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    d20 Completely Dysfunctional Handbook [3.5]



    Dysfunctional Rules are those which were not completely thought out. Most of the time the RAI is obvious, for some though it is far from obvious and there is little agreement over what the rules should be. In all cases a Houserule is required, in fact this is a good test of whether a rule is Dysfunctional: Do I need to make a Houserule for this?

    This is a collation of the Dysfunctional Rules Collection as documented by a bundle of threads in the Playground. The Collection indexes entries by thread and page number. The collection is so large now that we've had to split into three parts over three pages.

    It all started with Firechanter's "Wait, that didn't work right" - the Dysfunctional Rules Collection but we've had many more threads since then.

    Discussions about dysfunctions should always go in the latest thread, not this one please.


    "Wait, that didn't work right" - the Dysfunctional Rules Collection Thread 1 Pages done: 1-50
    "Wait again, that didn't work right" - the Dysfunctional Rules Collection Thread 2 Pages done: 1-50
    Dysfunctional Rules III: 100% Rules-Legal, 110% Silly Thread 3 Pages done: 1-50
    Dysfunctional Rules IV- It's like a sandwich made of RAW failure! Thread 4 Pages done: 1-50
    Dysfunctional Rules Thread V: Dysfunctions All the Way Down Thread 5 Pages done: 1-51
    Dysfunctional Rules VI: Magic Circle Against Errata Thread 6 Pages done: 1-40
    Dysfunctional Rules VII: Mordenkainen's Dysfunction Thread 7 Pages done: None

    Categories
    Dysfunction Count
    Part 1
    Races
    24
    Templates
    45
    Part 2
    Base Classes
    73
    Archetypes
    6
    Prestige Classes
    116
    Skills
    56
    Flaws
    1
    Traits
    2
    Feats
    91
    Part 3
    Spells
    188
    Powers
    15
    Invocations
    2
    Utterance
    17
    Vestiges
    4
    Incarnum
    7
    Mystery
    4
    Manoeuvres and Stances
    11
    Equipment
    102
    Part 4
    Combat
    52
    Monsters
    119
    Misc
    112
    Adventure
    1
    Total
    966

    GeneralCategories
    All example characters (Almost) all of these contain build errors
    Shrodinger Prestige Classes Taking the PrC means that you no longer qualify. There are many examples of these, though there is a rules debate as to whether this is always a problem.
    Serpent Kingdoms The entire book is full of dysfunctions. Pun Pun requires this book to work — enough said
    Potion table Full of entries which were correct in 3.0 but aren't quite right in 3.5

    Methodology
    Spoiler
    Show

    We are going to attempt to crowd-source this since the task is quite large. The following is a draft process, so it's probably worth someone trying it out on just a single page, in case we need to refine it.

    Process
    1. Stake your Claim — Post which pages you are going to collate in this thread. This will avoid duplication of effort. Do not be too ambitious, you can always come back for a second bite of the cherry.
    2. Mine your Dysfunctions — Give a concise description of the Dysfunction. Add in a link to the original discussions (I think we can do this)
    3. Refine your Dysfunctions — Sort them by the categories listed below.
    4. Deliver your Dysfunctions — Either edit your original post, or create a new post.


    Remember — be concise

    I will then attempt to collate the final results in the posts below.


    WotC Publication list, by date of publication.


    The Collection — Part 1

    All example characters are known to be wrong Thread 2, Page 29. 3.X
    (Post any known exceptions here)

    Races
    Spoiler
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    Race Description Thread Pages Version
    Subtypes Can have the same sub-type twice 6 2 3.5
    Aasimar w/ Scion of Humanity Always passes for human no matter what 4 48 3.PF
    Changeling Only qualify for Able Learner and Chameleon via variant rule 4 24 3.5
    Changeling +10 bonus to disguise somewhat misleading 4 3 3.5
    Changeling Disguise not necessarily a class skill, unlike Speak Language 5 25 3.5
    Changeling Minor Change Shape is Disguise Self, which stacks with Disguise Self 5 4 3.5
    Constructs, with Con Don't have to breathe, but are still vulnerable to suffocation 5 26,27 3.5
    Darfellan May or may not have aquatic and darfellan subtypes; may or may not have bonus on handle animal 3 7 3.5
    Diopsid Text regarding wielding larger weapons is contradictory 3 33 3.5
    Doppelganger <Racial class> Gives the change shape ability at level 3 — which means that they suffocate, starve and contradict their own type before then 5 7 3.5
    Dvati Too, poorly defined, e.g. Dragonborn Dvati; 1 being or 2? 2 23 3.5
    Dvati Have flank bonus, but cannot flank with themselves 6 14 3.5
    Elf Immune to ghoul's touch, but not ghoul touch 2 20 3.PF
    Elf Elves sleep like everyone else 2 26 3.5
    Gnoll use battleaxes and shortbows, but are not proficient with either 5 1 3.5
    Halfling Halfling luck bonus is not a luck bonus 6 22 3.PF
    Hellbred Never gains negative levels while wielding evil magic items 6 36 3.5
    Humans Are not defined as Humanoid 6 20 3.5
    Lupin (DrC) Monstrous Humanoid, but allegedly descended from one or another Humanoid race* 2 37 3.5
    Shifter Razorclaw trait doesn't function like normal natural attacks 3 1 3.5
    Spellscale Can gain bonus to Perform (Storytelling), which does not exist 4 14 3.5
    Troglodyte are not proficient with their natural weapons, only simple 5 1 3.5
    Vampire Restricted to a move or "attack action", which does not exist in 3.5 3 34 3.5
    Vishkanya with the Subtle Appearance trait can appear more human than humans 5 12 3.PF


    Templates
    Spoiler
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    Template Description Thread Pages Version
    any Wisdom-less Turns you into an object 5 5 3.5
    Half X/Y or Half Y/X Do you apply Half X to Y or Half Y to X ? 2 12 3.5
    Inherited Inherited templates can be acquired — several means 5 20,22 3.5
    Several If type is changed, different knowledge skill for same information* 3 2 3.5
    Bhaalspawn PCs get fewer benefits than NPCs 5 50-51 3.5
    Bloodhulk Does not care about base body 5 50 3.5
    Deathless Are partially vulnerable to Negative levels 5 8 3.5
    Demon-lord This template's Unique ability can also be found on the fallen template 5 6 3.5
    Dragonborn Non-humanoids can become dragonborn and gain humanoid type while retaining their original type 6 16 3.5
    Dragonspawn Gives Death Throes, does not say they activate on death; Gives access to "dragon feats" 3 18 3.5
    Dream Element Removes Wisdom, so you're an object now 6 14 3.5
    Dustform Is LA +2, but is Int- 3 17 3.5
    Entropic Creature Can be applied to inappropriate creatures 5 50 3.5
    Fleshvigor(Undead) Rainment can eat 6 6 3.5(Dr#315)
    Half-Dragon Breath weapon not depend on it's size 4 34 3.5
    Half Fey and Half Celestial Children may be a lot larger than their parents 4 42 3.5
    Half-Fiend Template Class Smite Good if Evil 1 42 3.5
    Half-Troll Makes Outsiders Extraplanar 6 26 3.5
    Incarnate Construct Can remove the plating of a Warforged 6 27 3.5
    Lich Grants bonus to listen, even if ears have rotted away* 2 25 3.5
    Lich Fear Aura incapable of affecting appropriate level PCs or animal companions 2 32 3.5
    Lycanthrope Can change type to things like CE, even though all animals are N 3 15 3.5
    Lycanthrope Can infect targets and change their size 5 12 3.5
    Mindless undead Creatures with mindless undead templates can have class levels despite being mindless 4 32 3.5
    Mineral Warrior Increases Strength, So turning into a rock makes you swim better 5 42 3.5
    Necropolitan HD unclear 1 41 3.5
    Necropolitans Necropolitans are healed by positive energy and Inflicts, just not the Heal skill 1 42 3.5
    Ravenous(Undead) Skeletons and Fossils can eat 6 6 3.5(Dr#319)
    Sanctified (BoED) Text explains what happens to tanar'ri, baatezu, yugoloth subtypes, but template cannot be applied to those subtypes 2 36 3.5
    Sanctified Changes target's alignement in the Law/Chaos plane, but also doesn't 5 48 3.5
    Sentry Ooze Int — +2 = 2 4 4 3.5
    Skeletal dragon and Zombie dragon retain any exceptional special qualities 3 39 3.5
    Skeletal dragon and Zombie dragon Loses Special Attacks, but keeps Special Qualities; which may end up doing the same thing 5 15 3.5
    Soulfused Construct Is LA+1, but only applies to constructs with Int -, which are all unplayable. 3 17 3.5
    Symbiote Allows swarms to be added; other problems 3 4 3.5
    Tainted Minion Fear aura renders shaken with no duration 3 7 3.5
    Tauroid, Large Can wield Large weapons without penalty 1 27 3.x
    Telthor Creature cannot leave certain area, but LA+2 3 14 3.5
    Tieflings (variant) Tieflings don't change the language given 6 31 3.PF
    Undead Dragon Cannot be Zombies, and yet they can 5 17 3.5
    Unholy Scion Gains ability scores and SLAs keyed off of HD when a foetus, no indication of how many HD a foetus has 3 7 3.5
    Vampire Can be killed by a stake through the heart, no mention of how to do this 3 10 3.5
    Vampire Vorpal weapon is stated to affect it, but doesn't say how 3 18 3.5
    Vivacious Creature Can be applied to inappropriate creatures 5 50 3.5
    Voidmind (LM) Template makes immune to dominate effect it imposes 4 45 3.5
    Xorvintaal Dragon Gives bonus on saving throws equal to age category 3 19 3.5
    Last edited by nedz; 2015-05-06 at 06:02 AM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


    Completely Dysfunctional Handbook
    Warped Druid Handbook

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    Default Re: Completely Dysfunctional Handbook

    The Collection — Part 2

    Base Classes
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    Class Description Thread Pages Version
    Initiator classes If you have RHD taking a level of an initiator class reduces your IL 5 41 3.5
    Alchemist Defoliant Bomb deals extra damage to plants, but is poison effect, which plants are immune to 3 8 3.P
    Alchemist Can make bombs which weigh more than their components 5 3 3.PF
    Barbarian Ghost Rager — Touch AC can be higher than AC 4 5 3.PF
    Bard Music doesn't care how good you are at perform 5 22 3.5
    Bard Half-Elf racial substitution level [8th] replaces spell slots you don't have 5 24 3.5
    Bard (Savage) is illiterate, unless you were illiterate already 5 22 3.5
    Binder No way to identify Vestiges 5 18 3.5
    Cleric LG clerics can get the Death and Destruction domains 1 41 3.5
    Cleric Domain spells are untyped 3 35 3.5
    Cleric Domain powers do not specify the descriptor 4 23 3.5
    Cleric with the Artifice and Rune domains get Instant Summons, but can't use it 6 4 3.PF
    Cleric Can spontaneously cast Obscure Object and Secure Corpse because they contain the word cure 6 12 3.5
    Crusader (ToB) Doesn't qualify for Diehard* 2 36 3.5
    Death Master Trouble with Incorporeal minions 2 12 3.5
    Death Master Allows extraction of approx 1 pint of blood from a Diminutive or Fine creature*; allows wizard to copy spells from death masters' spellbooks instead of death masters from death masters 3 6 3.5
    Death Master A Wizard can copy their spells into their spellbooks 3 43 3.5
    Divine Mind Gets PP at level 1, but has nothing to spend them on 3 15 3.5
    Dragonscale Husk ACF Does not stack with any "feat, racial trait, or special ability" so does not stack with natural armour; does not list bonus type 1 31 3.5
    Dread Necromancer Fear aura has no listed duration 1 2-5 3.5
    Dread Necromancer(HoH) Has poison, a spell with a save keyed off of Wis in a class that casts off Cha* 2 21 3.5
    Dread Necromancer Can cast corrupt spells only it has none 2 30 3.5
    Dread Necromancer Negative energy burst can harm the DN 2 39 3.5
    Dread Necromancer May or may not have access to Fire in the Blood and Oath of Blood 3 7 3.5
    Drow ACFs Don't require you to be a Drow 2 13 3.5
    Druid Eagle Shaman archetype may not pick the Eagle domain 5 19 3.PF
    Druid and Ranger Woodland Stride makes you immune to damage (etc.) when in undergrowth 5 25 3.5
    Duskblade Are proficient in all armors, including every exotic armor 3 33 3.5
    Factotum Cunning Breach: Targets fail SR against Factotum's spells. SR tests are made by the caster, which Factotums aren't 3 48 3.5
    Factotum Cunning Surge grants a Std action, but takes a Std action to use 5 17 3.5
    Favoured Soul Knowledge: Religion is not a class skill 1 10 3.5
    Favored soul dead level ability faith healing grant NI healing 4 22 3.5
    Favoured Soul Favored of the Fiends ACF. Does not require evil alignment; yet it gives you evil claws 5 50 3.5
    Gunslinger Cannot use their Gunslinger's Dodge deed when not wearing armor 6 19 3.PF
    Healer Many Healers cannot ride their own unicorn 6 2 3.5
    Inquisitor Possibly weaker as multiclass cleric than with no cleric levels* 3 12 PF
    Knight Knight's Shield Block ability doesn't require use of a shield 2 13 3.5
    Knight Code of Honour does not forbid poison, unlike Paladin's Code;Knights cannot deliver coups de grace* 2 31 3.5
    Maho-tsukai Maho metamagic assumes all metamagic feats change a spell's level 6 4 3.5
    Master Thrower Gets Snatch Arrows, but can't use it 6 40 3.5
    Monk No proficiency with unarmed strikes 1;2 1;1-14 3.5
    Monk The Way of the Shackled Beast doesn't work 1 15 3.5
    Monk Tongue of the Sun and Moon doesn't specify being able to understand replies 1 38 3.x
    Monk Both can and cannot use unarmed strikes in flurry of blows 2 42 3.5
    Monk Cannot use bonus feats if they are not qualified 3 44 3.5
    Monk Unarmed attacks being considered manufactured lead to various strangeness 5 51 3.5,3.PF
    Monk Feign Death ACF. Does not prohibit taking actions 5 28 3.5
    Monk Weapons are Confused 6 22 3.PF
    Paladin Rebuke dragons [ACF] is an evil action, so Paladin falls 5 28 3.5
    Ranger Feign Death ACF. Does not prohibit taking actions 5 28 3.5
    Ranger Favoured Enemy issues 2 49 3.5
    Ranger Favoured terrain boosts Knowledge: Geography when in the favoured terrain 4 34 3.PF
    Rogue Halfling ACF [RotW] Ranged sneak attack is same as normal, melee -1d6, instead of trading melee for ranged 1 2-5 3.5
    Rogue Can't sneak attack in shadows 5 8 3.5
    Rogue Feign Death ACF. Does not prohibit taking actions 5 28 3.5
    Sha'ir No actions specified to start spell retrieval 1 39 3.5
    Sha'ir Starting gear is not enough to summon gen, required for any casting 2 36 3.5
    Soulbow Soulbow doesn't stack with Soulknife for special ability bonuses 2 49 3.5
    Spirit Shaman Several class features reference Spirits, but SS doesn't have Knowledge Planes or Religion 5 38 3.5
    Succubus racial class Summon Balor ill defined 6 11 3.5
    Swordsage Gains 6 times normal skills at first level instead of 4 times 2 21 3.5
    Swordsage Has incorrect BA in chart 3 2 3.5
    Totemist etc No proficiency with granted natural attacks 1 6 3.5
    Truenamer(ToM) Truenaming DCs too difficult to reasonably make without optimization 1 30 3.5
    Truenamer DC to identify some mundane items is higher than non-magical items 3 16 3.5
    Truenamer Capstone may let you keep saying your name as a free action and teleporting next to yourself; never specified what square you end up in even if used normally 6 29 3.5
    Unarmed Swordsage AC Bonus doesn't apply in no armour 1 1 3.5
    Warshaper Can grow NI (at least 103) Natural attacks 4 26 3.5
    Wild Defender Gain Smite Evil, no alignment restriction 3 23 3.5
    Witch's Ice Tomb Hex Poorly Written 1 34 3.P
    Wizard Multiclassing into Wizard creates a spell-book out of thin air 5 4 3.5
    Wizard Need not be literate 5 17 3.5
    Wizard specialization Many spell trigger/spell completion items of banned schools are still usable 4 9 3.5


