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Post by reefwood on Feb 1, 2011 21:00:19 GMT -5
Code of Conduct I have decided to put all the house rules for this campaign into their own separate thread. Most of these are already posted at the start of the Officers Academy thread. I usually just edit the Misc post to add new topics, but it'll be easier for me to reference this info, make changes, and add new topics if all the house rules are together and each one has its own post. Also, this will differ from the Pathfinder Rules thread because that thread is mostly just an explanation of how the rules work. This thread is for rules that only apply to this campaign or rules that needed to be more fleshed out for this campaign, so some of posts from the other thread will be moved here. Table of Contents1) Character Creation 2) Equipment Packages 3) Income 4) Mission Equipment, Spoils of War, Equipment Locker 5) Advancement Points 6) Upgrade Time 7) Time Off 8) Character Replacement 9) Rest 10) Weapon Sheathes & Coverings 11) Craft and Fabricate12) Determining HD 13) Animate Dead14) Skeleton Proficiencies 15) Summoning Specific Creatures 16) Copying Spells from the Wizard Library 17) Leadership
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Post by reefwood on Feb 1, 2011 21:07:21 GMT -5
1) Character Creation
Ability Scores Roll 4d6 (drop the lowest die) six times. No re-rolls allowed. If you have some low rolls, just think of yourself as some poor sap that got drafted against their will. Also, you receive a 1-point ability score increase at levels 4, 8, 12, 16, 20.
Hit Points Max hit points at 1st-level. Roll for subsequent levels. Ways to increase hit points include the Toughness feat, boosting Constitution (racial bonus, ability score increase, magic item), spells that provide temporary hit points, and taking levels in a Favored Class.
Military Skills You may select up to 2 of the following as skills in which you've received special training. One rank must be placed in each military skill at 1st-level. These skills will be considered class skills at every level and receive a competence bonus equal to half your character level (minimum of +1). The skills to choose from are:
Acrobatics Craft (war-related item) Disable Device Heal Intimidate Profession (military) Ride Spellcraft Survival Use Magic Device
Military Feats You may select up to 2 of the following feats as bonus feats. You must meet the prerequisites and be able to select the feats at 1st level. The same feat may be taken twice if it can be applied to different criteria each time, such as Rapid Reload or Weapon Focus. The feats to choose from are:
Agile Maneuvers Arcane Strike Armor Proficiency (any) Combat Casting Combat Expertise Deadly Aim Defensive Combat Training Dodge Eschew Materials Improved Unarmed Strike Intimidating Prowess Point Blank Shot Power Attack Rapid Reload Shield Focus Shield Proficiency (any) Skill Focus Spell Focus Spell Mastery Spell Penetration Toughness Two-Weapon Fighting Weapon Finesse Weapon Focus Weapon Proficiency (any)
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Post by reefwood on Feb 2, 2011 1:55:28 GMT -5
2) Equipment PackagesThere are two kinds of equipment packages: starting and reward packages. A starting package is given to a new character, and a reward package is earned when a returning character levels up. They are very similar, but there are a few key differences: - New equipment from a starting package is obtained immediately. Current equipment that is upgraded with a reward package requires "upgrade time" (see Upgrade Time below).
- Starting packages amounts are based on 75% of standard wealth. Reward package amounts are based on mission performance.
- You must be able to communicate with the main army to put in an order for equipment from a reward package, and you must be able to reach the main army to obtain this equipment.
These rules apply to both starting and reward packages: - The gold piece amount listed at the end of each line is a limit. No actual gold is received, and any amount leftover is lost.
- Gold piece limits from different equipment lines cannot be combined (except for the specific increases to limits), but separate item components from different equipment lines can be combined to obtain an item with multiple components, such as a +1 longsword which requires a +1 enhancement bonus from one line and a masterwork longsword from another line.
- The caster level (CL) is a limit that applies to every magic item (weapon, potion, wondrous item, etc). The CL is usually listed in the description of a magic item, and a magic item above this limit cannot be obtained from the army.
- Raw materials to create an item or component must be obtained from an equipment line that can provide the item or component. Raw materials weigh 1/3 more than the completed item.
- Any unused equipment lines are lost.
These are special equipment bonuses earned by the players: - 10% off the mithral cost of mithral items.
