Al's Rulings, Clarifications, and House Rules
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Al’s Rulings, Clarifications, and House Rules Rulings ................................................................................................................................ 2 Appendix A - Abbreviations ........................................................................................... A-1 Appendix B – Books I Own ............................................................................................ B-1 Appendix C - Index ......................................................................................................... C-1 Most recent updates: 8/7/2012 The entire Eberron Campaign Setting and Expanded Psionics Handbook are approved. 1 Rulings Absent Players – Absent players will be allowed to have another player run their character. If they do this, they will get a full share of experience. However, their character will also be subject to the risks of that session. Action Points – Following are additional approved action point uses. 2 points – a shifter may shift one extra time 2 points – one extra use of a least dragonmark Aid, Mass (SC p. 8) – The level is changed to Cleric 4. Align Fang, Mass (SC p. 9) - The level is changed to Druid 4, Ranger 4 Align Weapon, Mass (SC p. 9) – The level is changed to Cleric 4. Armor Enhancements, Approved Death Ward (MIC) Blacklight (SC p. 30). If I cast this spell, and Spike is in it can he see me? Certainly not, it doesn't grant another creature the ability to see through the blacklight, just you. If you cast it on a creature, it simply moves with that creature. It's very specific about this (" you can see normally within the blacklit area.") Also note that if you move out of the area, even you can't see through it, so you can't throw it at an enemy 50 feet away and still expect to see him. See also: Blindsight Blasphemy (PH p. 205) - The only caster level increase that will be allowed for this spell will be for the caster having the evil domain. With all the other possible caster level bumps, this would become an easy total party kill. Blindsight (SC P. 32) (and Blindsight, Greater) Questions: How will these two spells interact (Blacklight and Blindsight)? How will Blindsight interact with Darkness and Deeper Darkness? Or with Obscuring Mist? Or with Invisibility? Blindsight specifically states that it ignores darkness effects ("Invisibility, darkness, and most kinds of concealment are irrelevant"). Therefore, blindsight would allow the recipient to see through all of the above effects. How will Blindsight interact with Greater Invisibility? As above, greater invisibility acts as regular invisibility except that it doesn't go away when the recipient attacks. Breaking Items Item DC Glass bottle 4 Camouflage, Mass (SC p. 43) - The level is changed to druid 3/ranger 3. Circle Dance (SC p. 46) – I’m ruling that “firsthand knowledge” means that you must know the creature personally. Having it described, scrying it, and so forth are not considered firsthand knowledge. 2 Classes, Approved (This list includes both base classes and prestige classes) - Avenging Executioner (CS), Duraak’ash (DM), Duskblade (PHB2), Effigy Master (CAr), High Elemental Binder (PGtE), Initiate of Pistis Sophia (BED), Nosomatic Chirurgeon (talk to DM before taking), Radiant Servant of Pelor (CD), Storm Sentry (DM), Warmage (CAr) Control Winds (PH p. 214) - You can’t create a funnel cloud with this spell, it simply allows you to control wind speed. An updraft does not lift creatures on the ground into the air. Blown creatures can only be blown just beyond the edge of the wind, not further. If the winds blow in a circle, creatures that are blown would be blown in that circle. The save DC should be that of the spell, not that of the winds. Note that since it effects objects, constructs, undead, and similar monsters are not immune to the effects of winds. A creature that is prone due to the windstorm may crawl at 5’/round, and a creature that is checked may voluntarily go prone and crawl; obviously a creature that is blown away can’t make any progress against the wind. Cowering - Cowering creatures attacked with a melee weapon will get the opportunity to respond with an attack. This applies to any cowering creature, whether a turned undead or a party member cowering as a result of a spell. Crumble (SC p. 56) – The target is changed to “one non-magical structure or construct.” Curse of Impending Blades, Mass (SC p. 56) - This will be of level bard 4, ranger 4, sorcerer/wizard 4. Disable Device – You can not take 10 or 20 with this skill. Divine Spell Power - The turning check will only include the special +3 bonus, plus the character’s charisma modifier, to a maximum bonus of +5. Druid - A druid can use the alternate class features from page 47 of Sandstorm. If these features are chosen, all must be chosen. Energy Substitution – You can not take Sonic as a type of energy for this feat. Fabricate – This