Olgar Shiverstone
Legend
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Changes identified for the 3.5 rules set are listed below. Sources are:
Dragon Mag. releases [Dr]
WOTC Website releases [WOTC]
Ed Stark Comments (Mortality radio, WOTC Boards) [ES]
Andy Collins Comments (andycollins.net boards) [AC]
Dungeon Mag Adventure Path (3.5 adventures) [Du]
Savage Species/Fiend Folio/Unapproachable East/Races of Faerun
Unlabelled: Confirmation from ENWorlder roytheodd's early copy of 3.5 PHB
D&D 3.5 Rules Revisions:
1. Races
a. Races with racial weapons now have automatic Weapon Familiarity with those weapons. This means that the character can treat the weapon as if it were on the Martial Weapon list, rather than the Exotic Weapon list. Note that the character must still have martial weapon proficiency to use the weapon without penalty. This applies to:
- Orcs (not half-orcs): Orc Double Axe [AC]
- Dwarves: Dwarven waraxe, dwarven ugrosh [ES]
- Gnomes: gnome hooked hammer [AC]
b. Dwarves get a +4 stability bonus against being bull-rushed or tripped; dwarves retain their full movement rate (20’) in medium or heavy armor. [Du]
c. Gnomes now get +1 DC to illusion spell’s saving throws, and have favored class: Bard. Gnome spell-like abilities are now based on Charisma. [WOTC]
d. Half-Elves now get +2 on all Diplomacy and Gather Information checks.
2. Classes
a. Bards get 6 skill points per level, no longer suffer from arcane spell failure in light armor (but not Shields, Medium Armor, or Heavy Armor, and only with regard to Bard spells), and have increased musical abilities (3.5 Bard Songs are Countersong, Facinate, Inspire Courage, Inspire Competence, Suggestion, Inspire Greatness, Song of Freedom, Inspire Heroics, and Mass Suggestion. Song of Freedom is the equivalent of a Break Enchantments spell that he cannot target himself with. Inspire Heroics gives 1 Target +1/3 levels over 15th +4 on all Saves and +4 AC. Mass Suggestions uses the suggestion effect on every creature that he already has fascinated. Perform Ranks required are: Countersong: 3, Fascinate: 3, Inspire Courage: 3, Inspire Competence: 3, Suggestion: 6th Level and 9, Inspire Greatness: 9th Level and 12, Song of Freedom: 12th Level and 15, Inspire Heroics 15th level and 18; Mass Suggestion: 18th Level and 21). Bards swap spells at 5th level and every 3 levels thereafter.
b. Ranger: The ranger class philosophy says he is no longer a lightly armored fighter, he is a skill-using hunter. [Dr]
· Skill points changed to 6
· Hit die changed to d8
· Class skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeonering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope.
· Favored enemy bonus now gives +2
· New favored enemy at levels 1, 5, 10, 15, 20 with graduated increases (add an enemy at +2, increase any other favored enemy by +2) [AC]
· Wild Empathy ability at level 1 (replaces the Animal Empathy skill, works like Diplomacy)
· Gain a 2-weapon OR archery feat at levels 2, 6 and 11:
TWF at 2d, ITWF at 6th, GTWF at 11th, or Rapid Shot at 2d, Manyshot at 6th, Improved Precise Shot at 11th
· Endurance at level 3
· Animal Companion at level 4
· Woodland stride at level 7
· Swift tracker at level 8 (move normal speed while tracking)
· Evasion at level 9
· Camouflage at level 13 (hide in any terrain even without cover or concealment)
· Hide in plain sight at level 17
· Changes to spell list: charm animal as a 1st level spell choice, a better barkskin as 2nd, darkvision at 3rd, and animal growth at 4th.
· The ranger’s TWF skills include double weapons like the quarterstaff [AC]
. Rangers have good save progressions in both Fort and Reflex saves [Du]
c. Barbarian changes include: [Dr]
· Trap sense at level 3 (bonus to reflex saves vs traps)
· Trap sense improves by +1 every 3rd level
· DR 1/- at level 7
· DR improves by 1 at levels 10, 13, 16 and 19
· Greater Rage at level 11
· Indomitable Will at level 14 (+4 to Will saves vs enchantments)
· Tireless Rage at level 17
· Mighty Rage at level 20 (Rage bonus increases to +8 Str, +8 Con, +4 Will)
d. The druid spell list is revised (includes all animal “buff” spells). Druids gain Wild Empathy as a class ability. [Du] Druids have the following game statistics.
Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier.
Since a druid wears only light or medium armor, a high Dexterity score greatly improves her defensive ability.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: d8.
Class Skills
The druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the druid.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells (the same type of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–8: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells). She does not have access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature's ally IV (also a 4th-level spell).
Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race (see Race and Languages and the Speak Language skill).
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM's campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
A 1st-level druid's companion is completely typical for its kind except as noted in the sidebar on page 36. As a druid advances in level, the animal's power increases as shown on the table in the sidebar.
If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals (see the sidebar). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid level entry on the table in the sidebar to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.) For example, a 6th-level druid could select a leopard as an animal companion. The leopard would have characteristics and special abilities as if the druid were 3rd level (taking into account the -3 adjustment) instead of 6th level.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).
Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table 3–8: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. For instance, a druid can't take the form of a dire bear (a Large creature that always has at least 12 HD) until 12th level, even though she can begin taking Large forms at 8th level.
At 12th level, a druid becomes able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature, such as a tree or a rose bush.)
At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases).
At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Ex-Druids
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description). [WOTC]
e. Fighters receive Intimidate as a class skill. New feats are added to the fighter list (below). [Dr]
f. Additional PrCs go into the DMG, to include: [WOTC]
Arcane Archer: Fighter/mage with emphasis on archery.
Arcane Trickster: Rogue/mage with some neat tricks.
Archmage: Powerful sorcerer or wizard who reduces the number of spells they can cast per day in exchange for powerful arcane abilities.
Assassin: A rogue with less emphasis on skills and more emphasis on killing.
Blackguard: Anti-paladin. Serves the forces of evil instead of good.
Dragon Desciple: A sorcerer who gains dragon abilities such as breath weapon, bite, etc.
Duelist: A fighter who wears little to no armor and instead relies on thier ability to dodge blows.
Dwarven Defender: Strong defensive fighter. Can assume a defensive position where he becomes very hard to kill.
Eldritch Knight: From what I've heard, this is basically a renamed version of the Spellsword PrC. It's a fighter/mage with emphasis on melee combat.
Hierophant: Powerful cleric or druid who gains powerful abilities in exchange for the ability to cast higher-level spells.
Horizon Walker: ??
Loremaster: Spellcaster who pursues knowledge and ancient lore that can increase their power.
Mystic Theurge: Priest/Mage who is adept at both divine and arcane magic.
Red Wizard: A Forgotten Realms PrC. Red Wizard is a powerful mage who specializes in a single school of magic.
