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More 3.5 info

@ Drakmoore
The jump skill has a real long explanation ... i'll try giving a short version.
- speed, 30 is base, every 10 less gives a -6 penalty to jump, every 10 more gives a +4 bonus
- all jump DC's assume a 20 ft running start, otherwise double jump DC
- jump trained = same, jump untrained = prone at landing, unless jump DC is beaten by 5 or more
- long jump, fail by less than 5, reflex DC 15 to hold on to the far end, pulling yourself up is a climb DC 15
- long jump DC's: 5 ft = DC 5, with 5 added to the DC for every 5 ft further
- high jump, DC = 4 x distance in ft
- vertical reach table, long creatures are treated one size smaller ... fine: 1/2 ft, dimininuative 1 ft, tiny 2 ft, small 4 ft, medium 8 ft, large 16 ft, huge 32 ft, gargantuan 64 ft, colossal 128 ft.
- hop up to waist heigh object = jump DC 10, counts as 10 ft movement
- jump down intentionally, DC 15 for damage as fallen 10 ft less.
- jump is part of movement
- run feat: +4 to jump
- halflings: +2 to jump
- 5 ranks in tumble: +2 to jump
- 5 ranks in jump: +2 to tumble

@ AngusSmith
There is nothing in the PH about mounts for paladins other than the warhorses

@ KingCroMag
Lesser Planar Binding, target: outsider or elemental with 6 HD or less, you can ask the creature to do stuff, creature can get free with charisma check vs DC (15+1/2 casterlvl + casters Cha), once request is completed the creature is free after telling the caster. Maximum duration day/level

Planar Binding; up to three outsiders/elemental with total up to 12 HD, Greater Planar Binding; up to three outsiders/elementals with total up to 18 HD

The Summon Monster series seem the same to me. Monsters will have changed levels but that's to much work to find out.

Gate used to call a creature costs 1000 xp, maximum HD controlled is your casterlevel or twice that when you call only one creature. Immediate service in combat or other r/l duration, or long term service that needs fair trade.

Rogues: Uncanny Dodge is moved to 4th, Improved Uncanny Dodge is moved to 8th, the rest seems the same
 

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After looking at the post beyond the planar binding and gate parts, I guess that should have been obvious. :o

Can anyone with the Monster Manual confirm that Efreet still grant wish 3/day?
 
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Re: Don't have the 3.5 books, still...

I checked the whole Revision thread for the list before I asked, and it was not in there, it is now though.

Thanks for posting it Brekki.


infax said:




Dagger
Ranger's spell list is at Olgar's thread. And there is a thread dedicated to discussing the changes on that list. (Most exactly there is a thread dedicated to debate the changes of each one of the spell lists we know of this far: Bards, Clerics, Paladins and Rangers)

 



Re: More 3.5 info

Brekki said:
@ Drakmoore
The jump skill has a real long explanation ... i'll try giving a short version.
- speed, 30 is base, every 10 less gives a -6 penalty to jump, every 10 more gives a +4 bonus
- all jump DC's assume a 20 ft running start, otherwise double jump DC
- jump trained = same, jump untrained = prone at landing, unless jump DC is beaten by 5 or more
- long jump, fail by less than 5, reflex DC 15 to hold on to the far end, pulling yourself up is a climb DC 15
- long jump DC's: 5 ft = DC 5, with 5 added to the DC for every 5 ft further
- high jump, DC = 4 x distance in ft
- vertical reach table, long creatures are treated one size smaller ... fine: 1/2 ft, dimininuative 1 ft, tiny 2 ft, small 4 ft, medium 8 ft, large 16 ft, huge 32 ft, gargantuan 64 ft, colossal 128 ft.
- hop up to waist heigh object = jump DC 10, counts as 10 ft movement
- jump down intentionally, DC 15 for damage as fallen 10 ft less.
- jump is part of movement
- run feat: +4 to jump
- halflings: +2 to jump
- 5 ranks in tumble: +2 to jump
- 5 ranks in jump: +2 to tumble

Thanks so much! I have one other question, if you have the time to answer. I was wondering exactly what a horizon walker is. I have no clue and it has me stumped as to what it could be. Thanks a billion! You've answerd so many puzzlements and have gotten me even more excited about the books.
 

Re: Re: More 3.5 info

Drakmoore said:


Thanks so much! I have one other question, if you have the time to answer. I was wondering exactly what a horizon walker is. I have no clue and it has me stumped as to what it could be. Thanks a billion! You've answerd so many puzzlements and have gotten me even more excited about the books.

As best I can tell, the new Jump rules are straight out of D20 Modern.
 

Brekki said:

Scorching Ray, Evocation [Fire], comp: VS, range: Close, dur: Instant, save: No, SR: Yes
Fire one ray, plus 1/4 lvls beyond 3rd (to max of 3 rays). Each ray is ranged touch attack, deals 4d6 fire dmg. Targets must be within 30 ft of eachother.

Heh, Thought so. Its the Bolt effect from the Flame Arrow spell.

Notice, NO SAVE. I guess my harping had some effect on 3.5.
 

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