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48

No, they're very different games. Anything you try to use out of the D&D 5e Player's Handbook will be nonsense to the “game engine” that a D&D 3.5e game uses. It would be like trying to put a Blu-ray disc into a CD-ROM drive: it will superficially look like it fits, but it will not function. To play in their 3.5e game, ask them what you need. They ...


20

Officially, probably not... There are no precise limits provided that state exactly under what circumstances an item is attended, except that the item be "grasped, touched, or worn" (PH 166), and attending an item is the usual bar for determining whether an effect that affects only a creature also affects that creature's gear. (Further, attending an item ...


11

D&D 5e is a completely different game from 3.5e. While the two have superficial similarities, the rules are so far apart from one another that you can't really use one set of rule with the other. Your 5e books will not do. If the people you're playing with already have the 3.5e games, you don't need any books - they already have all the books you ...


9

Yes, you can by RAW take a second level in Ur-Priest. The requirement of not being able to cast divine spells is a requirement "to become an ur-priest". It is not a prerequisite for taking levels in the prestige class, only for taking the prestige class in the first place.


7

When you are flat-footed, you lose your dexterity bonus to armor class as well as any Dodge bonus. So use the same calculation you would use for your normal armor class but don't include any bonuses from dexterity or dodge. Against touch attacks, you lose any bonuses from armor, shield, and natural armor, but retain bonuses from dexterity, deflection, ...


6

The rules The answer is no, there are no shields granting cover on its own and allowing to bash with them. Having such a shield would destroy the balance because tower shields would become obsolete in the face of a shield that does both and heavy shields would be at least challenged, depending on your playstyle. I am also not aware of any official ...


6

Variants are generally not fully developed rules, more akin to fairly comprehensive idea suggestions. You are always going to have to massage variants a bit more than other rules to get them to fit; supplements written after the variant, for example, will almost-never take that variant into account (though it may consider earlier supplemental material, and ...


6

A character automatically gets what the table says the character gets... Really. It just happens. The benefit of taking the class level is getting the special stuff that goes with it. ...But the SRD doesn't contain rules for creating or advancing characters That's a deliberate choice on the part of Wizards of the Coast so the company can make money ...


5

The weapon special ability ghost touch doesn't allow the wielder to make incorporeal touch attacks That last sentence isn't the extent of the description. In its entirety, the weapon special ability ghost touch says A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to ...


4

Page 23 of your Player's Handbook (I am assuming you have one) states: Class Table: This table details how a character improves as he or she gains levels in the class. Some of this material is repeated from Table 3–1: Base Save and Base Attack Bonuses, but with more detail on how the numbers apply to that class. Page 49 of your Player's Handbook (I am ...


4

There're at least two ways... The following let the barbarian actually rage using his own kind of rage more often than normal. "Whirling frenzy is otherwise identical to the standard barbarian rage" (UA 66), so these should work with that, too. The 2nd-level Drd spell blood frenzy [trans] (Spell Compendium 33) causes 1 touched creature to rage as if it ...


4

This combination of those four factors has completely changed the flow of combat. This is just a function of level in 3.5. The game changes massively from 1st level to 20th level, and you are much closer to the latter than you are to the former. It is normal and expected that the flow of combat has completely changed at this point. In particular, ...


3

The "19-20" part means that you threaten a critical if the number on the die is a 19 or 20. The "x2" part means that if you threaten and then successfully confirm a critical, you roll damage 2 times. If only a multiplier is listed, it means that you only threaten a critical when you roll a 20 on the die, and, if confirmed, you roll damage the number of the ...


3

Primary arms vs. secondary arms The wording appears to have been lifted from the original girallon’s blessing in Savage Species, despite the near-total overhaul of the spell. Originally, Savage Species defined within the context of the spell itself what primary and secondary arms meant: The new limbs can be confusing. In a stressful or demanding ...