Shadowdancer: Rogue or bard who is the master of stealth. Has the ability to hide in plain sight and other abilities.
Thaumaturgist: Unknown.
g. Paladins don’t get Divine Grace until 2d level. Paladins get additional holy smite abilities as they advance [AC]: Smite Evil is gained at 1/day at 1st level, 2/day at 5th level, 3/day at 10th level, 4/day at 15th level, and 5/day at 20th level.
Smite Evil (Su): Once per day, a paladin may attempt to site evil with one normal melee attack. She adds her Charsima bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on table 3-12: The Paladin, to a maximum of five times per day at 20th level
The Paladin’s mount gets a +10 bonus to movement at 8th level.
h. Sorcerers can swap out a spell at 4th level and then at each even level thereafter (6th, 8th etc.). Bards swap spells at 5th level and every 3 levels thereafter. The spell must be two levels lower than the highest spell you can cast.
i. Animal Companions: The animal companion rules have changed; it's no longer purely a "HD = level" link. (There's a lot more to it than that, of course.) Since an awakened animal isn't an animal any more (it's a magical beast), it won't be able to serve as an animal companion (or a familiar or paladin's mount, for that matter). Such a creature could still be included in the party as a cohort (using the Leadership feat, for example), or simply as an NPC ally. The animal friendship spell is no longer on spell lists. Characters with the animal companion class feature will only have one animal companion at a time. Rangers use the druid rules for animal companions, at ½ their ranger level. Animal Companion ability changes by level (Bonus tricks required no training time):
1-2: HD+0 AC+0 Str/Dex+0 Bonus Tricks 1 Link (+4 Wild Empathy and Handle Animal checks), Share Spells
3-5: HD+2 AC+2 Str/Dex+1 Bonus Tricks 2 Evasion
6-8: HD+4 AC+4 Str/Dex+2 Bonus Tricks 3 Devotion (+4 Save vs. Enchantments)
9-11: HD+6 AC+6 Str/Dex+3 Bonus Tricks 4 Multiattack (if no multiple attack forms the creature gets an addition strike at -5)
12-14: HD+8 AC+8 Str/Dex+4 Bonus Tricks 5
15-17: HD+10 AC+10 Str/Dex+5 Bonus Tricks 6 Improved Evasion
18-20: HD+12 AC+12 Str/Dex+6 Bonus Tricks 7
Higher level Animal Companions (treat gaining level as Level 1):
Level 4: Ape, Black Bear, Bison, Boar, Cheetah, Crocodile, Dire Badger, Dire Rat, Dire Weasel, Leopard, Monitor Lizard, Large Shark, Constrictor Snake, Large Viper Snake, Wolverine.
Level 7: Brown Bear, Giant Crocodile, Deinonychus, Dire Ape, Dire Boar, Dire Wolf, Dire Wolverine, Elasmosaurus, Lion, Rhinoceros, Huge Viper Snake, Tiger.
Level 10: Polar Bear, Dire Lion, Megaraptor, Huge Shark, Giant Constictor Snake, Orca Whale.
Level 13: Dire Bear, Giant Octopus, Elephant
Level 16: Dire Shark, Dire Tiger, Giant Squid, Triceratops, Tyrannosaurus.
j. Costs for wizards scribing spells to spell books:
Time: The process takes 24 hours, regardless of the spell's level.
Space in the Spellbook: A spell takes up one page of the spellbook per spell level, so a 2nd-level spell takes two pages, a 5th-level spell takes five pages, and so forth. Even a 0-level spell (cantrip) takes one page. A spellbook has one hundred pages.
Materials and Costs: Materials for writing the spell (special quills, inks, and other supplies) cost 100gp per page.
Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level. She simply adds these to her spellbook as part of her ongoing research
k. Changes to wizard specialization: Wizards who Specialize gain +2 on Spellcraft checks when dealing with their school and have to choose 2 other schools (any to) that they will be unable to use. They cannot however choose Divination.
l. Many of the Monks feat replacement special abilities (Stunning Fist, Deflect Arrows) have been changed into bonus Feats with 2 options as to what to take. For example at 1st level a Monk can take either Stunning Fist (results in target at –2 AC) or Improved Grapple (no AoO when starting a Grapple), at 2nd: Combat Reflexes/Deflect Arrows; 6th: Improved Disarm/Improved Trip. Flurry of Blows at 1st level works like Two-Weapon Fighting; you get a single extra attack with a -2 Penalty to each attack. At 5th level it becomes a -1 Penalty and at 9th the penalty goes away completely (basically you get a free extra attack). At 11th level the Monk gets another attack at his full BAB. New Ki Strike works like: at 4th level it counts as a Magic weapon, at 10th it counts as a Lawful weapon, and at 16th it counts as a Adamantine weapon. Monk armed and unarmed BAB stack; there is no longer a separate BAB for armed and un-armed monks. Monk damage values (for medium monks) are:
1-3: 1d6
4-7: 1d8
8-11: 1d10
12-15: 2d6
16-19: 2d8
20: 2d10
m. Rogue Abilities: Uncanny Dodge (L4) and Improved Uncanny Dodge (L8) work just like the 1st to levels of UD used to, trapsense has just been split off from it (bonus to saves vs. traps). Trapfinding allows rogues to find traps greater than DC20 with Search (as before – now it’s just pointed out more clearly).
1: Sneak Attack (SA) +1d6, trapfinding
2: Evasion
3: SA +2d6, Trap Sense (TS) +1
4: Uncanny Dodge (Always receive Dex bonus)
5: SA +3d6
6: TS +2
7: SA +4d6
8: Improved Uncanny Dodge (Can't be flanked)
9: SA +5d6, TS +3
10: Special Ability
11: SA +6d6
12: TS +4
13: SA +7d6, Special Ability
14:
15: SA +8d6, TS +5
16: Special Ability
17: SA +9d6
18: TS +6
19: SA +10d6, Special Ability
20:
Rogue Skill list: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Slight of Hand, Spot, Swim, Tumble, Use Magic Devise, and Use Rope.
n. Sorcerers receive Bluff as a class skill.
3. Skills
a. Wilderness Lore is renamed Survival [FF]
b. Alchemy is renamed Craft (Alchemy). [FF] Every class gets this as a class skill.
c. Pick pocket is renamed Sleight of Hand. [FF]
d. Animal Empathy is eliminated (becomes Wild Empathy class ability). [Dr]
e. Scry is eliminated (The subject is now allowed a Will Save). [Du]
f. Intuit Direction is eliminated (included in Survival). [FF]
g. There are no more exclusive skills. Anyone can take skill ranks in any skill (as a class or cross-class skill). Since there are no more class exclusive skills, some skills require another skill or ability to be effective. [Dr 309]
h. The full 3.5 skill list (from Dragon 309 char sheet):
Appraise
Balance
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Open Lock
Perform
Profession
Ride
Search
Sense Motive
Sleight of Hand
Spellcraft
Spot
Survival
Swim
Tumble
Use Magic Device
Use Rope
i. Innuendo is removed and the ability moved to Bluff, Read Lips moved to Spot (with some situations covered by Sense Motive), and Speak Languages is stated as not really being a skill any more.
j. Jump mechanics have changed substantially.
k. Druid, Monk, Ranger, and Rogue all get Spot and Listen as class skills. Barbarian and Bard get Listen. All other classes remain cross-class for those skills.