    Archetypes
    Spoiler
    Show

    Archetype Description Thread Pages Version
    Armor Master: Deflective Shield (Ex) Assumes shields provide an armour bonus 4 2 3.PF
    Bard Sound Striker archetype No range limit on Wordstrike 1 38 3.PF
    Brawler-Exemplar Grants Teamwork feats gained from Martial Flexibility. Martial Flexibility can't grant Teamwork feats 5 50 3.PF
    Mutation Warrior Signature ability doesn't work 6 18 3.PF
    Twlight Sage Must prepare at least one necromancy spell of each spell level, but often can't. No defined penalty anyway 6 14 3.PF
    Wanderer Monk Longstrider SLA doesn't stack with Fast Movement 2 36 PF


    Prestige Classes
    Spoiler
    Show

    Class Description Thread Pages Version
    various Advances spells/day but not CL or Spells Known 4 22 3.5
    various Some SLAs have no defined spell level 4 1 3.5
    various spellcasting classes Do not increase all casting variables 5 42 3.5
    various Caster Level, Spellcaster Level and Spellcasting Class undefined (Except see Yathrinshee*) 6 7(10*) 3.5
    All truenaming PrCs Don't advance truespeak ability 6 29 3.5
    Acolyte of the Fist Can be taken by characters without Fists 5 12 3.5
    Anima Mage Gets Metamagic vestige with no listed uses, until the next level 5 48 3.5
    Apostle of Peace Entry mentions use of protective magic items; character is prevented by Vow of Poverty, a pre-req* 3 7 3.5
    Arcane Archer Doesn't have Knowledge:Arcana as a class skill 1 12 3.5
    Arcane Trickster Does not advance CL 5 5 3.5
    Arcane Hierophant Companion Familiar requires you to dismiss your familiar; but only temporarily 6 8 3.5
    Archmage Does not advance CL 5 5 3.5
    Assassin Casts spells as a bard, with no exception for silence 1 49 3.5
    Assassin Can only apply poison to blades weapons safely 5 39 3.5
    Assassin and Shadowdancer Can be easier to find at night 5 19 3.5
    Beloved of Valarian Many Beloved of Valarians cannot ride their own unicorn 6 1 3.5
    Black Flame Zealot Requires Exotic Weapon Proficiency (Kukri); Kukri is a martial weapon 4 4 3.5
    Blackguard Fiendish Servant has more SR from template than from class 4 16 3.5
    Bladesinger(CWar) Gives ability to cast quickened spell without changing casting time 2 21 3.5
    Blighter (CDiv) Have Speak With Dead Animal, but no way to actually communicate with animals lacking a language (all of them, in short) 2 16 3.5
    Blood Magus Can be taken by someone who doesn't have Blood 5 12 3.5
    Celestial Mystic Pre-req Vow of Abstinence prevents casting identify due to material component 1 2-5 3.5
    Chaotician (PlH) Babble 1/day with no listed duration 2 20 3.5
    Consecrated Harrier Defenders of the Faith version describes how they prepare and cast spells; CDiv version does not 5 10 3.5
    Contemplative Mystic Union capstone grants damage resistance 3 39 3.5
    Corrupt Avenger Fear aura renders shaken with no duration; gets aura that "unnerves", -4 penalty on things stacks with shaken 3 7 3.5
    Deepstone Sentinel Mountain Fortress Stance flawed interaction with Stone Dragon stance 3 44 3.5
    Demonologist Gains a Quasit which can eat any other familiar 5 33 3.5
    Diabolist Gains an Imp which can eat any other familiar 5 33 3.5
    Disciple of Ashardalon Becomes Outsider at 12th level, becoming vulnerable to frightful presence* 3 6 3.5
    Disciple of Xl Has +8 BAB at level 10, should be 7 4 4 3.5
    Disciple of the Word Can make a Truespeak check to bypass DR, but no information about alignment based DR 6 16 3.5
    Divine Crusader Ignores nature of patron Deity 5 32 3.5
    Divine Mind Pain and Suffering Mantle gives +1 on weapon damage rolls against "wounded" foes, does not define wounded 3 9 3.5
    Dragon Disciple Disqualifies self as capstone 1 1 3.5
    Dragonborn paladin May not know who to smite 2 27 3.5
    Drunken Master Deals extra 1d12 with improvised weapons, even if improvised weapons are heavy enough to deal more damage 3 11 3.5
    Eldritch Disciple Makes healing ranged touch attacks, but no obvious provision to auto-accept those 2 10 3.5
    Eldritch Knight Doesn't advance CL except that it does 4 22 3.5
    Elocater Immune to falling damage? 2 8 3.PF
    Elocater Slows native fly speeds to 10'/round 2 8 3.5
    Eternal Blade Useless class feature gives Uncanny Dodge in all armour, but this is already the case 1 2-5 3.5
    Eye of Gruumsh and Blessed of Gruumsh Taking both makes you blind, well maybe ? 5 24 3.5
    Exotic Weapon Master Twin Exotic Weapon Fighting is somewhat over generous 5 33 3.5
    Fiend of blasphemy Sponsor cultist ability has no mechanical effect* 6 10 3.5
    Fiend-Blooded Inappropriate pre-reqs 1 42 3.5
    Firestorm Berserker Inner Inferno can Incinerate the Berserker, even though he is immune to fire 5 14 3.5
    Firestorm Berserker Inner Inferno can do Con damage, even if you have Con — 5 14 3.5
    Foe Hunter (Masters of the Wild) Misspelled as "Toe Hunter"* 3 20 3.5
    Frenzied Berserker Deathless Frenzy ability doesn't make you immune to non-lethal damage 1 14 3.5
    Heartwarder Requires Spell focus (Enhancement), but grants a restricted version of it later 5 29 3.0
    Horizon Walker Underground Terrain Mastery is a bit strange 6 19 3.PF
    Invisible Blade Has Innuendo as a class skill 4 25 3.5
    Jade Phoenix Mage Does not progress pre-req skills 2 30 3.5
    Justice of Weald and Woe Saves are abnormally progressed 4 17 3.5
    Kensai (CW) Instill ability can push BAB above normal cap 2 40 3.5
    Knight of the Thorn Requires all Martial Weapon Proficiency feats 4 26 3.5
    Knight of the Sacred Seal Changes type to outsider, referencing monk class feature which does not change type 4 15 3.5
    Lantern Bearer A Half-orc with the Racial Heritage: Elf feat qualifies, but an Half elf needs an elven sponsor 5 38 3.PF
    Legendary Captain Can reroll failed roll, but must be done before it is declared a success or failure by DM 4 14 3.5
    Lion of Talisid Dysfunctional Wild Shape 2 29 3.0
    Magelord Mastery Capstone is already possessed 2 1 3.5
    Master of many forms Gains Ooze split ability 3 37 3.5
    Master of many Forms Language confusion 4 24 3.5
    Master Transmogrifist Has abilities that work on favoured shapes assumed by spells such as alter self and shapechange, former cannot be used to assume a favoured shape, latter cannot be cast by MT 3 7 3.5
    Moon Guardian Grants Natural Spell to Lycanthropes 4 4 3.5
    Nar Demonbinder Can cast all equivalents of blasphemy, may affect self or familiar 4 16 3.5
    Necrocarnate Necrocarnum Soulshield has no listed duration 3 13 3.5
    Necrocarnate Confused class features if you are multiclassed with two incarnum classes 5 4 3.5
    Order of the Bow Initiate Pre-req feat that's useless with main feature, class feature that's inferior to one granted at same level by usual entry base class 2 3 3.x
    Order of the Bow Initiate Terrible skills, but usual entry and customary use requires lots of skills 2 3 3.5
    Order of the Cockatrice Cavalier Challenge ability only works on self 5 47 3.PF
    Osteomancer Shapes your bones, but does not require that you have any 5 12 3.5
    Pale Master Undead Graft prosthetic arm gives, among other things, bonus to Jump, resisting trips, etc 2 38 3.5
    Paragnostic Initiate Discern Weakness uses wrong knowledge 3 46 3.5
    Pure Legion Enforcer Made to stamp out divine casting. Gets divine SLAs 5 25 PF
    Pure Legion Enforcer Gets bonus to determine if a spell is divine, but there's no check to tell if a spell is arcane or divine to apply it to 5 25 PF
    Pyrokineticist Heat Death ability can kill (fire) subtyped creatures 1 27 3.5
    Pyrokineticist Nimbus ability, sets you on fire and increases your Charisma 5 50 3.5
    Radiant Servant of Pelor Is worse at healing at levels 6-9 than at earlier levels 3 15 3.5
    Rage Mage Can quicken spells without changing casting time 4 8 3.5
    Razmiran Preist Spiritual weapon makes it easier to tell that Razmir isn't a god 5 30 3.PF
    Reaping Mauler Capstone grants save-or-die that could be accomplished easier and faster with CdG and auto-sleep 1 7 3.5
    Renegade Mastermaker Gives (Living Construct) as capstone; may disqualify itself if it becomes Construct (Living Construct) 2 38 3.5
    Ruby Knight Vindicator Must spend standard to gain swift 1 1 3.5
    Runescarred Berserker(UA) Impossible to qualify for 2 23
    Sacred Fist Code of conduct forbids them from using weapons (including unarmed strike) 2 37 3.5
    Sand Shaper Can make items in negative time 2 20 3.5
    Scarlet Corsair Frightful Lunge renders target shaken with no duration 3 7 3.5
    Seeker of the Misty Isle Gives bonus to non-class skills 2 24 3.5
    Shade Hunter Requires FE(shades), shades do not exist 2 13 3.5
    Shadow Sun Ninja Immediate action to absorb cold damage allows already-used swift action next turn to shoot fire 1 1 3.5
    Shadow Sun Ninja Darkness in Light ability is a standard action, therefore useless 3 36 3.5
    Shadow Sun Ninja Requires two or three manoeuvres to satisfy it's prereqs ? 5 26 3.5
    Shadow Thief of Amn Bonus feat list at 2nd includes prerequisite 2 40 3.5
    Shaper of Form Dragon Compendium, Renaissance ability is poorly defined 2 26 3.5
    Soulbow Phase Arrow is stopped by wall of smoke, but not brick wall 4 20 3.5
    Spelldancer Can enhance spells from the School of Invocation 5 48 3.5
    Spherewalker Can turn into a swarm while casting normally, only they suffer the usual penalties for casting from inside a swarm 6 16 3.PF
    Stormlord Table gives "Elemental Conflagration," text disagrees 3 16 3.5
    Sublime Chord Prepares spells — just like a Sorcerer 5 34 3.5
    Survivor Class from savage species can counter its own pre-reqs* 2 26 3.5
    Tainted (from Dragon #302) is another Schrφdinger's PrC 2 28 3.5
    Tenebrous Apostate Umbral Body usage 3 26,32 3.5
    Tenebrous Apostate Tenebrous grants TU so no actual Cleric requirement 4 1 3.5
    Thief-Acrobat Uncanny dodge, but only while climbing or balancing* 2 3 3.5
    Topaz Guardian(LoM) NPC has 10 levels of a 5 level class 2 21 3.5
    Totem Rager Grants literacy 2 17 3.5
    Ur-Priest Disqualifies self 1 1 3.5
    Vermin Lord Table gives "Pincer Claws," no such ability 3 16 3.5
    Vigilante Allows feint as a move action, does not have bluff as a class skill 2 24 3.5
    Walker in the Waste Allows for creation of Salt Mummies, with no mention of how, with what, out of what, or how quickly 3 9 3.5
    Warshaper Can grow an arbitrary number of natural attacks 1 15 3.5
    Warforged Juggernaut Expert Bull Rush can break down doors, but not walls; no matter what they are made of 6 9 3.5
    Wavekeeper Table gives 9/10ths Casting, Text says nothing 3 17 3.5
    Wild Mages Can cast spells with a CL of 0 or less 6 1 3.5


