Rules from Pregame kickoff in Golarion | World Anvil
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Rules from Pregame kickoff

Game Rules Discussion Here are some of the rules that I looked up afterward   Wounds & Hero Points   Wound condition can be removed only by the following ways. Someone has spent 10 minutes using Treat Wounds on you You have been healed to full and rested for 10 Minutes Therefore, you cannot remove the wound condition during combat in the rules as written. Once you start gathering Wound conditions, your character is on a spiral towards death the longer the combat rages on as you enter into and out of the dying condition.   Note that using a Hero Point to prevent dying does not remove the wound condition if you already have it. It does, however, stabilize you to 0 without adding a Wound condition or increasing it if you already have it.   I may consider a house rule in the future around using Hero Points to remove wound conditions, but lets play it RAW (rules as written) for now     Rounding   RAW, you always round down   Ties   In a check, the Tie always goes to the one who rolled. An attack is a check.   Perception DC   Your Perception DC is 10 + Wisdom modifier + proficiency bonus (if any) + other bonuses - penalties   Rolling in Secret   The DM should roll in secret any check that has the 'secret' trait. This is usually used for perception, thievery, knowledge, and deception checks where knowing how well you rolled would alter how you played. Here is a list of checks with the 'Secret' trait Identify Magic Recall Knowledge Impersonate Identify Alchemy Lie Gather Information Conceal Object Hide Sneak Sense Direction Seek Sense Motive   Roll VS DC   All checks are conducted as a roll vs DC. There are no contested rolls. Some actions are attacks and roll against a DC.  Other actions are effects that have a DC against which target has to roll a save.  Generally Checks are rolled by the actor against the target's DC and saves are rolled by the target against the actor's DC.   Shield Spell   A shield spell raises a unbreakable shield for one round (until the start of the caster's next turn) This Shield can never have the broken condition and does not have HP or a Break Threshold. While in place the Shield gives a +1 circumstance bonus to AC.   While raised, the caster can use Shield Block as a reaction. It has a Hardness of 5, so 5 points of damage will be deflected from the attack. Once Shield Block is cast, the spell ends and cannot be cast again for 10 minutes.   Tripping as a second action after an attack   Athletic maneuvers like Trip have the 'Attack' trait. They therefore suffer from the Multi Attack Penalty. So if you want to trip someone after striking them, you have a -4 or -5 to that attempt.

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