4. Feats
a. Manyshot [General] [WOTC]
You can fire multiple arrows as a single attack against a nearby target.
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total of -6 on the third arrow and -8 on the fourth).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus feats.
A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
b. The full 3.5 feat list: [WOTC]
Acrobatic
Agile
Alertness
Animal Affinity
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Athletic
Augment Summoning
Blind-Fight
Combat Casting
Combat Expertise
Improved Disarm
Improved Feint
Improved Trip
Whirlwind Attack
Combat Reflexes
Deceitful
Deft Hands
Diligent
Dodge
Mobility
Spring Attack
Endurance
Diehard
Eschew Materials
Exotic Weapon Proficiency
Extra Turning
Great Fortitude
Improved Counterspell
Improved Critical
Improved Initiative
Improved Turning
Improved Unarmed Strike
Improved Grapple
Deflect Arrows
Snatch Arrows
Stunning Fist
Investigator
Iron Will
Leadership
Lightning Reflexes
Magical Affinity
Martial Weapon Proficiency
Mounted Combat
Mounted Archery
Ride-By Attack
Spirited Charge
Trample
Natural Spell
Negotiator
Nimble Fingers
Persuasive
Point Blank Shot
Far Shot
Precise Shot
Rapid Shot
Manyshot
Shot on the Run
Improved Precise Shot
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Improved Overrun
Improved Sunder
Quick Draw
Rapid Reload
Run
Self-Sufficient
Shield Proficiency
Improved Shield Bash
Tower Shield Proficiency
Simple Weapon Proficiency
Skill Focus
Spell Focus
Greater Spell Focus
Spell Mastery
Spell Penetration
Greater Spell Penetration
Stealthy
Toughness
Track
Two-Weapon Fighting
Two-Weapon Defense
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Weapon Finesse
Weapon Focus
Weapon Specialization
Greater Weapon Focus
Greater Weapon Specialization
Item Creation Feats
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll
Metamagic Feats
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell
c. Skill Focus now grants a +3 bonus to a single skill (instead of +2). [Du 100]
d. Two-Weapon Fighting now confers the combined benefits of the 3.0 Ambidexterity and Two-Weapon Fighting. [AC, Dr]
e. Weapon Finesse now applies to all appropriate weapons when taken. [AC]
f. Improved Trip grants a +4 to trip attacks, Trip attacks ignore Attacks of Opportunity, in addition to its 3.0 abilities (attack following successful trip). Note that trip attacks without Improved Trip do not cause an attack of opportunity if the attacker has Improved Unarmed Strike or uses a tripping weapon. [AC]
g. An Improved Familiar feat will be found in the DMG. Most of the bonuses that familiars provide went up to +3 with the exception of Save bonses that are still +2 and the Toad that gives a flat +3 HP. {WOTC]
h. Spell Focus and Greater Spell Focus each provide +1 to save DCs (instead of +2). [Du]
i. Power Attack
"Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attack and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon)
j. Improved Precise Shot: Your attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment... In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
k. Investigator: You get a +2 bonus on all Gather Information and Search checks.
l. Magical Affinity: +2 to Spellcraft and Use Magical Device
m. The Endurance feat will now give +4 on all checks for: Swim checks, Forced March checks, Starvation and Thirst checks, Hot and Cold environment checks, and suffocation checks against non-Lethal damage, +4 on checks to continue running, and you may sleep in Light or Medium armor without becoming fatigued.
n. Two Weapon Defense: +1 AC all the time (no sacrificing attacks), +2 AC when taking a total defense action
o. Greater Weapon Focus: Pre-requisite Fighter level 8; +1 to hit which stacks with Weapon Focus.
p. Greater Weapons Specialization: Pre-requisite: Fighter Level 12; +2 to damage which stacks with Weapon Specialization.
q. Improved Feint: Allows a feint (as per bluff) as a Move action.
r. Stealthy: +2 bonus to Hide and Move Silently Checks.
s. Diehard allows you to stay conscious between –1 and –9 hp, taking a Standard Action each round.
t. Improved Turning: You are treated as one level higher for turning purposes.
u. Widen Spell doubles the area of Burst, Emanation, Line, and Spread Shaped spells at the cost of 3 Levels.
v. Negotiator: +2 Diplomacy and Sense Motive.
5. Equipment
a. Shields now provide a shield bonus, instead of an armor bonus. So a shield may be used with mage armor, or bracers of armor, for example, and have the effects stack. [ES]
b. Tower shield use requires an additional feat beyond shield proficiency (Fighters get this feat for free). Tower Shield gives +4 AC or Cover, has a Max Dex bonus of +2 and you can't make attacks if you're using it as cover (*may be more to this mechanic).
c. Some (unknown) equipment is added to the equipment list. [WOTC]
d. The power level of the tanglefoot bag has been reined in a bit (details unknown). [AC]
e. The weight of some items has changed; small and large-sized characters will notice the difference.
Anyone can wield a weapon of any size, after a size penalty, if you use a weapon made for someone of a different size. [Dr 309]
f. The Whip no longer a Ranged Weapon; it is considered a Reach weapon, but you don't threaten the 15' area and you still provoke an AoO when using it (Note: Point Blank Shot, Rapid Shot, Precise Shot no longer apply).
g. Spiked Shield is now included in the Martial Weapons as is the Sai (no stats).
h. There are “Small” versions of weapons for small characters, which do “Small” damage.
6. Combat
a. Creatures now control an area that is square, regardless of the size they actually occupy. For example, a displacer beast occupies an area 5’ x 10’, but is considered to control an area 10’ by 10’ (this simplifies the turning and facing of large, long creatures). It may be attacked all along the 10’ x 10’ area, but is considered 5’ wide for the purposes of passages it can navigate. [ES, FF]
b. There are no more partial actions. There are only move, move-equivalent, standard, and full-round actions. Replace instances of the “partial action” in the original rules with “standard action”. The surprise round grants a standard action, not a partial action (effectively no change). [WOTC]
c. Attacks of Opportunity: [WOTC]
The melee combat rules assume that combatants are actively avoiding attacks. A player doesn't have to declare anything special for her character to be on the defensive. Even if a character's miniature figure is just standing there on the battle grid, you can be sure that if some orc with a battleaxe attacks the character, she is weaving, dodging, and even threatening the orc with a weapon to keep the orc a little worried for his own hide.
Sometimes, however, a combatant in a melee lets her guard down, and she doesn't maintain a defensive posture as usual. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity (but see Unarmed Combat).
