All counterspell printed rules are void. Counterspelling works like this.
An arcane spell caster (same holds for divine) may ready a “counterspell action” to counter a spell. The order to the action is as follows:
1)The caster makess a spellcraft check DC 20 to correctly identify a rival arcane spellcaster’s spell. Spells without verbal componets (or Silent spells) at +5 to this DC. Same holds true for spells without somatic componets (these effects stack). If the caster meets the DC, they correctly gauge the level of the spell and it’s school. If they beat the DC by 5 they correctly identify the spell itself.
2) If the caster succeeded in the roll, he/she makes a spellcraft check against his opponet’s spellcraft. If the rival succeeds, the spell goes off as normal.
3)If the counterspeller succeeds, he/she may spend one spell of the same level and same school as the rival spell, or a spell that’s higher level than the spell of his rival to counter the spell. Both the attacking spell and the used counterspell are wasted.
If the caster has the “counterspell” feat, they may opt to use a spell of the same level regardless of school.
If the caster has the “improved counterspell” feat, they may use any spell of the same school, regardless of the level in order to counter their rival.
Spells with listed counters (such as Bless and Doom), the counterspeller may use the counter regardless of school or level of the enemy spell.
Drowning and Suffocation
If a character is is aware that they are about to lose air, follow the normal rules in the DMG.
If the character is surprised by the sudden loss of air, they must make an initiative check. (situational DC). If they succeed, follow normal rules. If they fail, they can only hold their breath for their CON rating in rounds before they begin to drown or suffocate.
Firing into combat
The standard -4 applies to firing into combat with a ranged attack unless the character has the Precise Shot feat. If the character misses by this -4, they instead strike the other person in combat. If their are multiple people in the combat (base to base), the shot is randomly placed among them. If there is a difference in the size of the people, the bigger targets have a greater chance. If the original target is larger than the others by one size, this rule only applies if they missed by -2. If the original target is two sizes bigger, there is no chance of hitting friends with single attacks (blasts or the like are different)
To borrow awesome ideas put forth by Adam and Derrick, characters will be able to acquire Fate Points to spend in the game. These points are earned in the following ways:
1-5 pts for an Obsidian Portal post
1 point for good role playing
1 point for character artwork
1 point for painted mini
1 point for in game reference to material on the Obsidian portal
3 points for leveling up
1 point to awesome actions in game
Points may be earned between sessions with a cap of 6. Points earned during the game may be limited.
Points may be used in the following ways
1-5 points may be spent for a +1 to a roll per point spent. (this may be spent retroactively)
5 points may be spent to reroll a failed d20 (only one reroll allowed)
5 points may be spent for an additional d6 of force damage after a successful hit (more than one die may be purchased)
10 points may be spent to automatically crit on an attack roll. (For all purposes, a 20 was rolled. Attack still must be confirmed. This does not count for the triple 20 kill)