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Rule clarifications/Mistakes

I have required Sais to move at 1/2 speed while using  stealth  and that is only 1/2 correct. You can move up to half your normal speed and use Stealth at no penalty . When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It’s impossible to use Stealth while attacking, running, or charging .
Traskus (Justin) said: Same for acrobatics I think.   It is very similar but only when  Moving Through Threatened Squares . However the DC is increased by 10 instead of 5 In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity. Jacob L. said: So I can move up to my normal speed if I take a -5 to my stealth roll, correct? Correct. :)
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Edited 1502994407
Session 5 (8/09/17) Errors using a Potion Taking a potion yourself is a Standard action... ... ...A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature. I could not find rules on giving a conscious character a potion so here are my rules. Administering a potion to a conscious character is a move action (not a swift); Also, the receiving character must spend an immediate action to "accept the Potion/Oil" or the action is lost but the portion/oil is not consumed/used. Disarm Attempt Missed 1 thing: Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack. 
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Edited 1506638708
3 mistakes I made when we where doing Aquatic combat I was only allowing a character to hold their breath a number of rounds equal to their Constitution Official rules: A character can hold its breath for a number of rounds equal to 2 x Constitution I required a character to spend a round of breath each time they used a move, standard, or Full Round action. Official rules:  While holding their breath a character can take free and move action without costing breath While holding their breath, if a character takes a  Standard or Full round action it cost 1 round of breath I required a swim for each move action.  Official rules:  Only one swim check per round. If successful, the character may either swim 1/4 their speed as a move action or 1/2 speed as a full round action . If failed the character cannot move, but if failed by 5 or more the character goes under water.
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Edited 1533939575
Sneak Attacks with spells follow the normal rules for sneak attacks Specifically, the phrasing of sneak attack only specifies weapons in the section on nonlethal damage (which cannot normally be dealt with spells anyways). Touch attacks, ranged touch attacks and other such attacks caused as part of spells may therefore be used to deliver sneak attacks so long as they fulfill the normal conditions of a sneak attack.  In other words, sneak attacks with spells must meet the following conditions: 1.         The spell requires an attack roll (otherwise, it is not an "attack" for the purposes of sneak attack) 2.         The target is  is denied its Dexterity bonus to AC  (or if you are using a none ranged spell and flanking the target ) 3.         Ranged attacks are made within 30 feet 4.         The spell must deal damage
After re-reading Restoration as well as it's lesser and Greater versions, I thought about how it would work with drinking alcohol . I am going to work it like poison.   I would allow you to remove the ability damage.   Each would remove different amounts depending on it's level: Lesser = 1d4 to a single one, Normal: all of one ability, Greater: all ability penalties.  However, even with the abilities penalties removes, you are still drunk so still have penalties to save verse alcohol and still have any moral bonuses as well. If you cast remove poison it would remove the poison so it would remove the cumulative penalties to save vs alcohol as well as reset your total number of drinks to 0. This would allow you take one save free drink per 6 points of con you have (As normal when you start drinking for the day). But you are still tipsy, drunk, wasted, or passed out unless restoration or other spells restore the penalties caused by the alcohol.