A
Practical Users Guide to the new 3.5 PHB.
Everything that's new outside of spells is listed here.
Note: There are
three or four House rulings I recommend here and
they are listed that way, along with the rule change they modify.
There are only three or four of these "interpretations",
but the
actual change is always there for you to see in its "original
form"
without my interpretation.
1. House Rule:
Clerics can only be one step removed by the
Law/chaos axis from their deity...NOT the good/evil axis (as 3.0 and
3.5 allow).
2. House Rule:
Clerics must have 10 ranks in K/Religion to gain the
+2 to turning in their new class description (3.5 requires only 5
and
this is new to 3.5).
3. Leap of the
clouds was eliminated. Why? Because there is no
height limit anymore other than what your jump check imposes!
4. If a spell
is a ray touch attack spell or other spell that
requires a touch attack and has a discernible "flight path"
(this
does not include ray-like spells SUCH AS lightning bolt which is an
area of effect spell, NOT a true ray), the Rogue can use her
Defensive roll ability.
5. NOTE: page
58 contains an important rule about adventures in
which excessive XP is gained. You cannot gain two levels in one
session. This was pretty much the rule in every game I have ever
played but it is now explicitly spelled out in the 3.5 PHB.
6. NOTE on taking
20, page 65 specifies that taking 20 assumes
failures...which means...that taking 20, while possible on a lock,
DOES set any traps off that it has and similarly, any other action
that you might take 20 on fails BEFORE it succeeds. Keep that in
mind!
7. Examine Page
60's example on multiclassing penalties very
carefully so that you understand it. In essence, so long as the
highest level class you have is favored by your race, you ignore it
for XP penalties. BUT, if it is not favored by your race, then you
still do take the penalty EVEN IF the other two classes are within
one level (assuming more than two classes of course)!
8. Knowledge
skills are substantially more useful, many of them
providing synergy bonuses to certain skills or in certain
situations. Read the descriptions for your knowledge skills
carefully to make sure you do not miss the usefulness of them. Page
66 has a useful chart, but it is probably a good idea to look at the
description anyways.
9. MAJOR CHANGE:
Bluffing to feint is now opposed by sense motive
PLUS BAB. It's a Standard Action when used in combat. More
importantly on page 155 it appears that Feinting only allows you to
sneak attack on your very next attack, unlike 3E which allowed you
to
rob the opponent of his Dex bonus, opening him up for a round full
of
hurt and anguish. Note that the Skill description for feinting
differs somewhat from the SRD and FEINT in the Combat Section of the
3.5 PHB. The skill seems to indicate that you would apply any
applicable modfiers to the BAB, wheras the SRD and FEINT section lack
this text. It is probably an error in he Skills section that wasn`t
quite cleaned up.
10. Skill checks
(such as climbing, balance/whatever) can be
interrupted and require a concentration check to continue unhindered,
not just casting.
11. Page 84.
Tumble is now limited to one half your move speed (15
ft for most but substantially more for monks!)
12. Use Rope
now governs the use of grappling hooks.
13. Use Magic
Device changed slightly. Mostly DC's
14. Page 88:
Note that Still and Silent Spell Feats don`t negate
AoO`s for casting.
15. MAJOR CHANGE
PAGE 88. You cannot apply the same metamagic Feat
multiple times to the same spell. Previously you could.
16. Despite some
(stupid) people who fought me tooth and nail on the
issue of whether you could create better than minimum "default"
DC/effect magic items...they now say you can directly right here in
the PHB and undoubtedly in the DMG. So a wand can be set at whatever
the minimum caster level is
or
anything higher than that.
for
example, for determining its effects.
17. Combat Reflexes
now lets you do AoO's while flat footed!
18. Diehard Feat
rocks: you instantly stabilize and can act as if
disabled. Even if you do a strenuous standard action you lose 1 HP
but because of the Feat you continue to be able to act until dead!
Nice.
19. Endurance
Feat is hugely improved. Most useful thing about it
is being able to sleep in medium armor without fatigue, but it also
spells out exactly the other times it's useful which helps you
remember to use it.
20. MAJOR CHANGE:
Improved critical does NOT stack with Keen edge
anymore.
21. Improved
Disarm, Improved Trip, Improved Sunder, Improved
Overrun, Improved Grapple and Improved Bull rush now give +4 to those
respective actions, making them even more attractive.