Reach Weapons: Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding reach weapons (such as a longspear) threaten more squares than a typical creature. For instance, a longspear-wielding human threatens all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.) In addition, most creatures larger than Medium have a natural reach of 10 feet or more; see Big and Little Creatures in Combat.
Provoking an Attack of Opportunity: Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing an action within a threatened square.
Moving: Moving out of a threatened square usually provokes an attack of opportunity from the threatening opponent. There are two common methods of avoiding such an attack -- the 5-foot-step (see Miscellaneous Actions) and the withdraw action (see Full-Round Actions).
Performing a Distracting Act: Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. Casting a spell and attacking with a ranged weapon, for example, are distracting actions. Table 8-2: Actions in Combat notes many of the actions that provoke attacks of opportunity.
Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule. For instance, a character with the Improved Unarmed Strike feat doesn't incur an attack of opportunity for making an unarmed attack.
Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and you can only make one per round. You don't have to make an attack of opportunity if you don't want to.
An experienced character gets additional regular melee attacks (by using the full attack action), but at a lower attack bonus. You make your attack of opportunity, however, at your normal attack bonus -- even if you've already attacked in the round.
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).
Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you -- such as by moving out of a threatened square and then casting a spell in a threatened square -- you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your normal attack bonus. You do not reduce your attack bonus for making multiple attacks of opportunity.
d. Trip attempts: Trip is clarified in 3.5 to be an unarmed touch attack (which provokes an AoO), *unless* you have the Improved Trip feat (in which case there's no AoO for the attempt), or if you're using a weapon specifically designed to trip (such as the halberd), in which case it's an armed attack and you don't provoke the AoO. If you're using a tripping weapon, and would be tripped during your own trip attempt, you can drop the weapon instead. [AC]
e. Bonuses from magic ranged weapons and ammunition no longer stack, they overlap (ie, only the highest magic bonus from a magic bow and magic arrows applies).[Du100]
f. Do not taunt the Happy Fun Ball. Bluff provides a +2 bonus to HFB taunting checks.
g. New condition: Sickened (-2 on all checks including weapon damage rolls) [Dr 309]
7. Spells
a. Haste [Dr]
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
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.
Multiple haste effects don't stack. Haste dispels and counters slow.
Material Component: A shaving of licorice root.
b. Harm/Heal allow a Fortitude save, failure results in half damage. Both spells are capped at 150 points damage (10 points damage per caster level). [Dr]
c. Shield [Du]
Abjuration [Force]
Level: Sor/Wiz 1;
Components: V, S;
Casting Time: Standard action;
Range: Personal;
Target: You;
Duration: 1 minute/level (D)
Shield creates an invisible, mobile disk of force that hovers in front of the caster. It negates magic missile attacks directed at the caster. The disk also intercepts attacks, providing a +4 shield bonus to AC. The shield carries no armor penalty or arcane spell failure chance.
d. Endurance is now renamed “Bear’s Endurance” and is added to the druid spell list. All “animal” stat enhancing spell durations reduced to 1 min/level, but now grant a fixed +4 increase to the ability. [Du]
e. Hold spells now allow a save each round; success indicates the effect wears off. [Dr]
f. Polymorph other/self are dramatically changed; specifically they are now polymorph/baneful polymorph with a 1 min/level duration and permanent duration respectively; baneful polymorph only allows relatiely harmless forms. [Dr]
g. Stoneskin provides DR 10/adamantine. [Du]
h. Slow reduces a character to a move or standard action per round; move is at half speed with –1 to attack, AC, and reflex saves. [Du]
i. Greater Magic Weapon now grants +1/4 levels instead of +1/3. [AC]
j. Instead of doubling movement, expeditious retreat, boots of striding and springing, and similar movement enhancing magic devices and spells now provide fixed movement bonuses. [AC]
k. New Spells:
Waves of Fatigue
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.
Waves of Exhaustion
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.
Crushing Despair (demoralizes foes, and the revised Barghest can use it as a spell-like ability 1/day)
Mass Cat's Grace and Mass Cure Light Wounds [DR 309]
Scorching Ray: L2 Wiz/Sor Range: 25'+5'/2 levels Ranged touch attack for 4d6 Damage.
l. Heal now fixes exhaustion and fatigue (among a laundry-list of other conditions). [AC]
m. Lesser restoration now eliminates fatigue, and restoration/greater restoration eliminate fatigue and exhaustion. [AC]
n. The spell Negative Energy Protection has been removed, and its spell effect has been rolled into Death Ward. [Dr 309]
o. Finger of Death
You can slay any one living creature within range (25ft + 5ft/2 levels). The target is entitled to Fort save to survive the attack. IF the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (max +25). The subject might die from damage even if it survives its saving throw.
p. Divine power grants a +6 Enhancement bonus to Str and +1 HP/caster level
q. Burning Hands now has a cone area of effect rather than a semicircular emanation.
r. Animate Dead is now a 4th Level Wiz/Sor spell (not 5th).
s. Changes to Permanency: Arcane Sight and Protection from Arrows have been added to the 'Self' list. Greater Magic Fang, Rary's Telepathic Bond, and Reduce were added to the 'Self or Other' list. Animate Objects, Mordenkainen's Private Sanctum, Prismatic Wall, the Symbols have been separated into separate spells and they too have been added to the 'General' list.
t. Barkskin is now a 2nd level spell that gives +2 AC +1 (natural armor bonus) per 3 levels over 3 to a max of +5. It lasts 10 min/level.
u. Call Lightning’s casting time is 1 Round and it lasts 1 minute/level. You can call 1 bolt/round that does 3d6 Damage, if there is already a storm the bolts do 3d10 damage.
