• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

jgsugden said:
We've heard about rings and staffs. Are there any interesting tidbits to share about rods?

Three posts about rods gets the magic answer!

Actually, I don't notice any differences for rods in general; there may be changes to specific rods that I'm not picking up on, though.


Aside: Remember the criticism about caster level for magic items and prerequisites that either MC or SKR mentioned? I don't see how it's an issue -- the 3.5 DMG specifically says the prereqs are the items (feats, spells, costs) listed following the caster level (hence CL isn't a prereq, though I can see how it is still confusing).
 

log in or register to remove this ad


Olgar Shiverstone said:



Actually, I don't notice any differences for rods in general; there may be changes to specific rods that I'm not picking up on, though.

Nice to see the metamagic rods in there now (based on, if not lifted from, Tome & Blood)
 

Steverooo said:
I still haven't seen the exact wording on the Ranger's Camouflage and Hide in Plain Sight.

I believe you have, actually. In another thread where you posted this question someone typed out exactly what it says in the book for each of these abilities - I can't remember exactly *which* thread I'm afraid, but...

... the truth is out there!

(and despite the rogue-fancying naysayers, I think it is great. It reinforces the rangers role as the ultimate outdoor scout in D&D, and still leaves rogues as the ultimate flexibility (sneak attacking, bluffing, diploming, trap-disarming, grinning, tumbling fun guy etc).
 
Last edited:

Steverooo said:
I still haven't seen the exact wording on the Ranger's Camouflage and Hide in Plain Sight.

It's been posted on these boards, but here it is again:

Camouflage: Use the Hide skill in any sort of natural terrain, even if the terrain doesn't provide cover or concealment.


HIPS: While in any sort of natural terrain ... use the hide skill while being directly observed.


It's useful to note that Hide has changed slightly; Hide requires either cover or concealment to attempt, eg, the shadowy area created by torchlight.
 
Last edited:


A couple of questions on the Knowledge skills:

1. Are there any suggested DCs for Knowledge checks, e.g. to know a monster's weaknesses?
2. Are we advised against creating new Knowledge categories?

I ask that last question because I find it strange that Knowledge (Nobility) seems to be the only class skill that would allow a paladin to have knowledge of the law.
 

Plane Sailing said:


Nice to see the metamagic rods in there now (based on, if not lifted from, Tome & Blood)

I just hope they are not lifed as is, otherwise it would be "17th level wizard with 12th level spells stikes back".
 

Plane Sailing said:


I believe you have, actually. In another thread where you posted this question someone typed out exactly what it says in the book for each of these abilities - I can't remember exactly *which* thread I'm afraid, but...

... the truth is out there!

(and despite the rogue-fancying naysayers, I think it is great. It reinforces the rangers role as the ultimate outdoor scout in D&D, and still leaves rogues as the ultimate flexibility (sneak attacking, bluffing, diploming, trap-disarming, grinning, tumbling fun guy etc).

Nope, I said "I still haven't seen"... and I hadn't! :D I went back and found it, though:

http://enworld.cyberstreet.com/showthread.php?s=&threadid=55269&pagenumber=7

[Edit: Thanks, anyway, Olgar!]
 
Last edited:

FireLance said:
A couple of questions on the Knowledge skills:

1. Are there any suggested DCs for Knowledge checks, e.g. to know a monster's weaknesses?
2. Are we advised against creating new Knowledge categories?


1. Suggested DC = 10+HD of monster. Each 5pts you make the check by over this DC reveals extra information. (I plan to reveal stuff in the order offenses then defenses then vulnerabilities, I don't recall it giving any special guidance otherwise though).

2. I don't recall precisely, but I think it gives a cautious green light for designing new categories, but it would be a bad idea for the same reason that d20Modern advises against it.

Cheers
 

Into the Woods

Remove ads

Top