Ixidor92
Game master
All base RPN rules apply
Posting rules:
-Please try to post at least once every day. If you miss a day or two, I won't snap at you, but if you're going to be gone longer than that please try to let me know in advance.
-If your character does an action that requires a roll, finish the post with that roll, and then I will state the results.
-Sometimes, I may roll for your character(s) as a reaction to a particular happenstance. In that case, you will see a message (Roll pending) at the bottom of the post. Please do not continue until this has been removed.
-You may not use Bluff/Diplomacy/Intimidate on other PC's. If you want to convince them to do something, you'll have to do it the conventional way.
D&D house rules
-Clerics automatically have proficiency with their deity's favored weapon
-0 level spells are not used up upon casting. Casters who prepare their spells can cast whatever 0 level spells they prepared as many times as they want. Caster who don't prepare their spells can cast any cantrips they know as many times as they want.
-As a special rule of the above, the cantrip Cure minor wounds has some restrictions. A character cannot benefit from the spell more than once per hour and once per encounter. This is to prevent people from sitting around for a an hour to heal 60 hp.
-Carrying capacity: As long as the amount of gear your character is carrying seems reasonable, I won't worry too much about it. That being said, if you want to continually walk around with thousands of gold pieces, you'll want to invest in a bag of holding pretty darn quickly.
-Sensing an opponent's strength: The following skills have the added use of being able to guess an opponents strength.
Sense motive:
-DC 15: Opposing character's level, up to five levels upon own level
-DC20: Opposing character's base attack bonus
-DC30: Bonus to hit and damage with opponent's currently wielded weapon
-DC40: Reveal 1d4+1 special martial attacks or feats the opponent has access to
Heal:
-DC 20: Reveal one of opposing character's physical ability scores (your choosing). For every 10 you beat this check by, you learn another ability score (so a score of 40 reveals all three).
-Spellcraft:
-DC 15: Check whether opponent has access to spell casting
-DC 20: Discover highest level spell an opponent can cast, up to your spell level
-DC 25: Discover highest level spell an opponent can cast, up to 3 above your spell level
-DC 30: Average save DC on opponent's spells
-DC 40: Get a broad idea of what spells the opponent specializes in
Posting rules:
-Please try to post at least once every day. If you miss a day or two, I won't snap at you, but if you're going to be gone longer than that please try to let me know in advance.
-If your character does an action that requires a roll, finish the post with that roll, and then I will state the results.
-Sometimes, I may roll for your character(s) as a reaction to a particular happenstance. In that case, you will see a message (Roll pending) at the bottom of the post. Please do not continue until this has been removed.
-You may not use Bluff/Diplomacy/Intimidate on other PC's. If you want to convince them to do something, you'll have to do it the conventional way.
D&D house rules
-Clerics automatically have proficiency with their deity's favored weapon
-0 level spells are not used up upon casting. Casters who prepare their spells can cast whatever 0 level spells they prepared as many times as they want. Caster who don't prepare their spells can cast any cantrips they know as many times as they want.
-As a special rule of the above, the cantrip Cure minor wounds has some restrictions. A character cannot benefit from the spell more than once per hour and once per encounter. This is to prevent people from sitting around for a an hour to heal 60 hp.
-Carrying capacity: As long as the amount of gear your character is carrying seems reasonable, I won't worry too much about it. That being said, if you want to continually walk around with thousands of gold pieces, you'll want to invest in a bag of holding pretty darn quickly.
-Sensing an opponent's strength: The following skills have the added use of being able to guess an opponents strength.
Sense motive:
-DC 15: Opposing character's level, up to five levels upon own level
-DC20: Opposing character's base attack bonus
-DC30: Bonus to hit and damage with opponent's currently wielded weapon
-DC40: Reveal 1d4+1 special martial attacks or feats the opponent has access to
Heal:
-DC 20: Reveal one of opposing character's physical ability scores (your choosing). For every 10 you beat this check by, you learn another ability score (so a score of 40 reveals all three).
-Spellcraft:
-DC 15: Check whether opponent has access to spell casting
-DC 20: Discover highest level spell an opponent can cast, up to your spell level
-DC 25: Discover highest level spell an opponent can cast, up to 3 above your spell level
-DC 30: Average save DC on opponent's spells
-DC 40: Get a broad idea of what spells the opponent specializes in
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