Attitude Dnd 3.5 Dmg
From D&D Wiki
May 12, 2015 Adding to the already-available PDF versions of the Dungeons & Dragons 3.5 Player's Handbook and Monster Manual, the D&D 3.5 Dungeon Master's Guide has now popped up on DNDClassics.com in PDF format. Like the previous two, the 320-page PDF is only $9.99. Or grab the Player's. May 28, 2014 3. 5 IntroductionThe book you hold in your hands is the definitive guide for how to play the 3.5 revision of the DUNGEONS & DRAGONS Roleplaying Game. Years in the making, it gathers resources from a wide variety of supplements, rules errata, and rules clarifications to provide an authoritative guide for playing the D&D game.
- 1Shadowdancer
- 1.1Becoming a Shadowdancer
- 1.2The Epic Shadowdancer
- 1.3Campaign Information
- Crazy Larry's Weapons Extravaganza! Here is a list of weapons found in use for the D&D 3.5 system. Here are the stats, but it is up to the DM if we can find and use them.
- Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.
- Dungeon Master’s Guide Errata This document corrects and clarifies some text in the fifth edition Dungeon Master’s Guide. Recent printings of the book, starting with the third, include these changes. Chapter 1 The Calendar of Harptos (p. Shieldmeet takes place after Midsummer, not Midwinter. Chapter 6 Crafting a Magic Item (p.
- The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled 'Dmg (S)' is for Small weapons. The column labeled 'Dmg (M)' is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack.
Shadowdancer[edit]
This is a 15 level prestige class that is meant to be taken by a 5th level rogue who, by the end of this prestige class, will be a 20th level character. For character levels 21st through 30th, a ten level Epic Shadowdancer is included. This is based off of and an edited version of another alternate Shadowdancer located here: http://www.dandwiki.com/wiki/Shadowdancer,_Tome_(3.5e_Prestige_Class)
Becoming a Shadowdancer[edit]
Shadowdancers are creepy guys and gals who hang out in the shadows. Occasionally, they jump out of those shadows and stab people in the face. Why? You'd have to ask the specific Shadowdancer.
Even then it wouldn't be as good as FH but it would likely be better than bash at least. I guess an added bonus would be that 2h swords can get piercing and better ergs than borealis hammers.I'd like to see FS buffed slightly in that I'd like to see speed modifiers effect it and for the 10 strike speed bonus to go over the cap.
Skills: | Hide 8 ranks, Move Silently 8 ranks, Perform (Dance) 5 ranks |
---|
Level | Base Attack Bonus | Saving Throws | Special | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +0 | Hide in Plain Sight, See in Darkness, Shadow Slide | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +0 | Darkness, Sneak Attack +4d6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +1 | Improved Shadow Slide, Shadow Door | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +1 | Shadow Molding, Sneak Attack +5d6, Uncanny Dodge | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5th | +4 | +1 | +4 | +1 | Shadow Pounce | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6th | +5 | +2 | +5 | +2 | Deeper Darkness, Sneak Attack +6d6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +6 | +2 | +5 | +2 | Improved Shadow Molding | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
8th | +7 | +2 | +6 | +2 | Shadow Servant, Sneak Attack +7d6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9th | +8 | +3 | +6 | +3 | Shadow Blade | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10th | +9 | +3 | +7 | +3 | Defensive Roll, Sneak Attack +8d6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
11th | +10 | +3 | +7 | +3 | Steal Shadow | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12th | +11 | +4 | +8 | +4 | Shadow Walk, Sneak Attack 9d6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
13th | +12 | +4 | +8 | +4 | Shadow Fiend | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
14th | +13 | +5 | +9 | +5 | Sneak Attack +10d6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15th | +14 | +6 | +10 | +6 | Shadow Form | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class Features[edit]All of the following are class features of the Shadowdancer. All spell-like abilities or supernatural abilities are cast at either the Shadowdancer's total class level (Shadowdancer + Epic Shadowdancer), or the minimum caster level necessary to cast the equivalant spell, which ever is higher. Hide in Plain Sight (Ex): At 1st level, a shadowdancer can use the Hide skill even when being observed. See in Darkness (Ex): At 1st level, a shadowdancer can see in darkness of any sort, even magical darkness. Shadow Slide (Sp): At 1st level, a shadowdancer can use dimension slide as a spell-like ability 1/day per character level. This works just like the psionic power, except that you must start and end in a shadow. You can start in your own shadow and end in someone else's. At 3rd level, you can do this as a move action (Improved Shadow Slide). Darkness (Su): At 2nd level, the shadowdancer can use darkness as a spell-like ability 1/day. The shadowdancer can do this an additional time per day for every 2 class levels (2/day at 4th level, 3/day at 6th level, etc.). Sneak Attack : This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, 10th, etc.). If a shadowdancer gets a sneak attack bonus from another source, the bonuses on damage stack. Shadow Door (Sp): At 3rd level, the shadowdancer gains the ability to use dimension door as a spell-like ability 1/day. The shadowdancer can do this an additional time per day for every 3 class levels (2/day at 6th level, 3/day at 9th level, etc.). As with Shadow Slide, she must start and end in a shadow. Shadow Molding (Su): At 4th level the shadowdancer