the template is taken).

The transmuter has a "crystal wand of magic missles". I have a feeling "crystal" is just for flavor and has no rules implications, especially since other wands have no descriptor, but it could be that crystal wands are special in 3.5e.

Anyway, this is what I found that hasn't been mentioned already. Hope it helped.
 
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Sir Edgar said:
Does anyone know when the revised SRD is expected to be coming out? Thanks.

From what I have heard, the revised SRD hits the net the same week the 3.5 books hit the stores.
 

Cassander said:
Well, I just got the new issue of Dungeon in the mail and did some scouring of my own in Life's Bazaar... I found these interesting tidbits:

All rogues in the adventure have a Special Quality called "trapfinding". This seems to be the new name for the Traps ability in the PHB that allow rogues to find traps with search.
Additionally, a level 5 rogue has the Special quality "trap sense". I think this might allow a rogue to automatically get a chance to search for trap when passing within 5 ft., just like the general elven ability. Perhaps this was implemented to speed up games so that rogues wouldn't always be spending time searching for traps. It could also be something granting rogues bonuses to savingthrows to avoid traps, like the high-level uncanny dodge stuff.

So we won't have to say, each time we enter a new room "I'm checking for trap". That's good. And we won't hear the DM say "You didn't say you paid attention, so you fall in the trap"


There is a non-ranger character listed who has the feat Two-Weapon Fighting, but this does not have the expected effect on his attacks. His attacks are listed as follwos:

+4 melee (1d8+2/19-20, longsword) or +0 melee (1d8+2/19-20, longsword), -1 melee (1d6+2/19-20, shortsword)

I should mention that this character has Weapon Focus (longsword) explaining his extra bonus with this weapon. Other than this, however, this character receives no off-hand penalty but receives a -4 penalty to both attacks even though he uses a light weapon as one of his attacks. Additionally, he gets his full Str bonus to damage with each attack. It seems that Two-Weapon Fighting now grants the old benefit of Ambidexterity (no -4 off-hand penalty) as well as allowing full Strength bonus to the secondary weapon, but does not grant the reduction to -2, -2 as in the 3.0 version of Two-Weapon Fighting. Or perhaps that bonus is only given for using a light weapon in both hands?
TWF but no ambidextry ? May be there is a way to decrease the malus (greater TWF ?), but, as if ambidextry does not exist anymore and you keep your full STR to off hand attack, may be people will stop to whine about how dual fighter s*** ?

An ogre character has the feat "Martial Weapon Proficiency (two-handed melee weapons)". This seems to mean that characters now get a partial set of martial weapons by taking the feat, rather than just a single weapon.

Or may be, depending of your classe, you have less weapon proficiency ?

A dwarf character with a half-troll template has the following special quality:

+4 bonus on saves to resist bull rushes and trip attacks when standing on ground
Sound very dwarwish, for me.

The transmuter has a "crystal wand of magic missles". I have a feeling "crystal" is just for flavor and has no rules implications, especially since other wands have no descriptor, but it could be that crystal wands are special in 3.5e.
We know that rules for making magic item will be changed. May be this is part of this change ?

In the end, I feel that there is much more changes that I initially thought.

[/B][/QUOTE]
 

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