Finally, here are explanations of the equipment lines available through packages: Magic enhancements to weapons, armors, shieldsThis is only for the enhancement bonus or special ability that is added to the item. The actual item must be obtained through the "Nonmagical..." line or some other way (i.e. spoils). Enchantment bonuses require a caster level equal to three times the bonus, and special abilities list their CL in their specific description. Two wands of any spells of a level you can castThis includes any spell on your spell list that you are able to cast at your current level, even if it is not a spell you actually know. Wands can only hold spells up to 4th-level and are created at the minimum caster level: (spell level x2)-1. However, you can have the caster level increased at an additional cost (1 charge = 15 gp x spell level x caster level). Some spells have an expensive material component that must be added to each charge. The cost of a wand charge based on spell level (at the minimum caster level) is: 1st-level = 15 gp 2nd-level = 90 gp 3rd-level = 225 gp 4th-level = 420 gp Magic items to increase ACAny magic item (ring, scroll, wondrous item, etc) that adds a bonus to AC (deflection, natural armor, etc) other than magic armors or shields. Also, the item cannot provide non-AC bonuses. Nonmagical weapons, armors, shields, ammunition, goodsThis means any item in the Equipment chapter of the book, including those composed of special materials. Additional magic itemsAny magic item, except weapons, armors, or shields. This also includes materials used to write spells into a spellbook, raw materials for magic items that can be obtained through this equipment line, and any expensive material component that is not available from other equipment lines. Increase to a limitYou can use this amount to increase the gold piece limit of another equipment line. The increase states whether it can be applied to one line or multiple lines, but no line can receive more than one increase.
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Post by reefwood on Feb 2, 2011 20:05:41 GMT -5
3) IncomeIncome is earned daily but only paid at the end of each mission. It is paid in gold pieces and may be spent as desired but cannot be used to obtain equipment from the army. You must be able to reach the main army to collect income. Any income not collected at the end of a mission will be saved until you can collect it. Income is determined by your character level and Profession (military) modifier. Characters between 1st-level and 10th-level receive the following income: [ Character level x5] + Profession (military) modifier = daily wage in gpCharacters above 10th-level receive 10 times their character level instead of 5: [ Character level x10] + Profession (military) modifier = daily wage in gp Starting IncomeNew characters will determine starting income in 3 steps: [/b] Calculate 10th-level income for 40 days, and divide the result by 2. [2] Calculate current level income from Day 41 to the day before your character begins play, and divide the result by 2. [3] Add the results from steps 1 and 2 for starting income.[/ul] For example, a 12th-level character with a +0 Wis modifier is starting on Day 47. He has Profession (military) as a class skill for a +3 training bonus and put 1 rank in it at each level. 1) He calculates 10th-level income for 40 days and divides it by 2: [10 x5] +13 Profession (military) = 63 gp x 40 days = 2,520 gp/2 = 1,260 gp 2) He calculates 12th-level income for Days 41 to 46 and divides it by 2: [12 x10] +15 Profession (military) = 135 gp x 6 days = 810 gp/2 = 405 gp 3) 1,260 gp + 405 gp = 1,665 gp starting income
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Post by reefwood on Feb 2, 2011 20:24:55 GMT -5
4) Mission Equipment, Spoils of War, Equipment Locker
Mission Equipment The main army may provide soldiers with equipment geared toward a specific mission. This equipment comes free-of-charge and can be used as needed. After the mission, all this equipment (or whatever remains) must be returned to the main army.
Spoils of War Equipment is often found on enemies or at other points during a mission. Soldiers are free to use this equipment during the mission, and they are usually allowed to keep this equipment after the mission, but there may be exceptions or restrictions - especially for very powerful or unique items.
Equipment Locker Equipment may be stored with the main army for any duration and retrieved at any time, but you must be able to reach the main army to store or retrieve items. Equipment that is left anywhere else between missions is usually lost.
