DM Delmoth's Reign of Winter (Inactive)

Game Master Delmoth

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House Rules:
Spell and effects duration become
1/hour level: 1 full dungeon
10 min/level: 3 encounters
1 min/level: 2 encounters
1 rd/level: 1 encounter

Once you reach level 10 durations become:
1/hour level: All day
10 min/level: 1 full dungeon
1 min/level: 3 encounters
1 rd/level: 1 encounter

Extend spell metamagic bumps you up one level, e.g. 1 min/lvl (2 encounters) -> 10 min/lvl (3 encounters)

Master Craftsman feat allows you to qualify for any magic crafting feat, even spell-trigger and spell-completion items, you still must provide spell component by some means. E.g. another PC casts shield for you that day when you craft a wand of shield.

Cold weather gear, hot weather gear, the endurance feat, a survival check, or any other ability that give at least a +2 bonus to fort saves to avoid adverse cold or heat may at the character's discretion instead lessens the severity of that weather by one level. A character cannot gain this benefit more than once but if they are able to apply more than one they may claim the fortitude bonus of other effects. For example if a character has the endurance feat and a cold weather outfit they may lessen severe cold to just cold with the endurance feat, and then gain a +5 bonus to now hourly checks. Lethal damage cannot be avoided with this rule.

Cook People hex may be rebranded as Cook for People without the alignment implications.

Auto-identify magic items if a character has max spellcraft ranks and has detect magic. Cursed items may or may not be automatically identified.

Treasures will appraise at full value if a character has max appraise ranks for level. Otherwise they will appraise for some lower amount.

Drawing and Sheathing weapons and weapon-like objects: can be done as a part of any move action so long as character has +1 BAB

Abilities like Time Flicker: continuing these abilities once active is a free action so long as the current duration increment has not already expired.

Paralyzed: If it's not clear from context which way the victim is facing, roll a 1d8 to determine the facing like a missed splash weapon. The target can then target squares in a cone for line of sight.

Grappling and Threatened squares: Grappled condition does not prevent you from threatening, just from making AoOs.

If a spell applies the grappled condition but doesn't specify CMB, it is caster level plus casting stat modifier for situations not specifically covered in the spell.

Making Drunken master work with Unchained Monk
Drunken Ki and Drunken Strength are unchanged. Drunken Courage, Drunken Resilience, and Firewater breath all have similar abilities that are selectable in ki powers and so are removed from the drunken master archetype. These abilities are, Diamond Mind, Diamond Resilience, and Elemental Burst respectively. I will convert other archetypes on request.

Purchase Limit: Golarion is a high magic world. Purchase limit in a town is the largest gold piece value item a PC can buy or sell. The roll to see if an item is available is waived, unless the circumstances are special.

Kobolds changed as below, otherwise are unchanged
Ability score modifiers: -2 str, +2 dex, +2 to either int or cha
No light sensitivity
Alignment: any

Chant and cackle can only be used to extend a hex for up to 1 minute per level.

Continual flame is replaced with the following:

Continual Light
School evocation [light];
Level cleric 3, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (ruby dust worth 50 gp)
Range touch
Target object touched
Effect magical light
Duration permanent
Saving Throw none; Spell Resistance no
A light, equivalent in brightness to a torch, shines from an object that you touch. A continual light can be covered and hidden.
Light spells counter and dispel darkness spells of an equal or lower level.

DM_Delmoth wrote:
How does not needing to breathe affect casting spells underwater?

You gain a +4 circumstance bonus to the concentration check to cast the spell. You're still required to make the concentration check but it should be easier if you don't need to worry about drowning.

DM_Delmoth wrote:
Does the silent spell feat affect casting spells underwater?

Yes. You do not need to make a concentration check to cast a spell underwater if you are casting a silent spell and cannot breathe water.

Spells or spell-like abilities with no components or apparent physical manifestation cannot be identified with spellcraft. Example: A silent still charm person has no components and the spell's description indicates no outward effects and so spellcraft could not be used to ID the spell unless another spell revealed the effect, such as detect magic.

Saiya Atarangi wrote:
For pure amusement value, I request the GM house rule this (Stunning Irruption) to not stun the Vixen herself as long as she screams "OH YEAH!" while doing it :)

Done

Rinika, paraphrasing wrote:
It's dumb that a gunslinger can snipe but a spellslinger can't.

You're right. You may use the snipe rules replacing one standard action for one ranged attack in the stealth rules. Note that creatures will notice the obvious effects, such as spell casting's verbal components and their general direction, but not specific squares where they originated from should they fail their perception check.

DM Delmoth wrote:
If you are prone is your movement hampered?

Yes. If you have some combination of abilities that eliminate the movement penalty you are no longer hampered.

Lunk, paraphrasing wrote:
"Is rope weapon-like?"

RAW, no. But a lasso is a weapon so I find it hard to reconcile that putting a honda knot on one end of a rope suddenly makes it easier significantly easier to pull out. So ropes are weapon-like objects.

