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To RoytheOdd, here's a thread for questions and answers

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175.) Are halflings the same?

Dex +2/Str -2
Small size
Speed 20'
+2 to climb, jump & move silently
+1 to all saves
+2 morale vs fear effects
+1 AB with thrown weapons
+2 to listen
auto languages: common & halfling
favored class: rogue

BTW: You've earned a life's worth of karma by your efforts. Thousands of people are sitting at your feet and learning ...
 

Thanks Shadowstar-see your on right now as well if you got time..

The Sorcerer question-did you mean the level they get new spell level was identical as 3.0, or identical to the wizards?

I think we are on 175 lol

175. Do they have better description for Wall of Force and creating a globe to trap someone-or is it same as 3.0

176. Does Forcecage have a save now?


As everyone has said already thanks for your time-you guys been great.
 

Re: Bard spells 3.5

I've revised this list to that of 3.5


To assist you, here is 3.0 bard spell list:

0-LEVEL BARD SPELLS (CANTRIPS)

Dancing Lights
Daze
Detect Magic
Flare
Ghost Sound
Know Direction
Light
Lullaby
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Read Magic
Resistance
Summon Instrument


1st-LEVEL BARD SPELLS

Alarm
Animate Rope
Cause Fear
Charm Person
Comprehend Languages
Cure Light Wounds
Detect Secret Doors
Disguise Self
Erase
Expeditious Retreat
Feather Fall
Grease
Hypnotism
Identify
Lesser Confusion
Magic Mouth
Nystul's Magic Aura
Obscure Object
Remove Fear
Silent Image
Sleep
Summon Monster I
Tasha's Hideous Laughter
Undetectable Alignment
Unseen Servant
Ventriloquism


2nd-LEVEL BARD SPELLS

Alter Self
Animal Messenger
Animal Trance
Blindness/Deafness
Blur
Calm Emotions
Cat's Grace
Cure Moderate Wounds
Darkness
Daze Monster
Delay Poison
Detect Thoughts
Eagle's Splendor
Enthrall
Fox's Cunning
Glitterdust
Heroism
Hold Person
Hypnotic Pattern
Invisibility
Locate Object
Magic Mouth
Minor Image
Mirror Image
Misdirection
Pyrotechnics
Rage
Scare
Shatter
Silence
Sound Burst
Suggestion
Summon Monster II
Summon Swarm
Tongues
Whispering Wind

3rd-LEVEL BARD SPELLS

Blink
Charm Monster
Clairaudience/Clairvoyance
Confusion
Crushing Despair
Cure Serious Wounds
Dispel Magic
Displacement
Fear
Gaseous Form
Geas, Lesser
Glibness
Good Hope
Haste
Illusory Script
Invisibility Sphere
Leomund's Tiny Hut
Major Image
Phantom Steed
Remove Curse
Scrying
Sculpt Sound
Secret Page
See Invisiblity
Sepia Snake Sigil
Slow
Speak with Animals
Summon Monster III


4th-LEVEL BARD SPELLS

Break Enchantment
Cure Critical Wounds
Detect Scrying
Dimension Door
Dominate Person
Freedom of Movement
Hallucinatory Terrain
Hold Monster
Invisibility, Greater
Legend Lore
Leomund's Secure Shelter
Locate Creature
Modify Memory
Neutralize Poison
Rainbow Pattern
Shadow Conjuration
Shout
Speak with Plants
Summon Monster IV
Zone of Silence


5th-LEVEL BARD SPELLS

Cure Light Wounds, Mass
Dispel Magic, Greater
Dream
False Vision
Heroism, Greater
Mind Fog
Mirage Arcana
Mislead
Nightmare
Persistent Image
Seeming
Shadow Evocation
Shadow Walk
Suggestion, Mass
Summon Monster V

6th-LEVEL BARD SPELLS

Analyze Dweomer
Animate Object
Cat's Grace, Mass
Charm Monster, Mass
Cure Moderate Wounds, Mass
Eagle's Splendor, Mass
Eyebite
Find the Path
Fox's Cunning, Mass
Geas/Quest
Heroes' Feast
Otto's Irresistible Dance
Permanent Image
Programmed Image
Project Image
Scrying, Greater
Shout, Greater
Summon Monster VI
Sympathetic Vibration
Veil
 
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178.) A few people have been asking about it. Here is the 3.0 Spell list for druids. Can you add in the changes?

0-LEVEL DRUID SPELLS (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Flare
Guidance
Know Direction
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-LEVEL DRUID SPELLS
Animal Friendship
Calm Animals
Cure Light Wounds
Detect Animals or Plants
Detect Snares and Pits
Endure Elements
Faerie Fire
Goodberry
Invisibility to Animals
Magic Fang
Obscuring Mist
Pass without Trace
Shillelagh
Summon Nature's Ally I

2nd-LEVEL DRUID SPELLS
Animal Messenger
Animal Trance
Barkskin
Charm Person or Animal
Chill Metal
Delay Poison
Fire Trap .
Flame Blade
Flaming Sphere
Heat Metal
Hold Animal
Lesser Restoration
Produce Flame
Resist Elements
Soften Earth and Stone
Speak with Animals
Summon Nature's Ally II
Summon Swarm
Tree Shape
Warp Wood
Wood Shape

