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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys above. She called her Provider's name, and all could feel the power she commanded. [name3] summoned his wards, but all that watched knew his efforts were in vain. The next name she offered was his, and the misery of [name3] was legend."

translated from Dekàlan fragment found in ruins of Ilduùn

Official Errata

Player's Handbook Errata

Book of Official Errata & Explanations

The majority of the following errata and explanations were culled from Eric Noah's Unofficial Dungeons & Dragons 3rd Edition News website. Only extracts from WotC representatives are included here.

3E Players Handbook

Chapter 2: Races

"Gnomes 'cast spells'.  They do not have spell-like abilities." SKR

Chapter 3: Classes

Bards can learn to make arcane scrolls. Bards can cast an arcane version of cure light wounds. Wizards can use arcane scrolls to add spells to their spellbooks. Does this mean wizards can be running around with cure light wounds spells? "The "acquire a spell from a scroll or another source" was put there so sorcerers could learn new sor/wiz spells in later books (since by default they can only develop new spells in the PH). It's not intended that they can use it to learn arcane healing spells from bards. Sorry. We already went over this one in-house." SKR

(from 3E Message Board) Is the druid animal companion special ability due to the fact that druids can cast the spell animal friendship? "Yes, it's exactly from that spell. Creating a 1st-level druid assumes that you've cast the spell already and can start with an animal friendshipped animal. So this ability overlaps (does not stack with) the animal frienship spell because it _is_ because of the animal friendship spell. Note that your animal companion can gain hit dice as a character gains levels. The Monster Manual has a line for "advancement range" for all creatures, which is by character level or by hit dice. For example, a wolf, which starts with 2 hit dice, can advance up to 5 HD. Note that the druids can also use the awaken spell to give their companions intelligence, which means the animal can advance in a character class." SKR

Monks lose their Wisdom bonus to AC when they wear armor. So do monks have to worry about losing their Wisdom bonus when protected by AC-enhancing magic? "Bracers of armor and the mage armor spell do not count as 'wearing armor.'" SKR

"39, col 2 middle: Change 2 sentences above table: Usually, a monk's unarmed strikes deal normal damage, but she can choose to deal subdual damage instead with no penalty on her attack roll. She has the same choice to deal normal or subdual damage while grappling (see Grapple, page 137)." SKR

"There is no such thing as a monk making an unarmed attack with an off hand (that's what the flurry of blows ability is for). Here's the official errata: 39, col 2 top: Change second sentence: There is no such thing as an off-hand attack for a monk striking unarmed." SW

"Sor & Wiz levels stack for determining a familiar's abilities." SKR

"Everything in that familiars sidebar (except the abilities in Table 3-19) is based on the master's total level, not just sor/wiz levels." SKR

Chapter 4: Skills

"Bluff Skill Ranged? Jonathan intended for it to be used in melee combat only." SKR

(from 3E Message Board) "After successfully feinting (using the Bluff skill), when must I take the attack to get the bonus? "...by your next turn."" SKR

(from 3E Message Board) "The first line of the DC chart for Escape Artist (p. 68) should say "Binder's Use Rope check at +10." SKR

(from 3E Message Board) "Taking 20 is like taking 20 rounds, and on the first round it's like you roll a 1, the second round you roll a 2, and so on, until the last round when you roll a 20. If something bad happens to you if you rolled a 1, you can't take 20." SKR

Chapter 5: Feats

"Saving Feats for Later: I spoke to Jonathan about this, and the intent was that you'd choose a feat as soon as a feat slot became available. However, that's not explicit in the rules. So, we worked out 3 options:

  • You choose a feat when you gain the slot.
  • You can choose your feat at any time during that level in which you gain a slot (so you could suddenly develop Iron Will when you realized you were fighting a mind flayer at level 6). (You could do this with skills, too.)
  • You can hold your feats as long as you want and spend them at any point after you get them.
  • Each is slightly more abusive than the previous, but none are really broken enough to pitch a fit about. Whatever your DM likes." SKR

    (from 3E Message Board) Finesse:  There's no problem using two finessed weapons at once. "The Weapon Finesse feat specifically says that if you use a _shield_ in your off-hand, you get a penalty. It does not say you get a penalty if you carry a weapon in that hand." SKR

    (from 3E Message Board) The ambidexterity feat and how it (doesn't) affect the reduced STR bonus to damage for the off-hand attack (on the 3E message board): "Off-hand attacks always use 1/2 [of your] Strength [bonus to the damage roll]. See the 2nd bullet under Strength on pg. 8. Also see the second paragraph of page 119. Ambidexterity negates the penalties from using an off-hand weapon. The glossary defines a penalty as a "negative modifier to a die roll." As a reduction in your Str bonus is not a penalty (it's just a less effective bonus), Ambi does not negate it, and so an ambi character still has 1/2 Str bonus on their "off-hand" weapon." SKR

