Player Characters
- Determining Hit Points: The player and GM both roll for hit points. The player takes the better of both rolls. Reroll ties. (Taken from the Glass Cannon Podcast.)
Playing the Game
Aid Knowledge: If characters have time to discuss a situation (i.e., non-combat, no time constraints), everyone trained in the applicable Knowledge check can roll. The highest roll is the base roll; all others can act as Aid attempts.
Critical Initiative: If a natural 20 is rolled, the person who rolled it will get an extra action (one move or one standard) regardless of their total initiative roll on their first round.
Epic Criticals: Base weapon damage is automatically max damage. Everything else is rolled. For example, if you crit with an x2 sword that does 1d6, you will roll 1d6 and then add six. If you crit with an x3 weapon that does 1d8, you will roll 2d8 and add eight on top of it.
Fall Damage: One point per two feet fallen. Make DC 15 Acrobatics check to subtract the first ten feet worth of fall damage (ex. Fall ten feet and make the roll, no damage taken.)
Potions: Taking a potion out is a move action (or part of a move action), and using it (on yourself or another target within range) is a standard action.
Skill Challenge: To succeed in a Skill Challenge, you must make X number of successes before three failures. The rules for skill use are: 1) You need to be proficient in the skill to use it in the Skill Challenge, 2) You can only use the skill once per Skill Challenge, 3) You can use any skill as long as you can somehow justify its use for the particular Challenge.
Teleport: RAW states that the caster can take themselves and one additional medium or small creature per three caster levels. Large creatures count as two medium and Huge count as four. The change comes as small creatures count as 0.5 medium creatures, and tiny counts at 0.25 medium creatures (reduce person to allow more people to travel at a time.)
Knowledge Check for Monster Identification
The results are based on the bestiary stat block as follows:
- Check >= DC: Everything in the "Title Block"
- Check >= DC+5: Defense
- Check >= DC+10 :Offense
- Check >= DC+15: Everything
Looting Dead Party Members
Assumptions when a party member dies (game balance issues related to dying party members and new party members coming into the game):
- When a party member dies, all their equipment becomes unavailable (by fiat; it's destined to go to their families/destroyed by whatever killed them/etc.).
- New party members come in with Wealth By Level (WBL)-2Lv, with a base of Level Five. From Levels 1-5, use normal WBL. Level 6-7 use Level 5 Wealth. After 7, use WBL-2 Levels (ex Lv 10, use wealth for Lv 8).
Death Saves
- On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A stable character does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses one hit point. An unconscious or dying character cannot use any special action that changes the initiative count on which his action occurs.
- Characters taking continuous damage, such as from an acid arrow or a bleed effect, automatically fail all Constitution checks made to stabilize. Such characters lose one hit point per round in addition to the continuous damage.
- You can keep a dying character from losing more hit points and stabilize him with a DC 15 Heal check.
Fallen Hero
When you fall below zero hit points (and are not dead), you drop to the ground and are prone. However, you are not yet unconscious. In the following round, you can speak and use the crawl move action (you can crawl five feet). You do not get a standard, just a move, and a free action. Now, you might notice that, as stated in the potion homebrew rule, you can draw an accessible potion as a move action. That’s true. So, as you crawl, if you have a healing potion on your belt, you can pull it. You won’t be able to drink it, though. At the end of the round, you will fall unconscious and make your first stabilization roll. Normally, when you fall unconscious, you drop anything held. However, we can say that since your character knows they do not have the strength to drink it if they are drawing it from their belt, someone can come and use the potion on them. They will collapse in such a way as to secure the potion in their hand. Therefore, someone can come to them as a move action and use their standard to use the potion on the fallen character (or themselves if they are jerks).