8. Monsters
a. Weapon types to overcome Damage Reduction are not cumulative. So, for example, if a werewolf has DR of 5/silver, a +1 weapon will not overcome the DR (only a silver weapon, or a magical silver weapon, can). Cold iron becomes a new material that affects DR. Categories include blunt, holy/unholy, lawful/chaotic, adamantine, magic, silver, cold iron. [Dr]
b. Skeletons have DR 5/blunt, instead of halving all damage from slashing and piercing weapons. Zombies have DR 5/slashing.[Du]
c. There are a number of new subtypes (extraplanar, for example). Shapechanger is now a subtype, rather than a category. [FF]
d. The “beast” category is eliminated. All of these creatures are now either animals or magical beasts.[Dr, FF]
e. Individual monster stats changed (many, but omitted).[WOTC]
f. The Monster Manual will now spell out preferred monster tactics. [WOTC]
g. In the 3.5 MM bonus feats will be indicated with a superscript "b" after the feat name. [Dr 309]
9. Magic Items
a. Instead of doubling movement, boots of striding and springing, and similar movement enhancing magic devices now provide fixed movement bonuses. [AC]
b. Heward's Handy Haversack’s utility has been clarified (it's not a free action to pull things out, but a move action that doesn't provoke AoOs, since you don't have to dig around in it). [AC]
c. Quaal's feather token doesn't kill monsters by exploding them from inside. [AC]
Changes identified for the 3.5 rules set are listed below. Sources are:
Dragon Mag. releases [Dr]
WOTC Website releases [WOTC]
Ed Stark Comments (Mortality radio, WOTC Boards) [ES]
Andy Collins Comments (andycollins.net boards) [AC]
Dungeon Mag Adventure Path (3.5 adventures) [Du]
Savage Species/Fiend Folio/Unapproachable East/Races of Faerun
Unlabelled: Confirmation from ENWorlder roytheodd's early copy of 3.5 PHB
D&D 3.5 Rules Revisions:
1. Races
a. Races with racial weapons now have automatic Weapon Familiarity with those weapons. This means that the character can treat the weapon as if it were on the Martial Weapon list, rather than the Exotic Weapon list. Note that the character must still have martial weapon proficiency to use the weapon without penalty. This applies to:
- Orcs (not half-orcs): Orc Double Axe [AC]
- Dwarves: Dwarven waraxe, dwarven ugrosh [ES]
- Gnomes: gnome hooked hammer [AC]
b. Dwarves get a +4 stability bonus against being bull-rushed or tripped; dwarves retain their full movement rate (20’) in medium or heavy armor. [Du]
c. Gnomes now get +1 DC to illusion spell’s saving throws, and have favored class: Bard. Gnome spell-like abilities are now based on Charisma. [WOTC]
d. Half-Elves now get +2 on all Diplomacy and Gather Information checks.
2. Classes
a. Bards get 6 skill points per level, no longer suffer from arcane spell failure in light armor (but not Shields, Medium Armor, or Heavy Armor, and only with regard to Bard spells), and have increased musical abilities (3.5 Bard Songs are Countersong, Facinate, Inspire Courage, Inspire Competence, Suggestion, Inspire Greatness, Song of Freedom, Inspire Heroics, and Mass Suggestion. Song of Freedom is the equivalent of a Break Enchantments spell that he cannot target himself with. Inspire Heroics gives 1 Target +1/3 levels over 15th +4 on all Saves and +4 AC. Mass Suggestions uses the suggestion effect on every creature that he already has fascinated. Perform Ranks required are: Countersong: 3, Fascinate: 3, Inspire Courage: 3, Inspire Competence: 3, Suggestion: 6th Level and 9, Inspire Greatness: 9th Level and 12, Song of Freedom: 12th Level and 15, Inspire Heroics 15th level and 18; Mass Suggestion: 18th Level and 21). Bards swap spells at 5th level and every 3 levels thereafter.
b. Ranger: The ranger class philosophy says he is no longer a lightly armored fighter, he is a skill-using hunter. [Dr]
· Skill points changed to 6
· Hit die changed to d8
· Class skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeonering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope.
· Favored enemy bonus now gives +2
· New favored enemy at levels 1, 5, 10, 15, 20 with graduated increases (add an enemy at +2, increase any other favored enemy by +2) [AC]
· Wild Empathy ability at level 1 (replaces the Animal Empathy skill, works like Diplomacy)
· Gain a 2-weapon OR archery feat at levels 2, 6 and 11:
TWF at 2d, ITWF at 6th, GTWF at 11th, or Rapid Shot at 2d, Manyshot at 6th, Improved Precise Shot at 11th
· Endurance at level 3
· Animal Companion at level 4
· Woodland stride at level 7
· Swift tracker at level 8 (move normal speed while tracking)
· Evasion at level 9
· Camouflage at level 13 (hide in any terrain even without cover or concealment)
· Hide in plain sight at level 17
· Changes to spell list: charm animal as a 1st level spell choice, a better barkskin as 2nd, darkvision at 3rd, and animal growth at 4th.
· The ranger’s TWF skills include double weapons like the quarterstaff [AC]
. Rangers have good save progressions in both Fort and Reflex saves [Du]
c. Barbarian changes include: [Dr]
· Trap sense at level 3 (bonus to reflex saves vs traps)
· Trap sense improves by +1 every 3rd level
· DR 1/- at level 7
· DR improves by 1 at levels 10, 13, 16 and 19
· Greater Rage at level 11
· Indomitable Will at level 14 (+4 to Will saves vs enchantments)
· Tireless Rage at level 17
· Mighty Rage at level 20 (Rage bonus increases to +8 Str, +8 Con, +4 Will)
d. The druid spell list is revised (includes all animal “buff” spells). Druids gain Wild Empathy as a class ability. [Du] Druids have the following game statistics.
Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier.
Since a druid wears only light or medium armor, a high Dexterity score greatly improves her defensive ability.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: d8.
Class Skills
The druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the druid.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells (the same type of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–8: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells). She does not have access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature's ally IV (also a 4th-level spell).
Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race (see Race and Languages and the Speak Language skill).
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM's campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
A 1st-level druid's companion is completely typical for its kind except as noted in the sidebar on page 36. As a druid advances in level, the animal's power increases as shown on the table in the sidebar.
If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals (see the sidebar). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid level entry on the table in the sidebar to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.) For example, a 6th-level druid could select a leopard as an animal companion. The leopard would have characteristics and special abilities as if the druid were 3rd level (taking into account the -3 adjustment) instead of 6th level.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).
Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table 3–8: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. For instance, a druid can't take the form of a dire bear (a Large creature that always has at least 12 HD) until 12th level, even though she can begin taking Large forms at 8th level.
At 12th level, a druid becomes able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature, such as a tree or a rose bush.)
At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases).
At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Ex-Druids
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description). [WOTC]
e. Fighters receive Intimidate as a class skill. New feats are added to the fighter list (below). [Dr]
f. Additional PrCs go into the DMG, to include: [WOTC]
Arcane Archer: Fighter/mage with emphasis on archery.
Arcane Trickster: Rogue/mage with some neat tricks.
Archmage: Powerful sorcerer or wizard who reduces the number of spells they can cast per day in exchange for powerful arcane abilities.
Assassin: A rogue with less emphasis on skills and more emphasis on killing.
Blackguard: Anti-paladin. Serves the forces of evil instead of good.
Dragon Desciple: A sorcerer who gains dragon abilities such as breath weapon, bite, etc.
Duelist: A fighter who wears little to no armor and instead relies on thier ability to dodge blows.
Dwarven Defender: Strong defensive fighter. Can assume a defensive position where he becomes very hard to kill.
Eldritch Knight: From what I've heard, this is basically a renamed version of the Spellsword PrC. It's a fighter/mage with emphasis on melee combat.
Hierophant: Powerful cleric or druid who gains powerful abilities in exchange for the ability to cast higher-level spells.
Horizon Walker: ??
Loremaster: Spellcaster who pursues knowledge and ancient lore that can increase their power.
Mystic Theurge: Priest/Mage who is adept at both divine and arcane magic.
Red Wizard: A Forgotten Realms PrC. Red Wizard is a powerful mage who specializes in a single school of magic.
