Aardvark's "Don't Get Left Out in the Cold" Reign of Winter Campaign (Inactive)

Game Master Troy Malovich


Houserules:
1) A nat 1 on a skill check gives an additional -10 to the roll.
2) A nat 20 on a skill check gives an additional +10 to the roll.
3) The take 10/20 mechanic has been removed.
4) Weapon Finesse is a free feat for all (treat it as a quality of a finesse weapon).
5) Leadership is a free feat at level 9, but cohorts will be recruited out of the NPC's met within the game, based on character interactions. They will be controlled in combat by the player, but they will be RP'd by the GM.
6) All PC's get an extra skill point at each level in either a craft, perform, or profession (as long as the skill is not a class-specific skill for abilities e.g Craft Alchemy for Alchemists, or Perform for Bards). Also, they each get one skill point per level in a class-specific skill.
7) Group stealth, when sneaking as a group, the stealth total is the average of all those sneaking.
8) Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding.
9) Crafting Magic Items is only a single feat, but you will still need the appropriate level required by the previous feat of the item type being crafted.
10) All magic items have a chance of being either Cursed or Intelligent

Cursed/Intelligent Rules:
The determining rolls will be made in the Gameplay thread under GM rolls spoilers.

Weapons:
1-5% means it's Intelligent
6-25% means it sheds light
96-00% means it is cursed

Armor, Shields, Rings, Rods, and (non-consumable) Wondrous Items:
01% means it's Intelligent
96-00% means it is cursed

All others (including consumables):
96-00% means it is cursed (consumables cannot get a result over 60 on the curse results chart)

When crafting, a Nat 1, will make a cursed item (as well as if you fail making an item by 5 or more). Every item can be cursed.

For Intelligence, first is a Nat 20 on the Skill check when crafting:
if it's a weapon, rolling 17-20 on a second d20 means it's Intelligent
if it's an Armor, Shield, Ring, Rod, or (non-consumable) Wondrous Item, rolling a 20 on a second d20 means it's Intelligent.
No items other than weapons, armor, shields, rings, rods, or (non-consumable) wondrous items can be intelligent.
Intelligent items will be within one alignment step of their crafter.

Monster Knowledge Checks:
Almost all monsters are the base DC 10.
- Common monsters (base DC 5) include things like PC races, low-level/frequent problem humanoids (gobs, orcs, ogres, etc..), and widely discussed popular mythos monsters (werewolves, vampires, dragons, giants, etc..).
- The few monsters that are rare (base DC 15) are the very unusual off-the-wall oddities.

The results of the checks (in order of known based on base DC and each 5 pts over the DC) will usually be:
Base DC - Name, type, subtype, and what that means (knowing even the lowest devil means you know the traits that all devils share)
+5 - Usually the most common attack/defense/power they use (which would be easier to find in tomes of lore).
+10 - Common special defenses (DR/type, SR, Immunities/Vulnerabilities, etc..)
+15 - Special powers/abilities they use/have less often, or special case effects.
+20 - Pretty much just read the monster entry, you great big know-it-all, just take the book and read it smarty-pants. (that is, only after I've declared it as passing the DC by 20).

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March Order
Double-file:
Braham & Drogan
Thanion & Sia
Sturla & Aavelixia

Single-file:
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Watch Order
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[spoiler=Initiative][ooc]Aavelixia [dice]1d20+5[/dice]
Braham [dice]1d20+2[/dice]
Drogan [dice]1d20[/dice]
Sia [dice]1d20+3[/dice]
Sturla [dice]1d20+5[/dice]
Thanion [dice]1d20+4[/dice][/ooc][/spoiler]

[spoiler=Fort save vs Cold][ooc]Aavelixia [dice]1d20+3+5[/dice] (Cold Weather Outfit)
Braham [dice]1d20+5+4+5[/dice] (Cold Weather Outfit)
Drogan [dice]1d20+5+5[/dice] (Cold Weather Outfit, Treated as 1 step less severe)
Sia [dice]1d20+1+4[/dice] (Resist Cold 2)
Sturla [dice]1d20+3[/dice] (Cold Weather Outfit, Resist Cold 2)
Suzy [dice]1d20+4[/dice] (Endure Elements)
Thanion [dice]1d20+3+4[/dice] (Resist Cold 5)[/ooc][/spoiler]

[spoiler=Perception][ooc]Aavelixia [dice]1d20+8[/dice]
Braham [dice]1d20+1[/dice]
Drogan [dice]1d20+5[/dice]
Sia [dice]1d20+8[/dice] (+1 more vs Traps)
Sturla [dice]1d20[/dice]
Suzy [dice]1d20+1[/dice] (Scent)
Thanion [dice]1d20+4[/dice][/ooc][/spoiler]

[spoiler=Group Stealth][ooc]Aavelixia [dice]1d20+4[/dice]
Braham [dice]1d20-3[/dice]
Drogan [dice]1d20-1[/dice]
Sia [dice]1d20+7[/dice]
Sturla [dice]1d20[/dice] (-1 with Buckler)
Suzy [dice]1d20+7[/dice]
Thanion [dice]1d20+4[/dice][/ooc][/spoiler]