Extrapolating from Urban Arcanna to D&D 3.5e

Felon

First Post
Having done a quick read of Urban Arcanna, I thought I'd post some of the observations that I've made that might (or might not) have relevance to D&D 3.5:

Dwarves gain the "Stability" feature that was previously noted in an issue of Dungeon Magazine (+4 to resist opposed checks for Bull Rush and Trip attacks) as well as Weapon Familiarity with urgoshes and waraxes.

Gnomes gain Weapon Familiarity with the hooked hammer, and the saving throw DC for any illusion spells they cast is increased by 1.

Half-orcs, Halflings, Elves, and Half-elves gain no Weapon Familiarities or any other new features (other than things specific to the UA campaign setting)

The Wildlord advanced class (UA's version of the ranger) has an "Animal Empathy" ability that allows him to use Handle Animal to improve the attitude that Animals and Magical Beasts have towards him. The Handle Animal skill is treated as a Diplomacy check for this purpose (the application of the Diplomacy skill is much more detailed in D20M than D&D 3e, and I imagine its mechanics will be carried over to 3.5e). This may well be how the 3.5e ranger's "Wild Empathy" works.

The Wildlord also gains an animal companion (again, just like the 3.5e ranger). The Wildlord does not have an empathic bond to it (as the 3e paladin does to his mount) but he does get a +4 circumstance on Handle Animal checks regarding the companion. As the character’s Wildlord level increases, the companion receives increases to HD, natural armor, STR & DEX, as well as the special abilities Evasion, Improved Evasion, Devotion (+4 to Will saves against enchantment) and the Multiattack feat. Interestingly enough, the chart that tracks the companion’s progression ranges all the way up to 20th level. Since the Wildlord only has 10 levels of progression (like all D20M advanced classes), one can only speculate that the chart may have been derived from some other class that does have 20 levels of progression…. ;)

The Arcane Arranger (which in UA fills the bard's information-gathering niche) gains a first-level ability "Word on the Street", which allows him to perform lower-level Gather Information checks instantaneously (i.e. without having to go out and schmooze the info out of people).

Anyone else spot anything worth mentioning?
 
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I can't believe nobody else has replied to this!

Sounds like a good catch, esp wrt to the animal companion Felon.

Well done!

Cheers
 


Plane Sailing said:
I can't believe nobody else has replied to this! Sounds like a good catch, esp wrt to the animal companion Felon. Well done!
Cheers

Thanks! I thought I was tossing out some juicy tidbits of crunchy info to folks who hadn't seen UA yet, so it was both frustrating and a little perplexing to watch this post slowly tick off the first page.

I'll go ahead and toss out another observation made by somebody else in a different thread: dwarves in Urban Arcanna have a speed of 20ft even when wearing medium or heavy armor! Yet another unnecessary, fairly nonsensical perk lavished upon the stunties.
 

Hey, lay off me dwarves! You try and have some battlefield impact when your movement rate is 15 feet a round!

It does seem a bit much, though ... if this ports over to 3.5, they should take something else away (though dwarves being medium with only a 20' movement has always been a bit odd).

How likely do we this this is for 3.5? I hadn't heard any rumors about race changes other than Weapon Familiarity.

D20 Modern, with its defense bonuses, seems to deemphasize heavy armor over movement anyway, so I could see this just being a d20M thing.
 

I think I've seen Caliban accidentally let that dwarf thing slip past his NDA when he wasn't looking in another thread...

I'd be OK with strong and stumpy dwarves not being slowed further by heavy armour.
 

Olgar Shiverstone said:
Hey, lay off me dwarves! You try and have some battlefield impact when your movement rate is 15 feet a round!

The medium armor-clad NPC dwarf in one of my campaigns had serious issues managing to get to the fight in a timely fashion. There were a couple of fights that involved balconies & the like, and by the time he would manage to get to the fight, it would either have moved or changed places. That 15 ft move is a killer.

I do imagine it would be quite frustrating for a player.

Olgar Shiverstone said:
It does seem a bit much, though ... if this ports over to 3.5, they should take something else away (though dwarves being medium with only a 20' movement has always been a bit odd).

How likely do we this this is for 3.5? I hadn't heard any rumors about race changes other than Weapon Familiarity.

Dwarves are apparently getting that stability bonus* -- it was mentioned in the half-troll dwarf character's writeup from that Dungeon magazine adventure a while back.

As for what to take away -- you could always reduce their Run multiplier to x3, in all situations (rather than x4 most times, and x3 with heavy armor or load). That would be fairly limiting.

*(Which makes sense, and probably isn't terribly overpowered -- I've seen maybe 1 or 2 bullrush attempts, and those were by NPCs, and failed anyways)
 

Dwarf with one level in Psion/Psychic warrior ... and take speed of thought ... comes in very hand.

barring that the burst power is nice, takes a free action and you get +10'

otherwise my Dwarf Psy-War woulda got nowhere!
 

Plane Sailing said:
I think I've seen Caliban accidentally let that dwarf thing slip past his NDA when he wasn't looking in another thread...
I'd be OK with strong and stumpy dwarves not being slowed further by heavy armour.

I'd be OK with it too, if dwarves didn't already have a more-than-adequate racial package in 3e. One new feature is unnecessary. Three is OTT.

Particulary since, to all appearances, the other race's are going almost entirely unchanged. Why lavish so much on the dwarf, while leaving everyone else unchanged?

I've heard plenty of ire directed towards TSR for how 2e elves were...seems like WotC is offering us more of the same.
 

Btw, as mentioned in another thread, Urban Arcanna has Improved Grapple as a feat. It does not function as the Improved Grab special attack detailed in various monster books, but rather eliminates the AoO provoked when a character initiates a grapple by making a touch attack. It also grants a +4 bonus to all grapple checks (even defensive ones).

The barbed devil has both Improved Grab special attack and the Improved Grapple feat. It does seem to have the +4 bonus incorporated into its grapple check.
 

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