3

The natural weapons of a creature possessing DR X/magic bypass DR X/magic, but many polymorph effects can't grant DR... According to the Monster Manual errata the special ability DR X/magic is a supernatural ability, and supernatural abilities aren't gained upon using the 4th-level Sor/Wiz spell polymorph [trans] (PH 263) et al. The Monster Manual on Damage ...


3

From http://www.d20srd.org/srd/magicItems/magicItemBasics.htm: Magic items produce spells or spell-like effects. RE1: They should be subject to SR same as the spell as if cast as normal. Fireball has SR=Yes so would be subject to it from a necklace of fireballs. The (next) item in a notational entry gives the caster level of the item, indicating ...


3

Ask your DM The spell certainly could be read as allowing you to ignore them. I’ve never played with anyone who did read it that way, but I can definitely see it. Ultimately, freedom of movement’s claim that it frees you from all hindrances and allows you to always move freely no matter what, just cannot be literally true. That leads to you being ...


2

I recommend fanged ring and necklace of natural attacks. The fanged ring gives Improved Unarmed Strike, Improved Natural Attack (unarmed strike), and bonus Con damage on a critical hit. You don’t need Improved Unarmed Strike, but Improved Natural Attack is pretty nice, as is the Con damage. Dragon Magic—10,000 gp The necklace of natural attacks can get ...


2

The cards are different, but neither card game interacts* with the RPG rules at all, except at the level of money. Indeed, either can be played all on its own without an RPG involved, so either game will work with either D&D 3.5e or D&D 4e, or really, any other RPG. Played during an RPG, it's just a way to play out an in-RPG gambling event using a ...


2

No, Ghost Touch weapons are not better Brilliant Energy weapons at an order of magnitude lower price. Ghost Touch: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up ...


2

There aren't many options left. Class levels and feats aside; other than scrolls with the Rage spell, magic items that would duplicate rage would be pretty expensive. A domain draught (Magic Item Compendium) of the Passion Domain would give you a rage once per day for a number of rounds equal to cleric level. You don't have a cleric level, so it would be ...


2

Have Your Opponent Cower Before You Scaring the bejesus out of someone doesn't consider their Armor Class as a means of defense. Getting a way to make them frozen solid from fear would render many armor classes much lower. A half-orc with half-orc paragon is really good with intimidation. They get Rage without having to be a barbarian, and get a +4 to ...


2

1. Would shield bashing, or using the shield as a weapon, meet the requirements of the Pin Shield feat? Yes, you can use a shield as an off hand weapon for purposes of the Pin Shield feat. Like with an ordinary shield bash attack, you lose any AC bonus provided by your shield until your next action. You would also suffer any other penalties for fighting ...


1

Many high-level creatures are immune to precision damage or are able to locate invisible foes; if they aren't, make it so they are The rogue's tactics are totally legit. (Frankly, I'm amazed that the rogue's still making standard attack rolls instead of touch attaks!) This isn't the problem. The problem is the foes he's fighting. At level 15, the rogue ...


1

I would say you have it mostly correct in the first list you have. As for the penalties for charging while in "stealth" +20 from invisibility, - then -20 from running, as I would imagine that would superceed the penalty from moving above half speed.


1

Yes (Subjective). First, lets look at "gloves" that are directly related to Monks: Ki Straps (p. 113, Magic Item Compendium) This will add "passive" enhancement bonus, such as +2 to the DC of your Stunning Fist attack. The crafting requirements are: Prerequisites: Craft Wondrous Item, Stunning Fist, magic weapon. Now lets look at a common glove: ...


1

Any item can be treated as an improvised weapon. Any item can be crafted as a masterwork version of its kind. Thus any item can theoretically meet the requirements to get (at least some) magic weapon special abilities added, even without magic weapon. It is possible that your DM will rule gloves capable of functioning as an improvised unarmed strike when ...


1

Rules Compendium updated the antimagic rules; incorporeal creatures disappear in AMF. (RC, p.11) Additionally, the original RAW does indeed only mention incorporeal versus corporeal undead, but the difference is the incorporeality. That difference could show rules intent that it's the incorporeal nature of the creature that causes its disappearance. In the ...



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