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Post by The Dungeon Master on Oct 28, 2008 15:09:19 GMT -5
Death: If you die and are unable or choose not to be brought back, create a character 1 level lower than your previous character was at time of death (Campaign)
Sapient Mounts: Intelligent mounts act on your initiative (either before or after you, at your choice) (DMG p.23)
Skills with Different Abilities (DMG p.33)
Striking the Cover instead of a Missed Target variant (DMG p.24)
What Disabling a Device Means (DMG p.70)
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Post by The Dungeon Master on Sept 26, 2012 15:06:42 GMT -5
Identifying Magic Items (as expanded by the Magic Item Compendium)
Knowledge (Arcana) DC 30 - may reveal only some details; usually most helpful with legendary items
Search DC 15 - if a physical clue exists on the item, it may provide a clue
Spellcraft DC 10 + whatever is required to determine the school yields functions, means of activation and number of charges
Spellcraft DC 25 to identify potions; takes 1 minute and no retry for failure
Use Magic Device DC 5 + whatever is required to activate the item
Bardic Knowledge DC varies, as do the results
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Post by The Dungeon Master on Sept 26, 2012 15:07:58 GMT -5
Magic Armor As long as the armor is the same general shape and the same size category, it will fit
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Post by The Dungeon Master on Aug 12, 2013 11:26:56 GMT -5
Initiative I will be asking for initiative rolls at the beginning of each session and at the end of each encounter. These will be used for the next encounter.
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