    Skills
    Spoiler
    Show

    Skill Description Thread Pages Version
    Size Penalties and Bonuses Apply to Hide, but not Move Silently, Sleight of Hand, etc* 1 30 3.5
    Untrained skills PH is ambiguous on the subject of untrained skills* 2 26 3.5
    Balance There are no size penalties; toads and the Tarrasque have the same difficulty balancing on a given 1-foot wide beam 1;6 26;21 3.x
    Concentration Must make concentration check to manifest powers if you are under the effect of one of your own powers 5 43 3.5
    Concentration Manifesting whilst paralyzed provokes, unless you make a concentration check 5 43 3.5
    Concentration What makes you "Threatened" or "Distracted" enough to stop you taking 10? 6 36 3.5
    Craft Certain items can be crafted in infinite quantities in 8 hours for no cost 1 10 3.x
    Craft 1/3 price for raw materials may not cover cost of materials 2 7 3.PF
    Decipher Script Illiterate Barbarian can make checks with no penalty 2 4 3.5
    Disable Device Skill function specifically tied to Rogue class 4 26 3.PF
    Disguise No penalties for different body types 5 11 3.5
    Diplomacy Diplomancer 1 15 3.x
    Forgery Illiterate Barbarian can make checks with no penalty. Forgery isn't trained-only. 2 4 3.5
    Hide Two diminutive creatures are incapable of finding each other* 1 2-5 3.x
    Hiding/Moving Silently Confused rules when at full speed 4 34 3.5
    Jump Untrained Commoner with 10 Str can jump 10 feet from standing start one time in 20 1 8 3.x
    Jump Can jump as part of a free action 1 20 3.P
    Jump Can jump an arbitrary distance 1 20 3.P
    Jump If hit with conditions like daze mid-jump, you are stuck in the air 3 17 3.5
    Jump Swim speeds and jump interact weirdly, you can jump while flying 4 17-19 3.5
    Jump Big men can't jump 5 13 3.5
    Jump Running start does not have to be in the same direction as the Jump 5 43 3.5
    Knowledge checks to ID Humans can't be identified by other humans without ranks in Knowledge (Local) 1 2-5 3.x
    Knowledge checks to ID Knowing a Red Dragon breathes fire is more difficult the more powerful it is, etc 1 2-5 3.x
    Knowledge checks to ID DC's confused by Templates 6 15 3.5
    Knowledge (Arcana) DC 10 to identify an intelligent item 4 22 3.5
    Knowledge (History) DC 15 check to predict the future 1 13 3.x
    Knowledge (Local) Knowledge(Local) is not a class skill for Commoners 1 22 3.x
    Knowledge (Local) Commoners get lost in their home town 1 41 3.x
    Know (Nobility and Royalty) Very few people know who their parents are 1 21 3.x
    Knowledge: Religion Doesn't cover Angels, Demons or the place you go when you die, the're all Knowledge: Planes 5 6 3.5
    Knowledge (the planes) DC 15 check to know what plane you're on 1 13 3.P
    Listen Inverse square law is linear 4 21 3.5
    Listen Normal conversations are impossible 1 15 3.x
    Lucid Dreaming Several dysfunctions 5 3 3.5
    Open Lock Disable Device can open locks 1 35 3.x
    Perform Doesn't have any ACP — so dancing in plate mail is fine 5 37 3.5
    Perform Versatile Performance feat allows you to fly and do acrobatics in plate mail 5 37 3.PF
    Profession No way to key off other ability scores, even if it would make sense (Accountant, Miner, etc) 1 46 3.x
    Profession (executioner) Unclear on a failed attempt if it provokes AoO, and from whom 3 31 3.5
    Profession(Miner) Governs how far you can dig, this is Wis based 4 30 3.5
    Ride Able to control others' mounts in combat without riding them* 3 22 3.5
    Ride, epic Failing a DC 50 check for free-action control automatically allows move-action control with no check 3 21 3.5
    Sleight of Hand Can be used to conceal Spellcasting, foes detect whispers with Spot* 3 13 3.5
    Sleight of Hand Foes can notice theft with Spot, but cannot stop it from happening 3 13 3.5
    Sleight Of Hand Cannot conceal non-weapon items, even just weapons which are too small for you 6 21 3.5
    Speak Language Animals can speak (well maybe) 1 41 3.x
    Spellcraft Can identify all discernible illusions with a fairly low DC* 2 40 3.5
    Spot Inverse square law is linear 4 21 3.5
    Spot It's impossible to see the Sun, moon, stars, etc 1;2 2-5,21;2 3.5
    Survival Animals don't generally have enough ranks to find their dens or avoid predators 1 40 3.5
    Swim Cannot swim in Acid or Lava, but you can swim in Ice 1 15 3.x
    Swim Unaffected by anything held in your hands unless it has an ACP or enough weight to encumber you 1 27 3.x
    Track DC 60 to identify creatures by tracks 1,2 18,45-46 3.5
    Tumble Can Tumble while wearing tower shield, maybe even while gaining total cover 2 39 3.PF
    Use Magic Device Illiterate Barbarian can make checks to active scrolls with no penalty 2 4 3.x
    Sudden Draw Skill Trick Only usable if you threaten an area without your hidden weapon 3 23 3.5


    Flaws
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    Flaw Description Thread Pages Version
    Hot-Blooded and Cold-Blooded Can take both at the same time 5 41 3.5


    Traits
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    Trait Description Thread Pages Version
    Muscle of society +2 to break down doors, but not walls; no matter what they are made of 6 9 3.PF
    Twinned Presence Size bonus to intimidate from your Eidolon, even if it's out of sight 6 15 3.PF


    Feats
    Spoiler
    Show

    Feat Description Thread Pages Version
    [aberrant] Aberrations cannot take [aberrant] feats, in fact only humanoids can 4 32 3.5
    several Many feats granting skill points don't allow you to spend them 6 37 3.5
    All Devotion feats TU attempts grant additional daily uses 4 35-36 3.5
    Air Heritage Can take Hover feat, even if you cannot fly 1 20 3.5
    Ancestral Relic Can be applied to an existing magic item 3 40 3.5
    Animal Friend Gives Wild empathy bonus for creatures which are immune to Wild empathy 5 43 3.5
    Battle Jump Can charge in the middle of a charge 1 19 3.5
    Blazing Berserker and Frozen Berserker Gains fire and cold subtypes 2 11 3.PF
    Blind-Fight Keeps your Dex bonus to AC against an invisible attacker, but not when you're blinded 5 4 3.5
    Brew Potion No way to make oils 1 1 3.5
    Celestial Servant Grants a template which gives CR based SR to Animal companions, who don't have CR 5 50 3.PF
    Chain Power Can't be used with any power 5 7 3.5
    Channel Charge Gets harder to use with Staffs the higher level you are 5 1 3.5
    Channel the Gift Can fuel free metamagic 4 35 3.PF
    Corrupt Arcana Can give access to Sanctified spells 6 11 3.5
    Corrupted Wild Shape Superfluous 3 49 3.5
    Crafting Sidestep Epic enhancement limit* 1 35 3.5
    Craft Wand Wand of Identify requires crafter to drink 50 glasses of wine in 1 day 2 1 3.5
    Deceptive Illumination Says class level for a racial ability 6 13 3.5
    Diehard Doesn't keep you from falling unconscious at negative HP 1 12,15 3.5
    Double Hit Can make an AoO with off hand weapon even if it's out of reach 4 29 3.5
    Double Wand Wielder/Dual Dorje Override casting time to always be a total of a full-round action 4 49 3.5
    Dream of Perception (SoS) Dreamtouched state ended by any augury 3 43 3.5
    Eldritch Claws Are always 1' long, no matter what size the weilder is 5 41 3.5
    Elusive Target Weird interactions with the Grappling rules 6 28 3.5
    Equipment trick Several possible dysfunctions, E.g. carrying an Anvil helps you Climb, well maybe 6 39 3.5
    Escape route Makes you immune to AoOs from movement 4 3 3.PF
    Extraordinary Concentration Allows you to cast a spell when maintaining concentration on another, only it doesn't 3 45 3.5
    Extra Panache Increases Panache indefinately 5 50 3.5
    Fine Wild shape [Epic]* Few stats for Fine sized animals 3 40 3.5
    Fling Ally Can affect incorporeal allies 5 39 3.5
    Focused Lexicon(ToM) Increases DCs for utterances by 1, not save DCs 1 32 3.5
    Furious Inhalation Players allowed to choose that it ends however it benefits them the most 3 35 3.5
    Graft Flesh You must be of the specified type to apply Grafts to others 6 23 3.5
    Heighten Spell Cannot be used with Divive Metamagic 6 23 3.5
    Heighten Spell Can be used as a metamagic cost reducer — maybe 4 35-36 3.5
    Hindering Opportunist Feat helps opponent 4 33 3.5
    Illithid Heritage Can be, or is always, inappropriate 6 25 3.5
    Improved Combat Reflexes Infite loop if opponent has Epic combat reflexes and no one has Improved sunder 6 35 3.5
    Improved Familiar Grants a template which gives CR based SR to Familiars, who don't have CR 5 50 3.PF
    Improved Fiendish Servant Gives you a doubly fiendish servant 4 22 3.5
    Improved Manoeuvrability (Drac) Tougher prereqs than Improved Flight (CAdv) but no better benefits 1 27 3.5
    Improved Precise Shot Autohit 1 23 3.5
    Improved Share Spells* Doesn't require Share Spells, and other issues 6 20 3.PF
    Intimidating Strike Can't be used in a charge 4 7 3.5
    Ineluctable Echo Possibly infinite loop 4 33 3.5
    Inhuman Reach Gives reach with all weapons, not merely those held 4 49 3.5
    Invest Armour Increases armour bonus by 3 indefinitely 3;6 14;38 3.5
    Ki* Ki feats specify bonus feat rather than Monk bonus feat 3 42 3.5
    Knockback Can be used with missile weapons, also may effect a free teleport 5 34 3.5
    Leadership Special Creatures as Cohorts: special mounts get +2 and -2 1 35 3.5
    Mage Slayer Automatically informs spellcasters of their inability to cast defensively, even if they were unaware of the enemy 4 8 3.5
    Magic in the Blood If Dragonborn Drow or similar, grants additional uses of missing SLAs 1 2-5 3.5
    Martial Strike Allows infinite healing 2 28 3.5
    Mercurial Strike (DrMag 310) Triggers when you get an unarmed AoO, but you can't make AoOs while unarmed 2 3 3.5
    Mercurial Strike (DrCmp) As Sudden Draw, but must be unarmed 3 23 3.5
    Monk Vow Only works for Monk's Ki Pool 6 25 3.PF
    Mythic Path abilities Most are badly worded 4 5 3.PF
    Obscure Personal Truename Makes it harder to speak your own truename 6 2 3.5
    Paralyzing Fists Triggers when you make two Stunning Fist attacks in a round, which is not allowed unless you also have an unrelated feat 5 43 3.5
    Pawn of the Great Game Only works up until level 10 5 36 3.5
    Planar Touchstone Expends the required object which stop this from working 6 34-35 3.5
    Power Attack You can Power attack with a regular gauntlet, but not a Spiked one 6 29 3.5
    Precocious Apprentice Allows access by School rather than Spell list 3 38 3.5
    Precocious Apprentice Multi-classing abuse 3 38 3.5
    Psicrystal Affinity(XPH) No way to recover destroyed psicrystal without retrain/DCFS 1 30 3.5
    Racial Heritage Elves and Half elves are not related. Same for [Half]Orcs 5 16 3.PF
    Requiem Bardic music works on undead, but only for half as long as you play 6 30 3.5
    Ride-By Attack/Spirited Charge Only triggers when charging, but mount is charging, not rider 1 2-5 3.5
    Ride-By Attack Charge requirements make riding by geometrically impossible 1 2-5 3.5
    Ring the Golden Bell Allows Grapple at Range etc. 4 37 3.5
    Robilar's Gambit Can only provoke once 3 29 3.5
    Self-Sufficient Doesn't actually make one particularly self-sufficient* 1 1 3.5
    Shock Wave Tail attack, but no tail required 5 11 3.5
    Song of the Dead Spells prepared with this feat become necromantic, spontaneous ones don't 4 30 3.5
    Summon Good Monster Grants Diehard to summons, but summons are dismissed upon reaching 0 HP anyway 3 22 PF
    Superior Unarmed Strike One level of Monk stips this from scaling 3 42 3.5
    Swarmfighting Has rules for creatures smaller than Small, which cannot take the feat 4 16 3.5
    Throw Anything Allows you to throw throwable items (Unarmed Strikes, Shield and Armor Spikes, etc) 3 31 3.5
    Titan Bloodline Pixie with the Titan Bloodline can wield a gargantuan Warhammer 2 2 3.5
    Tomb-Tainted Soul Does not explicitly prevent negative energy from harming you 4 48 3.5
    Tormtor School Exploitable:take no penalty when making a melee attack with a javelin 5 10 3.5
    Truename Training Weird interaction with Able Learner 5;6 51;1 3.5
    Undead Meldshaper Allows undead to take Incarnum classes, but not Incarnum feats 4 12 3.5
    Unseen Arrow Deliver arrows with a melee touch attack 3 32 3.5
    Up The Walls Requires you to end your turn on a horizontal surface, or you fall 6 5 3.5
    Vow of Abstinence Gives bonus on saves against poisons and drugs, lost if one fails save against drug* 2 21 3.5
    Vow of Purity Prevents you from casting all manner of spells 2 28 3.5
    Weapon groups Do not contain any Nets 6 6 3.5
    Wild Cohort Gives no way of replacing dead Cohort 3 17 3.5
    Willing Deformity (Hands) and (Mouth) Deal same damage for all size categories 3 6 3.5
    Last edited by nedz; 2015-04-16 at 09:51 AM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


    Completely Dysfunctional Handbook
    Warped Druid Handbook

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    Default Re: Completely Dysfunctional Handbook

