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** The "Kung Fu Genius" and "Carmendine Monk" feats allow monks to replace their Wisdom modifier with their Intelligence bonus for most monk abilities tied to Wisdom, thus basing their martial arts on anatomical knowledge and reading the opponents' moves rather than pure instinct.

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** The ''[[https://web.archive.org/web/20150911022742/https://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a mirror move]]'' arcane spell allows the caster to mimic the uses of some feats (mostly martial-oriented) than she's seen in use recently. The spell description points out that it isn't just the feat's advantage that is gained, but also the specific style of the character emulated, and that it can be recognized by someone familiar with it on a successful spot check.

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** The ''[[https://web.archive.org/web/20150911022742/https://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a mirror move]]'' arcane spell allows the caster to mimic the uses of some feats (mostly martial-oriented) than she's seen in use recently. The spell description points out that it isn't just the feat's advantage that is gained, but also the specific style of the character emulated, and that it can be recognized by someone familiar with it on a successful spot Spot check.



** The Deathless creature type, introduced in ''The Book of Exalted Deeds'' and expanded on by the ''Eberron'' setting, represents beings similar to Undead but animated by ''positive'' energy (the energy of life) instead of negative. They lack the ReviveKillsZombie properties of undead (making them vulnerable to [[LifeDrain attacks which drain life force]] as a living creature would be), and react to Turn Undead and Rebuke Undead in the opposite manner - being rebuked[=/=]bolstered by turning and turned[=/=]destroyed by rebuking. Spells which distinguish undead from living creatures can generally also detect whether a creature is deathless.

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** The Deathless creature type, introduced in ''The Book of Exalted Deeds'' and expanded on by the ''Eberron'' setting, represents beings similar to Undead but animated by ''positive'' energy (the energy of life) instead of negative. They lack the ReviveKillsZombie properties of undead (making them vulnerable to [[LifeDrain attacks which drain life force]] as a living creature would be), and react to Turn Undead and Rebuke Undead in the opposite manner - -- being rebuked[=/=]bolstered by turning and turned[=/=]destroyed by rebuking. Spells which distinguish undead from living creatures can generally also detect whether a creature is deathless.


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* SwapTeleportation:
** The ''benign transposition'' spell swaps two nearby targets in the vicinity, who must be willing to be teleported, while the higher-[[CharacterLevel level]] ''baleful transposition'' also affects unwilling targets. In exchange for those restrictions, they're available very early in the ClassAndLevelSystem. The Jaunter PrestigeClass first gains "travel powers" mimicking both spells, usable multiple times per day.
** The higher-level ''translocation trick'' can swap the caster with another subject, but adds an illusory component to it, exchanging the appearances of both at the same time as the teleportation. Meaning that (unless you can see through illusions), it can be extremely difficult to realize [[StealthyTeleportation the switch occurred]] at all.

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* FauxDeath: The splatbook ''Exemplars of Evil'' adds the "Feign Death" ability for Monks, Rangers and Rogues in exchange to their standard "Evasion" skill. It works essentially like the earlier-editions spell ''feign death'', but is an Extraordinary (i.e. non-magical) ability, likely through [[MasterOfYourDomain Mastery of Your Domain]]. It also takes just an immediate action, meaning it's possible to use it even out of turn to pretend that a spell or attack just felled a character.

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* FauxDeath: FauxDeath:
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The splatbook ''Exemplars of Evil'' adds the "Feign Death" ability for Monks, Rangers and Rogues in exchange to their standard "Evasion" skill. It works essentially like the earlier-editions spell ''feign death'', but is an Extraordinary (i.e. non-magical) ability, likely through [[MasterOfYourDomain Mastery of Your Domain]]. It also takes just an immediate action, meaning it's possible to use it even out of turn to pretend that a spell or attack just felled a character.character.
** On the psionic side, the powerful psychometabolic power ''[[https://www.d20srd.org/srd/psionic/powers/suspendLife.htm suspend life]]'' can completely hides that the subject is alive to any examination, although it can only affect the manifester. It's basically a form of hibernation which slows down aging and physical needs so much that one year going by is equivalent to one day for the subject.

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*** The ''holy aura'' and ''unholy aura'' spells (from ''Player's Handbook'') punish the attacks of Evil or Good opponents, respectively. One striking in melee the warded creature can be blinded (''holy aura'') or will be weakened (''unholy aura'').