has gained such extraordinary manipulation over shadows that they can literally grab up the stuff of Shadow and mold it into a useful item. Such items are limited to simple creations not to exceed 1 cubic foot per shadowdancer level, can not have any complex or moving parts and are non-magical in nature. While they appear to be made of an unusual substance and black in color, they otherwise have the same strengths and weaknesses as the normal item they represent (such as a hammer, a rope, a dagger, etc.). Molded items will exist for a time of 1d4 hours before “evaporating” back into their Shadow component. Uncanny Dodge (Ex): At 4th level, the shadowdancer gains Uncanny Dodge. If she already has Uncanny Dodge, she gains Improved Uncanny Dodge. Shadow Pounce (Ex): At 5th level, the shadowdancer can make a full attack action after using any of her Shadow movement abilities. Deeper Darkness (Sp): At 6th level the shadowdancer’s Darkness ability enhances to Deeper Darkness. Uses per day progression continues to follow that as listed for Darkness. Furthermore, the shadowdancer can control how large or small an area the Deeper Darkness will affect (up to the spell’s normal maximum of a 60 foot radius). Improved Shadow Molding (Su): At 7th level the shadowdancer’s ability to mold Shadow has increased to the point where they can now create complex items such as a lock or a crossbow with bolts. In all other respects these items are just like those created with the Shadow Molding ability. Shadow Servant (Su): At 8th level, a shadowdancer can create a shadow servant. This works like the unseen servant spell, except the shadowdancer can see through the eyes and hear through the ears of her shadow servant. She may only have one such 'servant' at a time. Shadow Blade (Su): At 9th level, the shadowdancer gains the ability to create a special weapon, the Shadow Blade. As a free action usable once per round, she can create a Shadow Blade. She automatically has proficiency with this weapon. A Shadow Blade has a reach of 5', deals 1d8 slashing damage and has an enhancement bonus equal to 1/3 the shadowdancer's class level (maximum +5). A Shadow Blade threatens a critical on an 18-20 and has a critical multiplier of ×2. Shadow Blades have a range increment of 10', are weightless, and instantly return to the hand of the user when thrown. If the shadowdancer is in an antimagic field or similar effect, she can still use this ability as long as she makes a Concentration check, DC 10 + the caster level of the effect. Shadow Blades will only function for their creator. Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll. Phantasmal Image (Sp): At 10th level, a shadowdancer can use major image as a spell-like ability 1/day. The images are made from real shadow pulled from the Plane of Shadow, and as such are not mind-affecting figments and are not foiled by true seeing. Steal Shadow (Su): Beginning at 11th level, the shadowdancer gains control over the shadows of other creatures. By successfully making a touch-based attack against the enemy creature as a full-attack action, the shadowdancer can literally rip the shadow from it’s owner (Fortitude save negates - DC = 10 + shadowdancer level + shadowdancer dexterity bonus). Stolen shadows remain missing until either the shadowdancer willingly returns it (as a free action), or 24 hours have passed. While under the effects of a stolen shadow, the target suffers the following effects: -2 Strength, - 2 Constitution, -2 Dexterity, can not benefit from magical or mundane healing and half spell resistance (if any). Also, though it has no real affects, the target feels a cold chill they just can not shake. A creature can not have it’s shadow stolen a second time before it is returned. Shadow Walk (Sp): At 12th level, the shadowdancer gains the ability to pass between the normal world and the Plane of Shadow. They can now use Shadow Walk as a spell-like ability at will. Shadow Fiend (Su): At 13th level the shadowdancer can turn a target’s own shadow against them. By successfully making a touch-based attack against the enemy creature as a full-attack action, the shadowdancer can command the target’s shadow to attack its previous owner (Fortitude save negates - DC = 10 + shadowdancer level + shadowdancer dexterity bonus). The target’s shadow becomes a Shadow (as per the Monster Manual) ignoring all other creatures (except to defend itself) and relentlessly seeks to destroy its previous master. It has the same Hit Dice as it’s original owner but only half the Hit Points as the owner’s normal full allotment (follow normal Advancement progression as per the Monster Manual). If the target has at least 9 total class levels or Hit Dice, the Shadow is instead considered a Greater Shadow. The Shadow will remain in existence until either the death of the original owner, they are dismissed by the shadowdancer (as a free action), or a number of rounds passes equal to the shadowdancer’s class level + 1d6. Shadows created in this fashion are considered “summoned creatures” and are thus subject to any benefits and/or penalties normally associated with such creatures. However, they are not subject to turning or control by any being other than the shadowdancer who created them. Note that if the target has had their shadow stolen per the Steal Shadow ability, they are effectively immune to this ability unless their shadow has previously been returned. Shadow Form (Su): At 15th level, the shadowdancer’s mastery over Shadow is complete to such an extent that they can now turn themselves (along with all equipment) into a being composed of pure Shadow, remaining in such form for a maximum of 120 minutes per 24 hour period, divided up as the shadowdancer sees fit. As a living shadow, they blend perfectly