Kat Brewer wrote:
If a large or larger size creature is adjacent to me can I attack it with a reach weapon?

RAW answer to this is a flat no. This leads us to absurd or contradictory results when Kat is blind or the target is invisible as those conditions allow Kat to choose a square to attack and if the square contains the creature it can be hit with a miss chance. So you can target a creature with a reach weapon that is adjacent to you if you threaten any square of its space. However when attacking in this way the creature has soft cover against the attack just as if there was an intervening creature. Alternatively Kat can avoid giving the above creature cover or attack an adjacent medium sized creature by attacking with the reach weapon as an improvised weapon, following the normal rules for improvised weapons.

Adding description line back into teleport: On target: 1-52, Off Target: 53-76, Similar Area: 77-92, Mishap: 93-100

Delmoth's FAQ:

Dervak wrote:
Can Mara, while blinded, use Status to target us with her other hexes like Fortune and Heaven's Leap?

Status lets her know your square but she still lacks line of sight, so any ability that requires line of sight will still fail. If there is a touch effect she can still try to touch you with a 50% miss chance, but will automatically know which square to target. However I feel it's in keeping with the item (Phylactery of the Shepherd) to waive line of sight when she chooses to end the status effect. So ending the status effect to use healing hex as a swift action does not require her to see her target.

Mara bint al-Katheeri wrote:
Related to the situation above. Could Theo spend a move action to touch Mara and eliminate her miss chance if she tries to use her Healing Hex on him?

Yes. Mara can even roll her miss chance to see if she hits him before Theo commits the move action.

Delmoth wrote:
How much time does it take to attune under ABP?

1 minute

Mara wrote:
How long can chant and cackle be used to extend hexes?

RAW there is no limit so long as the character can still make the required action. However this seems ridiculous, so a character can use these abilities to extend hexes for 1 minute per level. Long enough to last any combat but not long enough that it can be used in every combat in a dungeon exploration.

Nikrir Leldro's implied question wrote:
Does the pyrotechnics spell extinguish a flaming sphere?

No, even though a flaming sphere can be extinguished by means that would extinguish a normal flame it is still a magic flame which pyrotechnics can't extinguish.

Answer to a question Nikrir Leldro didn't ask wrote:
Can a magical flame be used as the source for the additional effect from pyrotechnic even though pyrotechnics can't extinguish the magical flame?

Yes. The fire wouldn't change at all but the additional effects will still happen as described.

Mara wrote:
How does not needing to breathe interact with inhaled poisons and spells that create clouds, such as stinking cloud?

You are immune to inhaled poisons even if you cast a spell or speak. Stinking cloud affects non-breathing creatures the same way it affects breathing creatures.

Jek Tal'dor wrote:
Does a large or larger creature count it's current space as non-threatened squares for the purpose of withdrawing?

Yes

Nik wrote:
Does the plague zombie or fast zombie template cost twice as much onyx like the bloody skeleton template does? How about in relation to corpse companion?

Any template that increases the CR of the undead costs more onyx, so fast zombies and plague zombies are normal cost but other types might not be. Any variant template can be applied to a corpse companion from the undead lord special ability but the HD of the undead still cannot exceed half the cleric's level.

Nik wrote:
How does a zombie determine if something is alive?

Zombies and other undead without intelligence scores don’t perceive much and normally have no special ability that allows them to differentiate between something that is alive or not. A command to a zombie to “attack all living creatures” would result in them attacking anything that moves including other undead (and probably the zombie controller) or attacking nothing at all depending on the whims of the DM at the time.

A question Nik didn’t ask but probably should have wrote:
What happens to an undead I release from control?

Zombies that have been released from control will either do nothing, or mindlessly follow a command they received in the past (DM will determine what they do exactly). Only the clueless believe that mindless undead that have been released from control attack anything that moves, this is a myth that (mostly) prime adventurers perpetuate after invading a room that an undead was commanded to guard.

A question Nik implied wrote:
If I don’t know the HD of a creature, out of character information, how do I determine what value onyx to raise a minion?

If you identify a creature with the appropriate knowledge check you will know which sized onyx gem to use. If the knowledge check fails and the caster still wishes to cast animate dead they must guess. If the gem used is less value than required then the spell is cast with no effect but the onyx gem is not used. If the gem used is more than the value required then the gem is still used up. Only a single gem is used per casting so it's recommended that aspiring horde commanders keep a variety of gem values on hand.

DM_Delmoth wrote:
When is a body too damaged to be effectively used for animate dead?

When it is at negative HP equal to its hit point total plus its constitution score. An application of the heal skill to treat wounds can be used to repair some damage to make a corpse salvageable again.

Mara bint al-Katheeri, paraphrasing wrote:
Can Mara cast see invisibility from a scroll and then make it permanent with a permanency spell?

Yes, but the caster level to dispel is the caster level of the scroll not the permanency spell.

DM_Delmoth wrote:
Can a pinned creature be subject to a coup de grace?

Yes, it is bound. Note that a merely being grappled is insufficient.