    Chapter 7: Equipment

    "The artist added the grid for relative size comparison between the weapons. When the sketches were routing, we did get various comments back to the effect of making certain weapons bigger or smaller, but nothing about actually spec'ing out the grid size. The grid was not given a specific scale, and was just used as a reference to keep the things in scale with each other. Given knowledge of the actual length of certain weapons (the halberd is supposed to be 5 feet long, for example), you can retrofit a scale onto it, but it's not likely that scale will be a nice neat number." SKR

    "Gauntlets and Spiked Gauntlets: Everyone is automatically proficient with their own natural weapons (punches, kicks, and so on for humans). The gauntlet in the PHB lets you "deal normal damage with unarmed strikes...." The spiked gauntlet does not refer to unarmed strikes. Therefore, I'd say that everyone can attack with gauntlets at no nonproficiency penalty. Using a spiked gauntlet requires a proficiency. Note that gauntlets as part of magic armor do not provide an attack bonus, just an AC bonus (when with the entire armor). This is explained in the DMG. So should normal gauntlets even be on the Simple Weapons list since you don't need Simple Weapon proficiency to use them? It will be taken care of [in the next printing] (it won't be on the weapons list, it will get a special mention in the armor list)." SKR

    (from 3E Message Board) "Having a medium or heavy load counts as medium or heavy armor for special abilities dependant upon armor. (So for example, a Ranger can't use his special Ambidexterity and Two-Weapon Fighting quasi-feats when in Heavy Armor; he also can't use them when carrying a Heavy Load.)" SKR

    (from 3E Message Board) The shuriken is an odd ranged weapon in 3E -- because unlike any other weapon, you can effectively throw three of them per attack. How exactly does it work? "When you make an attack with shurikens, do you make three separate attack rolls? "Yes, although you're throwing all of them as the same attack (in between the fingers, one arm movement)." If a Rogue sneak attacks with shurkiens, does each one get the sneak attack damage bonus? "No, just the first one. You can't be precise enough with the other 2 attacks to get the sneak attack damage." If you have Weapon Specialization or Point Blank Shot feats, do the damage bonuses from these feats apply to each shuriken? "Yes." SKR

    Chapter 8: Combat

    (from 3E Message Board) How do you keep a wizard from taking a 5' step and casting? "...opponents can ready an action that they'll take _their_ 5' step toward the wizard and attack if the wizard steps away." SKR

    AoO:  On p. 122 of the PHB, the following sentences need a word replaced: "If all you do is move (not run) during your turn, the space that you start out in is not considered threatened, and therefore enemies do not get attacks of opportunity against you when you move from that space. If you move into another threatened space, enemies do get attacks of opportunity for your leaving the first second threatened space." In other words, leaving that first threatened space is safe if all you do is move, but it doesn't make any later threatened spaces that round safe that weren't safe already. SKR

    (from 3E Message Board) "Tower Shields: How do they work? Work it like the shield spell - you can move it once per round, on your turn, as a free action, defining which half of the battlefield you orient it against. Opponents that are on the "line of defense" that defines the side of the battlefield you're blocking with the shield would have no more than 50% cover against you (and vice versa). Opponents that are on your side of that line would not be blocked by the shield at all. Can you Ready an action that lets you duck completely behind the tower shield, giving you 100% cover? Yes, you can. That of course means you're not doing anything but hiding, though. If flanked, can you pick one opponent to block 100% and one to block 0%? Yup. Would this tactic negate the flanking bonus? Nope. The second guy is still a threat ... he might break through your shield, or hit you with a touch attack spell, and so on." SKR

    Turning Undead:  "If *you* approach within 10 feet of them, however, they overcome being turned and act normally." "*You* can attack them with ranged attacks ... and *others* can attack them in any fashion, without breaking the turning effect." The DMG has a list of conditions (stunned, blinded, and so on). and their effects. "Turned" says that undead "flee ... [and] if they cannot flee, they cower." Cowering is also a condition, which is defined as "The character is frozen in fear ... and can take no actions." So yeah, your buddies get to [wail] on them until they're destroyed, and they don't fight back, because attacking them doesn't break the turning effect (which is causing them to be frozen in fear)." SKR

    (from 3E Message Board) Do you make an attack roll to perform a Bull Rush? "There isn't an attack roll there. It never came up in playtesting that it needed one. And the difference between a grapple and a bull rush is that a grapple requires an extensive contact that goes beyond the normal shoving of a bull rush." SKR