22. Improved
Precise Shot emulates a class ability of one or more
prestige classes so you may want to look at that issue in character
building and ask your DM, where conflicts occur, if you can rethink
your class choice.
23. MAJOR CHANGE:
Power attack cannot be used on light hand-held
weapons but it DOUBLES the damage of the old Power attack Feat if
using a weapon two handed! Wow! Otherwise it functions like the
original.
24. Rapid Reload
was added to the PHB and lets you fire a Light
crossbow like a normal bow!
25. Run Feat
now lets you keep your Dex bonus and also adds +4 to
running jump checks (only)! Monks eat yer heart out!
26. Skill Focus
is now +3. Most people had that house ruled. Now
its official!
27. Spring Attack
requires you to move 5 ft before AND after in
order to use it. Ring around the Rosey.
28. Page 164:
Torches and other light sources now have a "shadowy
illumination" radius that extends beyond their normal radius,
which
allows Rogues to hide in it. Darkvision defeats this shadowy
illumination area if within 60 ft. MORE reason to be a Dwarf...
29. Page 111
starting money has increased for some classes as a rule.
30. Crawling is now specified: You can crawl 5 ft as a move action
and it provokes an AoO. I assume this means that you cannot make a
5
ft adjustment while prone. You have to crawl instead and can move
5
ft per move action.
31. MAJOR CHANGE: Page 112: Gems, Jewelry and Art Objects are now
defined as "trade goods" and thus exempt from the 50% sales
rule when
actually buying something with them. House rule interpretation
note: Note however that this does not extend to wholesaling for
coin. If you want hard coin, you'll still have to take the 50% hit,
but using a gem to buy something for example is a straight up value
thing (as appraised by the person you're trying to give it to,
naturally).
32. The new weapons chart is from the perspective of a medium
creature and should be read that way, so in general you'll always
use
the size(m) damage listing which is essentially the same as in the
old PHB. Odd sized weapons can now be purchased for use by smaller
than medium creatures who want to use the weapons that are too big
for them. Size penalties apply
Light Weapons (ones useable while grappling) are those that are two
sizes smaller than the wielder. For example a small falchion can be
used by a large creature in a grapple because it is two sizes smaller
than a Large Creature.
33.Weapon costs include sheaths and quivers etc
34. I note that certain weapons specify that you can trip with them
and certain ones do not! It appears that if you want to trip someone
while wielding a weapon that doesn't allow it, you'd need to use
your "off hand" to do so (with all the penalties that implies).
That
also seems to mean that unless using a "tripping Weapon"
no AoO can
be used to trip unless you had already taken two weapon penalties
in
that round or planned to take them when your turn comes up. as the
case might be.
Check ALL weapons in your inventory for special bonuses to certain
attack forms they may now provide you and whether or not they allow
you to attempt trips. Many weapons now have features/bonuses in
regard to disarming and tripping that may be useful.
35. Composite Longbows impose -2 penalty to use if you don't have
the strength to meet its pull!
36. Whips are now melee weapons like they should have been before
(and is a class skill for Bards, yahoo), but the whip has no threat
range and using it provokes AoO's from adjacent foes as before.
37. MAJOR CHANGE: Page 122: Arcane spell failure doesn't apply to
Bards in LIGHT armor.
38. MAJOR CHANGE: Page 122: Dwarves no longer suffer loss of Base
Speed for encumbrance (although all other effects, including run
speed, are impaired as normal).
39. Standing
up from a prone position now provokes Attacks of
opportunity whereas previously it did not. Prone opponents cannot
fire a ranged weapon other than shurikens and crossbows. Trip-
masters of the world unite!
40. You may apply
multiple attacks of opportunity on the same target
if you have the combat reflexes Feat, and assuming they incite it,
such as a Fighter with the Hold the Line Feat who uses a Spiked Chain
against a charging Barbarian.
41. Partial Actions
do not exist. You may now simply take a move
and a standard, two moves, or a full round action. That's it.
42. MAJOR CHANGE:
Page 140: You can cast, move and touch a person
in the same round using a touch spell!
43. Important
point, Page 142: If you strike to do damage unarmed,
even with a spell charging your hand, you provoke an AoO like normal
(unless you have Feats/abilities that would otherwise allow you to
ignore them).
44. Page 142:
You can activate spell completion items defensively
wheras the rules didn't allow that before.
