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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
  1. 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.
  2. 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.
  3. 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.
  4. 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. Mabinogi

Entry Requirements
Skills:Hide 8 ranks, Move Silently 8 ranks, Perform (Dance) 5 ranks
Table: The Shadowdancer

Hit Die: d8

LevelBase
Attack Bonus
Saving ThrowsSpecial
FortRefWill
1st+0+0+2+0Hide in Plain Sight, See in Darkness, Shadow Slide
2nd+1+0+3+0Darkness, Sneak Attack +4d6
3rd+2+1+3+1Improved Shadow Slide, Shadow Door
4th+3+1+4+1Shadow Molding, Sneak Attack +5d6, Uncanny Dodge
5th+4+1+4+1Shadow Pounce
6th+5+2+5+2Deeper Darkness, Sneak Attack +6d6
7th+6+2+5+2Improved Shadow Molding
8th+7+2+6+2Shadow Servant, Sneak Attack +7d6
9th+8+3+6+3Shadow Blade
10th+9+3+7+3Defensive Roll, Sneak Attack +8d6
11th+10+3+7+3Steal Shadow
12th+11+4+8+4Shadow Walk, Sneak Attack 9d6
13th+12+4+8+4Shadow Fiend
14th+13+5+9+5Sneak Attack +10d6
15th+14+6+10+6Shadow Form


Class Skills (8 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

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.

Entry Requirements
Special:Shadowdancer level 15.

Hit Die: d10

LevelBase
Attack Bonus
Saving ThrowsSpecial
FortRefWill
1st+1+1+2+1Self Concealment (feat) ,Sneak Attack +11d6
2nd+2+1+3+1Improved Shadow Blade (choice),
3rd+3+2+3+2Healing Shadows Sneak Attack +12d6
4th+4+2+4+2Improved Shadow Blade (choice), Shadow Infusion
5th+4+2+4+2Umbral Servant ,Sneak Attack +13d6
6th+5+3+5+3Improved Shadow Blade (choice), Improved Shadow Form
7th+6+3+5+3Shadow Storm ,Sneak Attack +14d6
8th+7+3+6+3Improved Shadow Blade (choice), Improved Umbral Servant
9th+8+4+6+4Transmute Flesh to Shadow,Sneak Attack +15d6
10th+9+4+7+4Improved Shadow Blade (choice), Shadow Realm

Class Skills (4 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Epic Class Features[edit]

All of the following are class features of the Epic 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.

Self Concealment (Ex): The 1st level Epic Shadowdancer gains the Self Concealment feat for free whether they qualify for the feat or not. As a free action the shadowdancer may activate or dismiss this feat. While active, shadows swirl around her and provide cover. Attacks against her have a 10% miss chance (the equivalent of one-quarter concealment). She loses this benefit whenever she would lose her Dexterity bonus to AC.

Improved Shadow Blade (Su): Beginning at 2nd level, and at every even numbered level after that (i.e. 4th, 6th, 8th and 10th) the Epic Shadowdancer can select one ability from the listing below to be added to his Shadow Blade whenever it forms. Multiple abilities can be added when the Shadow Blade is formed (providing the shadowdancer has enough levels to have selected multiple abilities).

- Blinding Light: As a move action, the wielder of a Shadow Blade can reflect any nearby light, causing all within 30' to make a Fortitude save (DC 10 + ½ total shadowdancer class level + Dex modifier) or be blinded for 3 rounds. Creatures with light sensitivity take a -4 penalty to their save and are permanently blinded if they fail the save. If they pass, light-sensitive creatures are dazzled for three rounds.
- Mirror: As an immediate action, you may make an attack against any ray fired at you. If your attack roll (at highest attack bonus) beats the attack roll used to hit you, you reflect the ray back at the caster.
- Reflections: The wielder of a Shadow Blade always has a single mirror image. The image created by this ability, if destroyed, can be reformed once per round as a free action.
· Reflective Offense: Once per round, when you make an Attack of Opportunity, you may add your sneak attack bonus damage to a successful hit. This must be declared prior to making your attack roll and counts as being used for that round whether your attack is successful or not. This power is only useful on creatures the shadowdancer otherwise would be able to apply sneak attack damage.
- Spectral Strike: The Shadow Blade is now just as effective against ethereal or incorporeal creatures as it is corporeal creatures.

