DM Time!
Over Night Healing...
A PC heals one HP per HD per 24 hour period as long as no extremely strenuous activity took place during that day. If there's a battle or major encounter, little or no healing may take place as per the DMs discretion. Anyone who tells me this update was on the page (at the next session) without me asking will divide up 1000 bonus xps next session. ie, if two of you tell me you'll each receive 500, etc...
Sorcerers, Scrolls, and Casting from Scrolls
Sorcerers CAN cast a spell from an Arcane Scroll! She can wait and attempt to learn the spell when she levels, but she doesn't have to do this. Also, did you know a sorcerer can attempt to learn an arcane spell that is NOT on his list of available spells. Yep, she can use a wizard (only) or bard spell from a scroll or book and through knowledge and study learn the spell, and add it to his known spells. Did you know that when any person casts a spell from a scroll they either had to cast Read Magic on it, or make a successful spellcraft check on it (DC 15 + Lvl of the spell)? They can do this in advance, and not wait until they use the scroll. It's amazing what little rules we find here and there...
Spell Sheet - New spells available from WOTC
Here we go again! Turning the UNDEAD! I thought I had this down, but guess what?
1) Roll a D20 + Charisma Bonus
Turning Cleric |
Most Powerful Undead affected (Max HD) |
up to 0 |
Cleric's Level -4 |
1-3 | Cleric's Level -3 |
4-6 | Cleric's Level -2 |
7-9 | Cleric's Level -1 |
10-12 | Cleric's Level |
13-15 | Cleric's Level +1 |
16-18 | Cleric's Level +2 |
19-21 | Cleric's Level +3 |
22+ | Cleric's Level +4 |
2) Roll 2d6 + Cleric's Level + Charisma Modifier
So the (21) I rolled early in the session today would have turned a 8th level creature, not a 21st level! DOH! Oh well, it still would have destroyed the darn skeletons! HAH!
Jumping Skill...
If your PC takes a 20' run she can jump a minimum of 5' across some hole, crevice, etc. You then role a D20 (of course) and for every number greater than (10) you jump an addition 1'. Now this is modified by your STR bonus and any ranks that you have in the jump skill, minus any Armor Check penalties. There is also a maximum distance a PC can jump which is equal to 6X her height. This also assumes that PC is moving at the standard 30' rate, it can be adjusted proportionally for PCs moving at other rates. I'll use an example from last session that I gave Zarx an automatic success. Remember the pit trap that Tibble set off, but avoided, and left the rest of the party on the other side. Tibble used a rope to help get you across, but I said Zarx jumped across. Here's how it should have happened...
Zarx has (+8) bonus for his jump skill (+3 STR, 5 Ranks), gets (-5) for his Chain Mail Armor Check still gives him a (+3). I role the 20D...(Got a 5!)...Add his (+3) which equals (8)! He jumped minimum (5'). Guess what? Zarx falls 30' into the pit! Yikes! I would have to roll a (12) for Zarx to make the jump! Guess it's not that easy to jump across a 10' gap after all, especially in Chain Mail! There are additional rules for jumping from a stand-still position, and for how high you can jump!