into any other shadow, vanish in darkness and appear as an unattached shadow in areas of full light. While in such a form, the shadowdancer is two-dimensional only and moves across surfaces as a normal shadow would. As such, they are not subject to things like gravity and can move at normal speed on any surface, including walls and ceilings, as well as across the surfaces of liquids - even up the face of a waterfall. However, the shadowdancer is not incorporeal so can not move through things like solid surfaces. While in shadow form, the shadowdancer gains damage reduction 10/magic, is immune to extra damage from critical hits, ability damage, disease, drowning, and poison and takes only half damage from acid, electricity, and fire of all kinds. While affected by this power, the shadowdancer can be detected by powers that read thoughts, life, or presences (including true seeing), or if they make suspicious movements in lighted areas. The shadowdancer cannot harm anyone physically or manipulate any objects, but can use touch based or other powers normally and can still do things like activate items they possessed when turning into their shadow form. Doing so may attract notice, but if they remain in a shadowed area, they get a +15 bonus on Hide checks to remain unnoticed. The Epic Shadowdancer[edit]The Epic Shadowdancer is detailed here.
|
This section summarizes the statistics that determine success in combat, and then details how to use
Attack Roll
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.
Automatic Misses and Hits
A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit.
Size | Size Modifier |
---|---|
Colossal | -8 |
Gargantuan | -4 |
Huge | -2 |
Large | -1 |
Medium | +0 |
Small | +1 |
Tiny | +2 |
Diminutive | +4 |
Fine | +8 |
Attack Bonus
Your attack bonus with a melee weapon is:
Base attack bonus + Strength modifier + size modifier
With a ranged weapon, your attack bonus is:
Base attack bonus + Dexterity modifier + size modifier + range penalty
Base Attack Bonus
A base attack bonus is an attack roll bonus derived from character class and level or creature type and Hit Dice (or combinations thereof). Base attack bonuses increase at different rates for different character classes and creature types. A second attack is gained when a base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different sources, such as when a character is a multiclass character, stack.
Damage
When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Effects that modify weapon damage apply to unarmed strikes and the natural physical attack forms of creatures.
Damage reduces a target’s current hit points.
Minimum Damage
If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.
Strength Bonus
When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow.
Off-Hand Weapon
Attitude Dnd 3.5 Dmg 1
When you deal damage with a weapon in your off hand, you add only ½ your Strength bonus.
Wielding a Weapon Two-Handed
When you deal damage with a weapon that you are wielding two-handed, you add 1½ times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands.
Multiplying Damage
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.
Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.
Ability Damage
Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score).
Armor Class
Attitude Dnd 3.5 Dmg Free
Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following:
10 + armor bonus + shield bonus + Dexterity modifier + size modifier
Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC.
Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC. (If you don’t have a Dexterity bonus, nothing happens.)
Other Modifiers
Many other factors modify your AC.
Enhancement Bonuses
Enhancement effects make your armor better.
Deflection Bonus
Magical deflection effects ward off attacks and improve your AC.
Natural Armor
Natural armor improves your AC.
Dodge Bonuses
Some other AC bonuses represent actively avoiding blows. These bonuses are called dodge bonuses. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.
Touch Attacks
Some attacks disregard armor, including shields and natural armor. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.
Hit Points
When your hit point total reaches 0, you’re disabled. When it reaches -1, you’re dying. When it gets to -10, you’re dead.
Speed
Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your race and what armor you’re wearing.
Dwarves, gnomes, and halflings have a speed of 20 feet (4 squares), or 15 feet (3 squares) when wearing medium or heavy armor (except for dwarves, who move 20 feet in any armor).
Humans, elves, half-elves, and half-orcs have a speed of 30 feet (6 squares), or 20 feet (4 squares) in medium or heavy armor.
If you use two move actions in a round (sometimes called a 'double move' action), you can move up to double your speed. If you spend the entire round to run all out, you can move up to quadruple your speed (or triple if you are in heavy armor).
Saving Throws
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:
Base save bonus + ability modifier
Base Save Bonus
Attitude Dnd 3.5 Dmg 2
A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.
Saving Throw Types
The three different kinds of saving throws are Fortitude, Reflex, and Will:
Fortitude
These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.
Reflex
These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.
Will
These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.
Saving Throw Difficulty Class
The DC for a save is determined by the attack itself.
Automatic Failures and Successes
A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw). A natural 20 (the d20 comes up 20) is always a success.
The Hypertext d20 SRDTM is owned by BoLS Interactive LLC.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.