can be used to create multiple items. Fabricating armor requires an appropriate Craft check. Feats, Allowed Adamantine Body (RoE) Improved Rapid Shot (CW) Arcane Preparation (CAr) Intuitive Attack (BED) Battle Hardened (ROS) Jaws of Death (RoE) Chain Spell (CAr) Leap Attack (CAd) Close-Quarters Fighting (CW) Mage Slayer (CAr) Cold Iron Tracery (RoE) Mithral Body (RoE) Combat Acrobat (PHB2) Mobile Spellcasting (CAd) Consecrate Spell (CD) Nimbus of Light (BED) Craft Contingent Spell (CAr) Nymph’s Kiss (BED) [mod] Deadeye Shot (PHB2) Penetrating Shot (PHB2) Defensive Throw (CW) Pierce Magical Concealment (CA) Deft Strike (CAd) Power Critical (CW) Divine Spell Power [mod] (CD) Practiced Spellcaster (CAr) Drift Magic (SS) Quick Reconnoiter (CAd) Energy Substitution (CAr) Rapid Metamagic (CM) Extra Spell (CAr) Razing Strike (CAr) Gift of Faith (BED) Razorclaw Elite (RoE) Heat Endurance (SS) Residual Magic (CM) Holy Ki Strike (BED) Roundabout Kick (CW) Improved Flight (RoW) Sacred Vow (BED) 3 Sandskimmer (SS) Twin Spell (CAr) Sanctify Ki Strike (BED) Vow of Abstinence (BED) Sculpt Spell (CAr) Vow of Nonviolence (BED) Second Slam (RoE) Vow of Peace (BED) Silver Tracery (RoE) Vow of Poverty (BED) [mod] Spell Focus Good (CD) Vow of Purity (BED) Spiked Body (RoE) Weakening Touch (CW). Stigmata (BED) Feats, Disallowed - Divine Metamagic (CD), Pierce Magical Protection (CA), Spellfire Wielder (MoF), Staggering Strike (CAr), Touch of Golden Ice (BED) Feats, ew – Following are new feats approved for this campaign. Extra Shift [General] You may shift more frequently than normal. Prerequisites: Shift ability Benefits: You shift two more times per day than you otherwise could. Special: You can take this feat multiple times. Its effects stack. Fimbulwinter (FB p. 93) - The caster does not choose the weather. Instead, roll on the table in the spell to determine the winter weather. Fire Shield, Mass (SC p. 92) – The level is modified to Sorcerer/wizard 6. Force Effects - Force effects (e.g. unseen servant, spiritual weapon) are not objects and can’t be treated as such for spells that target objects (e.g. Silence). Grapple – We’ll use the grappling rules from the Rules Compendium, they’re better written. Heart’s Ease (BED p. 100) – The duration on this spell is Instantaneous. Hide In Plain Sight - A character with at least 10 ranks in hide may attempt to hide in plain sight (without concealment or cover), as long as the character is not being observed. This is treated as a hide check with a -15 penalty. This penalty will stack with any other penalties that have been incurred due to the hide check (for example, movement penalties for moving greater than half-speed). A character can not attempt to hide in plain sight once he has been observed (so he could not attack somebody and then hide in plain sight) - in other words, if a character wishes to snipe, he will still need some type of cover or concealment. Holy Word (PH p. 242) - The only caster level increase that will be allowed for this spell will be for the caster having the good domain. With all the other possible caster level bumps, this would become an easy way out of any encounter with evil beings. Infusions, Allowed Magic of Eberron Reinforce Construct Invisibility With regards to when items become visible when dropped, I’m ruling that they become visible as soon as they leave the hands. The spell clearly indicates that "causing harm indirectly is not an attack,” and that "actions directed at UNATTENDED objects do not break the spell." The spell ends if the subjec attacks “any creature.” Finally, items picked up by an invisible creature disappear “if tucked into the clothing or pouches worn by the creature.” Most answers to questions on invisibility easily follow from these basic rules. Here are some specific rulings: 4 1. Attempting to take an item from a foe is considered an attack. 2. Attempting to do something to an attended item to deprive somebody of an ability (e.g. snuffing out a candle that someone is carrying) will be considered an attack. 3. Attempting to destroy an attended item will be considered an attack. 4. To make it simple, I'm going to treat an invisible item in many ways like a creature. So, when something is "tucked into" (i.e. placed completely within) an invisible item, it will also become invisible. And when it's taken out, it will become visible. Note that the spell affects "a creature or object", meaning 1 object. Items, Allowed - Shotput, Orc (A&E), Arrows [Alchemist’s, Blunt, Flight, Signal, Thundering] (A&E) Library of Greyhawk - Membership costs her 250 gp each year in dues. A member can conduct research at the Great Library to gain a bonus to a single Knowledge skill check pertaining to the matter at hand. For each hour studied, the member gains a cumulative +1 circumstance bonus to an appropriate Knowledge skill check to a maximum of +3. This bonus is reduced for Knowledge (arcane) or Knowledge (the planes) skill rolls, to a maximum of +2, for four hours of study.