* BeatThemAtTheirOwnElement: From 3rd edition: Searing Spell is a feat you can apply to [Fire] spells to make them ignore fire resistance, and partially bypass fire immunity! It burns so hot it can burn things that can't be burned!

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* BeatThemAtTheirOwnElement: From 3rd edition: Searing Spell is a feat you can apply to [Fire] spells to make them ignore fire resistance, and partially bypass fire immunity! immunity. It burns so hot it can burn things that can't be burned!



* CastFromExperiencePoints: In 3rd and 3.5 editions, crafting magical items cost XP for the maker, in addition to a stiff cost in gold. Many powerful spells are also costing XP when cast, the cost rising up with how game-breaking they are (in particular, the reality-altering ''wish'' and ''miracle''). Not only this dissuades players to cast them too often if they want to progress in their class, but it introduces an additional limitation: the rule that characters cannot spend so much XP that it would bring them below the minimum for their current level.[[note]]There are a few exceptions with XP loss able to reduce the character's level, like losing a familiar, but those are rare.[[/note]] This means those spells cannot be cast at all if a character can't invest enough XP.

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* CastFromExperiencePoints: In 3rd and 3.5 editions, crafting magical items cost XP for the maker, in addition to a stiff cost in gold. Many powerful spells are also costing XP when cast, the cost rising up with how game-breaking they are (in particular, the reality-altering ''wish'' and ''miracle''). Not only this dissuades players to cast them too often if they want to progress in their class, class(es), but it introduces an additional limitation: the rule that characters cannot spend so much XP that it would bring them below the minimum for their current level.[[note]]There are a few exceptions with XP loss able to reduce the character's level, like losing a familiar, but those are rare.[[/note]] This means those spells cannot be cast at all if a character can't invest enough XP.



* ContinuingIsPainful:
** Resurrection magic is expensive, has a chance for failure that will result in {{Permadeath}}, and causes you to lose a level.

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* ContinuingIsPainful:
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ContinuingIsPainful: Resurrection magic is expensive, has a chance for failure that will result in {{Permadeath}}, and causes you to lose a level.
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* FauxDeath: The splatbook ''Exemplars of Evil'' adds the "Feign Death" ability for Monks, Rangers and Rogues in exchange to their standard "Evasion" skill. It works essentially like the earlier-editions spell ''feign death'', but is an Extraordinary (i.e. non-magical) ability, likely through [[MasterOfYourDomain Mastery of Your Domain]]. It also takes just an immediate action, meaning it's possible to use it even out of turn to pretend that a spell or attack just felled a character.
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*** The draconic spell ''burning blood'' (from ''Draconomicon'') is similar, causing a spray of blood around the caster whenever hit by weapons, which causes energy damage of the same type as its BreathWeapon.
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* StanceSystem:
** In the ''Tome of Battle'' supplement, the techniques of each fighting discipline are divided into maneuvers (which function as {{Special Attack}}s) and stances (which provide passive bonuses), which are learned through separate progressions. While a character [[LimitedMoveArsenal can only access a subset of their known maneuvers at any one time]], all their known stances are always available, although only one is usable at a time. There are also a number of feats which provide benefits while in a stance of a specific discipline. The capstone ability of the Warblade CharacterClass is "Stance Mastery", allowing a character to remain in two stances at once. The [[JackOfAllTrades Master of Nine]] PrestigeClass receives the more limited "Dual Stance" ability, which allows them to combine stances from two different disciplines for a short time.
** The Master of Masks PrestigeClass can swap between different "Persona Masks", each of which grants abilities and a false CharacterAlignment related to the persona (e.g. the Assassin mask grants [[BackStab sneak attack]] and stealth bonuses, while disguising their alignment as LawfulEvil). They're also slightly [[ItemCaddy better at using]] other magic items worn on the face, giving them more reason to swap out. At higher levels they gain the ability to switch between masks more quickly or turn them invisible.
** The Dragon Descendant PrestigeClass is a [[BareFistedMonk monk]] who can switch between channelling the spirits of various dragon ancestors mid-combat, each granting a different benefit -- Rampaging ([[BoringButPractical raw combat bonuses]] + immunity to fear), Subtle (StealthExpert + BackStab), Eldritch (has [[HandBlast a weak ranged attack]]), Enduring (SuperToughness) or Ancient (CounterAttack specialist). As they gain levels, they can switch between ancestors more quickly and eventually channel two at the same time.

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