    The Collection — Part 3

    Spells
    Spoiler
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    Spell Description Thread Pages Version
    any Several spells have invalid targets 5 23 3.5
    any You can't cast a spell unless you have the min CL required, which is not defined 5 5-6 3.5
    List definitions "Paladin spell", "Wizard spell", and so on are poorly-defined* 1 36 3.x
    various Area can be larger than Range 5 29 3.5
    various Spellcasting Stat ill defined 5 29 3.x
    various Specifically target undead with a Fort save, which the undead are immune to 5 44 3.5
    Epic Rediculous number of dysfunctions 3.5
    Research Cantrips can be researched instantly 6 6 3.PF
    Research Research rules grant Sorcerers infinite Spells Known 6 6 3.PF
    Sanctified spells Cannot be cast by non vancian casters, even gods 6 11 3.5
    Sanctified spells Can be used by non vancian casters with a scroll, but not via other items 6 11 3.5
    Sanctified spells Neutral characters can cast Sanctified spells 4 3 3.5
    Diamond Material Component Material component variable in size 1 24 3.5
    Vile Spells Some require both Undead and Fiend 3 15 3.5
    Ability Rip Can turn a creature to wight 6 7 3.5
    Aboleth Curse Undefined material component 6 7 3.5
    Absorb mind/body Requires you to consume the focus 2 29 3.5
    Affliction Does extra damage against evil undead, except undead are immune 1 43 3.5
    Alarm Isn't tripped by 'astral' creatures 5 4 3.5
    Alter Self Turning incorporeal means you cannot move. Weird sub-type issues also 5 7 3.5
    Anger of the Noonday Sun Targets sighted creatures, but has rules for affecting oozes/fungi 2 17 3.5
    Animate with the Spirit Undefined effects realting to innate abilities 6 10 3.5
    Antimagic Field Doesn't affect melee attacks made from outside the field, but does affect ranged attacks 1 38 3.x
    Antimagic Field Can be smaller than the caster 5 5 3.5
    Apparent Master Is meant to be used on golems. Spell Resistance:Yes 5 29 3.PF
    Aspect of the Wolf Type changes to animal, but retain mental abilities 4 21 3.5
    Awaken Animates Trees, but gives them no constitution score 2 21 3.5
    Awaken Undead Allows skeleton to regain abilities that depend on organs* 2 43 3.5
    Baleful Polymorph Creatures with shapechanger subtype can revert back to natural form, but lose subtype if changed 2;3 32;38 3.5
    Banishment/Dismissal Lesser Planetouched are affected, but it has no effect 1 20 3.5
    Banishment/Dismissal Dismissal is lower level than Banishment but can be more powerful 2 14 3.5
    Bestow Greater Curse Transmutation, instead of Necromancy 2 17 3.5
    Bigby's Grasping Hand Can start a Grapple, but not much else 5 42 3.5
    Blade of Pain and Fear Blade is always 3' long, no matter what size the weilder is 5 41 3.5
    Blizzard AOE exceeds range of the spell 3 35 3.5
    Bone Chill Affects undead, but Fort negates* 3 18 3.5
    Breath of life Assumes that you died by loss of HP 6 34 3.PF
    Burial Blessing [Good] but can be used by Evil clerics 6 8 3.0
    Cape of Wasps Has a lot of apparently-unintended drawbacks 6 16 3.PF
    Charm Person Sets attitude to friendly, even if it was more positive before 4 8 3.PF
    Chill Touch Instantaneous/Permanant duration 5 4 3.5
    Clone A Lich could create NI copies of itself 5 4,8 3.5
    Cloud of the Achaierai Can be smaller than the caster 5 5 3.5
    Cold Snap Actually increases temperature (by a negative penalty)* 1 27 3.P
    Combust (SpC) Can set fire to objects over 25lbs/level 3 28 3.5
    Conjurations Cannot summon incorporeal creatures since no surface can support them 5 39 3.5
    Contact Other Plane Do you have to take one INT/CHA check, or one INT/CHA check per question? 6 36 3.5
    Control Water Abusable on land 3 44 3.5
    Crack ice Affects Ice creatures — whatever they are ? 4 40 3.5
    Create Chosen One Sorcerer 5, Wizard 5; but only evil Wizards can cast this spell 6 8 3.5
    Cry of Ysgard Summons 2d4 Bariaur defenders, but controls at most 4 5 51 3.5
    Curse of Ill Fortune, mass Is a necromancy spell, but Curse of Ill Fortune is transmutation 3 9 3.5
    Curse of Pain ETERNAL (Dr#300) Duration: 10 minutes/level 4 3 3.5
    Damnation Stride Dim Door + Fireball with a duration of 1 min/level 4 23 3.PF
    Dance of Kindled Desires Victim will sacrifie their life, except that they won't 5 28 3.PF
    Dark Way RAI for bridges, can make walls, effect exceeds range 3 9 3.5
    Darkness Can brighten an area by setting light level to precisely shadowy illumination 1 2-5 3.5
    Darkseed Affects plant creatures without Wis and Cha, in which case they are not creatures 5 19 3.0
    Deathwatch [Evil], on Good-only Healer's/Slayer of Domiel's list, where it can't be cast 1 1 3.5
    Deafening blast Deafens caster as well as enemies 3 5 3.5
    Delay Poison Delay Poison counters Neutralize Poison 1 19 3.P
    Disguise self Disguise self cam make tiny creatures appear two dimensional 2 2 3.5
    Disintegrate Doesn't work on trees or other living objects 1 2-5 3.5
    Disintegrate Doesn't kill you — just turns you into dust 5 35 3.5
    Disintegrate Turns incorporeal targets into corporeal dust 5 35 3.5
    Elemental Familiar Can be cast on any creature 4 3 3.5
    Energize Potion Potion is the material component, and thus destroyed 5 34 3.5
    Enlarge does not change your speed 3 44 3.5
    Ethereal Mount Works on any plane, but only has a move on the ethereal 5 9 3.5
    Expeditious retreat is better at boosting Jump checks than the jump spell until you hit CL 5 6 11 3.5
    Expeditious retreat Boosts Jump more for slower characters 6 11 3.5
    Explosive Runes Damages "anyone close enough to read them" so can damage creatures very far away if they have spyglasses or the like* 2 44 3.5
    Feline Distraction Table poorly defined 6 13 3.5
    Flame Blade Blade is always 3' long, no matter what size the weilder is 5 41 3.5
    Flame Dagger Blade is always 3' long, no matter what size the weilder is 5 41 3.5
    Footsteps of the Divine Unknown duration 3 49 3.5
    Forceward Is stationary and yet moves with you 5 41 3.5
    Freedom of Movement Has a somatic component, caster cannot free self 2 21 3.5
    Gaseous Form Can't get you out of a grapple 5 18 3.PF
    Gate Cannot call outsiders from their own plane 2 14 3.5
    Geas/Quest Average damage inflicted if prevented from acting is less than damage healed every day* 3 13 3.5
    Gemjump You don't have to touch the creatures you take with you 3 38 3.5
    Glibness Has no verbal component for casting by a Bard 3 33 3.5
    Giant Vermin Does not specifically make vermin Monstrous, no stats for non-Monstrous 2 24 3.5
    Giant's Wrath Pebbles are a material component, and thus destroyed 5 34 3.5
    Gust of Wind Effect can exceed range 3 10 3.5
    Gust of Wind Affects flying creatures, but not jumping creatures 3 17 3.5
    (Un)Hallow Can apply detection spells in an area but do not define where the detected information goes 4 49 3.PF
    Hardening Unlimited stacking 3 26 3.5
    Haste Dodge bonuses are never granted by spells, except Haste 3 48 3.5
    Heal Does heal undead after all, or does it? A Paradox 5 5 3.5
    Heat metal, Chill metal Unattended objects get no save, but it only targets attended objects 5 49 3.5,3.PF
    Heat metal, Chill metal Unattended objects have no size limitation 5 49 3.5,3.PF
    Heat metal, Chill metal Extend spell would cause weird effects 5 49 3.5,3.PF
    Hesitate Free extra save 1 41 3.5
    Incorporeal Nova Can "destroy" living creatures instead of killing 4 43 3.5
    Incorporeal nova Targets undead with a Death effect, to which they are immune 6 25 3.5
    Inflict/Cure X Wounds Doesn't mention needing a touch attack to deal damage* 2 8 3.5
    Instant Armor Can leave you barefoot 5 3 3.PF
    Instant Armor Inconsistent with Swift Girding, if characters wear clothes under armor 5 13-14 3.PF
    Invoke Magic Doesn't actually say it can be cast in dead/anti-magic* 2 3,26 3.5
    Jumping Leg Graft Gives penalty to movement speed due to mismatched-ness, penalty only increases with two of them* 3 16 3.5
    Lava Splash Deals 1d4 points of fire damage per level, max 15d6 5 49 3.5
    Leomund's Secure Shelter Shadowcast Leomund's Secure Shelter usable in combat 1 22 3.5
    Liveoak Ambiguous what happens to trees when released 3 16 3.5
    Luminous Armor Gives a -4 penalty on melee attacks, but not missile. Also works on Blind opponents 5 32 3.5
    Mage's Magnificent Mansion What happens if it is dispelled 5 32 3.5
    Magic Jar Do spells stay with the original body, or the new one ? 5 2 3.5
    Magnetic Field Ignores worn metal items, unless they are Armour 5 41 3.PF
    Marked Object Ranger spell, but they can't use it 6 8 3.5
    Meld into Stone (PHB) Doesn't give you the ability to breathe in stone 2 38 3.PF
    Memorize Page Page is undefined 5 51 3.PF
    Memory of Function Mends things, temporarily 5 46 3.PF
    Miasma Does nothing unless you try to hold your breath 5 26 3.5
    Mind Blank Unclear if it blocks True Seeing ? Various interpretations 5 47 3.5
    Mind Blank Works against some surprising Divinations 4 37 3.5
    Mirror Move Spell can consume armour, entire oceans as material components 2 24 3.5
    Modify Memory Can remove a Page of information, but is defined by time 5 51 3.PF
    Mycontil's Last Resort Can be smaller than the caster 5 5 3.5
    Mystic Aegis Permanent duration SR 5 4 3.5
    Necromantic Singularity Area is larger than Range 5 5 3.5
    Negative/Positive Energy Aura Range personal but doesn't effext caster 5 26 3.5
    Oath of Blood Significantly cheaper than Create Undead, Geas may no longer be in effect* 3 13 3.5
    Opalescent glare[SpC] Infinite duration 2 30 3.5
    Planar Binding line Targeting rules require unspecified exceptions to standards 1 46 3.x
    Planar Familiar Cleric spell which works on a class-feature companion, which Clerics don't have 6 10 3.5
    Polymorph Weird interaction with Shapechangers changing back 6 1 3.5
    Polymorph etc Disallow changing into forms smaller than Fine, but there aren't any such possible, because Fine includes everything smaller than Diminutive 2 39 3.5
    Polymorph Confusion over Disguise skill 4 26 3.5
    Polymorph Multiple dysfunctions 5 15 3.PF
    Polymorph Very Human Centric 5 20 3.PF
    Polymorph Mundane items continue to function when melded into your form 5 20 3.PF
    Polymorph Any Object Can give targets ability scores even if they are null 4 45 PF
    Polymorph Any Object Duration mechanics 1 18 3.5
    Polymorph Any Object Cannot turn objects into creatures, and yet it can 3 27 3.5
    Polymorph Any Object Creature bodies created using PaO have no HD 4 12 3.5
    Ray of enfeeblement Stops your strength falling below 1 3 26 3.5
    Reduce does not change your speed 3 44 3.5
    Remorseless Charm Affects creature you show painting to, painting is material component and so is consumed 3 18 3.5
    Repair X Damage Newest version only allows healing if target has >0 hp, so no usage on disabled living constructs 2 41 3.5
    Resist Energy Requires a DF, even for a Wizard 3 39 3.5
    Revive Undead Target is "destroyed undead", but requires "intact body" 2 8 3.5
    Revive Undead Can't revive incorporeal undead (nothing to touch?) 2 9 3.5
    Revive undead Targets have to be willing 5 50 3.5
    Righteous Might DR does not work against evil 5 11 3.5
    Sanctify the Wicked (BoED) Applies a template to any evil creature, even those that the template cannot be applied to 2 36 3.5
    Sanctify the Wicked Several dysfunctions 5 1-2 3.5
    Sanctify the Wicked Changes target's alignement in the Law/Chaos plane, but also doesn't 5 48 3.5
    Scimitar of Sand Blade is always 3' long, no matter what size the weilder is 5 41 3.5
    Seed of Undeath Is not an [Evil] spell* 4 16 3.5
    Seething Eyebane (BoVD) Does not block gaze attacks 3 25 3.5
    Shadow Conjuration Double 20% reduction on Non-lethal and ability damage 4 1 3.5
    Shadow Trap Has meaningless Reflex save 4 32 3.0
    Share Shape Doesn't work on Familiars because Familiars are never animals 6 38 3.PF
    Share Shape Doesn't work on Animal Companions if you have a Familiar 6 38 3.PF
    Shatter Doesn't define what happens to certain Objects, when targeted directly 6 5-6 3.5
    Shieldbearer Can travel infinite distance to protect a creature instantly 3 14 3.5
    Shivering Touch It's damage has a duration 2 47 3.5
    Slow Unclear what is meant by "normal" speed 3 8 3.5
    Snake's Swiftness Can be used to prevent creatures from making more than one additional attack per round 2 24 3.5
    Soul Shackles Confused targeting 4 32 3.0
    Speak Rock to Mud (MoI) Misspells rock as "ruck" 3 20 3.5
    Spell Worm<Epic Seed> Conflict between IC and OOC knowledge 5 2 3.5
    Steeldance Focus is the same as Target, range is medium=disarm, no save 5 28 3.5
    Storm of Blades Free Artefacts and can destroy artefacts with ease — so long as they are swords 5 4 3.PF
    Summon Instrument Duration confusion 5 3 3.5
    Surmount Affliction Temporarily alleviates numerous conditions many of which would prevent you casting it 6 18 3.PF
    Swift Girding Inconsistent with Instant Armor, if characters wear clothes under armor 5 13-14 3.PF
    Telepathic Bond Can be put on ghouls, treants, inevitables, etc* 4 7 3.PF
    Toothed Tentacle Requires the Swift Concentration skill trick if you want the spell to work 6 1 3.5
    Touch of the Sea spell Gives the target a Swim speed and lets the caster use the Run action while swimming 6 36 3.PF
    Transplant Visage Multiple Dysfunctions 5 15 3.PF
    Trap the Soul Works on creatures without a Soul 5 12 3.5
    Trap the Soul Destroys the Gem in casting 5 25 3.5
    True Resurrection Can bring back creatures whose bodies have been destroyed, Range:Touch 5 8 3.5
    Uncanny Forethought Allows casting of spells as full round action, even if normal casting time is longer 2 32 3.5
    Undeath after Death Causes application of Crypt spawn template, which is undefined 6 6 3.5
    Vermin Shape Can't be dismissed, unlike other [polymorph] 4 9 PF
    Versatile Weapon Functions just like GMW, only it doesn't 5 29 3.PF
    Vestigewrack (ToM) Spell text overrides statblock, changing to a Fort save, which is then ignored by all targets 3 22 3.5
    Wall of Force May not block LoE for everything* 4 45 3.PF
    Wall of Sand (Sandstorm) Adjacent target inside wall cannot be attacked 4 6 3.5
    Wall of Water No listed height 4 26 3.5
    Web Unclear what happens to creature who enters web after it was cast 3 8 3.5
    Whip of Thorns Whip is the material component, and thus destroyed 5 34 3.5
    Wind Wall Term "massive ranged weapons" is not defined 5 5 3.5
    Winged Watcher Makes your Int 2, which turns you into an NPC 6 11 3.5
    Wish Can wish for magical item without regards to cost 3 8 3.5


    Power
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    Power Description Thread Pages Version
    Bend Reality Disallows imitating spells, but then lists XP cost for doing so with costly material components 1 12 3.5
    Bend Reality Can Duplicate any other power (but not a spell), StP Erudite can make any spell into a power 5 38 3.5
    Call Weaponry Can include siege weapons 4 43 3.PF
    Compression/Expansion does not change your speed 3 44 3.5
    Crystal Body Cannot use this power for 4 levels after getting it 3 36 3.5
    Dimension Door Can be used as move action, but cannot act afterwards 2 31 3.5
    Fusion Fusion Confusions 5 19 3.5
    Heavy Earth Immune to being knocked prone 4 21 3.5
    Lion's Charge Lasts forever, doesn't grant Pounce 2 27 3.5
    Opportunity Power Weird interaction with Stand Still 5 18 3.5
    Reality Revision Disallows imitating spells, but can revive the dead by imitating a spell 1 12 3.5
    Reality Revision Can Duplicate any other power (but not a spell), StP Erudite can make any spell into a power 5 38 3.5
    Telekinetic Manoeuvre Bull rush option doesn't specify exceptions to normal mis-targeting rules, so it's possible to redirect melee attacks made against the target to you at long distances 1 47 3.x
    Teleportation Circle Can't be made permanent with an Incarnate power, but it can be with a Permanency Spell 5 37 3.5
    Wild Surge Free Augmentation 4 37 3.5


    Invocations
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    Invocation Description Thread Pages Version
    Brimstone Blast Limits subsequent fire damage to 2d6 / round 1 22 3.5
    Eldritch Glaive Do you add Strength ? Can you Power Attack ? The rules are unclear 6 11 3.5


    Utterance
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    Utterance Description Thread Pages Version
    All LCT/LPM Oddly low level (eg Gate at 4th)* 6 29 3.5
    Analyse Item May or may not reveal the hidden properties of cursed items. 6 29 3.5
    Analyse Item Does and doesn't work as Identify. 6 29 3.5
    Archer's Eye Shoot things you can't see without penalty. 6 29 3.5
    Ether Reforged Lasts forever and can't be dispelled, causing eternally ethereal opponents and allies that can attack them. 6 29 3.5
    Hidden Truth Doesn't tell you which knowledge check it's useful for. 6 29 3.5
    Hidden Truth (R) Doesn't last long enough to use properly.* 6 29 3.5
    Incarnation of Angels (N/R) Can banish creatures to nowhere in particular. 6 4,29 3.5
    Preternatural Clarity Talks about rerolls you might not have; therefore might grant rerolls but doesn't say it does. 6 29 3.5
    Sensory Focus Infinite-range blindsight* 6 29 3.5
    Shockwave Has a duration but doesn't use it. 6 29 3.5
    Spell Rebirth Targets a creature but doesn't do anything with it. Functional effect may therefore have unlimited range. 6 29 3.5
    Spell Rebirth (R) Targets a creature so can dispel epic spells with DC 16 check. 6 29 3.5
    Spell Rebirth (R) Funky wording may allow counterspells which can't fail if you make the check. 6 29 3.5
    Transmute Weapon No-one's quite sure what a special material is. 6 29 3.5
    Transmute Weapon What happens if you turn a weapon to Thinaun, it steals a soul, and turns to steel again? 6 29 3.5
    Word of Nurturing, any Targets one creature and affects another. Functional effect may therefore have unlimited range. 6 29 3.5


