House Rules.   Posted by Mittens.Group: 0
Mittens
 GM, 30 posts
Sun 5 Oct 2008
at 03:33
House Rules
House Rules for Mittens' Dungeon.

1) No porn.
2) No cussing.

Not IC.  Not OOC.



Changes to core rules:
Double Move
A double move does not have to be two of the same type of move as described in the PHB page 284.

Rules as written are fine as it turns out.

STEALTH
PCs are to use the rules published in the original PHB1.  Monsters must use those rules as well.  Erratted stealth rules are not recognized here.

Fighter Combat Challenge
Due to the level of confusion and how not-broken house-ruling this feature is, the Combat Superiority and Combat Challenge features are now one and the same. All of it is AoO. (Originally, a fighter can not stop a shift. House rule allows that they can). NOTE: With this change, things like Weapon Master's Strike's Spear or Polearm feature become redundant. (Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.) So in place of any feat or power that used to have shifts provoke AoO, you can instead shift them to another square adjacent to you.

Targeting with area burst powers:
"If a creature of tiny size cannot occupy any part of a square, that square cannot be used as an origin square for a burst power."

Enhancement Bonuses
At certain levels, characters gain an innate minimum "enhancement" bonus for attacks, damage, and defenses even if using mundane gear.  (Or no gear at all)  +1 at lvl 2, +2 at lvl 6,+3 at level 11, +4 at lvl 16, +5 at lvl 21, and +6 at level 26. And these bonuses ONLY apply to defenses, attack rolls, damage rolls.

If the character is using an item that grants an enhancement bonus that is greater than the character's minimum, (such as using a +2 assassin's weapon at level 3,) use the magic item's enhancement bonus as normal.  If the character is using an item that grants an enhancement bonus less than their minimum, (such as that same dagger being used by a level 30 char), use the character's minimum enhancement bonus instead of the item's enhancement bonus when rolling attacks or damage.  Never use the character's bonus for determining weapon/armor properties or powers.  Character minimum enhancement bonus does not grant, or apply to, critical damage dice/properties in any way.

Implement / Weapon Expertise
The implement and weapon expertise feats in PHB 2 are forbidden to players.  In their place is an innate +1 untyped bonus to attack rolls.  The bonus increases to +2 at 15th level and +3 at 25th level.

Epic Defense Feats
The Epic Fortitude, Epic Reflexes, & Epic Will feats in PHB 2 are forbidden to players.  In their place is an innate +1 untyped bonus to Fort, Reflex, and Will at lvl 11.  The bonus increases to +2 at 16, +3 at 21, and +4 at 26.

Warlock's Curse:
PHB page 131, "Warlock's Curse" paragraph 3.  Remove the words "or another character's."
  There's a feat for this now.

Biometric Security Feature For Magical Items

Unless the DM rules otherwise in a specific case, all magical items have the following property:  Magical items attune themselves to their owner.  If taken by from their owner by any means, they temporarily lose all their magic.  Until they are returned to their owner or the owner dies, they act as a mundane item.  The owner must willingly relinquish ownership of a magical item to a new owner for the new owner to be able to use it's magic.  If someone remains in possession of a magical item for the duration of a short rest, ownership will transfer to them.

Weapon Focus
http://wizards.custhelp.com/cg...adp.php?p_faqid=1396
quote:
21. I am using an weapon as an implement, like a Wizard of the Spiral Tower would, do I gain the extra damage from feats like Weapon Focus?

    Yes, you do gain this bonus to damage.

House rule: You can take weapon focus in a specific implement, Staff, rod, orb, etc., and deal extra damage when using an implement power with that implement.

Enchant Magic Item Ritual
Replace "your level or lower" with "any level."

Disenchant Magic Item Ritual
Add: To disenchant a magic item that is higher than your level, make an Arcana check.  Only those trained in Arcana can aid in the check.  The DC is "hard" for the item's level as described in the DMG update.  (For example, DC 33 for a level 29 item.)  If the check fails, you and those that aided will be hurt by the magical feedback that deals unresistable damage equal to twice your Arcana check.  Even if successful, you and those who aided will be unable to make another attempt at disenchanting any item until after an extended rest.  Unique items cannot be disenchanted except as the DM indicates in specific cases.

