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Help me break in my 3.5 books! (3.5 Q&A)

In Olgar's compilations it says SF gives -2 to AC, is that all SF does now (no dex or action loss)?

"A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC."

Cat's Grace. Can Clerics cast it now, or what?

Cat's Grace
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2

Do barbarians get uncanny dodge at levels 2 and 5 that stack with other UC?

There are two Uncanny Dodge abilities now - Uncanny Dodge (which is the old 'retain Dex bonus to AC when flatfooted) and Improved Uncanny Dodge (the 'cannot be flanked'). If you already have UD, and you get it again from some other class, you get Improved UD instead. Levels of classes which grant UD stack to determine minimum level of rogue needed to flank you.

Barbarians get UD at 2nd and IUD at 5th.
Rogues get UD at 4th and IUD at 8th.

In PrCs:
Assassins and Shadowdancers get UD at 2nd and IUD at 5th.
Dwarven Defenders get UD at 2nd and IUD at 6th.
 

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How does sundering work now, for both magical and non magical items?

Has damage to attended objects changed? (meaning the 1 on the ref save thing)

What are the new costs and abilities for the flying type items, like Winged Boots, Carpet of Flying and Winged Sheild? Have any of the durations been reduced?

How does disarming work? (edit: in relation to weapon modifiers since comparitive size may be difficult to pin down now)

TIA!
 
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Taren Seeker said:
How does sundering work now, for both magical and non magical items?

There is no size category limitation on sunder, however 2 handed weapons get a +4 on the opposed attack roll, and light weapons get a -4. There is also a +4 bonus to the larger combatant for every size category of difference.

So, if your halfling with his small dagger tries to sunder an ogre's large greataxe, he takes a -4 penalty on the opposed attack roll, and the ogre gets a +12 bonus (+8 from size, +4 from two-handed).

Damage seems the same - you roll damage and apply it after subtracting the hardness. Magic weapons get +1 hardness and +1 hp for each +1 enhancement bonus according to the DMG, but I think this is an error - the PHB says that each +1 enhancement adds 2 to hardness and 10 hp.

Taren Seeker said:
Has damage to attended objects changed? (meaning the 1 on the ref save thing)

It appears to be the same.

Taren Seeker said:
What are the new costs and abilities for the flying type items, like Winged Boots, Carpet of Flying and Winged Sheild? Have any of the durations been reduced?

Winged sheild - fly as the spell 1/day (CL 5, so 5 minutes). Can carry 133 lbs at 60'/round or 266 lbs at 40'/round. Costs 17,257.

Carpet of Flying works as overland flight of unlimited duration, but it can hover despite being of average maneverability. There are now only 3 varieties - 5x5, 5x10, and 10x10. They all go at the same speed (40' per round, or 30'/round if they are up to twice their weight capacity). Weight capacities are 200, 400, and 800 lbs, and the prices are 20K, 35K, and 60K.

Winged boots allow the wearer to effectively cast fly 3/day at CL 5. (so, 5 minutes per flight)

The broom of flying (which you didn't ask about, but what the hey) provides 9 hours/day of overland flight, with weight limits of 200 lbs (at 40'/round) or 400 lbs (at 30'/round). it can also travel alone to any destination within range that the user is familiar with, and comes when called if within 300 yards. It costs 17000 gp.

The cloak of the bat[/i] works as the fly spell, for up to 7 minutes, and then must recharge for the same amount of time. The polymorph function has the same lmitation. (now 26000 gp)

Taren Seeker said:
How does disarming work? (edit: in relation to weapon modifiers since comparitive size may be difficult to pin down now)

Same as Sunder, above, except that if the targeted item isn't a melee weapon, the defender gets a -4 penalty and cannot attempt to disarm you.

J
 

Any chance we can get the full lowdown on the Horizon Walker PrC? (If I missed it in another thread, I apologize!)

Thanks!!

-Rugger
"I Beg!"
 

Damage to Armor?

Are there any rules for damaging another character's armor? It strikes me as a missing part of the system, that you can attack a weapon or bash down a wall, but not cut someone's armor off.
 

If a wizard of higher level dispels a spell another wizard has permanantly cast on himself, for how long is the spell dispelled?

(Finally found a way phrase a question I've been asking and not gaining the answer I was hoping to hear ... now to learn if I like it.)
 

Quick question...

Could you give the write up (or an approximation) for Overland Flight, the 5th level spell. I hear it lasts 1/hr per lvl, and the speed is 40/30.

Are there any other details, or can a Sorcerer/Wizard effectively have the ability to fly when they wish all day almost as soon as they get this spell?

People whine about the 3rd lvl fly being nerfed, but I believe this spell more then makes up for it, if my assumptions are accurate. The ability to fly all day every day will give arcanists the ability to get away from the melee permenantly. They'll only ever have to worry about arrows, and other annoying projectiles.
 

Lord Rasputin said:
If a wizard of higher level dispels a spell another wizard has permanantly cast on himself, for how long is the spell dispelled?


One of my players asked this identical question.

Short answer: It is dispelled. For good. I think.

Relevant snippets from the Permanency description:

"This application of the permanency can be dispelled only by a caster of higher level than you were when you cast the spell."

Then later:

"Spells cast on other creatures, objects, locations (not on you) are vulnerable to dispel magic as normal."

My take: I think the second sentence simply means the Dispel Magic attempt need not meet the higher caster level requirements as a Dispel Magic attempt on the caster's permanency effect should that effect be on his own person.

I don't see any mention of the effect only be "suppressed" - such as when a Dispel Magic targets a magical item.

I don't have the 3.5 DMG handy, so there may be more in there.

Sorry I can't be more helpful.

D
 

Any significant changes to the paladin other than those listed on Olgar's thread? (i.e. other than the class skills list, spell list, bonus smites, and summoned warhorse)
 

Ridley's Cohort said:
Any significant changes to the paladin other than those listed on Olgar's thread? (i.e. other than the class skills list, spell list, bonus smites, and summoned warhorse)

Not that I can tell.

Could you give the write up (or an approximation) for Overland Flight, the 5th level spell. I hear it lasts 1/hr per lvl, and the speed is 40/30.

Plus maneuverability: average, and range: personal. The maneuverability rules out most reasonable combat usages.

Are there any rules for damaging another character's armor? It strikes me as a missing part of the system, that you can attack a weapon or bash down a wall, but not cut someone's armor off.

No rules for attacking armor someone is wearing specifically (though you could apply the "attack an object" rules, I suppose).

Any chance we can get the full lowdown on the Horizon Walker PrC? (If I missed it in another thread, I apologize!)

There's a thread in the rules forum that has all the details.
 

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