Rules That May Or May Not Govern Your Life

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Tracker4502
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Rules That May Or May Not Govern Your Life

Post by Tracker4502 »

As the list of 'modifications' to the rules of reality changes, many have voiced that it is getting difficult to track the changes. As such, here is a list of those changes that have yet been discovered.

Public and Private Skills
There will be certain skills that will be considered 'private' skills. This means that I will do the skill roll and inform you of the result in a PM. These skills are...

Arcana
Endurance*
Insight
Perception

(Endurance is only private when suffering from a debilitating effect.)

All other skills will publicly be rolled by you when you wish. Please note that if you roll a private skill publicly that the roll will be disregarded. In addition, you may request to roll any public skill privately.

Skill Checks in Combat
Unless specifically noted in a power or feat, all skill checks made while in initiative will cost a Move Action regardless of what the rules as written may say (except Stealth; see below). Please note that this does include knowledge checks. This is done to both promote the use of skills normally not viable and to curb spamming of skills which are easy to attempt. On that note, the following are changes to the skill actions in combat as written.

Arcana: This skill, if trained, may be used in addition to its other uses to attempt to determine the full range of effects that a certain power contains. You must have seen the power been used already, and the DC for such a check is equal to (Your Level / 2) + (The Target's Level * 2).

Note that you also may not use the Detect Magic action to ascertain an invisible creature's location.

Diplomacy: This skill, if trained, may be used once per combat in addition to its other uses to attempt to convince a hostile non-hindered creature (has no detrimental effects upon it on its turn) to a certain course of action. If you pass a DC of The Target's Will + Half it's Level, you may suggest a course of action that sounds reasonable to the creature. The suggested course of action may not take more than a Move action to undertake, and it cannot endanger the target creature. If the target has noticed you taking an aggressive action against the creature or against its allies a -10 penalty is applied to the Diplomacy check.

Endurance: This skill, if trained, may be used in combat in addition to its other uses to attempt to spend a Healing Surge. There is no DC for this check; instead, the Endurance check determines how many surges are spent to attain the single surge of healing. Consult the following chart to determine how many surges are exhausted; if you do not have enough surges available, you take damage equal to the total surge value of the surges lacked before healing.

Endurance Check Result:
15 or Lower: 5 Surges
16 to 25: 4 Surges
26 to 39: 3 Surges
40 or Higher: 2 Surges

Please note that you may not benefit from any extra healing (except from racial and class features) and that using the skill in this manner will make you Weakened until the end of your next turn.

Insight: This skill, if trained, may be used to 'call' an enemy's attack. On your turn, you may name an enemy, an attack power usable as a standard action, and a single ally. If the called enemy uses the called attack on the called target, you may roll an insight check as an Immediate Interrupt against the enemy's attack roll against the called ally. If the insight check exceeds the attack roll, the called attack is considered to have missed the named ally. If the three called conditions are not met, you fail to make the insight check, or if the insight check fails, the called enemy gains a +5 Power bonus to the Attack and Damage rolls during its standard action. Note that Action Point Actions do not count in any fashion for the purposes of this use of the skill. Also note that though triggering this skill costs an Immediate Interrupt, it still costs a Move Action to 'call' the attack.

Intimidate: This skill may not be used for any of its written functions in combat. Instead, this skill if trained may be used to influence a single opponent's actions. Please consult the following two tables for the result of the check, though you may opt to choose a lower result than the one you attained:

If the Target is Not Bloodied:
Result of 1 on Die: You are Dazed and Immobilized, Save Ends Both.
Intimidate Check < Will Defense of Target - Target may immediately make a Basic Attack if possible.
Intimidate Check = Will Defense of Target - Target gains a +2 Untyped bonus to Attack rolls until the end of its next turn.
Intimidate Check > Will Defense of Target - Target is Rattled, Save Ends (Fear).
Intimidate Check > Will Defense of Target + 10 - Target is Rattled, Save Ends with a -5 penalty (Fear).
Intimidate Check > Will Defense of Target + 15 - Target is Rattled and may not move closer to you, Save Ends Both (Fear).

If the Target is Bloodied:
Result of 1 on Die: You are Dazed, Save Ends.
Intimidate Check < Will Defense of Target - Target gains a +2 Untyped bonus to Attack rolls until the end of its next turn.
Intimidate Check = Will Defense of Target - Target is Rattled, Save Ends (Fear).
Intimidate Check > Will Defense of Target - Target is Rattled, Save Ends with a -5 penalty (Fear).
Intimidate Check > Will Defense of Target + 10 - Target is Rattled and may not move closer to you, Save Ends Both (Fear).
Intimidate Check > Will Defense of Target + 15 - Target flees combat immediately (Fear).
Intimidate Check > Will Defense of Target + 20 - Target surrenders immediately (Fear).

The skill may be used in this fashion only once upon each creature.