    (from 3E Message Board) "There is no rule that says an AOO can't trigger an AOO. You are limited to making one AOO on a creature per round, so if I cast a spell (drawing an AOO from you) and [during your AoO] you try to disarm my dagger from my free hand (drawing an AOO from me) as your AOO and I try to disarm you back as my AOO on you, my disarm attempt doesn't get an AOO from you because we've both had one AOO on each other, which is the limit." SKR

    Stunned and Butterfingered: Regardless of the fact that it isn't always mentioned every time it's brought up, "You dropped things when you're stunned."  This is mentioned in PHBp282 but not in the "Condition Summary" DMGp85. SW

    Chapter 11: Spells

    (from 3E Message Board) Must you choose all your mastered spells as soon as you get the Spell Mastery feat, or can you wait? You choose when you take the feat. What happens if your Int. increases, do you get new Mastered Spells? "Nope, it's Int bonus at the time the feat is taken." SKR

    (from 3E Message Board) What happens if you score a critical hit with a spell like Melf's Acid Arrow -- do you multiply the ongoing damage? "Nope, just the initial (assume that the acid has done its damage on the critted place and is now dripping onto normal areas)." SKR

    (from 3E Message Board) What happens when you score a crit with a spell such as a ray which requires a successful attack roll?  "Damage (hit point or ability) is doubled. Ray of enfeeblement gives a penalty, it doesn't inflict damage. Enervation gives negative energy levels, it doesn't inflict damage. Therefore, neither of those doubles on a crit." SKR

    (from 3E Message Board) "The brief description of haste in the Character Generator incorrectly indicates that the recipient of the spell suffers subdual damage. The PHB is correct (doesn't cause subdual damage)." SKR

    (from 3E Message Board) "True Strike Duration" p267 col 3, "True Strike: change Duration [from 1 round] to See text. Change within the duration of the spell too if it is made before the end of the next round." SKR

    (from 3E Message Board) "Save for Symbol of Discord should be "a Will save." School for both Dancing Lights and Continual Flame is "Evocation (light)." SKR

    "The Shield spell provides a cover bonus, but does not actually provide cover. It's too powerful at 1st level if it actually provides cover." SKR

    Glossary

    (from unabridged PHB glossary) "Attack Action: Any one of the following physical attack types: melee attack, ranged attack, unarmed attack, charge, or full attack. The first four of these are standard actions that combine a single attack with a move. A full attack action is a full-round action enabling a creature with multiple attacks to use them all, but limiting movement to a 5-foot step. An attack action is resolved by one attack roll per attack."

    (from unabridged PHB glossary) "Illusion: A school of magic focused on spells that alter perception or create false images. Illusion spells work by deceiving the senses or minds of others. They can cause creatures to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. The subschools of the Illusion school of magic are figment, glamer, pattern, phantasm, and shadow."

    2000 Survival Guide

    "That's an error, skeletons take half damage from piercing or slashing weapons." SW

    3E Dungeon Master's Guide

    Chapter 2: Characters

    "Ability score bonuses should always be even numbers. Otherwise, it allows a character to create a bonus (by adding a +1 to an odd stat) and hide a penalty (by subtracting from an odd stat). Essentially, odd (+1/-1) ability score bonuses for races mean that all characters are going to effectively have a +2/-0, since you can put the +1 where it benefits you and put the -1 where it doesn't hurt you. Similarly, items that grant ability score bonuses should always be even numbers, otherwise they don't benefit all characters equally; a +1 belt of Strength has absolutely no game effect on the character with a 12 Strength." SKR

    "A number of spells given on the Witch spell list no longer exist in 3E or have had name changes. Here are the corrections:

  • Cure blindness/deafness should be Remove blindness/deafness
  • Spectral force should be Major image
  • Advanced illusion should be Mirage arcana
  • Attraction should be replaced with False Vision
  • Avoidance should be replaced with Sending
  • Animate should be Animate objects
  • "Also note that antipathy/sympathy at 8th level are two spells, and should be separated by a comma (actually, should be arranged in alphabetical order)." SKR

    "The column headers are misaligned ... check right under where it says "Table 2-43: NPC Wizard" and you'll see 'Crossbow Spllc/Kno'" SKR

    Chapter 5: Campaigns

    Ballistae "should use shortspears" SKR

    Chapter 8: Magic Items

    "There's some errata discussion going on internally about the caster level vs. the prerequisites [for creating magic items listed in the DMG]. I'll give you the info we're 100% certain on.

    "1) CL is not necessarily a prerequisite, although the prerequisites often influence the CL (for example, if a prereq for an item that throws fireballs is the fireball spell, the CL has to be at least 5, the minimum level to cast fireball).