    Vestige
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    Vestige Description Thread Pages Version
    Astaroth Grants craft feats, but not the ability to use them 3 43 3.5
    Balam Gaze attack has no listed range 4 37 3.5
    Shax Gives sonic/electricity touch attack; what type is sneak attack with it? 4 49 3.5
    Zceryll Summon Alien has no duration or range 4 12 3.5


    Incarnum
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    Description Thread Pages Version
    Frost Helm soulmeld Gives you a ray attack, of arbitrary range, when bound to the Crown Chakra 1 34 3.5
    Incarnate Weapon Does nothing if neutral character learns by shape soulmeld 2 44 3.5
    Soulspeaker Circlet Spend essentia to understand a language you already understand 4 31 3.5
    Therapeutic Mantle Linked to SL, but can be trigered by non-spells 5 15 3.5
    Phase Cloak Undefined interaction when Running 5 15 3.5
    several Soulmelds Provide static Essentia bonuses 6 38 3.5
    Various Give fly speed equal to 5*essentia invested, if 0 invested, can hover 2 45 3.5


    Mystery
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    Description Thread Pages Version
    Black Fire Shapeable, but area is too small 3 27 3.5
    Black Labyrinth AoE 1 mile radius, but the range is Long 3 43 3.5
    Flicker Invokes 50% miss chance if cast in response to attack, standard action to cast 1;3 34;36 3.5
    Greater Life Fades Conflicting target information 4 16 3.5


    Manoeuvres and Stances
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    Description Thread Pages Version
    Manoeuvres Many ToB Manoeuvres only work when you have an enemy target 2 29 3.5
    Stances Multiclassing can give stances several levels sooner than straight-classed initiators 1 2-5 3.5
    Bloodstorm Blade Ranged Bull rushes with armour spikes / Ranged Grapples 1 19 3.5
    Dance of the Spider (ToB) Eliminates all bonuses on enemy attacks while climbing 4 47 3.5
    Iron Heart Surge Ends entire effect, rather than ending it for one target 1 40 3.5
    Iron Heart Surge Requires ability to move; cannot undo many statuses that prevent movement* 2 21 3.5
    Island of Blades Unusable by tiny or smaller sized characters 5 46 3.5
    Mithral Tornado and Adamantine Hurricane May or may not function with reach weapons, only extend to adjacent squares* 3 14 3.5
    Shifting Defense Allows 5' steps on AoO, but only 1/rd 3 45 3.5
    Sudden Leap No option to jump less than the maximium 5 14 3.5
    Thicket of Blades May or may not override Tumble AoO avoidance 4 49 3.5


    Equipment
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    Equipment Description Thread Pages Version
    various The parts are greater than the whole 1 21 3.5
    Alchemical items Not magical, but only spellcasters can make them 3 29 3.5
    Ammunition A metal shuriken thrown at gelatinous cube (which doesn't harm metal) will still have a 50% chance of being lost/broken* 1 44 3.x
    Ammunition Various dysfunctions 6 13 3.5
    Amulet of Mighty Fists, Necklace of Natural Attacks Names are basically reversed in utility* 1 1 3.5
    Anti-Toxin Can increases the chance that you will die from poison 6 16 3.5
    Armour Defined by type not body shape 2 46 3.5
    Armour Crafting rules error 2 48 3.5
    Armour Within a size category is one size fits all 3 12 3.5
    Arrow of Spell Storing and Splitting Bow Weird interaction 5 31 3.5
    Bag of Holding Suffocates creatures in 10 minutes, regardless of size or number of creatures; creatures that don't breath air or have bottle of air still have 10 minutes 3 1 3.P
    Bearskin Armor Functions in Wild Shape, but it's made from metal 4 3 3.5
    Bo of Water Always the same size no matter what size the weilder is 6 3.5
    Boomerang, Xendrik and Talenta Are ranged thrown weapons, but are they light or one-handed, or ? 6 25 3.5
    Bone Paste Metal, stone, ceramic are inorganic 5 41 3.PF
    Bows Can't shoot bottles 3 23 3.PF
    Bracers, Longarm Gives reach with all weapons, not merely those held 4 49 3.PF
    Caltrops Shoes give special +2 armour bonus, which is then promptly ignored as an armour bonus 1 45 3.x
    Carnivorous Jar Can steal organs from creature types without them 5 32 3.PF
    Command Word activated Speaking a word is a free action, unless it's a command word when it takes a standard action 5 38 3.5
    Crucifixion Cross Takes 10 hours to kill you, regardless 5 48 3.5
    Defending Only works on swords 3 47 3.5
    Deity specific holy symbols Some grant bonus to caster level when turning or rebuking, which does not depend on caster level 3 6 3.5
    Disguise kit is "exhausted" after 10 uses, not used up 6 10 3.5
    Double Weapon Interaction with two-weapon fighting are odd 4 20 3.5
    Empty flask Weighs more than full flask of holy water, alchemist's fire, etc 1 1 3.5
    Epic items Don't contain any alignment components 6 10 3.5
    Exotic Shields Don't require a separate Proficiency 2 13 3.5
    Exotic Weapons Can use a hammer just fine, but add a hook to the bottom and it needs a feat* 1 18 3.5
    Fire Coral Poison Nauseates with no duration 3 8 3.5
    Fire lance is more useful when it's broken 2 29 3.PF
    Flail, Light Can be found in random loot, but not in the weapon table 6 12-13 3.5
    Flying Carpet Different sizes have different densities 3 10 3.5
    Garrote (Song and Silence) Can't use Death Attack, requires grapple on classes that are terrible at grappling 2 15 3.5
    Gauntlets, Bonebreaker Occupy the wrong body slot for gauntlets, allowing a character to wear two pairs of gauntlets 4 49 3.PF
    Gauntlets of Skill at Arms Occupy the wrong body slot for gauntlets, allowing a character to wear two pairs of gauntlets 4 49 3.PF
    Ghost Touch weapon Can't hit Ghosts — unless manifested 4 2 3.5
    Glove, Single Use both hands to wear one glove 3 42 3.5
    Greatsword/longsword Can't do piercing damage 3 23 3.PF
    Golem manuals Clay, iron, stone have superfluous spells in their prerequisites compared to the Golem listings 1 37 3.5
    Gnome crossbow sight Lower penalties at two range increments than at one 1 40 3.5
    Gnomish Crossbow Sight Range bounding error 6 36 3.5
    Grasping Hook (Dungeonscape) Magic item that costs less than mundane version 1 48 3.5
    Halfspear Can be found in random loot, but not in the weapon table 6 12-13 3.5
    Harpoons Harpoons can't hit whales underwater 1 2-5 3.5
    Hollow Boot Heel Apparently small creatures wear large boots 5 18 3.5
    Holy Bombs Don't work against undead 6 40 3.PF
    Holy weapons Turns 1st level Evil characters into undead 5 34 3.5
    Improvised Weapons Dependant upon weight and not size 5 16 3.5
    Injury Poison Can be applied to weapons which don't break the skin 5 39 3.5
    Injury Poison If delivered via Unarmed attack can be applied anywhere 6 17 3.5
    Javellin can be used as melee, but are they light, one handed, ... ? 5 10 3.5
    Kinslayer weapons Do extra damage against your kin, but don't specify how closely related they have to be 6 40 3.PF
    Kits, various Inconsistencies between UE and AGC kits 5 47 3.PF
    Luck Blade XP cost to craft is unusually low, and not due to simple typos 1 26 3.5
    Manacles Easy to escape from: just use them as improvised weapons until they break 6 23 3.PF
    Maneuver items in ToB Iron Heart Vest, Setting Sun Slippers etc - can never been taken off even to bathe 3 45 3.5
    Meditiation Crystal channel focus Only works for Monk's Ki Pool 6 23 3.5
    Mithril All Mithril items are Masterworked, but do the ACP bonuses stack? 5 16 3.5
    Mithral Chain Shirt, Elven Chain, Mithral Breastplate of Speed Give Medium creatures 30ft (20ft for breastplate) speed and Small creatures 20ft (15 for breastplate) speed 3 6-10 3.5
    Moon Blade Always the same size no matter what size the weilder is 6 3.5
    Morphing WSA On a double weapon, possible to morph away the head with the morphing ability 3 22 3.5
    Morphing WSA Thrown category confusion 4 24,25 3.5
    Paper Any quantity of paper still weighs nothing 1 12 3.5
    Pathfinder Greatcoat Can create intelligent creatures 5 38 3.PF
    Phylactery of Negative Channelling Adds 2d6 to any damage 4 42 3.PF
    Physical Power mantle Grants Tree Action 1 15 3.5
    Physician's Spectacles Give constant effect detect poison and diagnose disease, which are instantaneous effects 5 48 3.PF
    Potions and Elixiers Potions are Elixiers, only they are not 6 19 3.5
    Potion of Protection from arrows Scales with CL, unlike the spell 6 22 3.5
    Prayer Beads (Strand) Strand with 0 beads is negative cost 1 6 3.5
    Ranged Weapons Gargantuan Longbow and a Diminutive Longbow have the same range 2 12 3.5
    Ranged Weapons, magical Generate arbitrary number of magical arrows, then sell them for a profit 3 13 3.5
    Raptor's Mask Blanket immunity to effect which dazzle or daze, even if they are minor riders 5 8 3.5
    Sai -4 to disarm checks from light weapon cancels out +4 to disarm checks for being designed to disarm 2 7 3.5
    Scrolls Clerics can make scrolls of domain spells, but usually can't use them 4 25 3.5
    Scrolls Scrolls of multiple spells exist but there is no way to make them 4 25 3.5
    Scrying shard With a Scrying shard anyone can cast scry. It's supposed to just be a portable focus 2 27 3.5
    Scythe Designed for mowing grass so why the x4 Crit multiplier ? 3 36 3.5
    Shadowsilk Armor text is unclear about ACP, whether -1 or 0 3 32 3.5
    Shadow veil Pointlessly grants concealement in shadows, which everyone has anyway 5 8 3.5
    Shield Lose AC bonus after using it as a weapon, until you mumble 4 23 3.5
    Soarwood Heavier than darkwood, despite being used in lighter-than-air craft as the primary lifting source 1 45 3.5
    Spell component pouch Contains (by strict interpretation of "no listed price" rule) multiple artefacts (including those larger than the pouch's owner), a piece of every god in existence, a tuning fork for every plane, and so on 2 4 3.x
    Spell component pouch Contains living creatures (Fixed in LOM) 3 29,31 3.5
    Spiked Gauntlet Prevents you from being disarmed at all, but doesn't prevent you from wielding a different weapon 1 27 3.5
    Spiked Armour These are, and are not, weapons 4 29 3.5
    Spiked Armour You can be disarmed of spiked armour 3 17 3.5
    Splitting Raptor arrows Splitting bow and Raptor arrows interaction 2 48 3.5
    Spyglass Makes objects appear a mere 40' closer 2 9 3.PF
    Starfaring Robes Moves at a random speed, a party could arrive over 4 years apart 5 35 3.PF
    Stone Salve (DMG) Has flesh to stone prerequisite, despite reversing the process 2 18 3.5
    Sugliin Easier to use of you are not proficient 6 18 3.5
    Surprise Weapons Can be used two-handed, DC to find is 15 regardless of size 3 18 3.5
    Talisman of the Disk Makes a Tenser's floating disk with a Transmutation aura. Tenser's floating disk is Evocation 3 49 3.5
    Tetsubo of Earth Always the same size no matter what size the weilder is 6 3.5
    Tower shield Hide behind shield, now shield is hidden as well 1 1 3.5
    Tower shield No rules/penalties for using a tower shield while mounted 2 39 3.PF
    Transport Horses and Ships have no weight 2 2 3.5
    Tumbler's Breastplate Grants +2 Tumble, but stops you using the skill 5 2 3.5
    Wand of Mnemonic Enhancer Can give 150 extra spell levels in one day 1 35 3.5
    Weapons Contradictory rules about wielding weapons of the wrong size 3 46 3.5
    Wood Wood cannot be burnt 1 19 3.5
    Vorpal Vorpal weapons aren't terribly effective for executions* 1 17 3.5
    Vorpal Sword Implies undead can ignore the effect, e.g. keeping their bite attacks 5 37 3.5
    Yari of Air Always the same size no matter what size the weilder is 6 3.5
    Last edited by nedz; 2015-04-16 at 09:10 AM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


    Completely Dysfunctional Handbook
    Warped Druid Handbook

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    Default Re: Completely Dysfunctional Handbook [3.5]

