haste


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SRD said:
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
- When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
- A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
- All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Nothing in there about an extra standard action, which is what allowed a spellcaster to cast 2 spells in a round, with the 3E version of the spell.
 

Haste now only gives you one extra attack, only when you make a full round attack. No spell.
 


Storyteller01 said:
And folkds wonder why I dislike 3.5 :)
Dude, Haste was broken before. :uhoh: I think it's better now.

Where 'better' means 'balanced'.
 

You can get the same thing by shapechanging into a Choker. They have a 3.0 Haste-like SQ: Quickness.

Of course, you have to be able to cast 9th level spells. :)
 


Yes eliminating the 2 spells per round side effect from 3.0 was one of themain reasons to redo haste in 3.5. It is now real close to the 2nd ed version and no longer makes the Quicken Spell feat useless.
 


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