Editing E6 3.5 The Motley Crew
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==Magic vs Skill: The annoying thing about Arcane Lock.== | ==Magic vs Skill: The annoying thing about Arcane Lock.== | ||
I'd like to impose a fiat. Anything spell like up to third level that has an absolute skill-blocking effect (see arcane lock) has a way around it that is [relatively] mundane. In arcane lock's case, cold iron lockpicks allow a rogue to suppress the spell temporarily, and a cold iron prybar can be used to open open it if need be. This information will only be available to Knowledge checks under special circumstances. Each mundane weakness normally has to be worked out individually, of course. [why do you think they call it Experience points...? | I'd like to impose a fiat. Anything spell like up to third level that has an absolute skill-blocking effect (see arcane lock) has a way around it that is [relatively] mundane. In arcane lock's case, cold iron lockpicks allow a rogue to suppress the spell temporarily, and a cold iron prybar can be used to open open it if need be. This information will only be available to Knowledge checks under special circumstances. Each mundane weakness normally has to be worked out individually, of course. [why do you think they call it Experience points...? | ||
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+ | This will fit in nicely on the Eastern edge of the Karstfells...and Bladhame becomes the reason for Odd Arbage receiving the merchant ships that occasionally call there. | ||
=Local Knowledge= | =Local Knowledge= |