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


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Flame Arrow.
I know it's transmutation now.

Is there still a fiery bolts version? (1 arrow / 4 levels ranged touch attack 4d6 damage each, reflex save for half.)

Does the firy normal projectiles still stuck? Was 1 arrow / level max, need to be shot before the next round, +1/2 your caster level in extra fire damage.
 

Destil said:
Flame Arrow.
I know it's transmutation now.

Is there still a fiery bolts version? (1 arrow / 4 levels ranged touch attack 4d6 damage each, reflex save for half.)

Does the firy normal projectiles still stuck? Was 1 arrow / level max, need to be shot before the next round, +1/2 your caster level in extra fire damage.

The fiery bolts version is now scorching ray, a 2nd level evocation spell. There's no save, and you get extra rays at 7th and 11th level.

flame arrow now has a duration of 10 min/lvl and affects up to 50 projectiles.

J
 

Destan, feel free -- plenty of room for all!

Mind Flayer Sor9; CR 17

Aboleth Wiz10; CR 17

Elder Stone Giants have spell ike abilities, 1 in 10 is a Sor 3-6 (no separate CR given, but I'd guess 11-14)

Frost Giant Jarl: Blackguard 8; CR 17


Some thoughts after an intitial reading of the PHB:

- The feel is the same. While lots of little details have changed, some things are rewritten, and some things are reformatted, the overall feel is exactly the same as 3E. To me, it feels like a revision more than a new edition, despite what others have said. The 1E, 2E, and 3E PHB's each have a very different feel to them -- not so this book.

- Virtually none of the major mechanics have changed. I can still use almost all of my DM cheat sheets as written for running the game. Sure, individual class mechanics are different, but we're used to dealing with different class mechanics, so that doesn't phase me. Some of the bigger changes are actually much simpler -- the charts on my cheat sheets thatare affected are cover, concealment, and TWF, all of which became simpler and easier to use (onely one type of cover, two types of concealment, and no more Ambidexterity).

- The Combat chapter's been completely re-written. Virtually all of the information is the same, but it's presented in a much clearer, more logical, and more sequential manner. The did cut the example of combat, though, which I thought was helpful to new players, which I think is the only real loss in that section. The diagrams should help clear up a lot of FAQ questions (though they'll undoubtedly generate others).

- "The Devil's in the Details". I need to do a detailed reading of the spells, because there are a lot of little changes in there that I haven't assessed yet. I'll have to do more looking up of spells over the next couple of sessions until I get used to them. The magic chapter is a bit clearer, though. One neat feature is the spell lists now have superscripts that indicate if a spell has an XP cost, or requires a Focus or Material component that isn't common, which is neat. Otherwise -- jury's still out on spell changes.

Other contentious issues:

- Facing. Toss-up. This has some issues -- though they've been directly addressed with hampered movement and the like, unlike the 3E facing, which didn't address it's issues at all (turning large/long creatures, etc). I've used both in game sessions now, and I'm going to stick with square facings because the issues there are smaller and easier to deal with.

- Miniatures. Here's the evidence of additional focus on miniatures:
- There's a section in the introduction that says "this is written assuming you're using a battlemat and miniatures" (or something -- tokens, dice, and pencil marks on graph paper are mentioned too -- to mark your position)
- The "things you'l need to play" mentions having a map and some markers/tokens/minis for the group -- in addition to a DMG and MM (and there's a battlemat in the DMG)
- Combat diagrams are explained with battlemat shots showing miniatures.
- Spell and reach areas are explained using square grid diagrams
- Measurements in feet often have a partenthetical square measurement after them, eg: 5 feet (1 square).
Otherwise, the rules don't require minis any more than the 3.0 rules did. Actually, for people already using minis, I think this set of rules clarifies issues that come up when using miniatures, but that doesn't affect how the game is played without them. SO don't fret; while WOTC would like to sell you some minis, there's nothing that will require you to use them in your game.

- Weapon sizes: I was really leary of this. Now that I've read it, I think its a pretty cool system. You have to be willing to unlearn the previous system, though -- it certainly wasn't a necessary revision, since the old system wasnt really broken (unless you were a small character). Once you read the full rules, though, the system is actually fairly intuitive -- but only if you can forget the old weapon size system first. The only downside to this system is the reduced availability of magical weapons for some sizes of characters, but then there's a simple variant rule in the DMG to handle that, too, if you want. So while I was pretty scared of this at first, I'm not not.

Answering a question I asked several times with no answer: Can a fighter pick up an Ogre's greatsword and get 2d8 damage for a -2 "to hit" penalty? Nope. I'm happy.

So so far, so good, pending a detailed reading of the spells.

As to the DMG and MM (which I've really only given a cursory loook so far):

- DMG is better organized, but will take some reprogramming for me to find things.
- MM format is infinitely better IMO, and the new full stat blocks are extremely useful.
 
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WillTheBuddhist said:
Can you list the alternate cohort options and the effective cohort levels for each, please?

Without reprinting two columns of text, the short answer is with DM permission you can use the ECL rules to create a cohort of a non-humaoid race (including paladin cohort mounts and awakened animals). There is a table and a couple of examples, but it's more guidelines and DM recommendations than hard and fast rules.
 
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drnuncheon said:


The fiery bolts version is now scorching ray, a 2nd level evocation spell. There's no save, and you get extra rays at 7th and 11th level.

flame arrow now has a duration of 10 min/lvl and affects up to 50 projectiles.

J
Does the new meteror swarm classify as an energy missile attack? Because making flame arrow a ray (BLAH!) brings down to one in the PH... good old Melf's.
 
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Are there any changes to the Rogue special abilities gained at 10th level and above? Since spells like Hold Person grant a save every round, Slippery mind would seem rather useless. Also with the changes in combat reflexes is Opportunist changed? How about Crippling Strike for that matter? Thanks for the information so far!
 

daTim said:
Are there any changes to the Rogue special abilities gained at 10th level and above? Since spells like Hold Person grant a save every round, Slippery mind would seem rather useless. Also with the changes in combat reflexes is Opportunist changed? How about Crippling Strike for that matter? Thanks for the information so far!

Nothing looks different -- it specifically addresses that even with combat reflexes, opportunist only works once per round.

Does the new meteor swarm classify as an energy missile attack?

The individual meteors are a ranged touch attack if targeted at a creature before bursting if that's what you're asking, yes (don't forget scorching ray, ray of enfeeblement, and others if you want ranged touch spells like MAA).

Oh yeah ... is the Red Wizard's Spell Power the same as the Archmage's Spell Power?

Same.
 

What materials for specific weapons?

We know that the Holy Avenger is Cold Iron. What about the rest of the specific weapons that aren't obvious?

Are there tables for randomly generating weapon material? (e.g. under specific abilities, Table 8-15 in 3E DMG)

Assassin's Dagger
Dagger of Venom
Dwarven Thrower
Flame Tongue
Frost Brand
Life-Drinker
Luck Blade
Mace of Smiting
Mace of Terror
Nine Lives Stealer
Rapier of Puncturing
Sun Blade
Sword of Life Stealing
Sword of the Planes
Sword of Subtlety
Sylvan Scimitar
Trident of Fish Command
Trident of Warning

The one I care about most is Sun Blade, as I have a character who acquired one of those recently. :)
 

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