    The Collection — Part 4

    Combat
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    Action Description Thread Pages Version
    Attack Action Attack action is never defined 4 12 3.5
    Attacks of opportunity Standard-action ranged attacks provoke, full-round don't 1 1 3.5
    Bullrush Large creature rushing a line of medium must fit into two squares, but can't 2 18 3.5
    Catapults cannot shoot over walls No indirect fire rules — LoS only 6 10-11 3.5
    Charging Double damage depends upon being mounted not upon speed 6 2-3 3.5
    Cleave Can cleave through millions of opponents 5 42 3.5
    CDG Possible with 0 damage 5 3 3.5
    Cover Two medium creatures facing off in a 5' hallway have cover from each other 5 25 3.5
    Cover Every creature always provides it's own cover. 3 31 3.5/PF
    Death from Massive Damage Impractically low threshold* 2 32 3.5
    Demoralize Opponents can avoid demoralization by playing peek-a-boo 4 33 3.5
    Disarm Disarming a Zombie improves it's damage per attack 2 11 3.PF
    Disarm Can Disarm Armour Spikes or own shield 5 25 3.5
    Disarm Spiked Gauntlets prevent you from being disarmed at all, but doesn't prevent you from wielding a different weapon 1 27 3.5
    Fatigue and exhaustion Fatigued characters cannot run or charge, but exhausted characters can 1 31 3.5
    Fear Effects can be permanent 2 49 3.5
    Feint Non-Humanoids can feint Humanoids at no penalty, but take a -4 penalty against their own type 2 46 3.5
    Grapple Helpless creatures don't auto-fail grapple checks 2 16 3.PF
    Grapple Can't start multiple grapple attempts unless BAB +6 or better, even if hasted or flurrying 2 7 3.5
    Grapple Not allowed to use Su abilities in grapple (among other possible problems) 2 7 3.PF
    Grapple Colossal creatures get +32 to grapple Fine ones 1 21 3.5
    Grapple Infinite characters can be in the same square and move with infinite speed 2 29 3.5
    Grapple Grappling ignores weight when moving 2 49 3.5
    Grapple When Grappling Oozes they are not allowed to attack you with their acid 5 43 3.5
    Grapple Very low strenght characters become more mobile when pinned 5 46 3.PF
    House cat House cats kill Commoners 1 21 3.5
    Mounted charging The mount must make an attack, but when it does so its rider can't make an attack with a reach weapon* 1 2-5 3.5
    Mounted charging Rider probably isn't actually charging, which breaks lances and all manner of things 1 49 3.x
    Pounce Can be either a full attack after a charge attack, or a full attack after a charge move 1,4 49,31 3.5
    Prone Prevents one from casting spells that require a ranged attack 1 31 3.5
    Reach/Throw Colossal character have greater reach than their thrown weapon range 5 46 3.5
    Reach weapons Can attack adjacent large+ creatures, without cover 5 41 3.5
    Readied actions If staggered, you can ready a charge. Otherwise you can't 4 4 3.5
    Sneak Attack Melee can get sneak damage at more than 30' 2 12 3.5
    Sneak Attack Range limited to 30', unless you have reach 5 31 3.5
    Sniping Harder than melee attacking while hiding 3 35 3.5
    Spiked Chain Large creatures cannot attack targets eactly 10' away 5 19 3.5
    Sunder Sundering a worn headband/circlet without injuring its wearer is not especially difficult 1 36 3.x
    Surprise Having a blind/deaf critter generates Infinite Surprise Rounds 1 14 3.5
    Surprise Casters win again: They get to cast, melee just get to move 1 14-15 3.5
    Surprise Sometimes having a surprise round is worse than not having one 1 18 3.5
    Thrown Weapons Range does not depend on Strength 2 48 3.5
    Throw weapons Splash weapons can go farther when you miss then when you hit 3 48 3.5
    Thrown Melee weapons Several dysfunctions 6 37 3.5
    Tiny Creatures Must spring attack, can't full attack 4 23 3.5
    Torture (BoVD) Attempting to escape from a Grapple provokes a free CdG 3 39 3.0
    TWF Can't dual wield unarmed strikes, unless you have a weapon in one hand 4 29 3.5
    TWF Handedness is still in the rules 4 1 3.5
    TWF Undefined for most ranged weapons 4 49 3.PF


    Monsters
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    Monster Description Thread Pages Version
    Air Subtype Always have fly speeds, except when they don't 5 23 3.5
    Aquatics Abilities are not limited to working in water 4 2 3.5
    Change Shape ability Most creatures cannot change back 4 49 3.5
    Construct type Does not give immunity to the Sickened or Nauseated conditions 5 1 3.5
    Mobs One special attack effects them all, well maybe 6 33-34 3.5
    Oozes Are not immune to Bleed effects 6 21 3.PF
    Plants Breath air, with weird interactions with limited air and non-plant creatures 6 21 3.5
    Special Attacks and Special Qualities Several dysfunctions 6 34 3.5
    Stench ability Affects you even if you can't smell 6 1 3.5
    Spellcasting creature Does no get class features if advanced in a spellcasting class 6 34 3.5
    Swarm subtype Not immune to distraction 4 10 3.PF
    Undead Does negative energy cure them? 1 43 3.5
    Undead Can speak and use spells with verbal components, even if they don't have vocal chords.* 3 2 3.5
    Undead in HoH Can be resurrected if willing, no mention of requiring destruction 3 7 3.5
    Undead type Immune to physical ability damage, Con - makes them immune to all ability damage 3 45 3.5
    Undead mount Have special riding rules which match the standard undead control rules 6 1 3.5
    Vivacious creatures If aura suppressed, 1 Str damage/round, but has no Str score 2 19 3.5
    Amethyst Dragon (MMII) Bonus on saving throws against force effects; listed example doesn't allow save 2 16 3.5
    Badger If it survives combat, rages until death* 2 35 3.5
    Balor Vorpal sword is an (Su) ability 6 40 3.5
    Barghest (MMI) "Can claw and bite" in any form, but can't "use any natural weapons" in goblin form 2 36 3.5
    Barghest, Greater Advancement does not specify CR increase 5 39 3.5
    Beetle, Knell (MMIII) Vermin with skill points 3 36 3.5
    Black Pudding Made of Acid but take full damage from Acid 3 47 3.5
    Bleakborn(LM) Cannot be destroyed with HP damage 2 24 3.5
    Blighted Bloodfire Ooze Loses ooze traits, though it is still ooze like 3 14 3.5
    Bloodfiend Locusts Creates Fiendish Vampire spawn: Illegal template stacking 3 27 3.5
    Boneworm Desiccation aura Temp HP has no listed duration 4 26 3.5
    Boneworm Can render you shaken with no duration 4 26 3.5
    Cat No ranks in Tumble, so accidental falls will usually kill them 2 20 3.PF
    Cats and Elephants Elephants are better at Climbing and Jumping than Cats 1 22 3.5
    Deadly Dancer (ToM) Miscounts 60' speed as 10 squares 3 20 3.5
    Demons Often have darkness SLA, but racial darkvision is ineffective in it, so Babau etc can't sneak attack 2 6 3.5
    Desmodu Hunting Bat/War Bat (MMII) Blindsense, and no other vision mode, so total concealment against all targets in the dark 2 16 3.5
    Devils Chain devils are immune to cold.Ice devils aren't 2 13 3.5
    Devourer Can deflect various spells which they are immune to anyway 4 3 3.5
    Devourer Has lesser planar ally as an SLA, but cannot pay anything it calls, as it has no treasure 6 14 3.5
    Domovai LA+4 or LA+2 ? 5 18 3.5
    Dragons Qualify for anything that requires dragonblood subtype, no mention of meeting other prerequisites 2 25 3.5
    Dragons Hoards are too small for them to sleep on 5 46 3.5
    Dragon, Steel Likes to blend in with humanoids, but has to use 1 min/level polymorph to do so 2 37 3.5
    Dragonspawn, Black Acid breath does Fire damage 6 6 3.5
    Drow Werebat LA+2 but should be LA+4 or LA+5 5 18 3.5
    Earth elemental (MM) No tremorsense, so blind while earth gliding 2 16 3.5
    Elder Brain Can disguise self well enough to fool others* 1 30 3.5
    Electrum Horror Ranged attack has no stated range 3 36 3.5
    Flayerspawn Psychic Channels power points into Illithid Blast, but how ? 2 49 3.5
    Fire elementals Fire elementals can burn to death in sufficient temperatures 1 27 3.x
    Forest Sloth Have Brachiation speed, Brachiation is udefined 5 23 3.5
    Ghaele Protective aura interferes with it's other SLAs 5 3 3.5
    Giants Infants have no listed size 1 26 3.5
    Giant, Mountain (MM2) No listed rock-throwing range 4 44 3.5
    Gibbering Mouther Swallow Whole: Can eat itself 5 31 3.5
    Glaistig Can't move more than 100' from pool, but has LA 2 19 3.5
    Glimmerskin Has Cleave, but Str - 4 44 3.5
    Guecubu Defines what happens if you don't sleep 4 38 3.5
    Hairy spiders (3.5 update to Monsters of Faerun) have LA of +0 as vermin 2 29 3.5
    Hydra 10-headed has lower Will than 9- or 11-headed 1 26 3.5
    Hydra How many AoO does it get with it's Combat Reflexes? 5 15 3.5
    Iron Golem Iron Golem is Hollow 1 23 3.5
    Keeper Blind, with Blindsight, but outsider type gives 60' darkvision (FF, so 3.0) 1 46 3.0
    Kraken Jet power is not specified as Swim 4 23 3.5
    Landwyrm, Mountain Has a bite attack that deals 4d18+16 damage 5 45 3.5
    Lich Phylactery must be located and destroyed, what if it's only destroyed ? 5 19 3.5
    Lizard, Giant Banded (Sandstorm)* Can use their improved grab on a creature of any size 3 38 3.5
    Locathah (MMI) Entry states it has no teeth, but picture clearly shows prominent teeth 2 36 3.5
    Lycanthropes Knowledge checks to identify are split across two skills, and don't work at all in hybrid form 1 38 3.x
    Lycanthropes Cannot assume form of templated creature, its own forms are those of a templated creature. 3 5 3.5
    Lycanthropy Increases monsters power, but can decrease CR 5 28 3.5
    Mane (FC1) Physically unable to do any damage at all to any devil, ever 4 45 3.5
    Marut Designed for hunting liches and other death-cheaters, but liches are largely immune to the signature fists of thunder and lightning and their DR is effective against non-magic slams 2 5 3.x
    Master of the Hunt[MM5] Gets a morale bonus to which it is immune 3 27 3.5
    Mind Flayer of Thoon (MMV) Stipulates "greater resurrection" in some cases 3 24 3.5
    Molydeus Attack routine is problematic, bites either 2 or 3 times in full attack 3 12 3.5
    Myrmixicus Wields four same-size scythes in four arms with no special ability to do so 2 36 3.5
    Nereid Magical shawl of seafoam has no stats 5 3 3.5
    Nezumi Nezumi can't speak Common 2 48 3.5
    Phasm When advanced in HD, size changes from Medium to Huge 1 31 3.5
    Pixie Pixie boxing is inconsequential 1 20 3.5
    Pixie Pixies are naturally invisible, and cannot see invisible 1 16 3.5
    Prismatic Golems Are Incorporeal Constructs* 1 43 3.5
    Protean Immunities, regeneration bypass not specified, no restriction against picking recursive Alter Forms 1 39 3.5
    Protean Nothing overcomes its regeneration; can and cannot shift into incorporeal forms 2 43 3.5
    Rot Grub Swarm infestation Disease gains victim's energy resistance 5 47 3.PF
    Ruby Golem, Revenant template (MoF) Regeneration specifies how much non-lethal damage it recovers, but both are immune to non-lethal 1 46 3.0
    Rukanyr Reflexive Sunder ability amputates natural weapons 5 24 3.5
    Shadow Create Spawn Ability works even if the character has been raised 6 34 3.PF
    Shrieker Stat block incorrect due to non-abilities being misinterpreted 5 40 3.5
    Siabrie Temp HP has no listed duration 4 26 3.5
    Skeletons Undead can use a sense until they lose the sensory organ, skeletons have no sensory organs* 2 43 3.5
    Solar A Chaotic Good Solar can have access to the Law Domain 3 13 3.5
    Spider, Inferno Does fire damage to characters who hit it with missile weapons 5 50 3.5
    Spider Eater Auto death in six weeks time, if you're hit 4 41 3.5
    Succubus Can give you variable doses of Negative levels 4 27 3.5
    Succubus Has bonus to disguise when using alter self, does not have alter self 2 44 3.5
    Sunfly Swarm Has two SLAs: Detect evil and Detect evil 6 1 3.5
    Swarm Fine/Diminutive swarms immune to weapon damage, despite members not being immune (e.g. toads) 3 24 3.PF
    Swarm Can be half-dragon* 4 11 3.5
    Swarm Can be held if swallowed whole, constituent creatures cannot 4 17 3.5
    Swarm Druid can potentially wildshape into swarm without gaining swarm subtype 4 17 3.5
    Swarm Near Infinite density is possible 5 23 3.5
    Tarrasque A no-save-just-die will work on the Tarrasque 6 4 3.5
    Terlen Cannot breath underwater 3 14 3.5
    Tendriculosses Swallow Whole: Can eat a creature of any size 5 31 3.5
    Troglodyte Smell worse when alive than when dead or zombie* 4 11 3.5
    Undead Swarms Distraction Save DCs are Con based 2 23 3.5
    Unnatural Presence <Trait> Allows you to intimidate types which you can intimidate anyway, though they are immune to fear 5 3 3.PF
    Vampire Blood Drain Temp HP have no listed duration 4 26 3.5
    Vampire spawn Blood Drain Temp HP have no listed duration 4 26 3.5
    Velroc Has full attack of 4 talons at 4 iteratives 3 7 3.5
    Voor Is Blind, but the rules seem to not see this 5 4 3.x
    Vorr (FF) Not updated from 3.0 DR 4 50 3.5
    Vorr Shadow Form has DR 50/+5, but no clause saying it can't attack while in that form 5 1 3.x
    Warforged, Quorcraft Mindless constructs with class levels 3 36 3.5
    Wights Anything killed by negative levels becomes a Wight. Wight is a creature, not a template. 1 15 3.5
    Wolf Cannot Trip as part of an AoO 4 28 3.5
    Wyvern Has full attack including wings and talons, states can only use talons in a flyby attack 3 7 3.5
    Zombie (MM) After an active zombie has rotted long enough, it appears to be a skeleton, but retains its own stats 2 17 3.PF