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Post by reefwood on Feb 2, 2011 21:12:33 GMT -5
5) Advancement PointsPlayer characters level up and earn rewards based on mission success. Each mission will result in a mission score and rating that provides Advancement Points (AP): - 125+ pts (Superb) = 5 APs
- 100-124 pts (Great) = 4 APs
- 75-99 pts (Good) = 3 APs
- 50-74 pts (Fair) = 2 APs
- 25-49 pts (Poor) = 1 APs
- 0-24 pts (Terrible) = 0 APs
Advancement points from each mission are added together until the PC levels up. The completion of 2 missions or a minimum of 4 APs are required to level up, whichever comes first, and doing so resets APs to 0. However, a PC is never required to level up and can always wait to do so after another mission. When a character does level up, this happens at the end of the last day of the latest mission. Also, a Superb rating may not always be achievable, and a Terrible rating will usually be extremely unlikely. Additionally, you earn a reward package when you level up, and the increase to wealth is based on the number of APs at the time: - 10 APs = 150% of standard increase
- 8 APs = 125% of standard increase
- 6 APs = 100% of standard increase
- 4 APs = 75% of standard increase
- 2 APs = 50% wealth increase
- 0 APs = 25% of standard increase
For example... the first mission score is 83 (or 75 or 99) for a Fair rating that provides 2 APs. After the second mission, the PCs can level up no matter what because they have completed 2 missions, but the wealth increase of their reward package will depend on their AP total from both missions. Current APs- Brion: 3 AP (Ch 9)*
3 AP +5 AP (Ch 10) = 8 AP -level to 10th-> 0 AP 0 AP +3 AP (Ch 11)* = 3 AP 3 AP + n/a (Ch 12) = 3 AP 3 AP +1 AP (Ch 13) = 4 AP -level to 11th-> 0 AP 0 AP +4 AP (Ch 14)* = 4 AP -level to 12th-> 0 AP 0 AP +3 AP (Ch 15) = 3 AP 3 AP +5 AP (Ch 16)* = 8 AP -level to 13th-> 0 AP 0 AP +5 AP (Ch 17)* = 5 AP -level to 14th-> 0 AP +2 side quest 0 AP +5 AP (Ch 18)* = 5 AP +2 side quest -level to 15th-> 0 AP 0 AP +5 AP (Ch 19)* = 5 AP -level to 16th-> 0 AP
- Garm (Cohort Level 11, 10 HD):
0 AP +5 AP (Ch 17)* 5 AP - Cohort Level 12th, 11 HD-> 1 AP +2 side quest = 3 AP 3 AP +5 AP (Ch 18) = 8 AP -4 AP to level to 13th, 12 HD = 4 AP -> 3 AP 3 AP +5 AP (Ch 19) = 8 AP -4 AP to level to 14th, 13 HD = 4 AP -> 3 AP
- Sahme: 3 AP (Ch 9)*
3 AP + 5 AP (Ch 10) = 8 AP -level to 10th-> 0 AP 0 AP + n/a (Ch 11) = 0 AP 0 AP +2 AP (Ch 12) = 2 AP 2 AP +1 AP (Ch 13) = 3 AP 3 AP +4 AP (Ch 14)** = 7 AP -level to 11th-> 0 AP +1 side quest 0 AP +3 AP (Ch 15) = 3 AP +1 side quest 3 AP + n/a (Ch 16) = 3 AP +1 side quest 3 AP +5 AP (Ch 17)* = 8 AP +1 side quest -level to 12th-> 0 AP 0 AP +5 AP (Ch 18)* = 5 AP 5 AP +5 AP (Ch 19)* = 10 AP
- Nim: n/a (Ch 9)
0 AP +5 AP (Ch 10) = 5 AP -level to 10th-> 0 AP 0 AP +3 AP (Ch 11)* = 3 AP 3 AP +2 AP (Ch 12) = 5 AP -level to 11th-> 0 AP 0 AP + n/a (Ch 13) = 0 AP 0 AP +4 AP (Ch 14)* = 4 AP -level to 12th-> 0 AP +1 side quest 0 AP +3 AP (Ch 15)* = 3 AP +1 side quest -level to 13th-> 0 AP 0 AP +5 AP (Ch 16)* = 5 AP -level to 14th-> 0 AP 0 AP + n/a (Ch 17) = 0 AP +2 side quest 0 AP +5 AP (Ch 18)* = 5 AP +2 side quest -level to 15th-> 0 AP 0 AP +5 AP (Ch 19)* = 5 AP
- Cleric (Cohort Level 12):
0 AP + 6 AP (Ch 19) = 6 AP
Skeletor (Cohort Level 11, 11 HD): DESTROYED 0 AP + n/a (Ch 17) = 0 AP +2 side quest = 2 AP
*promoted after this mission
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Post by reefwood on Feb 2, 2011 22:50:31 GMT -5
6) Upgrade Time
Upgrade time is required to add or improve magic abilities to an existing item (i.e. obtained from a previous equipment package, spoils, etc) and based on the standard rules for creating magic items.
