Miscellaneous Rules
Description
There are a number of house rules and rules clarifications that don't fit into any larger category. They are listed here, in no particular order.
Rules
- With a full night's rest (8 hours of sleep or more), you recover 1 hit point per hit die plus 1 hit point per point of Con bonus (if any). Any significant interruption during your rest prevents you from healing that night unless you rest for an additional hour. If you have a Con penalty, subtract the value from your hit points recovered, to a minimum of 1. Anything that multiplies the "standard rate" of healing (eg. long-term care or complete bed rest) also multiplies any bonus from a high Con score, but penalties are only applied once. Always use your Con bonus or penalty as it stands before you begin your rest.
- Abilities with uses listed as x∕day refresh at midnight (12am) unless specifically stated in their descriptions (eg. cleric spell slots refresh at dawn, wizard's spell slots refresh after studying his spellbook). Abilities with uses listed as x∕week refresh at midnight (12am) on the 7th day subsequent to their use; if x>1, treat each use individually.
- Knowledge (geology) [Int]: Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. This entry specifically relates to the study of rocks, minerals, and geologic processes. Knowledge (geography) and Knowledge (dungeoneering) each touch on some bits of geology, but Knowledge (geology) delves further into the processes behind the features and includes other all other fields which fall under "earth sciences."
Rules Clarifications
Sometimes, the complexities of a rule can be interpreted in multiple ways. Or the way it interacts with another rule can be subject to debate. I tend to be a lenient GM, so the rules clarified here are not necessarily based on official clarifications.
- The speed weapon enhancement grants an extra attack following the first attack made with that particular weapon in a round. If a character is wielding two weapons, each enhanced with speed, and makes a full attack, each weapon can make a second attack following its first. The attacker may choose the order in which these attacks take place, though all must be performed before any iterative attacks (those using a lower base attack bonus). A creature under the effects of haste or similar and making a full attack must choose between making the single extra attack enabled by the spell or making extra attacks due to speed enhancements (if any), but continues to benefit from the other effects of the spell regardless of choice.
- The Heighten Spell metamagic feat always heightens the spell to the level of the slot ultimately used to cast the spell. When used in conjunction with another metamagic feat, Heighten Spell stacks with the spell level increase caused by that feat.