    Misc
    Spoiler
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    Description Thread Pages Version
    Various effects Duration specified in years, or months, term which may have no meaning 5 44 3.5
    Ability Damage A creature with Dex 0 may or may not be paralysed, as the condition 3 14 3.5
    Ability Scores Ability modifiers of higher than 5 may be impossible 3 11 3.5
    Ability Scores NPCs can have Int<3* 2 32 3.5
    Ability scores Negative adjustments to ability scores: are they Penalties or Decreases ? 6 6 3.PF
    Animal type If Int increased in various ways, animal is no longer animal? 4 10 3.PF
    Area calculations Pi is wrongly estimated, and diverges increasingly at larger radii 1 36 3.x
    Armour If you're wearing armour and fail a save against sleep, you'll be fatigued next day 1 11 3.5
    Armour Armour imposes ASF, but gauntlets do not 2 31 3.5
    Armour Within a size category, almost all armour is one size fits all 3 10 3.5
    Armour Check Penalty Even the most restrictive of clothes impose no ACP* 3 10 3.5
    Armour Class AC Bonuses do not exist 5 16 3.5
    Being dead Being dead does not stop you from taking non-physical actions 1 13 3.5
    Blood Moon Sign Raging makes you comatose 5 38 3.5
    Bound Binding someone's hands paralysises them and well several dysfunctions follow 6 24 3.5
    Burrow No rules for this ability 4 26 3.PF
    Candle Can hide in candlelight, even in daylight 5 47 3.5
    Carrying Items in bags of holding etc. still count against capacity 2 49 3.5
    Carrying Capacity Cannot be determined for creatures with more than four legs or less than two 3 16 3.5
    CMD +1 if large, and -1 if large 1 20 3.P
    Concealment Moving into shadows is a good way to avoid being sneak attacked 1 44 3.x
    Concealment One character's darkvision can negate shadow opportunity to hide from others without darkvision 1 45 3.x
    Ceilings 12d6 damage from anything, even paper 1 19 3.5
    City population Small settlements can have more people with non-Commoner classes than their population 6 18-19 3.5
    Cold Immunity Being immune to cold makes you vulnerable to Fire 4 39 3.5
    Community Wealth and Population Rediculous number of items available for purchase in most towns 6 21 3.5
    Difficult Terrain Poor visibility may reduce falling speed or increase falling damage 4 14 3.5
    Disabled vs Staggered You can be both conscious and unconscious 5 9 3.5
    Disease Natural mummy rot is less dangerous than that spread by mummies 4 1 3.5
    Disease Plague Blight: nauseated, no duration 4 1 3.5
    Domains {Divine, Glory} Some deities with those domains have incompatible alignments and cannot grant some spells 4 43 3.PF
    Drowning Bucket healing 1 1- 3.5
    Drowning No way to recover from drowning 1 16 3.5
    Dwarf Can throw NI Shields in a round 6 29 3.PF
    Dying and Unconsciousness Neither makes the creature prone 4 12 3.5
    Eidolon Can have the Sticky evolution on the Slippery evolution and vice versa 6 19 3.PF
    Enemies Hostile creatures are not your enemy so no AoO 3 28 3.5
    Enemies People who attack you are no longer enemies 5 44 3.5
    Evasion 5% of rogues etc would survive a nuclear explosion* 1 6 3.5
    Evasion Works weirdly with e.g. delayed blast fireball if a bead is swallowed* 1 47 3.x
    Extravagent cost of living Makes you arbitarily wealthy 3 49 3.PF
    Falling Objects objects only do damage if they have fallen more then 10ft 1 19 3.x
    Falling Falling into water hurts more than falling onto land 1 18 3.x
    Falling Falling off a cliff, stalling in flight, and jumping down all have different speeds and do not reference each other 2 7 3.5
    Falling Dropping prone in your square immediately lands you on the ground with no damage taken no matter how far 2;3 7;3 3.PF
    Falling Objects No rules for falling creatures, objects less than one pound cause no damage 3 4 3.5
    Familiar: Shocker Lizard Has the Electricity sub-type, which doesn't exist 6 12 3.5
    Familiars Familiars can have LA, but you still can't play them 2 49 3.5
    Familiars Familiar can have 0 HP 5 41 3.5
    Fatigue and exhaustion Do not make a character more vulnerable to sleep effects 6 25 3.x
    Fire Wood can't be harmed by fire's halved 1d6 untyped damage after its 5 hardness 1;6 12;9 3.5
    Fire No list or mention of flammable objects, so rocks can burn, but fortunately torches can't necessarily ignite things* 1 44 3.x
    Followers of Gorum Forbidden from casting the rusting grasp spell but can still use Transmute Metal to Wood 6 19 3.PF
    Fly Rules gap* 1 20 3.P
    Flying Quadrupeds can carry more than bipeds when flying 3 9 3.5
    Forced March Nonlethal damage is healed as faster than it comes after level 6 2 33 3.5
    Gaze Attacks Iteratives can be made with gaze attacks 4 12 3.5
    Hands Come in several sizes 4 39 3.5
    Hardness Picks can't actually do much of anything to stone given hardness and rules for piercing weapons 1 44 3.x
    Hot or Cold weather Damage is untyped 3 26 3.5
    Hunger and Thirst you can't die from starvation or dehydration 1 23 3.5
    Immunity to Blindness Can help even if you are just in the dark 5 8 3.5
    Intelligence Min 3 int at chargen, even if you manage to get it lower than that 6 12 3.5
    Killing a Fiend Always a good act, veterans of the Blood War are evil outsiders who have killed many fiends 3 7 3.5
    Lava is not Fire Creatures with the cold subtype don't take any extra damage from lava 1 15 3.5
    Lava and Magma Fire resist 1 provides immunity to magma and lava; can drown in lava, but not magma; only creatures immune to fire can drown in lava 2 42 3.5
    Legendary Sites Robbing the Legendary Iron Wyrm Vault costs you 3000gp 1 14 3.5
    Lighting Character in darkness can't see character with torch, but character with torch can see character outside with no problem 1 2-5 3.5
    Line of Effect Two different definitions 4 31 3.5
    Magic/Psionics Transparency May or may not apply when crafting items 3 14 3.5
    Mining rules High-wisdom low-strength character excavates much faster than high-strength low-wisdom character 1 45 3.5
    Movement Speeds Multiple movement speed types do not interact 4 12 3.5
    Multiclassing You can pick up a first level of Wizard at an earlier age if you take a less-skilled class first 2 3 3.x
    Nonlethal Damage Nonlethal Damage does damage, but then it doesn't 3 48 3.5
    Paper Walls of paper stop rocks 1 19 3.5
    Physics No Inertia or Momentum 1 21 3.X
    Planar Bubbles Overlapping bubbles can cause a contradiction 4 42 3.5
    Portals, one way What happens if you stick part of yourself through? 6 23 3.5
    Positive Energy Plane Undead gain infinite temporary HP/fast healing with no risk of exploding 1 1 3.5
    Positive Energy Plane Natives are unable to breathe in the airlessness of the plane 2 5 3.5
    Positive Levels Do not affect undead properly 3 15 3.5
    Racial hit dice Racial hit die exchange for humanoids and non-humanoids is confusing 1 17-18 3.X
    Rage claws Allows you to keep acting to -12 HP, but death always sets your HP to -10 1 12 3.5
    Ready Actions Commoner Railgun 1 21 3.5
    Regeneration Vorpal weapons cannot kill unless the right type of damage 2 42 3.5
    Retraining Rules Paradoxical pre-reqs 4 42 3.PF
    Sample NPCs Often fail prerequisites/misapply class features, such as Abjurant Champ improving mage armour 1 12 3.5
    Sample NPCs Jozan's alignment is Good/Evil 1 20 3.5
    Ships A ship that is going backwards must stop before it can go backwards 4 41 3.5
    Sickened Doesn't stack with itself 5 47 3.5,3.PF
    Sleeping No penalty for not sleeping for non-casters 1 30 3.5
    Slow Suffocation Small amounts of healing can negate it indefinitely 2 42 3.5
    Smoke, Heavy Creatures that produce heavy smoke vulnerable to their own smoke effect 2 42 3.5
    Soul Several dysfunctions 5 8-9 3.5
    Spooked drawback Attempts to override immunities to fear, but doesn't 4 49 PF
    Square-Cube Law Giant Insects can't breath 1 24 3.X
    Starvation/Thirst Can't starve to death, and can't die of thirst in Core either, or if you're not in a desert-ish environment 2 10 3.5
    Supply and Demand All prices and supplies of things remain constant 3 50 3.x
    Swim check Strength scales by size. Swim check DCs do not 5 42 3.5
    Teamwork Benefit:Cunning Ambush Ignores size of team member 5 2 3.5
    The Law of Sequence Can be turned off with pseudo-heighten 6 29 3.5
    The Universe Hears Just Fine You might want to be silenced; unclear what happens with Silent SLA or AMM: Silent 6 29 3.5
    Tiny Creatures Can move through resisting creature's square at full speed, but not if the creature is unresisting 5 29 3.5
    Traps Cheap way of making magic items 1 33 3.5
    Traps Too expensive for dungeon denizens 1 33 3.5
    Tripping and Falling Prone Both function as normal in water 3 3 3.5
    Turn Rebuke Undead Cower is a fear effect, so undead are immune 5 27 3.5
    Ultimate Magic Can cure yourself of nausea when casting a spell, which you can't do when nauseated 4 34 3.PF
    Walking is more tiring than combat 2 29 3.5
    Walking No requirement to actually walk 5 39 3.5
    Wights Negative levels applied to an animal produces a Wight, which is not a template 6 7 3.5
    Wounding(Monster Ability) Can affect plants, constructs, elementals, undead, oozes, other creatures with no blood* 3 19 3.5


    Adventure
    Spoiler
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    Description Thread Pages Version
    Shadows of the Last War Yellow lock can only be opened by a yellow key which does not exist 4 11 3.5


    *These are a bit dubious as to actually being dysfunctional, but they're annoying at any rate.
    Last edited by nedz; 2015-04-16 at 09:12 AM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    All right, I'll grab page 1.

    {table]Base Class|Monk|No proficiency with unarmed strikes
    Prestige Class|Ruby Knight Vindicator|Must spend standard to gain swift
    Prestige Class|Shadow Sun Ninja|Immediate action to absorb cold damage allows already-used swift action next turn to shoot fire
    Feats|Brew Potion|No way to make oils
    Misc|Attacks of opportunity|Standard-action ranged attacks provoke, full-round don't
    Prestige Class|Ur-Priest|Disqualifies self
    Prestige Class|Dragon Disciple|Disqualifies self as capstone
    Equipment|Tower shield|Hide behind shield, now shield is hidden as well
    Feat|Self-Sufficient|Doesn't actually make one particularly self-sufficient*
    Misc|Drowning|Bucket healing**
    Equipment|Empty flask|Weighs more than full flask of holy water, alchemist's fire, etc
    Spells|Deathwatch|[Evil], on Good-only Healer's/Slayer of Domiel's list, where it can't be cast
    Misc|Positive Energy Plane|Undead gain infinite temporary HP/fast healing with no risk of exploding
    Base Class|Unarmed Swordsage|AC Bonus doesn't apply in no armor
    Equipment|Amulet of Mighty Fists, Necklace of Natural Attacks|Names are basically reversed in utility*[/table]

    Note that I didn't bother to include the proof for any of these.

    *These are a bit dubious as to actually being dysfunctional, but they're annoying at any rate.
    **Partial listing; further details will be added later in the thread.

    It didn't really take very long to run through the first page, actually — about 20 minutes, maybe.

    So claiming 2-3 done with 2-3 already, and claiming done with 4-5 now.

    {table]Skills|Hide|Two diminutive creatures are incapable of finding each other*
    Skills|Spot|It's impossible to see the Sun, moon, stars, etc
    Misc|Thrown weapons|Harpoons can't hit whales underwater
    Feat|Ride-By Attack/Spirited Charge|Only triggers when charging, but mount is charging, not rider
    Feat|Ride-By Attack|Charge requirements make riding by geometrically impossible
    Misc|Mounted charging|The mount must make an attack, but when it does so its rider can't make an attack with a reach weapon*
    Misc|Lighting|Character outside shadowy illumination area of torch can't see character with torch, but character with torch can see character outside with no problem and no concealment
    Spells|Darkness|Can brighten an area by setting light level to precisely shadowy illumination
    Base Class|Dread Necromancer|Fear aura has no listed duration
    Prestige Class|Eternal Blade|Useless class feature gives Uncanny Dodge in all armor, but this is already the case
    Spells|Disintegrate|Doesn't work on trees or other living objects
    Feat|Magic in the Blood|If Dragonborn Drow or similar, grants additional uses of missing SLAs
    Base Class|ToB stances|Multiclassing can give stances several levels sooner than straight-classed initiators
    Base Class|RotW Halfling Rogue sub|Ranged sneak attack is same as normal, melee -1d6, instead of trading melee for ranged
    Skills|Knowledge checks to ID|Humans can't be identified by other humans without ranks in K:Local, knowing a red dragon breathes fire is more difficult the more powerful it is, etc
    Prestige Class|Celestial Mystic|Pre-req Vow of Abstinence prevents casting identify due to material component[/table]

    *A bit dubious.
    Last edited by TuggyNE; 2014-04-01 at 01:34 AM. Reason: Merging first post in
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
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    Default Re: Completely Dysfunctional Handbook [3.5]

    Quote Originally Posted by nedz
    Nice start — seems to work fine. The first page is bound to be the hardest.

    Might need to change the tables a bit for multiple pages.

    I'll add spoilers and spruce up the top pages at some point.

    It would be nice to have an image too at some point.
    Consolidation of posts to reclaim space.


    I was trying to track page numbers - so that people could look up the references. I'm going to label these as pages 2-5 ?

    Still 10% completion.
    Last edited by nedz; 2014-04-01 at 06:41 AM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    Ruby Knight Vindicator isn't a dysfunction. 3.5 doesn't work like 4e, you can't trade a standard action for a move or swift one, so that ability is to allow you o use two swift actions in one round.
    Zenithbold-Bard by Lord Raziere | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

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    Default Re: Completely Dysfunctional Handbook [3.5]

    Quote Originally Posted by Kobold-Bard View Post
    Ruby Knight Vindicator isn't a dysfunction. 3.5 doesn't work like 4e, you can't trade a standard action for a move or swift one, so that ability is to allow you o use two swift actions in one round.
    Please pursue this in the Dysfunction rules threads themselves. The original claim was in thread 1, page 1, post 1. Links are at the top of the handbook.

    This is an indexing/collation thread.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    Quote Originally Posted by nedz View Post
    I was trying to track page numbers - so that people could look up the references. I'm going to label these as pages 2-5 ?
    Ah, yeah, I should put page numbers in the table.

    OK, let's go with 6-8 now!

    {table]Misc|Evasion|5% of rogues etc would survive a nuclear explosion*|6
    Equipment|Strand of prayer beads|Strand with 0 beads is negative cost|6
    Base Class|Totemist etc|No proficiency with granted natural attacks|6
    Prestige Class|Reaping Mauler|Capstone grants save-or-die that could be accomplished easier and faster with CdG and auto-sleep|7
    Skill|Jump|Untrained Commoner with 10 Str can jump 10 feet from standing start one time in 20|8
    Skill|Craft|Certain items can be crafted in infinite quantities in 8 hours for no cost|10
    Base Class|Favored Soul|Knowledge: Religion is not a class skill|10
    Misc|Armor|If you're wearing armor and fail a save against sleep, you'll be fatigued next day|11
    Misc|Sample NPCs|Often fail prerequisites/misapply class features, such as AbjChamp improving mage armor|12
    Power|Bend Reality|Disallows imitating spells, but then lists XP cost for doing so with costly material components|12
    Equipment|Paper|Any quantity of paper still weighs nothing|12
    Misc|Fire|Wood can't be harmed by fire's halved 1d6 untyped damage after its 5 hardness|12
    Power|Reality Revision|Disallows imitating spells, but can revive the dead by imitating a spell|12
    Feat|Diehard|Doesn't keep you from falling unconscious at negative HP|12
    Misc|Rage claws|Allows you to keep acting to -12 HP, but death always sets your HP to -10|12
    Prestige Class|Arcane Archer|Doesn't have Knowledge:Arcana as a class skill|12[/table]

    Uhhhhhh. Wow, the useful contributions really got thin fast. Gonna go ahead Done with 9-12 .
    Last edited by TuggyNE; 2013-01-17 at 11:05 PM.
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
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    Default Re: Completely Dysfunctional Handbook [3.5]

    24% of thread one
    Not sure the Crowd sourcing is working though ?
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    Quote Originally Posted by nedz View Post
    24% of thread one
    Not sure the Crowd sourcing is working though ?
    It uh... does seem to be a less crowded task than I had thought. ^_^;;;
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

    Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity

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    Default Re: Completely Dysfunctional Handbook [3.5]

    I fully intend to take a couple of pages today, haven't had the chance before now.
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

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    Default Re: Completely Dysfunctional Handbook [3.5]

    OK, I'm going to do pages 13-15


    Misc|Being dead|Being dead does not stop you from taking non-physical actions|1|13
    Skills|Knowledge (History)|DC 15 check to predict the future|1|13
    Misc|Legendary Sites|Robbing the Legendary Iron Wyrm Vault costs you 3000gp|1|14
    PrC|Frenzied Berserker|Deathless Frenzy ability doesn't make you immune to non-lethal damage|1|14
    Combat|Suprise|Having a blind/deaf critter generates Infinte Suprise Rounds|1|14
    Combat|Suprise|Casters win again|1|14-15
    Misc|Lava is not Fire|Creatures with the cold subtype don't take any extra damage from lava|1|15
    Combat|Pounce|When slowed a character with pounce can charge and full attack|1|15
    Item|Physical Power mantle|Grants Tree Action|1|15
    Misc|Wights|Anything killed by negative levels becomes a Wight. Wight is a creature, not a template.|1|15
    Feat|Diehard|At negative hp you're unconcious anyway|1|15
    PrC|Warshaper|Can grow an arbitary number of natural attacks|1|15
    Class|Monk|The Way of the Shackled Beast doesn't work|1|15
    Skill|Swim|Cannot swim in Acid or Lava, but youcan swim in Ice|1|15
    Skill|Listen|Normal conversatins are impossible|1|15
    Skill|Diplomacy|Dimplomancer|1|15


    Oh and a pathfinder one, pity this is a 3.5 thread.
    Pathfinder|Skills|Knowledge (the planes)|DC 15 check to know what plane you're on|1|13
    Last edited by nedz; 2013-01-19 at 07:56 AM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    I'll take 16-18 then.
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

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    Default Re: Completely Dysfunctional Handbook [3.5]

    19-21 for me then.


