Fumbles are lame. We won’t be using them. The only result of rolling a 1 on an attack roll or saving throw will be failure.
Magical Arms and Armor: Magic armor and weapons are not required to have a +1 enhancement ability before any other abilities may be added to them. However, weapons that lack a +1 (or better) enhancement bonus will not be considered magical weapons for the purpose of overcoming damage reduction x/magic.
Spell Completion or Spell Trigger Items: If a character casts a spell from a scroll or wand that s/he has crafted, they may use their own ability modifier to determine the save DC rather than using the default magic item DC (10 + spell level + modifier for the minimum ability score needed to cast a spell of that level).
Massive damage is lame. We won’t be using it. The players have enough problems without having to make MORE saving throws.
As the GM sees most multiclass characters as suboptimal builds, players are free to multiclass to their heart’s content without any penalty to experience points earned.
We are using to the Magic/Psionics transparency rules.
Aid Another – When multiple characters are attempting a single Skill check, we use the highest result achieved, and every other check will serve as “assisting,” as per the Aid Another action (assuming they hit DC 10). If you have 5 or more ranks in a skill you’re using to aid another, you can grant a higher bonus. For every 10 points your check result exceeds 10, the circumstance bonus increases by 1. To determine the circumstance bonus quickly, simply divide the helper’s check result by 10, round down, and add 1.
Diplomacy (Haggling) – You can use the Diplomacy skill to lower the asking price of an item by taking 1 minute to haggle. To do so, make a Diplomacy check, taking the typical DC for influencing an NPC and adding the seller’s Diplomacy modifier to the DC. Most sellers start out indifferent. If you improve the seller’s attitude to helpful, you receive a 10% discount. If you worsen the seller’s attitude to unfriendly or worse, that seller refuses to sell anything to you for at least 24 hours.
Knowledge (Lore) – The description of the Knowledge skill indicates that in general, the baseline DC of checks to identify monsters and remember one bit of useful information about their special power or vulnerabilities is equal to 10 + the monster’s HD. Every 5 points by which the check result exceeds the DC yields another useful piece of information (PH 78).
That addresses specific creatures very well, but there’s more to be said about creatures of general types. There are, for example, a number of creatures out there that share many of the demon and tanar’ri traits. As such it’s reasonable to give more information about higher HD creatures with the initial identification of the creature as a tanar’ri.
As a rule of thumb, a DC 15 check or higher will reveal all of the base creature’s type and subtype traits as defined in the glossary. This often includes information about energy resistance or various immunities. For instance, a DC 15 Knowledge (arcana) check reveals that dragons have high hit points (12-sided HD), all good saves, and have darkvision out to 60 feet and low-light vision. They are immune to magic sleep effects and paralysis effects. They eat, sleep, and breathe.
Information specific to the creature, such as its type of damage resistance, spell-like abilities, or immunities come with the high DC check results.
Tumble – Enemies standing in adjacent diagonal squares are considered to be standing side by side. Tumbling “between” them requires a DC 25 Tumble check, because you are really tumbling through their squares.
Death Watch does not have the [Evil] type.
Haste does not increase the flight speed derived from the fly spell.
Touch & Ranged Touch Spell Attack Rolls
Spellcasters may use their primary caster ability (Intelligence, Wisdom or Charisma, depending on class) modifier instead of Strength or Dexterity when aiming touch or ranged touch spells.
- Last updated 08.22.08