Characters up to 10th-level have access to standard magic item creators (1,000 gp/day). Characters of 11th-level or higher have access to magic item creators who can work at a rate of 2,000 gp/day.
Magic item creators can work on only one item per day. Characters have access to a number of magic item creators equal to half their character level.
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Post by reefwood on Feb 3, 2011 1:44:59 GMT -5
7) Time OffTime off is earned at the end of each mission and is equal to one day per AP. It begins on the day after the mission is over, and the next mission starts right after Time Off ends. The main purpose of these days is to allow time for equipment upgrades. Despite the name, the PCs are on duty during Time Off and do not have time to do anything else. Everyday things that do not require extra effort will continue as normal during Time Off, such as natural healing and earning income (which is paid after the next mission). Out-of-the-ordinary things that come up will be handled on a case-by-case basis: - The giant ghoul automatically fails saves to break free from the Command Undead feat.
Finally, special circumstances may arise with a "short time off" equal to one hour per AP, or a "long time off" equal to one week per AP.
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Post by reefwood on Feb 3, 2011 1:53:01 GMT -5
8) Character Replacement
A character can be replaced upon capture, death, or retirement.
A new character receives a starting package equal to 75% of the standard wealth for their level and income for the days of the campaign.
A captured character can be rescued (with the proper effort), a dead character can be brought back to life (with the proper means), and a retired character can return to service.
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Post by reefwood on Feb 3, 2011 2:34:12 GMT -5
9) RestA creature that usually rests for 8 hrs can begin a new rest period as early as 12 hrs after the previous rest ended. Alternatively, it can stay awake for up to 16 hours without penalty, but a creature that stays awake beyond this point gains the tired condition immediately and again after every additional hour it remains awake. A tired creature that becomes tired again gains the drowsy condition. A drowsy creature that becomes tired again falls unconscious. However, the amount of hours a creature can hold off the tired condition is increased by 1 hour for each point of Constitution bonus or reduced by 1 hour for each point of Constitution penalty: - Con mod -1: awake 15 hrs, tired 30 min, drowsy 30 min, unconscious
- Con mod +0: awake 16 hrs, tired 1 hr, drowsy 1 hr, unconscious
- Con mod +1: awake 17 hrs, tired 2 hrs, drowsy 2 hrs, unconscious
- Con mod +2: awake 18 hrs, tired 3 hrs, drowsy 3 hrs, unconscious
- Con mod +3: awake 19 hrs, tired 4 hrs, drowsy 4 hrs, unconscious
- Con mod +4: awake 20 hrs, tired 5 hrs, drowsy 5 hrs, unconscious
Tired: A tired creature must make a Concentration check (DC 10 +spell level) to cast spells and takes a –2 penalty to Intelligence, Wisdom, and Charisma. After 8 hours of complete rest, tired creatures are no longer tired, but a tired creature that becomes tired again gains the drowsy condition. Drowsy: A drowsy creature must make a Concentration check (DC 15 +spell level) to cast spells, and takes a –6 penalty to Intelligence, Wisdom, and Charisma. After 1 hour of complete rest, a drowsy creature becomes tired, but a drowsy creature that becomes tired again falls unconscious. After 1 hour of complete rest, an unconscious creature becomes drowsy. A creature that falls unconscious from staying awake too long requires 1 hour of rest to become Drowsy, 1 hour of rest to become Tired, and 8 hours of rest to remove the Tired condition for a total of 10 hours of rest. *One thing to note is the penalty to mental ability scores. Ability score damage, drain, and penalty all work a bit different. Drain actually reduces your score and requires an immediate adjustment of stats, and this means spells could be wiped from your mind. Ability damage applies a –1 penalty to skills and statistics (outlined in the Glossary) for every 2 pts of damage, and when the total matches your ability score, you fall unconscious, but no spells are lost, though, spell DCs are affected. Ability score penalties function like damage, but only last a limited amount of time and cannot knock you unconscious.
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Post by reefwood on Feb 3, 2011 2:52:54 GMT -5
10) Weapon Sheathes & Coverings
Putting a cover on a weapon, or taking it off, is a move action which provokes an attack of opportunity.