Healing Shadows (Su): At 3rd level the Epic Shadowdancer can regain hit points any time they are within shadows or darkness as per Fast Healing 2.

Shadow Infusion (Su): - Beginning at 4th level, anytime the Epic Shadowdancer is within an area of shadows or darkness, they become infused with the power of Shadow and gain the following special attributes (natural daylight or it’s spell equivalent negates these abilities):· +2 to Strength, Dexterity and Constitution· Speed Increase +20 (or +15 if the shadowdancer is wearing medium or heavier armor)· +4 dodge bonus to Armor Class

Umbral Servant (Sp): At 5th level, the Epic Shadowdancer may draw forth the power of Shadow and give it limited intelligence. The shadow becomes a Shadow Elemental. The shadowdancer may only use this ability once per day and has the choice of summoning either 1 Huge, 2 Large, 4 Medium or 8 Small Shadow Elementals. Summoned Shadow Elementals appear in an explosion of shadows the same round that they are summoned and at the location designated by the shadowdancer (within 50 feet) but do not act until the next round, except to defend themselves. The shadowdancer can mentally direct their actions as a free action each round. Elementals that become separated from the shadowdancer by a distance greater than 120 feet or are in existence for more than 25 rounds are automatically dismissed back to the Plane of Shadow.

Improved Shadow Form (Su): At 6th level, the Epic Shadowdancer’s Shadow Form ability improves so that they are considered incorporeal while transformed. While they remain in a two-dimensional form, they are no longer restricted to moving along surfaces like a normal shadow (so they could “stand up” in the middle of a room). Additionally, if the shadowdancer has selected the Spectral Touch ability for their Shadow Blade, it will affect corporeal opponents as if it had the Ghost Touch property. In all other respects, this ability is the same as Shadow Form.

Shadow Storm (Sp): The shadow powers of the 7th level Epic Shadowdancer have grown to such a degree that they can now transport a bit of the Plane of Shadow into the Prime Material Plane. This pairing of energies creates a brief but powerful storm. Those caught within the spread of this area effect (50 foot radius centered on a spot within 1,000 feet of the Shadowdancer) roll a Fortitude save (DC 25). Those who fail their save suffer a catastrophic (temporary) loss of 12 Strength points as well as 12 Constitution points (as per Ability Damage). A successful save indicates they only lose half that number. Additionally, everyone within the area of effect must pass a Reflex save (DC 25) or suffer 4d12+25 points of damage. A successful Reflex save halves the damage. The shadowdancer can manifest this ability a single time per day.

Improved Umbral Servant (Sp): At 8th level the Epic Shadowdancer’s ability to call upon Shadow Elementals improves. While they can still do this only a single time per day, they can now choose to summon either 1 Elder, 2 Greater, 4 Huge, 8 Large or 16 Small Shadow Elementals. In all other respects this ability is the same as Umbral Servant.

