3.5

Compiled list of stuff that I’ve picked up regarding the d20 v3.5


Dwarves have the ability to wear medium/heavy armor without it reducing their movement. They also continue to move at 20′ with Medium and Heavy loads.
Barbarian:
? 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)
Bards
? Get 6 skill points per level
? No longer suffer from arcane spell failure in light armor (but still do from Shields, Medium Armor, or Heavy Armor, and only with regard to Bard spells)
? Have increased musical abilities
?? Countersong, (Perform 3)
?? Fascinate, (Perform 3)
?? Inspire Courage, (Perform 3)
?? Inspire Competence, (Perform 3)
?? Suggestion, (Perform 9)
?? Inspire Greatness, (Perform 12)
?? Song of Freedom, the equivalent of a Break Enchantments spell that he cannot target himself with (Perform 15)
?? Inspire Heroics, gives 1 Target +1/3 levels over 15th +4 on all Saves and +4 AC (Perform 18)
?? Mass Suggestion uses the suggestion effect on every creature that he already has fascinated. (Perform 21)
? Bards can swap out spells at 5th level and every 3 levels thereafter.
Druids’ available animal companions are based solely a table that shows what level at which you can take what familiars. Rangers use the same table, calculated using half their ranger levels.
All of these consider the level at which you get them ?level 1? for the purposes of figuring out what extra benefits they get as a result of being your Animal Companion.

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.