Weapon sheathes & coverings fall into 5 categories: Light Weapon (1 sp, 0.1 lb) One-handed Weapon (5 sp, 0.5 lb) Two-handed Weapon (1 gp, 1 lb) Double Weapon (cost x2, weight x2) Exotic Weapon (cost x3, weight x1)
These are the weights for Medium creatures. Those for Small creatures weigh half as much, and those for Large creature weigh twice as much, but the costs are the same. Bladed weapons usually come in a sheathe that is a negligible part of their total weight, so when a bladed weapon is placed in a sheathe, the weight of the sheathe is absorbed into the weight of the weapon. However, the covering for any weapon that does not usually have a sheathe adds its weight to the weapon of the weight.
For example, a sheathe for a longsword (one-handed weapon) costs 5 sp and weighs 0.5 lb. However, when a longsword is placed in the sheathe, the total weight is 4 lb, instead of 4.5 lb, because the weight of the sheathe is absorbed into the bladed weapon.
The covering for a dire flail (exotic two-handed double weapon) is more complicated. The base cost and weight are based on a two-handed weapon, so 1 gp and 1 lb. Additionally, it is double weapon, which doubles the cost and weight up to 2 gp and 2 lb. Finally, it is an exotic weapon, which triples the cost but does not change the weight, so the final cost is 6 gp and the final weight is 2 lb. A dire flail weighs 10 lb and is not usually covered, so when both ends are covered, the covered weapon weighs 12 lb.
Additionally, bows and crossbows don't need coverings, and their ammunition is already kept safe in a quiver or case.
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Post by reefwood on Feb 3, 2011 3:06:58 GMT -5
11) Craft and Fabricate
Raw materials for a standard item cost 1/3 its price (i.e. full plate raw materials cost 500 gp). The masterwork component of a masterwork item costs 1/3 the masterwork price (50 gp per armor/shield, 100 gp per weapon).
Raw materials must indicate the specific item they are intended to craft (i.e. full plate raw materials, longsword raw materials, heavy crossbow raw materials). Certain raw materials may be usable to craft other items.
Raw materials weigh 1/3 more than the standard item (i.e. full plate raw materials weigh 66.66 lb per suit). The weight of raw materials will be based on the cost of the standard item (i.e. 500 gp of full plate raw materials weigh 66.66 lb and can be crafted into one standard suit; 550 gp of full plate raw materials weigh 73.26 lb and can be crafted into one masterwork suit).
You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price.
Full Plate can be resized by a master armorsmith to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces. This follows the standard Craft rules with length of time based on the cost.
NPC Experts handle crafting for the main army. The level of the NPC will be based on the reward package selected: standard combat, magic combat, hybrid combat. Characters up to 10th-level have access to human craftsmen. Characters at 11th-level or higher have access to gnome craftsmen who can work faster by adding +10 to the DC. All craftsmen Take 10.
An 8th-level standard combat package provides a 10th-level human Expert:
Basic NPC: Int 13 +2 racial +1 ability score increase (4th-level) +1 ability score increase (8th-level) +1 (Int magic item) = Int 18 (+4)
Craft (armorsmithing): 10 ranks +4 Int +6 Skill Focus +2 masterwork tool = +22
An 11th-level hybrid combat package provides an 12th-level gnome Expert:
Basic NPC: Int 13 +1 ability score increase (4th-level) +1 ability score increase (8th-level) +1 ability score increase (12th-level) +2 (Int magic item) = Int 18 (+4)
Craft (armorsmithing): 12 ranks +4 Int +6 Skill Focus +2 masterwork tool +2 racial = +26
The fabricate spell can be used to craft an item but not to repair or resize it. A masterwork item requires 2 Craft checks: 1 for the standard item and 1 for the masterwork component. Any failed checks must be repeated with a new castings, and ruined raw materials must be replaced.
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Post by reefwood on Feb 3, 2011 14:30:38 GMT -5
12) Determining HD
The Base DC to identify a creature is Knowledge DC 10 +CR. Failure means you don't identify the creature.
The DC to determine the HD of a normal creature is Base DC +HD. Failure equal to the HD amount or less means you do not determine HD. Failure by more than the HD amount provides an incorrect HD.
If a creature has more or less HD than normal, this difference is included in the DC. Any HD from class levels are not included in this DC. Failure equal to the HD difference or less provides the normal HD amount. Failure by more than the HD difference provides an incorrect HD.