Transmute Flesh to Shadow (Sp): The 9th level Epic Shadowdancer gains one of their most feared powers. Once per day, after concentrating for a full round (during which the shadowdancer is considered flat-footed and denied their dexterity bonus), they may affect a single living creature turning the subject into a living shadow (range up to 300 feet). An unwilling subject gets a Fortitude save (DC 30) to prevent the transformation from happening. Any subject that is successful in its save is immune to this power (originating from the same shadowdancer) for 24 hours. Upon a failed save, the subject is instantly and permanently transformed and can be saved only through the most powerful spells such as alimited wish, wish or miracle. The subject retains all his normal statistics, hit points, level, class, abilities, knowledge, personality, etc., but he also gains the properties of a Shadow (as per the Monster Manual except they are not considered undead thus retaining both strength and constitution, they can not Create Spawn, however they are capable of speaking any languages they knew prior to the transformation). Victims of this power are subject to control by the shadowdancer who transformed them and many willingly serve the shadowdancer after the transformation is complete (and may have volunteered to undergo the transformation). Anything the shadowdancer says is treated as a suggestion spell to the subject. While the subject still gets a Will save against the suggestion (DC 30), it is made at a -5 penalty which may stack with the penalty for a “reasonable” suggestion as per the spell description. Once per day, the shadowdancer may force their will upon any creature they have transformed, the effects are as per the dominate monster spell, against which the subject automatically fails its save.

Shadow Realm (Sp): The 10th level Epic Shadowdancer has gained such control over the stuff of Shadow that they can now literally infuse a large urban area and it’s surrounding lands (up to 1 mile radius) with power from the Plane of Shadow. The area under its influence is a “negative image” of itself, becoming a more dark, savage and dangerous place. The skies are cloaked in a perpetual twilight, buildings seem to grow tall and spindly, arching to loom in overhead no matter what vantage point a person sees them at. Color seems to have been drained from the location. Alleyways look even more dark and menacing with “things” always seeming to be peering out (and perhaps they really are). Trees in the area look twisted and grass areas grow thick, continuing to grow despite the lack of sunlight. Roots and grass seems to grasp at passing creatures, causing those creatures to use up double the movement point cost to enter an area of trees or grass. The shadowdancer and up to 20 other creatures (designated at the time of the Realm formation) are immune to any effects of the Shadow Realm (though it still looks dark and dreary). The shadowdancer can also designate one or more animals, plants, or magical beasts native to the spell’s area as shadow guardians of the landscape. They can designate up to 30 HD of non-humanoid creatures (with a minimum intelligence score of 1), split up however they like. As long as the designated guardians remain within the Realm’s area, they have a friendly attitude toward the shadowdancer and the travelers she has designated, and they also gain the following special qualities: resistance to cold 10, darkvision out to 60 feet, damage reduction 5/magic, evasion, and low-light vision. If the creature already has one or more of these special qualities, use the better value. It takes the shadowdancer one hour of uninterrupted concentration to form the Shadow Realm. Once formed, the Realm remains in existence for 30 days or until dismissed by the shadowdancer. A shadowdancer may only have a single Realm in existence at a time. If the shadowdancer uses this ability to “renew” an already existing Realm then they may do so, this only requires a half-hour of concentration instead of the normal hour. However, the shadowdancer must be physically standing within the boundaries of the Realm at the time of renewal. The shadowdancer does not need to wait for the 30 days to pass before renewal. They may do it at any time, though no more often than 1 time per day. At the time of renewal, the shadowdancer may change designated travelers as well as guardians or allow these options to remain the same. Additionally, any time the shadowdancer is physically within the boundaries of the Realm they may use project image as per the spell with the following changes: no line of effect needed, range is anywhere within the boundaries of the Realm and a maximum total duration time of 120 minutes per day, divided up however the shadowdancer sees fit.

Campaign Information[edit]

Playing a Shadowdancer[edit]

Advancement: The typical shadowdancer advances as an Epic Shadowdancer.


Shadowdancer Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Shadowdancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DCResult
10Shadowdancers are strange Rogues with the ability to teleport through shadows.
15Shadowdancers can step into their own shadows and out of the shadows of others.
20Shadowdancers can command the shadows, allowing them to do feats like attacking someone with their

own shadow and creating extremely realistic illusions.

25Shadowdancers can use the power of Shadow to protect them.
30Shadowdancers can call upon intelligent shadow monsters which they can command to do their bidding.
35Shadowdancers can transport areas of the Plane of Shadow to the Prime Material Plane.

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Home > Combat > Combat Statistics

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.

Table: Size Modifiers
SizeSize 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.

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