Shadowdancer: Rogue or bard who is the master of stealth. Has the ability to hide in plain sight and other abilities.
Thaumaturgist: Unknown.
g. Paladins don’t get Divine Grace until 2d level. Paladins get additional holy smite abilities as they advance [AC]: Smite Evil is gained at 1/day at 1st level, 2/day at 5th level, 3/day at 10th level, 4/day at 15th level, and 5/day at 20th level.
Smite Evil (Su): Once per day, a paladin may attempt to site evil with one normal melee attack. She adds her Charsima bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on table 3-12: The Paladin, to a maximum of five times per day at 20th level
The Paladin’s mount gets a +10 bonus to movement at 8th level.
h. Sorcerers can swap out a spell at 4th level and then at each even level thereafter (6th, 8th etc.). Bards swap spells at 5th level and every 3 levels thereafter. The spell must be two levels lower than the highest spell you can cast.
i. Animal Companions: The animal companion rules have changed; it's no longer purely a "HD = level" link. (There's a lot more to it than that, of course.) Since an awakened animal isn't an animal any more (it's a magical beast), it won't be able to serve as an animal companion (or a familiar or paladin's mount, for that matter). Such a creature could still be included in the party as a cohort (using the Leadership feat, for example), or simply as an NPC ally. The animal friendship spell is no longer on spell lists. Characters with the animal companion class feature will only have one animal companion at a time. Rangers use the druid rules for animal companions, at ½ their ranger level. Animal Companion ability changes by level (Bonus tricks required no training time):
1-2: HD+0 AC+0 Str/Dex+0 Bonus Tricks 1 Link (+4 Wild Empathy and Handle Animal checks), Share Spells
3-5: HD+2 AC+2 Str/Dex+1 Bonus Tricks 2 Evasion
6-8: HD+4 AC+4 Str/Dex+2 Bonus Tricks 3 Devotion (+4 Save vs. Enchantments)
9-11: HD+6 AC+6 Str/Dex+3 Bonus Tricks 4 Multiattack (if no multiple attack forms the creature gets an addition strike at -5)
12-14: HD+8 AC+8 Str/Dex+4 Bonus Tricks 5
15-17: HD+10 AC+10 Str/Dex+5 Bonus Tricks 6 Improved Evasion
18-20: HD+12 AC+12 Str/Dex+6 Bonus Tricks 7
Higher level Animal Companions (treat gaining level as Level 1):
Level 4: Ape, Black Bear, Bison, Boar, Cheetah, Crocodile, Dire Badger, Dire Rat, Dire Weasel, Leopard, Monitor Lizard, Large Shark, Constrictor Snake, Large Viper Snake, Wolverine.
Level 7: Brown Bear, Giant Crocodile, Deinonychus, Dire Ape, Dire Boar, Dire Wolf, Dire Wolverine, Elasmosaurus, Lion, Rhinoceros, Huge Viper Snake, Tiger.
Level 10: Polar Bear, Dire Lion, Megaraptor, Huge Shark, Giant Constictor Snake, Orca Whale.
Level 13: Dire Bear, Giant Octopus, Elephant
Level 16: Dire Shark, Dire Tiger, Giant Squid, Triceratops, Tyrannosaurus.
j. Costs for wizards scribing spells to spell books:
Time: The process takes 24 hours, regardless of the spell's level.
Space in the Spellbook: A spell takes up one page of the spellbook per spell level, so a 2nd-level spell takes two pages, a 5th-level spell takes five pages, and so forth. Even a 0-level spell (cantrip) takes one page. A spellbook has one hundred pages.
Materials and Costs: Materials for writing the spell (special quills, inks, and other supplies) cost 100gp per page.
Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level. She simply adds these to her spellbook as part of her ongoing research
k. Changes to wizard specialization: Wizards who Specialize gain +2 on Spellcraft checks when dealing with their school and have to choose 2 other schools (any to) that they will be unable to use. They cannot however choose Divination.
l. Many of the Monks feat replacement special abilities (Stunning Fist, Deflect Arrows) have been changed into bonus Feats with 2 options as to what to take. For example at 1st level a Monk can take either Stunning Fist (results in target at –2 AC) or Improved Grapple (no AoO when starting a Grapple), at 2nd: Combat Reflexes/Deflect Arrows; 6th: Improved Disarm/Improved Trip. Flurry of Blows at 1st level works like Two-Weapon Fighting; you get a single extra attack with a -2 Penalty to each attack. At 5th level it becomes a -1 Penalty and at 9th the penalty goes away completely (basically you get a free extra attack). At 11th level the Monk gets another attack at his full BAB. New Ki Strike works like: at 4th level it counts as a Magic weapon, at 10th it counts as a Lawful weapon, and at 16th it counts as a Adamantine weapon. Monk armed and unarmed BAB stack; there is no longer a separate BAB for armed and un-armed monks. Monk damage values (for medium monks) are:
1-3: 1d6
4-7: 1d8
8-11: 1d10
12-15: 2d6
16-19: 2d8
20: 2d10
m. Rogue Abilities: Uncanny Dodge (L4) and Improved Uncanny Dodge (L8) work just like the 1st to levels of UD used to, trapsense has just been split off from it (bonus to saves vs. traps). Trapfinding allows rogues to find traps greater than DC20 with Search (as before – now it’s just pointed out more clearly).
1: Sneak Attack (SA) +1d6, trapfinding
2: Evasion
3: SA +2d6, Trap Sense (TS) +1
4: Uncanny Dodge (Always receive Dex bonus)
5: SA +3d6
6: TS +2
7: SA +4d6
8: Improved Uncanny Dodge (Can't be flanked)
9: SA +5d6, TS +3
10: Special Ability
11: SA +6d6
12: TS +4
13: SA +7d6, Special Ability
14:
15: SA +8d6, TS +5
16: Special Ability
17: SA +9d6
18: TS +6
19: SA +10d6, Special Ability
20:
Rogue Skill list: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Slight of Hand, Spot, Swim, Tumble, Use Magic Devise, and Use Rope.
n. Sorcerers receive Bluff as a class skill.
3. Skills
a. Wilderness Lore is renamed Survival [FF]
b. Alchemy is renamed Craft (Alchemy). [FF] Every class gets this as a class skill.
c. Pick pocket is renamed Sleight of Hand. [FF]
d. Animal Empathy is eliminated (becomes Wild Empathy class ability). [Dr]
e. Scry is eliminated (The subject is now allowed a Will Save). [Du]
f. Intuit Direction is eliminated (included in Survival). [FF]
g. There are no more exclusive skills. Anyone can take skill ranks in any skill (as a class or cross-class skill). Since there are no more class exclusive skills, some skills require another skill or ability to be effective. [Dr 309]
h. The full 3.5 skill list (from Dragon 309 char sheet):
Appraise
Balance
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Open Lock
Perform
Profession
Ride
Search
Sense Motive
Sleight of Hand
Spellcraft
Spot
Survival
Swim
Tumble
Use Magic Device
Use Rope
i. Innuendo is removed and the ability moved to Bluff, Read Lips moved to Spot (with some situations covered by Sense Motive), and Speak Languages is stated as not really being a skill any more.
j. Jump mechanics have changed substantially.
k. Druid, Monk, Ranger, and Rogue all get Spot and Listen as class skills. Barbarian and Bard get Listen. All other classes remain cross-class for those skills.