Stealth: Stealth functions exactly as written, which is to say that it is exempt from the Move Action to Use rule listed above. You may make a Stealth check as part of a Move Action used to move or as a Move Action by itself. The only clarification I make is that a Stealth Check cannot be made with simple cover or concealment; you must have Total Cover or Total Concealment to make a Stealth check.

Streetwise: This skill, if trained, may be used once per combat to attempt to prevent provoking opportunity attacks. Once per combat you may announce that you are using Streetwise to attempt to prevent provoking opportunity attacks. A Streetwise check will then be privately rolled for you. Until the end of your next turn, you will not provoke opportunity attacks from any creature whose Reflex - 5 is lower than your Streetwise check result.

Zones of Concealment
Unless a power specifically states otherwise, any zone of concealment imposes its penalty upon creatures inside the zone and creatures outside the zone attempting to look through / in the zone. This is to limit the potency of concealment zones which otherwise provide a sizable benefit to those inside it without a drawback.

Nonlethal Damage
When making any attack involving damage, you may before rolling dice declare that that attack will deal nonlethal damage. In order to be able to make an attack deal nonlethal damage it must not be an area attack; if the attack critically hits, it is considered to be lethal damage regardless of the attacker's previous wishes. When making an attack dealing nonlethal damage, the attacker takes a -2 penalty to the attack roll and deals half damage; note that this half damage does stack with the Weakened condition.

Sleep and Extended Rests
Extended Rests require 8 hours of uninterrupted rest. This means that should your character be disturbed during the rest, you may not go back to sleep after the disruption and 'pick up where you left off'. Unless you are being attacked, whenever you are disturbed I will give you the choice of waking up (and forfeiting the time spent resting) or ignoring it. Note that should your character trance, while the character will remain aware he or she cannot take any actions during the trance without forfeiting the time spent resting.

Item Creation
As written in the rules, to create a magical item you must be a ritual caster and have the proper ritual for the item you are attempting to create. However, there is a added requirement if you wish to create a magical item: you must find out in character about the item you wish to create. How you find out about such items is up to you, but note that there are a few changes to the rules when attempting to create the item:

If the Level of the Item is 4 or More Below Your Own Level:
Any: 100% Chance of Success at Base Price.

If the Level of the Item is between 3 Levels Above or Below Your Own Level:
Heard / Read About, Never Seen: 70% Chance of Success at Base Price or 150% Base Price.
Observed or Seen in Use: 80% Chance of Success at Base Price or 130% Base Price.
Examined: 100% Chance of Success at Base Price.

If the Level of the Item is 4 or More Levels Above Your Own Level:
Heard / Read About, Never Seen: 40% Chance of Success at Base Price or 300% Base Price.
Observed or Seen in Use: 60% Chance of Success at Base Price or 200% Base Price.
Examined: 70% Chance of Success at Base Price or 150% Base Price.

If you are upgrading an item that you currently have in your possession instead of making a new item, your chance of success is 100% and you may deduct the base price of the current item from the gold costs of the upgrade.

You may also use your own life experiences (XP) to help fuel the magical energies of the process in order to save coin. For every 100xp you give up for the process, you may save 200 gold from the creation costs of the object.

As an additional side note, you are able to use any item of any level; there are no item level restrictions in this world.

Death and Resurrection
There are a few clarifications, changes, and additions to the process of resurrection. First, the component cost of the Raise Dead ritual is multiplied by 10 at all levels. Second, the ritual Reincarnate is available for use:
Reincarnate
Level: 5
Category: Restoration
Time: 4 hours
Duration: Instantaneous
Component Cost: 500 H / 5,000 P / 50,000 E gp
Key Skill: Heal (no check)

To perform the Reincarnate ritual, you must perfectly name a creature that died no more than 60 days ago. If the creature is willing and able, it is returned to life in a new body that is formed by this ritual. The new body is never the named creature's original race, and is randomly decided unless a deity intervenes. The new body is the creature's original sex and is aged to the same point in its life as the original creature was. When reincarnated, the creature loses all physical racial features of its previous race and takes on the new physical racial features of its new race; this exchange includes losing and gaining all ability modifiers even if any of the modifiers are of INT / WIS / CHA.
Lastly, returning from death multiple times by any fashion in the same tier (Heroic, Paragon, Epic) is challenging; expect to have to provide justification to the powers that be if wishing to make multiple trips.

Miscellaneous Changes

Administering a potion to an unconscious character is a Minor Action in order to make them feasible to use.

The Blinded condition imposes a -5 penalty upon all skill check rolls as well as attack rolls.

When attempting an untrained Heal check on a dying creature, a result of 1 on the die will give the creature an extra death tick and will not trigger the second wind or stabilize the target.

10 Copper Pieces is equal to 1 Silver Piece, 10 Silver Pieces is equal to 1 Gold Piece, and 10 Gold Pieces is equal to 1 Platinum Piece.
"I will live forever, or die trying!"

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