Er komen meer regeltjes, maar ik begin met deze:
Boeken PHB, PHB2, DMG, MM, Completes, Campaign books (Frostburn, Dungeonscape, Sandstorm, Stormwrack), Spell Compendium, Magic Item Compendium.
Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A specialist wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots. (Korte versie: 0 level spells are "At Will")
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Deze komen van de Pathfinder Core Rulebook (http://paizo.com/pathfinderRPG/prd/spellLists.html )
Bleed: Cause a stabilized creature to resume dying. Create Water: Creates 2 gallons/level of pure water. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Stabilize: Cause a dying creature to stabilize. Virtue: Subject gains 1 temporary hp.
Traps Magical traps do not detect as magic.
Polymorph Volgens Rules Compendium. (Korte versie: Geen spellcasting ability terwijl je in een andere vorm bent.)
Trapfinding (PHB) Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
(The Factotum also has the Trapfinding ability.)
Equipment Make a shopping list of starting equipment to a value of 200gp. Items such as a spellbook for a wizard, simple holy symbol for a cleric, hereditary weapon for a samurai etc. do not count against this list.
(Mocht je ontsnappen uit de gevangenis kunnen we daarna snel verder zonder 2 uren lang te winkelen. )
Knowledge Skills - ID monsters abilities/ weaknesses
DC = 10 + the monster’s CR. (in plaats van HD)
For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR, or more. A successful check allows you to remember a bit of useful information about that monster.
For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. |