4. Feats
a. Manyshot [General] [WOTC]
You can fire multiple arrows as a single attack against a nearby target.
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total of -6 on the third arrow and -8 on the fourth).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus feats.
A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
b. The full 3.5 feat list: [WOTC]
Acrobatic
Agile
Alertness
Animal Affinity
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Athletic
Augment Summoning
Blind-Fight
Combat Casting
Combat Expertise
Improved Disarm
Improved Feint
Improved Trip
Whirlwind Attack
Combat Reflexes
Deceitful
Deft Hands
Diligent
Dodge
Mobility
Spring Attack
Endurance
Diehard
Eschew Materials
Exotic Weapon Proficiency
Extra Turning
Great Fortitude
Improved Counterspell
Improved Critical
Improved Initiative
Improved Turning
Improved Unarmed Strike
Improved Grapple
Deflect Arrows
Snatch Arrows
Stunning Fist
Investigator
Iron Will
Leadership
Lightning Reflexes
Magical Affinity
Martial Weapon Proficiency
Mounted Combat
Mounted Archery
Ride-By Attack
Spirited Charge
Trample
Natural Spell
Negotiator
Nimble Fingers
Persuasive
Point Blank Shot
Far Shot
Precise Shot
Rapid Shot
Manyshot
Shot on the Run
Improved Precise Shot
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Improved Overrun
Improved Sunder
Quick Draw
Rapid Reload
Run
Self-Sufficient
Shield Proficiency
Improved Shield Bash
Tower Shield Proficiency
Simple Weapon Proficiency
Skill Focus
Spell Focus
Greater Spell Focus
Spell Mastery
Spell Penetration
Greater Spell Penetration
Stealthy
Toughness
Track
Two-Weapon Fighting
Two-Weapon Defense
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Weapon Finesse
Weapon Focus
Weapon Specialization
Greater Weapon Focus
Greater Weapon Specialization
Item Creation Feats
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll
Metamagic Feats
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell
c. Skill Focus now grants a +3 bonus to a single skill (instead of +2). [Du 100]
d. Two-Weapon Fighting now confers the combined benefits of the 3.0 Ambidexterity and Two-Weapon Fighting. [AC, Dr]
e. Weapon Finesse now applies to all appropriate weapons when taken. [AC]
f. Improved Trip grants a +4 to trip attacks, Trip attacks ignore Attacks of Opportunity, in addition to its 3.0 abilities (attack following successful trip). Note that trip attacks without Improved Trip do not cause an attack of opportunity if the attacker has Improved Unarmed Strike or uses a tripping weapon. [AC]
g. An Improved Familiar feat will be found in the DMG. Most of the bonuses that familiars provide went up to +3 with the exception of Save bonses that are still +2 and the Toad that gives a flat +3 HP. {WOTC]
h. Spell Focus and Greater Spell Focus each provide +1 to save DCs (instead of +2). [Du]
i. Power Attack
"Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attack and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon)
j. Improved Precise Shot: Your attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment... In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
k. Investigator: You get a +2 bonus on all Gather Information and Search checks.
l. Magical Affinity: +2 to Spellcraft and Use Magical Device
m. The Endurance feat will now give +4 on all checks for: Swim checks, Forced March checks, Starvation and Thirst checks, Hot and Cold environment checks, and suffocation checks against non-Lethal damage, +4 on checks to continue running, and you may sleep in Light or Medium armor without becoming fatigued.
n. Two Weapon Defense: +1 AC all the time (no sacrificing attacks), +2 AC when taking a total defense action
o. Greater Weapon Focus: Pre-requisite Fighter level 8; +1 to hit which stacks with Weapon Focus.
p. Greater Weapons Specialization: Pre-requisite: Fighter Level 12; +2 to damage which stacks with Weapon Specialization.
q. Improved Feint: Allows a feint (as per bluff) as a Move action.
r. Stealthy: +2 bonus to Hide and Move Silently Checks.
s. Diehard allows you to stay conscious between –1 and –9 hp, taking a Standard Action each round.
t. Improved Turning: You are treated as one level higher for turning purposes.
u. Widen Spell doubles the area of Burst, Emanation, Line, and Spread Shaped spells at the cost of 3 Levels.
v. Negotiator: +2 Diplomacy and Sense Motive.
5. Equipment
a. Shields now provide a shield bonus, instead of an armor bonus. So a shield may be used with mage armor, or bracers of armor, for example, and have the effects stack. [ES]
b. Tower shield use requires an additional feat beyond shield proficiency (Fighters get this feat for free). Tower Shield gives +4 AC or Cover, has a Max Dex bonus of +2 and you can't make attacks if you're using it as cover (*may be more to this mechanic).
c. Some (unknown) equipment is added to the equipment list. [WOTC]
d. The power level of the tanglefoot bag has been reined in a bit (details unknown). [AC]
e. The weight of some items has changed; small and large-sized characters will notice the difference.
Anyone can wield a weapon of any size, after a size penalty, if you use a weapon made for someone of a different size. [Dr 309]
f. The Whip no longer a Ranged Weapon; it is considered a Reach weapon, but you don't threaten the 15' area and you still provoke an AoO when using it (Note: Point Blank Shot, Rapid Shot, Precise Shot no longer apply).
g. Spiked Shield is now included in the Martial Weapons as is the Sai (no stats).
h. There are “Small” versions of weapons for small characters, which do “Small” damage.
6. Combat
a. Creatures now control an area that is square, regardless of the size they actually occupy. For example, a displacer beast occupies an area 5’ x 10’, but is considered to control an area 10’ by 10’ (this simplifies the turning and facing of large, long creatures). It may be attacked all along the 10’ x 10’ area, but is considered 5’ wide for the purposes of passages it can navigate. [ES, FF]
b. There are no more partial actions. There are only move, move-equivalent, standard, and full-round actions. Replace instances of the “partial action” in the original rules with “standard action”. The surprise round grants a standard action, not a partial action (effectively no change). [WOTC]
c. Attacks of Opportunity: [WOTC]
The melee combat rules assume that combatants are actively avoiding attacks. A player doesn't have to declare anything special for her character to be on the defensive. Even if a character's miniature figure is just standing there on the battle grid, you can be sure that if some orc with a battleaxe attacks the character, she is weaving, dodging, and even threatening the orc with a weapon to keep the orc a little worried for his own hide.
Sometimes, however, a combatant in a melee lets her guard down, and she doesn't maintain a defensive posture as usual. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity (but see Unarmed Combat).