Paladins
? Get Smite Evil 1/day at 1st level
? Get an additional Smite Evil/day every 5 levels (at 5th, 10th etc).
? Don’t get Divine Grace until 2nd.
? Don’t get Remove Disease 1/week until 6th Level
Fighters
? Receive Intimidate as a class skill.
? Greater Weapon Focus and Greater Weapon Specialization feats stack with the originals and carry the same bonuses.
? Reqs are: Greater Weapon Focus: Fighter level 8; Greater Weapon Specialization: Fighter level 12.
Monks
I?ll probably modify this to include the options available in the Quint. Monk handbook, but it?s basically the same thing. Dave and I need to work this out and figure out how it?s all going to work.
The Monk
LvL, BaB, Special
———————————————————-
1, 0, 1d6 dmg, Bonus Feat (Stunning Fist, Improved Grapple), Flurry of Blows [1 extra att. at -2], Unarmed Strike
2, +1, Bonus Feat (Combat Reflexes, Deflect Arrows), Evasion
3, +2, Still mind
4, +3, 1d8 dmg, Ki Strike (Magic), slow fall 20′
5, +3, Purity of body[Immune to disease, except magical]
6, +4, Bonus Feat (Improved Disarm, Improved Trip)
7, +5, Wholeness of Body[Heal 2HP/Level], Flurry of Blows [1 extra att. at -1]
8, +6/+1, 1d10 dmg, slow fall 40′
9, +6/+1, Improved evasion, Flurry of Blows [1 extra att. at -0]
10, +7/+2, Ki Strike (Lawful), slow fall 50′
11, +8/+3, Diamond body [Immune to Poisen], greater flurry [TWO extra att. at -0]
12, +9/+4, 2d6 dmg, Abundant step, slow fall 60′
13, +9/+4, Diamond soul
14, +10/+5, Slow fall 70′
15, +11/+6/+1, Quivering palm
16, +12/+7/+2, 2d8 dmg, Ki strike (adamantine), slow fall 80′
17, +12/+7/+2, Timeless body, tongue of the sun and moon
18, +13/+8/+3, Slow fall 90′
19, +14/+9/+4, Empty body
20, +15/+10/+5, 2d10 dmg, Perfect self, slow fall any distance
The Medium sized monks unarmored speed
Level Speed
———————————————————-
1-2, 30 ft.
3-5, 40 ft.
6-8, 50 ft.
9-11, 60 ft.
12-14, 70 ft.
15-17, 80 ft.
18-20, 90 ft.
———————————————————-
The armor class for the monk raise one every 5/Level
? At 11th level the Monk gets another Atk at his full BAB, and that’s pretty much where it ends, so a 13th level monk would be something like +9/+9/+9/+4.
Ranger
The ranger class philosophy says he is no longer a lightly armored fighter, but a skill-using hunter.
? 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 2nd, 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
? Rangers have good save progressions in both Fort and Reflex saves [Du]
Rogues
Uncanny Dodge (L4) and Improved Uncanny Dodge (L8) work just like the 1st to levels of Uncanny Dodge used to, Trapsense has just been split off from it.
L1: Sneak Attack (hereafter SA) +1d6, Trapfinding
L2: Evasion
L3: SA +2d6, Trap Sense (TS) +1 (to AC/Reflex saves vs. traps.)
L4: Uncanny Dodge (Always receive Dex bonus)
L5: SA +3d6
L6: TS +2
L7: SA +4d6
L8: Improved Uncanny Dodge (Can’t be flanked)
L9: SA +5d6, TS +3
L10: Special Ability
L11: SA +6d6
L12: TS +4
L13: SA +7d6, Special Ability
L14:
L15: SA +8d6, TS +5
L16: Special Ability
L17: SA +9d6
L18: TS +6
L19: SA +10d6, Special Ability
L20:
Sorcerers can “Swap” a spell at 4th level and then at each even level thereafter (6th, 8th etc.) (lets them get rid of stuff they don’t use anymore). Sorcerers get Bluff as a class skill.
Wizards who Specialize gain +2 on Spellcraft checks when dealing with their school and have to choose TWO other schools (any two) that they will be unable to use. They cannot, however, choose Divination.
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 (not a CON bump). Otherwise it looks pretty much the same.
SKILLS
? Sleight of Hand is the new name for Pick pocket
? Innuendo is removed and the ability moved to Bluff
? Read Lips moved to Spot (with some situations covered by Sense Motive)
? Speak Languages is stated as not really being a skill any more
? Animal Empathy is gone/is a class ability for rangers and Druid types.
? Scry is gone (subject of a divination spell now gets a standard will save)
? Jump mechanics have changed substantially.
? 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.
NEW FEATS
Acrobatic is one of the many ?two skills at +2? (2@ +2) type of feats.
Agile is new, +2 Balance and Escape
Athletic, 2@ +2
Augment Summoning (no idea)
Combat Expertise (new name for expertise)
Improved Feint (makes feint a move-equivilant action)
Deceitful, 2@ +2
Deft Hands, +2 Sleight of Hands, Use Rope
Diligent, +2 Appraise and Decipher Script
Endurance (same basic feat, free to Rangers at 3rd level)
Diehard (same as my ?Heroic Recovery? feat — auto-stabilize)
Eschew Materials (no idea… probably lets you design spells w/out need for material components)
Investigator, 2@ +2
Magical Affinity (no idea)
Natural Spell (cast spells while in animal form)
Negotiator, 2@ +2 on Diplomacy and Sense Motive
Nimble Fingers, +2 Disable Device and Open Locks
Persuasive, 2@ +2
Manyshot, lets you fire off several arrows at once. A la Diablo 2.
Improved Precise Shot (Not quite sure. Prereqs are: Dex 19, Point Blank Shot, Precise Shot, BAB +11 — perhaps it removes cover bonuses to AC?)
Power Attack (modified, see below)
Improved Sunder (sunder is now an action that anyone can take… this makes it not provoke an AoO)
Self-Sufficient, +2 Heal and Survival
Skill Focus (This gives a +3 to one skill.)
Stealthy, +2 on Hide and Move Silently
Toughness, (I?m probably going to house-rule this to give +1 hp/level)
Two-Weapon Fighting (combines the affects of Ambidex and Two-weapon into one feat with all the same prereqs)
Two-Weapon Defense (see below)
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Greater Weapon Focus (same as normal version, stacks with normal version)
Greater Weapon Specialization (same as normal version, stacks with normal version)
Improve Turning Feat makes you turn as one level higher than you are.
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)
Two-Weapon Defense:
+1 AC all the time (no sacrificing attacks), +2 AC when taking a total defense action (in addition to other bonuses).
EQUIPMENT
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.
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.
Characters with Weapon Finesse apply their Armor Check Penalty to their Die Rolls (if that was in 3.0 then I’ve been cheating).
SPELLS
Barkskin is now a 2nd level ranger spell that give +2 AC, +1/3 levels over 3rd to a max of +5. It lasts 10 min/level.
Haste
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.
FLY — The Duration was reduced to 1 min/level and the speed was reduced to 60′ (40′)
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).
Shield
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.
MONSTERS
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.

2 comments

  1. Eschew Materials allows you to cast spells material component free as long as the total cost of the materials is under 1gp. It’s from another book, I think Magic of Faerun.

  2. Nothing’s changed about Sunder, except the addition of Improved to its name.

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