The result rolled to identify a creature is the same result used to determine HD.
A normal worg is a CR 2 creature with 4 HD. The Base DC to identify a worg is Knowledge (arcana) DC 10 +2 CR = DC 12. The DC to determine the HD of a worg is DC 12 +4 HD = DC 16.
A worg with 2 additional HD is a CR 3 creature with 6 HD. The Base DC to properly identify this worg is Knowledge (arcana) DC 10 +3 CR = DC 13. The DC to determine the HD of this worg is DC 13 +6 HD = DC 19.
An advanced worg is a CR 3 creature with 4 HD. The Base DC to properly identify an advanced worg is Knowledge (arcana) DC 10 +3 CR = DC 13. The DC to determine the HD of an advanced worg is DC 13 +4 HD = DC 17.
Any worgs with class levels have the same Knowledge DCs as listed above.
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Post by reefwood on Feb 3, 2011 15:53:38 GMT -5
13) Animate Dead
This spell works differently than most others because: 1) it can target multiple targets that must be touched, and 2) the value of the material component depends on the targets. I don't think there are any other spells that work in both these ways, and the spell description does not explain how to handle this, so I used the basics of spellcasting to figure it out:
1) Cast the Spell: It takes time to cast the spell, and no effect can take place until the casting is complete. If the casting is disturbed and concentration fails, the spell is lost, but no other penalty is listed, so the material component is not used. If the spell is successfully cast, the material component is gone, even if the effect fails for some other reason.
2) Magic Effect: Once the casting is complete, the magic effect can take place. The magic effect can still fail for a variety of reasons (i.e. target is invalid, out-of-reach, immune, etc; the attack is blocked, reflected, misses, etc).
The material component is one onyx gem, and the value of the gem depends on the HD of the undead that will be created. It must be worth at least 25 gp per HD. Casters may use multiple gems in War Stories, but they are treated as one gem.
The entire onyx gem is used up when you complete the casting, but no undead are animated unless you touch them.
The rules are very clear for spells that require the caster to touch one target (free action in the round cast spell is cast) but somewhat contradictory when it comes to touching multiple targets (full-round action in the round the casting is complete). Casting a spell usually requires a standard action, so there is no conflict in using a free action to attempt one touch, but there is not enough time to use a full-round action to attempt multiple touches.
This is how it will work for animate dead: In the same round that the spell is cast, you may automatically touch one corpse as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. Alternatively, you may automatically touch up to 6 corpses by extending the standard action of casting into a full-round action, and therefore, cannot take any other actions except a 5-ft step, swift action, and free actions. Touching an invalid target uses up one touch (even if it is your only touch) but does not end the spell or reduce the value of the gem. The spell ends at the end of the round, and any unused gem value is lost.
Magic Items: As per the rules, magic items with an expensive material component include this extra cost in the price of the item. A scroll of animate dead has the value of the gem built into its price and cannot be used to animate undead above this value. A wand of animate undead has the value of the gem built into each charge, and each charge of a particular wand has the same value.
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Post by reefwood on Feb 4, 2011 14:48:53 GMT -5
14) Skeleton Proficiencies
Humanoids without racial HD that are turned into skeletons will retain armor and weapon proficiencies based on their class proficiencies. This is because any racial armor and weapon proficiencies they could have had are mostly replaced by those from their class. It's as if their class proficiencies become their racial proficiencies.
This rule does not apply to other creatures, such as non-humanoids or any creature with racial HD, or weapon proficiencies earned through other means. The Ogre Fighter retains Ogre proficiencies as a skeleton but not any additional Fighter proficiencies. The Human Fighter who took the Exotic Weapon Proficiency feat for the spiked chain won't be proficient with this exotic weapon as a skeleton because the proficiency came from a feat.
Additionally, some humanoids do have racial weapon proficiencies, and these are retained as well. For example, a Half-orc Ranger will be proficient with an orc double axe (exotic weapon) as a skeleton because a Half-orc treats orc weapons as martial weapons, and a Ranger is proficient with martial weapons. However, a Half-orc Sorcerer isn't proficient with martial weapons, so no orc double axe. Whereas, all Half-orcs are proficient with a greataxe, so even a Half-orc Commoner would be proficient with this weapon as a skeleton.
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