Reach Weapons: Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding reach weapons (such as a longspear) threaten more squares than a typical creature. For instance, a longspear-wielding human threatens all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.) In addition, most creatures larger than Medium have a natural reach of 10 feet or more; see Big and Little Creatures in Combat.
Provoking an Attack of Opportunity: Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing an action within a threatened square.
Moving: Moving out of a threatened square usually provokes an attack of opportunity from the threatening opponent. There are two common methods of avoiding such an attack -- the 5-foot-step (see Miscellaneous Actions) and the withdraw action (see Full-Round Actions).
Performing a Distracting Act: Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. Casting a spell and attacking with a ranged weapon, for example, are distracting actions. Table 8-2: Actions in Combat notes many of the actions that provoke attacks of opportunity.
Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule. For instance, a character with the Improved Unarmed Strike feat doesn't incur an attack of opportunity for making an unarmed attack.
Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and you can only make one per round. You don't have to make an attack of opportunity if you don't want to.
An experienced character gets additional regular melee attacks (by using the full attack action), but at a lower attack bonus. You make your attack of opportunity, however, at your normal attack bonus -- even if you've already attacked in the round.
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).
Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you -- such as by moving out of a threatened square and then casting a spell in a threatened square -- you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your normal attack bonus. You do not reduce your attack bonus for making multiple attacks of opportunity.
d. Trip attempts: Trip is clarified in 3.5 to be an unarmed touch attack (which provokes an AoO), *unless* you have the Improved Trip feat (in which case there's no AoO for the attempt), or if you're using a weapon specifically designed to trip (such as the halberd), in which case it's an armed attack and you don't provoke the AoO. If you're using a tripping weapon, and would be tripped during your own trip attempt, you can drop the weapon instead. [AC]
e. Bonuses from magic ranged weapons and ammunition no longer stack, they overlap (ie, only the highest magic bonus from a magic bow and magic arrows applies).[Du100]
f. Do not taunt the Happy Fun Ball. Bluff provides a +2 bonus to HFB taunting checks.

g. New condition: Sickened (-2 on all checks including weapon damage rolls) [Dr 309]
7. Spells
a. Haste [Dr]
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
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.
Multiple haste effects don't stack. Haste dispels and counters slow.
Material Component: A shaving of licorice root.
b. Harm/Heal allow a Fortitude save, failure results in half damage. Both spells are capped at 150 points damage (10 points damage per caster level). [Dr]
c. Shield [Du]
Abjuration [Force]
Level: Sor/Wiz 1;
Components: V, S;
Casting Time: Standard action;
Range: Personal;
Target: You;
Duration: 1 minute/level (D)
Shield creates an invisible, mobile disk of force that hovers in front of the caster. It negates magic missile attacks directed at the caster. The disk also intercepts attacks, providing a +4 shield bonus to AC. The shield carries no armor penalty or arcane spell failure chance.
d. Endurance is now renamed “Bear’s Endurance” and is added to the druid spell list. All “animal” stat enhancing spell durations reduced to 1 min/level, but now grant a fixed +4 increase to the ability. [Du]
e. Hold spells now allow a save each round; success indicates the effect wears off. [Dr]
f. Polymorph other/self are dramatically changed; specifically they are now polymorph/baneful polymorph with a 1 min/level duration and permanent duration respectively; baneful polymorph only allows relatiely harmless forms. [Dr]
g. Stoneskin provides DR 10/adamantine. [Du]
h. Slow reduces a character to a move or standard action per round; move is at half speed with –1 to attack, AC, and reflex saves. [Du]
i. Greater Magic Weapon now grants +1/4 levels instead of +1/3. [AC]
j. Instead of doubling movement, expeditious retreat, boots of striding and springing, and similar movement enhancing magic devices and spells now provide fixed movement bonuses. [AC]
k. New Spells:
Waves of Fatigue
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.
Waves of Exhaustion
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.
Crushing Despair (demoralizes foes, and the revised Barghest can use it as a spell-like ability 1/day)
Mass Cat's Grace and Mass Cure Light Wounds [DR 309]
Scorching Ray: L2 Wiz/Sor Range: 25'+5'/2 levels Ranged touch attack for 4d6 Damage.
l. Heal now fixes exhaustion and fatigue (among a laundry-list of other conditions). [AC]
m. Lesser restoration now eliminates fatigue, and restoration/greater restoration eliminate fatigue and exhaustion. [AC]
n. The spell Negative Energy Protection has been removed, and its spell effect has been rolled into Death Ward. [Dr 309]
o. Finger of Death
You can slay any one living creature within range (25ft + 5ft/2 levels). The target is entitled to Fort save to survive the attack. IF the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (max +25). The subject might die from damage even if it survives its saving throw.
p. Divine power grants a +6 Enhancement bonus to Str and +1 HP/caster level
q. Burning Hands now has a cone area of effect rather than a semicircular emanation.
r. Animate Dead is now a 4th Level Wiz/Sor spell (not 5th).
s. Changes to Permanency: Arcane Sight and Protection from Arrows have been added to the 'Self' list. Greater Magic Fang, Rary's Telepathic Bond, and Reduce were added to the 'Self or Other' list. Animate Objects, Mordenkainen's Private Sanctum, Prismatic Wall, the Symbols have been separated into separate spells and they too have been added to the 'General' list.
t. Barkskin is now a 2nd level spell that gives +2 AC +1 (natural armor bonus) per 3 levels over 3 to a max of +5. It lasts 10 min/level.
u. Call Lightning’s casting time is 1 Round and it lasts 1 minute/level. You can call 1 bolt/round that does 3d6 Damage, if there is already a storm the bolts do 3d10 damage.
8. Monsters
a. Weapon types to overcome Damage Reduction are not cumulative. So, for example, if a werewolf has DR of 5/silver, a +1 weapon will not overcome the DR (only a silver weapon, or a magical silver weapon, can). Cold iron becomes a new material that affects DR. Categories include blunt, holy/unholy, lawful/chaotic, adamantine, magic, silver, cold iron. [Dr]
b. Skeletons have DR 5/blunt, instead of halving all damage from slashing and piercing weapons. Zombies have DR 5/slashing.[Du]
c. There are a number of new subtypes (extraplanar, for example). Shapechanger is now a subtype, rather than a category. [FF]
d. The “beast” category is eliminated. All of these creatures are now either animals or magical beasts.[Dr, FF]
e. Individual monster stats changed (many, but omitted).[WOTC]
f. The Monster Manual will now spell out preferred monster tactics. [WOTC]
g. In the 3.5 MM bonus feats will be indicated with a superscript "b" after the feat name. [Dr 309]
9. Magic Items
a. Instead of doubling movement, boots of striding and springing, and similar movement enhancing magic devices now provide fixed movement bonuses. [AC]
b. Heward's Handy Haversack’s utility has been clarified (it's not a free action to pull things out, but a move action that doesn't provoke AoOs, since you don't have to dig around in it). [AC]
c. Quaal's feather token doesn't kill monsters by exploding them from inside. [AC]
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