Last updated 2003/12/28
Comments are invited on these rulings and errata. Also, feel free to point out to me any other contradictions or unclear areas in the rules that you'd like a ruling on.
See also Table Rules.
Rules changed because of setting:
A Paladin's cohort and followers can be up to one step away in alignment (so LN and NG are OK, in addition to LG.)
A Paladin's code is based on the god they serve.
Crossbows, stirrups and pockets haven't been invented yet, among other things.
Masterwork armor and weapons are made of iron (required for enchantment) and normal weapons are made of bronze, but there's no modifier for attack, damage or AC for bronze (everything's just scaled accordingly). Masterwork weapons and armor are iron, therefore hardness 10, with 30 hp per inch of thickness. Bronze weapons and armor are hardness 9, with 20 hp per inch (DMG 144), thus 2/3 of iron's hp.
PHB 124. Bucklers apply their armor check penalty (instead of always -1) to attacks when using the hand with the buckler.
DMG 215. House Rule that an item's creator must know and supply all spells and prereqs for the item created. No teaming up or using items to provide spells needed. See more on crafting magic items.
How the fabricate spell works.
In some cases these aren't errata, just clarifying or noting things there may be questions about.
(tentative) Where the Spider Climb spell description conflicts with the description under Climb skill, I'll use the spell description.
PHB 92, 140: Combat Expertise can be used with Fight Defensively. Combat Expertise can't be used with Total Defense, since it requires an Attack or Full Attack action.
PHB 141. Open or close door is a move action. Standing up or picking up an item provokes an AoO.
PHB 142. Drawing sling bullets is a free action, same as for other ammo. Drawing thrown weapons is a move action, although can be combined with movement if your BAB is +1 or higher.
PHB 175 and DMG 29 states that cones are a quarter circle (90 degrees).
They forgot to mention it, but Prestige Classes do not cause a multiclassing XP penalty.
DMG 29 says smaller creatures occupying the same space as their target can provide flanking for each other against their target.
DMG 214 and DMG 263 note that necklace of fireballs doesn't take up a slot.
DMG 214 and DMG 243: Staffs use the caster level of the wielder only if that's higher than the staff's creator's level. Staffs always use the wielder's ability score to set the save DC.
DMG 215 points out that the creator's caster level must be as high as the item's caster level (so caster level noted in items IS a prereq, in 3.5.)
DMG 222 and PHB 165 give different values for hardness and hp of magic weapons, armor and shield. I'm using the PHB values that each +1 enhancement bonus adds 2 to the hardness and 10 to the hp. Magical adamantine items (DMG 283) multiple hp by 4/3 before adding the extra hp for being magical. Bronze items (non masterwork) have hardness 9 and 2/3 the hp or iron items.
DMG 230 Potion table. Brew Potion only allows spells that target one or more creatures, so some of the oils listed can't actually be made.
None so far.
Last updated 2004/1/1 for 3.5
If you have a split class Wizard/Sorceror who specializes as a wizard in, say, Illusion spells, and chooses Abjuration as his prohibited school of magic, he can still cast Abjuration spells as a Sorceror.
Levels from Sorcerer and Wizard are added together for purposes of a familiar.
3.5 doesn't have partial actions any more, so there's no partial charge, therefore no readying a partial charge.
For identifying potions on the run, a character can take a tiny sip or a whiff of the aroma. Or 1 minute and a successful Spellcraft check with a DC of 25 (no retry) lets the PC identify it.
In 3.5, shields provide a shield bonus, so they stack with Mage Armor and Bracers of Armor, which provide an armor bonus.
FAQ p13-14 points out you can target magic missile on figments from a mirror image, and use Cleave or Whirlwind Attack on them. Also, if you use a touch spell on one the spell is discharged and the image destroyed.
DMG 214 points out you can use Make Whole to repair a damaged magic item as long as it is not completely broken.
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