45. Total Defense
Action: In 3.5 You do not threaten any spaces
while using this action, whereas before nothing stopped you from
doing so.
46. Armor check
Penalties now apply to Fast Mount/Dismount actions,
whereas they didn't before. Get the crane boys cause that Paladin
ain't coming off that horse fast any other way!
47. The old "Move
only" action to get away from a threatened square
has been replaced with "withdraw" action and is the only
way to move
out of a threatened space without AoO. Interestingly, it is a full
round action unless you are limited by a slow spell or similar
effect! Withdraw is not possible while blinded! In addition,
invisible opponents can still get AoO's on you for withdrawing.
48. If tended
to, you have 10% chance per hour to become disabled
but conscious. If untended, this chance only extends the time for
future checks to one day. Once conscious, he can attempt to heal
naturally with the check. Failure on any check (other than by tended
people) results in a loss of 1 HP. Untended people do not heal
naturally otherwise.
49: MAJOR CHANGE:
the Heal skill is substantially better in 3.5
than in 3.0. FULL 24 hour bed rest changed from 3 to 4 HP/level and
the number of ability points restored doubled under a Healers care
(2
and 4 points respectively depending on 8 or 24 hour rest compared
to
1 and 2 in 3.0).
50. Intimidate
is changed a bit, it is now more difficult to
intimidate someone and the skill actually directs you to consult the
diplomacy skill for the effects . It also lets you "demoralize
opponent" - a combat effect.
51. Hide specifies
that you need something to use as cover or
concealment (such as shadowy illumination provides), unless you are
a
Ranger of Shadow Dancer with the Hide in Plain sight ability!
52. MAJOR CHANGE:
Alchemy is now a Craft skill and requires spell
caster levels to use.
53. Handle Animal
is EXTENSIVELY re-written, including DC's for
getting animals to do certain things.
54. Whirlwind
Attack now prohibits Cleave attacks.
55. Weapon Finesse
now applies to all weapons that can use it.
56. Cosmetic
change: they now call subdual damage "non-lethal
damage". Subdual is not an actual word in the English Dictionary!
57. You cannot
move diagonally around a corner. it's about time
they made that rule. Holding a doorway was a joke before that rule
came out and Dwarven Defenders were like "Hey what gives"..
58. You may move
through the square of a creature three sizes larger
than you without AoO. That creature can also move through your
square. A human can go under the legs of a Garganutan creature with
no problems, for example. A Purple worm or something like that is
probably a DM's call though since its flat on the ground. Certain
designated creatures, like Geltainious cubes for example defy both
this rule as well as disallow tumbling through them according to 3.5
so I would assume worms are in that same category.
59. Squeezing
rules. Essentially due to the broadening of all
monster facing, they have a rule to allow these overly large things
to pass narrow places. Essentially a monster can "squeeze"
into a
space half its width. While squeezed it suffers -4 to attack and
AC. It can use Escape Artist skill to squeeze into smaller spaces
but cannot attack while doing so and loses its Dex bonus to AC.
Squeezing doubles movement cost.
60. You can always
5 ft step, as a full round action if no other
options are present, but doing so in difficult terrain incurs AoO's,
as this movement would normally take 10 feet (or more depending on
terrain) of movement to accomplish.
61. Cover was
simplified. Opponents with basic (waist high or
vertical equivalent) Hard Cover against you are immune to melee AoO's
by you. HARD Cover grants +2 to reflex saves, except against spread
effects. Cover of any kind (fellow players/whatever) grants +4 AC
in
any event. Total cover is just that...no line of effect or sight.
Interestingly, varying degrees in-between are determined by the DM.
He can increase the level of cover and give you the effects of
Evasion if you are behind more than basic cover in his opinion. The
new rules do eliminate or reduce the advantages of certain prestige
class abilities, and you may want to look at your character build
and
seek DM approval to change it if this is the case for you.
62. Concealment
was also simplified. There are now two levels of
miss chance from it. Either 20% (basic) or 50%(total). DM
discretion covers the intervening levels of concealment that might
occur.
63. 3.5 clarifies
that flanking is individual. A flanked opponent
is not considered flanked by you unless YOU are doing the flanking.
3.0 was vague until Song and Silence on this.
64. It takes
TWO full round actions to coup de grace an opponent
that has total concealment (In other words, a held invisible/hidden
person or something like that).
65. Archers gain
nothing for higher ground.