    "2) If the CL of an item doesn't have any influence on its cost or its abilities, you can have the CL be anything up to the creator's caster level. Essentially, the CL for some items is a no-cost thing. Aside: Take the chime of opening, for example ... it uses a 2nd-level spell (knock) for its abilities, but the caster level is listed as 11. Obviously you don't need to be a 11th-level caster to make this item -- you only need to be 3rd to have CWI and the knock spell -- so the CL could be as low as 3 (the actual minimum level you'd need to be to make it). The caster level doesn't have anything to do with the effects of the item - there's no dice of damage dependant upon level or effects that require a skill roll (the part about the 15th-level limit for arcane lock is a quirk of the item and not related to the spell at all, so we can ignore it). Therefore, it doesn't matter if you set the caster level to 3, 10, or 20. It's free, so set it to your own level and feel good about yourself.

    "3) The listed CLs in the DMG are for a random item off of the treasure chart. If you roll a random +1 ring of protection, it's caster level is assumed to be 5th for the purpose of saves and such. If a 19th-level sorcerer made such a ring, he could set the CL to 19 if he wanted to, since the CL has no role in the item's cost (the CL only determines what power level of the item you can make: +1, +2, etc.). So use those listed CLs for random items, but set items that you make to whatever caster level is needed (such as for a wand of fireball, where it makes a difference) or whatever level you can (such as for the chime of opening or the ring of protection, where the CL makes no difference to the cost)." SKR

    "The Staff of the Deathsong is in error. The DCs should be 13 [for shatter] and 16 [for shout]. (This staff is mentioned on p. 173-174)." SKR

    (from 3E Message Board) "If you have an item that increases Int and you are using it when you gain a level, you get the extra skill points only as long as you have the item. If you lose the item, those extra skill points go away. If you regain the item, you don't get them back again." SKR

    3E Monster Manual

    Introduction

    Energy Drain. "On p8 under Energy Drain, you should strike out the part in parentheses in the following sentence: "For each negative level inflicted on an opponent, the draining creature heals 5 points of damage (10 on a critical hit)."   "The parenthetical should be struck (it's a leftover from an earlier draft of the rules)." SW

    Improved Grab. "If you take the -20, you're not considered grappled, once you decide, you have
    to take -20 for any grapple checks you make until your next turn. On your next
    turn, you can stop taking the -20, but if you do you're considered grappled until
    it's your turn again (at which point you can take the penalty or not)." SW

    Example of Monster Advancement. "Challenge Rating: The otyugh's experience award increases by the same ratio as the increase in Hit Dice, and its effective CR increases +1 for each full +50% by which the Hit Dice increase. This creature grew from 6 to 15 HD, a multiplication of 2 1/2. Parties who defeat this monster receive 2 1/2 times the normal experience award. Since its HD increase +150%, its effective CR rises 3 steps from CR 4 to CR 7." SKR

    Bestiary

    Wraith. "A character slain by a wraith becomes a wraith, not a wight" WotC Customer Service

    3E Sword and Fist

    Chapter 1: Feats and Skills

    Blindsight. "You can't hide from someone with Blindsight (at least not without a barrier between you and the viewer)." SW

    Circle Kick. If you use Circle Kick [or Dirty Fighting], you get *one* unarmed attack.  If you hit, you get a second unarmed attack using the same bonus as your first attack." SW

    Expert Tactician. Using the extra partial action for Expert Tactician, "Like any other partial action (I suggest you limit that action to something that can be construed as an attack against a foe who is denied Dex bonus.)" SW

    Feign Weakness. Number of Feign Weakness attempts per combat, "As often as the DM lets you. Once per combat is safe. You might want to add a +5 to the Sense Motive check for any extra attempts." SW

    Feign Weakness. "The feat's Benefit section should begin with "When you make an unarmed attack...."  Basically, the feat allows you to "fake" being unarmed when you make an unarmed attack (which, if it were true, would draw an AOO), but you're really armed, so you get to attack that opponent flat-footed. Being unarmed does not draw an AOO. Attacking unarmed against an armed opponent does draw an AOO (unless you have Improved Unarmed Strike), and the point of the feat is to make you look like this to trick your opponent." SKR

    Knockdown. A fighter with the Knockdown feat does not get a free attack from Improved Trip against a creature that he trips due to a knockdown. SW

    Lightning Fists does not stack with Flurry of Blows; you make 3 attacks only, each at your base attack bonus, -5. SW

    Pain Touch causes a target to be "stunned for one round, nauseated for one round after that." SW

    Prone Attack. Can you regain your feet as a free action if you don't attack?  "No, you can only get up free if you make a successful attack" SW

    Snatch Arrow. "Just like Deflect Arrows, except to catch the missile instead of just deflecting
    them." SW


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    Ref. PHB (Player's Handbook), © Wizards of the Coast