Three questions for Stats 3.5 Edition D&D


3.5/d20/OGL


Question 1, the most urgent: What stats if any are for Mithril Chainmail. (be it shirt or full chainmail or both)

Question 2: What are the effects of Alcohol...
basically, what do you have to roll to get drunk?

I remember from 2nd edition it was basically after 2 or 3 drinks you had to fail your Con check, but how does it work in 3.5?

Question 3: Skill advice for an aspiring multiclass Fighter/Ranger aimed at being a Bounty Hunter (well aware of both the Justicar and Bloodhound Prestige classes, but oddly enough geared toward the Cavalier prestige class due to the bonus feats for mounted combat specifically added to the version of 3.5 we're playing)

Thank you, first time poster.
if you care to answer this question via email for further discussion mine is punkassjoe@gmail.com

The Exchange

punkassjoe wrote:

Question 1, the most urgent: What stats if any are for Mithril Chainmail. (be it shirt or full chainmail or both)

Question 2: What are the effects of Alcohol...
basically, what do you have to roll to get drunk?

I remember from 2nd edition it was basically after 2 or 3 drinks you had to fail your Con check, but how does it work in 3.5?

Question 3: Skill advice for an aspiring multiclass Fighter/Ranger aimed at being a Bounty Hunter (well aware of both the Justicar and Bloodhound Prestige classes, but oddly enough geared toward the Cavalier prestige class due to the bonus feats for mounted combat specifically added to the version of 3.5 we're playing)

Thank you, first time poster.
if you care to answer this question via email for further discussion mine is punkassjoe@gmail.com

Q1 - can't remeber offhand, but mithril is a sort of "template" attached to normal armour. This is set out in the DMG (towards the very end, after the magic items).

Q2 - there are no rules for alcohol consumption in official D&D. There may be other unofficial ones, but you might need to do an internet search.

Q3 - dunno enough about the prestige classes to answer this.


Q3 - dunno enough about the prestige classes to answer this.

well, I can't say much but find and check the Complete Warrior and Complete Adventurer for the Justicar and Bloodhound Respectively, The Ranger as a Bounty Hunter comes in the Player Handbook 2, I was just asking opinions on Ranger Skills for this taskoriented approach.


Q1 - can't remeber offhand, but mithril is a sort of "template" attached to normal armour. This is set out in the DMG (towards the very end, after the magic items).

Q2 - there are no rules for alcohol consumption in official D&D. There may be other unofficial ones, but you might need to do an internet search.

Thanks, I'll check the DMG.

I'll keep searching the net or let my group decide on alcohol. (The only official stance D&D takes on alcohol is the Drunken Master Prestige Class)


One of the Dragon magazines, #334, has an article on alcohol in D&D...


For drunkeness in DnD, the house rule I typically use is escalating Fortitude saves based off the strength of the drink. I.E. a typical watered-down ale would raise the DC by one or two per drink, while a dwarven whiskey might raise it by four or more. Each failed check inflicts temporary damage to Int and Wis, while also damaging certain skill checks (Balance, Tumble, etc.).

As for the bounty hunter, I like the Urban Tracking feat taken by a ranger. And unless you're planning to be an evil ranger, take a race besides the one you'll be most likely hunting... unless your DM waves that particular rule. If you check out the Eberron Campaign Setting, there's also a feat or two that might help you investigate your targets or find them in an urban setting.


Russell Jones wrote:

For drunkeness in DnD, the house rule I typically use is escalating Fortitude saves based off the strength of the drink. I.E. a typical watered-down ale would raise the DC by one or two per drink, while a dwarven whiskey might raise it by four or more. Each failed check inflicts temporary damage to Int and Wis, while also damaging certain skill checks (Balance, Tumble, etc.).

As for the bounty hunter, I like the Urban Tracking feat taken by a ranger. And unless you're planning to be an evil ranger, take a race besides the one you'll be most likely hunting... unless your DM waves that particular rule. If you check out the Eberron Campaign Setting, there's also a feat or two that might help you investigate your targets or find them in an urban setting.

