Sorithar Posted December 22, 2023 Author Clone Share Posted December 22, 2023 Knowledge Checks to Identify Creatures When rolling a Knowledge Check to identify a creature, please specify from the following table what you'd like to know if you beat the DC. Pick 1 category for each 5 by which you think you beat the Knowledge Check DC. Category Resulting Information Senses AC Hit Dice Saves One Specific Save Resistances Immunities Weaknesses Speed Special Attacks Special Defenses Special Abilities Spell-Like Abilities Statistics Fighting Abilities Feats Skills low-light vision, darkvision (range), etc Total AC, and which is worse (Touch/Flat-Footed) Number and Size of Die, but no added modifier Ranked in order, but no numbers Exact number, no info on the other two Spell, Damage and Energy Immunities Weakness and Vulnerabilities All relevant movement rates and quantities All special attacks fast healing, regeneration, evasion Anything not covered under special attacks or defenses All SLA's including caster level In order, no numbers. BAB All feats What skills are trained. What skills have a racial modifier. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Sorithar Posted December 22, 2023 Author Clone Share Posted December 22, 2023 New Mundane Items: Incense This is a work in progress, so some of it might change as it develops. Just FYI. Comments welcome in your private threads or OOC. Censer A portable incense burner comes in gold (20 gp), silver (10 gp) or brass (5 gp). All are intricately ornamentally inlaid and can burn up to 6 ounces of incense at a time. (Gives party a -2 penalty to Hide checks within a 10 ft. radius, sheds light as a candle.) Lighting a censer is a Standard Action that provokes attacks of opportunity. Incense All prices are for a bundle of 6 sticks, the equivalent of 6 oz of incense; a bundle lasts about half an hour once lit and its effects affect any living creature that comes within a 10 foot radius within that period of time. Bundles can be burned simultaneously unless otherwise noted but no benefits are cumulative. Air: Facilitates casting of all air elemental spells. (5 gp) Any summoning spell used to summon air elementals while burning this incense has its duration increased by 1d4 rounds. Chance: When burned beside a gaming table, improves odds of believers. (9 gp) Applies +2 bonus to Bluff Checks related to gambling for 1 hour. Charisma: Empowers native intuition, common sense, and experience. (10 gp) Provides a +1 bonus to to Charisma based skill checks for 1d4 rounds. Constitution: Improves a believer’s endurance. (10 gp) Adds a +1 to Fortitude Saving Throws for 1 hour. Dexterity: Improves a believer’s manual facility. (10 gp) Adds a +1 to Reflex Saving Throws for 1 hour. Divination: Improves chances of magically gaining knowledge. (10 gp) Any divination spell cast within range of this incense has its chances of success, if applicable, increased by 5%. Dream: When burned beside the bed of a sleeping priest, provides dream-answers to questions. (12 gp) If used while sleeping by a character with divine casting ability, it affects the character as if they had cast an augury spell with a 20% +1%/level chance of success. Earth: Facilitates casting of all earth elemental spells. (5 gp) Any summoning spell used to summon earth elementals while burning this incense has its duration increased by 1d4 rounds. Fire: Facilitates casting of all fire elemental spells. (5 gp) Any summoning spell used to summon fire elementals while burning this incense has its duration increased by 1d4 rounds. General: Used as a material component for spells. (Price by quantity.) Healing: Aids in healing the wounded. (10 gp) If burnt while sleeping, increases healing from natural sleep by 1 hp/level. Honor: Improves a believer’s perceived appearance and sociability. (10 gp) Adds a +1 bonus to Diplomacy Checks for 1 hour. Intelligence: Aids in the quickness of wit and in problem solving. (10 gp) Provides a +1 bonus to to Intelligence based skill checks for 1d4 rounds. Lycanthropy: Helps to suppress the full-moon transformation of true lycanthropes. (8 gp) While burned has 15% chance to suppress transformation. Protection: Wards off evil creatures while it burns. (15 gp) While burning, functions as magic circle against evil for 1d4 rounds. Purification: Cleanses the minds and hearts of companions. (10 gp) While burning, any living creature in range is affected as if by bless for 1d4 rounds. Rain: Brings rain to parched lands. (10 gp) Summons rain for 1 hour. Strength: Improves the power of muscles and health of bones. (10 gp) Provides a +1 bonus to to Strength based skill checks for 1d4 rounds. Study: Aids in the research work of priests and wizards. (12 gp) While burning, provides a +2 bonus to any one skill check by a divine or arcane caster being used in study/research. Temple: Common to altars and temple braziers throughout the Realms. (5 gp) Vision: Enhances the facility of the eyes. (10 gp) Any seeing creature in the area while the incense is burning gains darkvision for 1d4 rounds. Doesn't affect those creatures who already posses darkvision. Water: Facilitates casting of all water elemental spells. (5 gp) Any summoning spell used to summon water elementals while burning this incense has its duration increased by 1d4 rounds. Wisdom: Empowers native intuition, common sense, and experience. (10 gp) Adds a +1 to Will Saving Throws for 1 hour. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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