3rd-LEVEL DRUID SPELLS
Call Lightning
Contagion
Cure Moderate Wounds
Diminish Plants
Dominate Animal
Greater Magic Fang
Meld into Stone
Neutralize Poison
Plant Growth
Poison
Protection from Elements
Remove Disease
Snare
Speak with Plants
Spike Growth
Stone Shape
Summon Nature's Ally III
Water Breathing

4th-LEVEL DRUID SPELLS
Antiplant Shell
Control Plants
Cure Serious Wounds
Dispel Magic
Flame Strike
Freedom of Movement
Giant Vermin
Quench
Reincarnate
Repel Vermin
Rusting Grasp
Scrying
Sleet Storm
Spike Stones
Summon Nature's Ally IV

5th-LEVEL DRUID SPELLS
Animal Growth
Atonement
Awaken
Commune with Nature
Control Winds
Cure Critical Wounds
Death Ward
Hallow
Ice Storm
Insect Plague
Summon Nature's Ally V
Transmute Mud to Rock
Transmute Rock to Mud
Tree Stride
Unhallow
Wall of Fire
Wall of Thorns

6th-LEVEL DRUID SPELLS
Antilife Shell
Find the Path
Fire Seeds
Greater Dispelling
Healing Circle
Ironwood
Liveoak
Repel Wood
Spellstaff
Stone Tell
Summon Nature's Ally VI
Transport via Plants
Wall of Stone

7th-LEVEL DRUID SPELLS
Changestaff
Control Weather
Creeping Doom
Fire Storm
Greater Scrying
Harm
Heal
Summon Nature's Ally VII
Sunbeam
Transmute Metal to Wood
True Seeing
Wind Walk

8th-LEVEL DRUID SPELLS
Animal Shapes
Command Plants
Finger of Death
Repel Metal or Stone
Reverse Gravity
Summon Nature's Ally VIII
Sunburst
Whirlwind
Word of Recall

9th-LEVEL DRUID SPELLS
Antipathy
Earthquake
Elemental Swarm
Foresight
Mass Heal
Shambler Summons
Shapechange
Summon Nature's Ally IX
Sympathy
 

Feint Rules

177. What are the rules for feinting (previously described in the Bluff skill)? I'm curious if they've added any modifiers for repeatedly feinting the same target.
 

rjoyner6 said:
Beer? Heck, I'll buy you a whole pizza at Origins or GenCon!

158) Has Intimidate been added to the Bard's Skill list?


No.

159) Some of the upper bard songs now have level requirements as well as ranks in Perform. Are those explicitly Bard levels, or might it be possible to count, say, Virtuoso levels, since Virtuoso levels count toward Bardic Music?

Explicitly bard levels.


160) If I make a normal move up to an opponent, and then take a swing, does he get an AO on me? Assume that both my opponent and I are medium size, and neither has any sort of extra reach. (Currently RPGA says he does not get an AO, but my friend swears that it has been interpreted in the FAQ's to be that he does get an AO.)

No, your opponent does not get an AoO. According to the book there are 2 events which trigger an attack of oppertunity, Moving out of a threatened square or performing an action in a threatened square. Everything else will say explicitly in the text of the action.
 


RigaMortus said:
161) Can you please elaborate a little more on the Druid Animal Companion thing? I'd hate to ask you to type it all out, but... If ya have the time :)

One of the things I am interested in knowing is, do they still have a Hit Dice requirement OR is it simply picking an animal off the list? It used to be that you could pick animals worth to twice your level in hit die. So a level 1 Driud could have a 2HD animal, or 2 1HD animals or several 1/2 HD animals. Is it still this way, or no?

Do you apply the Animal Companion (AnC) pluses to any animal you get? If I am a level 10 Druid, and have a basic Wolf as my AnC, what pluses (if any) does he get from the chart? If that basic Wolf dies and I get a new Wolf the next day, does he start from the bottom of the chart or does he get the pluses right away? If I pick a special animal (like a Dire Lion) off the "special" list, does it get any pluses from the other list?


Now it's just picking off the list, HD don't become a real factor for the player (because the decisions have already been made). As far as typing the whole thing up that'll have to wait for the Weekend. The lists I gave, each one count the level at which you can take the animal as Level 1. So a Dire Lion (10th level option) kept by a 14th level Druid would treat the Druid as 5th level as far as special abilities are concerned.

162) Anything new with the alignment section? Did they expand upon the descriptions of the alignments or anything?

Not really, at least not in any truely exciting way.

163) How does Intimidate skill work? Is it a static DC or is it some sort of opposed roll?
It's opposed, you roll your Intimidate vs. your opponent's Level (or HD) + Wisdom Bonus + Modifier vs. Fear + 1d20.
 

randomninja said:
2 more quick monk questions if you don't mind.

1. I notice that leap of the clouds wasn't on your list, Is it gone?

2. Has the list of monk weapons changed any? Staff or sai, for instance.

Thanks in advance.

Quarterstaff and Sai are both on the monks weapon list now. My monk ability thing wasn't trying to be complete, yes they have Leap of the Clouds. If you look there's another thread where I typed there complete set of abilities.
 

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