Thanks for the house rules, I'll submit them to my DM.

I'll definitely consider the Urban Tracking feat, do you know what book it is from? (Btw, I'm an Elf in a predominantly Human setting so taking humans isn't evil of me.) I'll see if I can find info on the Eberron Campaign Setting.


rclifton wrote:
One of the Dragon magazines, #334, has an article on alcohol in D&D...

Thank you.


Mithral is a special material that you can make armor out of. Check out what the SRD says about it here


punkassjoe wrote:
Question 1, the most urgent: What stats if any are for Mithril Chainmail. (be it shirt or full chainmail or both)

Mithral Chain Shirt: Cost 1,100 gp. +4 armor bonus to AC. +6 maximum Dexterity bonus to AC. Armor Check Penalty 0. Arcane Spell Failure Chance 10%. Light Armor. Weight 12.5 lbs.

Mithral Chainmail: Cost 4,150 gp. +5 armor bonus to AC. +4 maximum Dexterity bonus to AC. Armor Check Penalty -2. Arcane Spell Failure Chance 20%. Light Armor. Weight 20 lbs.

Note that all mithral armor is already considered to be masterwork; this cost is already included.

punkassjoe wrote:

Question 2: What are the effects of Alcohol...

basically, what do you have to roll to get drunk?

The core rules do not cover alcohol, but they do cover poison, which works well for this.

First, the DM must set the DC for the Fortitude save when a character has a flagon (or appropriate container's worth). Treat it just like an imbibed poison at this point - Two Fortitude saves spaced a minute apart, with the same initial and secondary damage (and the same DCs). Remember that if it's common stuff, Commoners (with a +0 Fort save) can often have 3-4 drinks without becoming impaired. With that in mind I recommend setting the base DC for your common ale at 5. Each additional drink in one day increases the DC by 1 or 2.

When a character fails a Fortitude save from drinking the alcohol, he takes an amount of nonlethal Dexterity and Wisdom damage (this requires a bit of explanation, as there is no such thing as nonlethal ability damage under core rules. What I mean here is that the damage taken in this case recovers at a rate of 1 point per hour instead of 1 point per day). Typically for the weak stuff this might be 1d2 or 1d3 each.

Things get worse if the character drinks too much. If a character's Dexterity reaches 0, he falls prone and is helpless for 1d4 or 1d6 hours. If his Wisdom reaches 0, he falls unconscious for twice that amount. If both the character's Dexterity and Wisdom scores reach 0, the character then takes 1 or 1d2 points of Constitution drain, reflecting that the character has now well and truly alcohol poisoned himself.

A character recovering from drinking too much takes a -2 to -5 circumstance penalty on all Charisma checks, as they are hung over.

I think I got this from the Arms & Equipment Handbook originally, but I don't have it on me.

punkassjoe wrote:
Question 3: Skill advice for an aspiring multiclass Fighter/Ranger aimed at being a Bounty Hunter (well aware of both the Justicar and Bloodhound Prestige classes, but oddly enough geared toward the Cavalier prestige class due to the bonus feats for mounted combat specifically added to the version of 3.5 we're playing)

Not quite sure exactly what you're looking for here. Some skills come to mind when thinking of Bounty Hunters though - Concentration, Gather Information, Hide, Intimidate, appropriate Knowledge skills, Listen, Move Silently, Profession, Sense Motive, Spot, Survival, Use Rope... Perhaps you can refine your question here?

TK


Thanks, Thanis Kartaleon, for answering all three questions in depth...
I already found 1 in the DMG

2. was harder to pin down, I'll probably still get ahold of Dragon #334

3. was badly worded, but you answered it pretty much the way I expected or would have desired


about house rules and drinking;
I recommend you add some race specific rules rather than just height, weight and general health; also, add some rules for those who drink quite often as their resistance goes up, but thier need to consume goes up also. This shouldnt be a feat, but instead a +/- thing that balances out. Keep in mind that booze is really just a poison and in the game you can treat it as such, and like many poisons it can have euphoric and enhancing effects as well as various nasty withdrawls and side effects right up until it kills you.