66. Page 154/157/158:
Though not stated in the Dwarf description
that I could see, it states here that a Dwarf is an example of a
creature that would get the +4 for being "exceptionally stable"
when
Bull Rushed, Trip Attacked or Overrun, . That's pretty significant!
More fun for Dwarf lovers everywhere. This only applies to resisting
those attack forms.
67. You cannot
charge if any terrain or feature, friend or foe, is
in the way of the shortest distance to the target when it`s your
turn.
68. Bull rushers
get a +2 to strength checks when charging, in
addition to the normal +2 attack bonus 3E charging gave you.
69. Archers beware.
If someone tries to disarm you of a non-melee
weapon, you get a -4 penalty to resist it.
70. Kukri became
a martial weapon (as opposed to Exotic in 3E)
71. Rogues Uncanny
Dodge moved to 4th level most probably to avoid
some of the "3rd level and gone" Rogues.
72. renamed the
size modifier for grapples as now being a "special
size modifier" to fix the confusion people had on this. In 3E
there
were TWO sets of size modifiers, names the same thing and not
differentiated, so many people played the wrong way on that. Small
but useful point.
73. Page 162:
Quadrupeds now have a new modifier for figuring
encumberance of x3, which makes much more sense than previous. in
3E
a light horse could barely handle its rider and equipment! The chart
on page 164 (replaces chart 9-6 in 3E) reflects these changes and
also adds the Riding Dog information.
74. Special note
on Forced marches: With the advent of the
new "mass cure" chain of spells, it now makes a lot of sense
for
players to dare to force march. Just a potential game play style
change, not really a rule change.
75. 3.5 PHB now
specifies that Sonic and Acid deal normal damage to
objects. Ranged damage, Electric or fire damage does 1/2, Cold does
1/4.
76. Magic Armor
and shields now add TWO to hardness, and 10 HP. If
below half HP, the item break DC is -2.
77. Unattended
mundane Items never make saves. Unattended Magic
ones have a 2+(1/2 caster level) bonus to saves.
78. You lose
2 con points when raised at 1st level instead of 1.
79. Page 173:
To notice scrying is more difficult. There is no
scry skill any longer and it takes a DC 20 INT check to recognize
a
scrying sensor (minimum INT of 12 to try, as in 3E).
80. MAJOR CHANGE:
The number of pages needed to scribe a spell into
your spell book has been halved (Reduces spellbook weights
considerably) That also means it costs half as much to scribe them.
Example: INT 16 wizard of 9th level has 64.5 levels worth of spells
in his spellbook (minimum) including cantrips. In 3E, that's 129
pages (2 spellbooks weighing in at 3 lbs each) and it would cost
25,820 to recreate them. In 3.5, the same wizard can save 3 lbs,
having only filled 64.5 pages and the spellbook is worth 12,910 if
he
had to recreate it.
81. All classes
changed and I would refer you to their individual
descriptions for full details. The things that might affect actual
game play though, I covered in this document.
82. Several classes
allow Demi-humans additional choices for their
starting languages.
83. Only Fighters
are proficient with Tower Shields.
84. Paladins
now summon their horses, which is a definite game play
advantage for them.
85. Bards and
Rangers now get 6 skill points instead of 4.
86. STUPENDOUS
CHANGE: Ranger HD is now D8. Class feature changes
include: They now have improved favored enemies (with more choice
on
how to allocate their bonuses against them). An archery path was
offered to them instead of two weapon fighting. They now get
Endurance, become untrackable and can Track at normal speed
eventually, gain Woodland Stride as a Druid, EVASION, and can
eventually Hide without cover or even in plain sight in natural
surroundings. Evn more telling is that they now have TWO good
saves: Reflex and Fort.
87. MAJOR CHANGE:
Druids now spontaneously cast Summon Natures Ally
spells.
88. Monks no
longer have seperate attack progressions, instead using
the flurry of blows mechanic to account for their abilities. Damage
was also changed, arguably for the better. Ki Strike now has more
utility in overcoming DR.
89. MAJOR CHANGE:
Sorcerers and Bards can change their spell
selections slightly and in limited ways, at 4th 6th, 8th etc for
sorcerers; and 5th, 8th, 11th etc for Bards. The spell choice
changed must be two levels lower than the highest one they can cast.
90. Wizard Familiar
bonuses increased from +2 to +3.