    Misc|Falling Objects|objects only do damage if they have fallen more then 10ft|1|19

    Combat|Bloodstorm Blade|Ranged Bull rushes with armor spikes / Ranged Grapples|1|19

    Combat|Battle Jump|Can charge in the middle of a charge|1|19

    Misc|Ceilings|12d6 damage from anything, even paper|1|19

    Misc|Paper|Walls of paper stop rocks|1|19

    Mics|Wood|Wood cannot be burn't|1|19

    Spells|Delay Poison|Delay Poison counters Neutralize Poison|1|19

    Pathfinder|Jump|Can jump as part of a free action|1|20
    Pathfinder|Jump|Can jump an arbitary distance|1|20
    Pathfinder|CMD|+1 if large, and -1 if large|1|20

    Spell|Banishment/DismissalLesser Planetouched are effected, but it has no effect|1|20

    Pathfinder|Spell|Fly|Rules gap*|1|20

    Misc|Pixie|Pixie boxing is inconsequential|1|20

    Skills|Spot|Cannot See the Moon|1|20

    Feat|Air Heritage|Can take Hover feat, even if you cannot fly|1|20

    Misc|Jozan|Jozan's alignment is Good/Evil|1|20

    Combat|Grapple|Colossal creatures get +32 to grapple Fine ones|1|21

    Misc|Ready Actions|Commoner Railgun|1|21

    Misc|Physics|No Inertia or Momentum|1|21

    Items|various|The parts are greater than the whole|1|21

    Combat|Housecat|Housecats kill Commoners|1|21

    Skill|Know (Nobility and Royalty)|Very few people know who their parents are|1|21


    More pathfinder, should we have a new category ?
    Last edited by nedz; 2013-01-19 at 04:56 PM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    I'm going to do 22-24 next

    Well lots of laughs, but not too many rules.
    Our first invocation though.

    Skills|Knowledge(Local)|Knowledge(Local) is not a class skill for Commoners|1|22
    Invocation|Brimstone Blast|Limits subsequent fire damage to 2d6 / round|1|22
    Misc|Cats and Elephants|Elephants are better at Climbing and Jumping than Cats|1|22
    Spell|Leomund's secure shelter|shadowcast Leomund's secure shelter|1|22
    Feat|Improved Precise Shot|Autohit|1|23
    Misc|Hunger and Thirst|you can't die from starvation or dehydration|1|23
    Misc|Iron Golem|Iron Golem is Hollow|1|23
    Spell|Diamond Material Component|Material component variable in size.|1|24
    Misc|Square-Cure Law|Giant Insects can't breath|1|24
    Last edited by nedz; 2013-01-19 at 08:01 PM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    I'll take 25-28 I think.

    Quote Originally Posted by nedz View Post
    Spells|Delay Poison|Delay Poison counters Neutralize Poison|1|19
    This is only true in PF.

    More pathfinder, should we have a new category ?
    Maybe, but I'd just add another column: Edition (one of 3.x/3.5/PF).
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

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    Default Re: Completely Dysfunctional Handbook [3.5]

    OK, 16-18 done.

    Misc|Pixie|Pixies are naturally invisible, and cannot see invisible|1|16
    Misc|Drowning|No way to recover from drowning|1|16
    Misc|Vorpal|Vorpal weapons aren't terribly effective for executions*|1|17
    Misc|Racial hit dice|Racial hit die exchange for humanoids and non-humanoids is confusing|1|17-18
    Equipment|Exotic Weapons|Can use a hammer just fine, but add a hook to the bottom and it needs a feat*|1|18
    Misc|Surprise|Sometimes having a surprise round is worse than not having one|1|18
    Skills|Track|DC 60 to identify creatures by tracks|1|18
    Spells|Polymorph Any Object|Duration mechanics|1|18
    Misc|Falling|Falling into water hurts more than falling onto land|1|18
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

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    Default Re: Completely Dysfunctional Handbook [3.5]

    Here's 25-28, cross-checked with PF rules to see which ones are still valid.

    Equipment|Luck Blade|XP cost to craft is unusually low, and not due to simple typos|26|3.5
    Monster|Giants|Infants have no listed size, and are thus presumably two or one size categories larger than juveniles or adolescents respectively|26|3.5
    Monster|Hydra|10-headed has lower Will than 9- or 11-headed|26|3.5
    Skill|Balance|There are no size penalties; toads and the Tarrasque have the same difficulty balancing on a given 1-foot wide beam|26|3.x
    Misc|Environmental heat|Fire elementals can burn to death in sufficient temperatures|27|3.x
    Prestige Class|Pyrokineticist|Heat Death ability can kill (fire) subtyped creatures|27|3.5
    Skill|Swim|Unaffected by anything held in your hands unless it has an ACP or enough weight to encumber you|27|3.x
    Spell|Cold Snap|Actually increases temperature (by a negative penalty)*|27|PF
    Equipment|Spiked Gauntlet|Prevents you from being disarmed at all, but doesn't prevent you from wielding a different weapon|27|3.5
    Equipment|Large tauroid creatures|Can wield Large weapons without penalty despite their humanoid torsos and arms being the same size as Medium humanoids|27|3.x
    Feat|Improved Maneuverability (Draconomicon) has tougher prereqs than Improved Flight (Complete Adventurer) but no better benefits|27|3.5
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

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    Default Re: Completely Dysfunctional Handbook [3.5]

    Claiming 29-32.
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

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    Default Re: Completely Dysfunctional Handbook [3.5]

    Reading this thread... are you aware of the dead levels articles?

    here

    Knowledge Specialty (Ex): At 1st level, a favored soul can choose whether to make Knowledge (arcana) or Knowledge (religion) a class skill. Once this choice is made, it cannot be reversed.

    Note that by my reading you can choose to make either knowledge (arcana) (which already is a class skill) or knowledge (religion) a class skill. At no point it does say that you loose the other as a class skill. So you could have 2 knowledge (arcana) as class skills (don't even know how that would work) or knowledge (arcana) and knowledge (religion) as class skills.

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    Default Re: Completely Dysfunctional Handbook [3.5]

    Cool, but can you stick it in this thread and we'll catch it in the indexing later.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    I'll have 33-35 then

    Traps|Too expensive for dungen denizens|1|33
    Traps|Cheap way of making magic items|1|33
    Frost Helm soulmeld|Gives you a ray attack, of arbitary range, when bound to the Crown Chakra|1|34
    Pathfinder|Witch's Ice Tomb Hex|Poorly Written|1|34
    Skills|Open Lock|Disable Device can open locks|1|35
    Item|Wand of Mnemonic Enhancer|Can give 150 extra spell levels in one day|1|35
    Feat|Leadership|Special Creatures as Cohorts: special mounts get +2 and -2|1|35
    Feat|Crafting|Sidestep Epic enhancemtn limit*|1|35



    I don't own TOM. Can someone classify eggs comments about Flicker's p33 #1014 please ? Is this a feat ? A vestige ? A Banana ?
    Last edited by nedz; 2013-01-20 at 12:47 PM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    I think I'll go 36-40.

    Misc|Area calculations|Pi is wrongly estimated, and diverges increasingly at larger radii|36|3.x
    Misc|Sunder|Sundering a worn headband/circlet without injuring its wearer is not especially difficult|36|3.x
    Spells|List definitions|"Paladin spell", "Wizard spell", and so on are poorly-defined*|36|3.x
    Equipment|Golem manuals|Clay, iron, stone have superfluous spells in their prerequisites compared to the golem listings|37|3.5
    Base Class|Sound Striker Bard archetype|No range limit on Wordstrike|38|PF
    Spell|Antimagic Field|Doesn't affect melee attacks made from outside the field, but does affect ranged attacks|38|3.x
    Base Class|Monk|Tongue of the Sun and Moon doesn't specify being able to understand replies|38|3.x
    Monster|Lycanthropes|Knowledge checks to identify are split across two skills, and don't work at all in hybrid form|38|3.x
    Base Class|Sha'ir|No actions specified to start spell retrieval|39|3.5
    Monster|Protean|Immunities, regeneration bypass not specified, no restriction against picking recursive Alter Forms|39|3.5
    Equipment|Gnome crossbow sight|Lower penalties at two range increments than at one|40|3.5
    Skill|Survival|Animals don't generally have enough ranks to find their dens or avoid predators|40|3.x
    Maneuver|IHS|Ends entire effect, rather than ending it for one target|40|3.5
    Last edited by TuggyNE; 2013-01-20 at 08:53 PM. Reason: Finished 36-40
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

    Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity

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    Default Re: Completely Dysfunctional Handbook [3.5]

    41 to 43 for me then

    Skills|Speak Language|Animals can speak (well maybe)|1|41
    Skills|Survival|By default most animals get lost all the time|1|41
    Skills|Knowledge(Local)|Commoners get lost in their home town|1|41
    Necropolitan|HD unclear|1|41
    clerics|LG clerics can get the Death and Destruction domains|1|41
    Spell|Hesitate||Free extra save|1|41
    PrC|Fiend-Blooded|Inappropriate pre-reqs|1|42
    Half-Fiend Template Class|Smite Good if Evil|1|42
    Necropolitans|Necropolitans are healed by Cures and Inflicts, just not the Heal skill|1|42
    Misc|Undead|Does negative energy cure them?|1|43
    Spell|Affliction|Does extra damage against evil undead, except undead are immune|1|43
    Monster|Prismatic Golems|Are Incorporeal Constructs*|1|43
    Last edited by nedz; 2013-01-21 at 11:30 AM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    Quote Originally Posted by nedz View Post
    Skills|Survival|By default most animals get lost all the time|1|41
    Think this got mentioned on 40, actually.

    Anyway, I'm gonna go ahead and take the last seven pages of the first thread, and then it's on to thread two!
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

    Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity

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    Default Re: Completely Dysfunctional Handbook [3.5]

    When we discuss RAW how do we treat things that are bad enough to have made it to this list?

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    Default Re: Completely Dysfunctional Handbook [3.5]

    Nedz, you may want to separate out PF-only stuff differently, given the number of items that are also 3.5-only.

    Misc|Concealment|Moving into shadows is a good way to avoid being sneak attacked|44|3.x
    Misc|Mundane fire|No list or mention of flammable objects, so rocks can burn, but fortunately torches can't necessarily ignite things*|44|3.x
    Misc|Hardness|Picks can't actually do much of anything to stone given hardness and rules for piercing weapons|44|3.x
    Equipment|Ammunition|A metal shuriken thrown at gelatinous cube (which doesn't harm metal) will still have a 50% chance of being lost/broken*|44|3.x
    Misc|Mining rules|High-wisdom low-strength character excavates much faster than high-strength low-wisdom character|45|3.5
    Equipment|Soarwood|Heavier than darkwood, despite being used in lighter-than-air craft as the primary lifting source|45|3.5
    Equipment|Caltrops|Shoes give special +2 armor bonus, which is then promptly ignored as an armor bonus|45|3.x
    Misc|Concealment|One character's darkvision can negate shadow opportunity to hide from others without darkvision|45|3.x
    Skill|Profession|No way to key off other ability scores, even if it would make sense (Accountant, Miner, etc)|46|3.x
    Monster|Ruby Golem, Revenant template (MoF)|Regeneration specifies how much non-lethal damage it recovers, but both are immune to non-lethal|46|3.0
    Monster|Keeper (FF)|Blind, with blindsight, but outsider type gives 60' darkvision|46|3.0
    Spell|Planar Binding line|Targeting rules require unspecified exceptions to standards|46|3.x
    Power|Telekinetic Maneuver|Bull rush option doesn't specify exceptions to normal mistargeting rules, so it's possible to redirect melee attacks made against the target to you at long distances|47|3.x
    Misc|Evasion|Works weirdly with e.g. delayed blast fireball if a bead is swallowed*|47|3.x
    Equipment|Grasping Hook (Dungeonscape)|Magic item that costs less than mundane version|48|3.5
    Prestige Class|Assassin|Casts spells as a bard, with no exception for silence|49|3.5
    Misc|Pounce|Can be either a full attack after a charge attack, or a full attack after a charge move|49|3.5
    Misc|Mounted charging|Rider probably isn't actually charging, which breaks lances and all manner of things|49|3.x

    I'm amused to note that page 50 had no dysfunctional rules at all.

    Quote Originally Posted by MukkTB View Post
    When we discuss RAW how do we treat things that are bad enough to have made it to this list?
    As needing RACSD or similar to function? Not sure exactly what you're asking, but anything that's genuinely dysfunctional can't really be played by RAW; that's basically the definition, in fact.
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

    Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity

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    Default Re: Completely Dysfunctional Handbook [3.5]

    Quote Originally Posted by tuggyne View Post
    Think this got mentioned on 40, actually.
    I would have caught this in the edit.

    Quote Originally Posted by tuggyne View Post
    Anyway, I'm gonna go ahead and take the last seven pages of the first thread, and then it's on to thread two!
    OK - I'll take pages 1-2 of thread 2 then, page 3 is still hot.

    Any idea on this one ?
    Quote Originally Posted by nedz View Post
    I don't own TOM. Can someone classify eggs comments about Flicker's p33 #1014 please ? Is this a feat ? A vestige ? A Banana ?
    Quote Originally Posted by MukkTB View Post
    When we discuss RAW how do we treat things that are bad enough to have made it to this list?
    Post the find into this thread.
    Last edited by nedz; 2013-01-21 at 08:26 PM.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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    Default Re: Completely Dysfunctional Handbook [3.5]

    Quote Originally Posted by nedz View Post
    OK - I'll take pages 1-2 of thread 2 then, page 3 is still hot.
    That was easy

    Feat|Craft Wand|Wand of Identify requires crafter to drink 50 glasses of wine in 1 day|2|1
    PrC|Magelord Mastery|Capstone is already possessed|2|1
    Still can't see the sun|2|2
    Feat|Titan Bloodline|Pixie with the Titan Bloodline can wield a gargantuan Warhammer|2|2
    Item|Transport|Horses and Ships have no weight|2|2
    Spell|Disguise self|Disguise self cam make timy creatures appear two dimensional|2|2

    I'll wait for you two to finish and then I'll fold another 4 sieves into the index
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


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