I would recommend that any race that used to or still does get a resistance to poison, be able to consume more booze without such delierious effects. I also add the racials such as elf can drink wine and get loopy, but have no hangovers due to the elf/wine connection.

One thing you may wish to keep in mind is that while wine and beer are fairly safe, it takes special skills and knowlege to distill alchohol; historically, people have distilled things that have caused blindness and death, for example, after one or two drinks; in my very low life taverns this type of thing is available such as Asperenth or however it is spelled that booze that can be consummed in France, but is illegal everywhere else because it kills people.

Basically booze can inhibit things like fear and rationality, but unless it is magical booze; which can be all kinds of fun, your pc's probably dont want to be running around as the drunken brigade; although it would be historically accurate.

In my game, Dwarves brew the best and strongest ale/beer, elfs the same for wine/beer and each has less detriments. Goblins distill the strongest booze on the planet made from various oozes, slimes and such, beware (hehe which is why most goblins are not very strong, smart, or motivated).


Valegrim wrote:

about house rules and drinking;

I recommend you add some race specific rules rather than just height, weight and general health; also, add some rules for those who drink quite often as their resistance goes up, but thier need to consume goes up also. This shouldnt be a feat, but instead a +/- thing that balances out. Keep in mind that booze is really just a poison and in the game you can treat it as such, and like many poisons it can have euphoric and enhancing effects as well as various nasty withdrawls and side effects right up until it kills you.

I would recommend that any race that used to or still does get a resistance to poison, be able to consume more booze without such delierious effects. I also add the racials such as elf can drink wine and get loopy, but have no hangovers due to the elf/wine connection.

One thing you may wish to keep in mind is that while wine and beer are fairly safe, it takes special skills and knowlege to distill alchohol; historically, people have distilled things that have caused blindness and death, for example, after one or two drinks; in my very low life taverns this type of thing is available such as Asperenth or however it is spelled that booze that can be consummed in France, but is illegal everywhere else because it kills people.

Basically booze can inhibit things like fear and rationality, but unless it is magical booze; which can be all kinds of fun, your pc's probably dont want to be running around as the drunken brigade; although it would be historically accurate.

In my game, Dwarves brew the best and strongest ale/beer, elfs the same for wine/beer and each has less detriments. Goblins distill the strongest booze on the planet made from various oozes, slimes and such, beware (hehe which is why most goblins are not very strong, smart, or motivated).

Appreciate it. I'll make mention of your comments to my DM. (or just show him this thread)


I forgot to mention Addiction. Addiction is covered in the Book of Vile Darkness and in Sharn: City of Towers. Essentially, when a character takes a drink, he must make another Fort save or become addicted. This save DC is set based on the addiction rating of the drug or alcohol, anywhere from negligible (DC 2) to vicious (I think... DC 20+?).

If the character becomes addicted, he must have more of "the good stuff" within a set period of time (depending on the addiction level, from a month to a day) or be faced with withdrawal symptoms.

I can't really remember much more than this about addiction, and as you can see it complicates things a lot. I don't recommend using it unless in character drinking becomes a big part of the campaign.

TK


There are rules for alchohol consumption in the Arms and Equipment Guide.


KnightErrantJR wrote:
There are rules for alchohol consumption in the Arms and Equipment Guide.

Thanks, I was thinking of looking that up and likely buying it.


Hmmm...nice. I have seen a few drinking games in the campaigns I have played, I might reference these ideas. My favourite, taking a high enough level monk to a drinking contest. Alcohol = poison and monk = immune to poison. =D

Silver Crusade

Pathfinder Adventure Path Subscriber

Thread necromancy record or what ? :)

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