New free feat:
Choose 1 monster knowledge skill you are trained in.  Instead of using the listed stat bonus, you may use your primary stat bonus instead.

Example: Arcana.  INT related.  Sorcerer goes to the trouble of training arcana.  But forever is durp compared to a high INT warlord trained in arcana.  Not so!  No more!  Now sorcerer can use CHA with his arcana checks!




Rolling Dice:

Include your power and target in the description
When making a d20 roll be sure to clearly describe what power you are using and what target you're using it on.  If you don't the roll is not valid.

Do not re-roll to cover other mistakes.
If you use the wrong PC character for your roll, do not re-roll.  Just point out what you did wrong in your post and correct it there.  Only exceptions are if you used the wrong dice or if you failed to clearly specify your target and the power you're using.  Re-rolling is a relatively rare power that I'm not going to grant if you said "wolf 2" instead of "wolf 1."  (If you re-roll by mistake use the first roll.  The second roll will be stricken from all of Egypts monuments as if it never happened.)




Misc:
Sustainable powers require the player to have line of sight to the power's origin square (if there is one) at the end of the player's turn unless spelled out by the power's description.  (For example, a wizard's fireball will fizzle if it leaves the wizard's line of sight.)

Power effects with the duration "Until start/end of your/their next turn" last until the initiative count that the power describes when the power is used.  Delaying turns will not extend durations of power effects.

Initiative:  Initiative is rolled when a character becomes aware of a clear and present danger.  Once initiative is rolled, players do not have to pose in order relative to each other's initiative, only relative to the enemy's initiative.  For example:  Gale rolls a initiative score of 12, the 3 goblins a score of 14, Timothius 15, and Kitau 17.  In this case, if on Monday Timothius is online and Kitau hasn't posted, he can post his turn before Kitau even though Kitau got the higher initiative score.  However, Gale cannot post her turn because the goblins got a higher score than Gale and have yet to act.  The GM will post the goblin's turn before Kitau if she doesn't post within a capriciously decided upon reasonable amount of time, and Kitau's initiative score drops to 13.  If Kitau still hasn't posted by the end of the round, the GM will strike her down with great vengeance and furious ang...  ahem... the GM will find a way to temporarily remove her from combat until such time as RL allows her to return to RPOL.

Correcting player mistakes.
I realized I'd goofed once I started spelling out Gale's turn in terms of combat actions.  (See PHB page 268 for what you can manage in the 6 seconds of game time on your turn.)  Embarrassing though it may be to admit that I goofed, I decided to keep the goof and rule against myself instead of sweep it under the rug.  In the future, if a player breaks the rules, I will post the correction after the player's post and give the player a chance to correct the mistake.  Though I crossed out the mistake in my own post, I'd feel I was being rude if I did the same to someone else.  Also, I hate to see a successful roll be wasted, so I'll generally allow it to be used in some way such as allowing Gale the successful bluff roll on her next turn if she chooses.

Character Creation/Progression:
Anything published by WotC is fair game when creating characters.

Any new player and any new player character in a storyline will be granted starting gold equal to the value of the existing player characters'.  Games run by Chris will be based on the simple guideline on pg 143 of the DMG with an added 50% bonus to the total.  Beyond lvl 1, the value of your gear should always be equal to 1.5 times one item of your level + 1, 1.5 times one item of your level, and 1.5 times two items of your level 1.

Games run by Chris also ignore the retraining rule in PHB pg 28.  You can re-make your character completely from scratch at any time outside of actual combat.  I trust the players to not abuse this.

Marking foes:
It is assumed that the player is marking the target of their attack with their class' mark unless stated otherwise.

Standard Ceiling Height
Unless otherwise stated, all indoor encounters have a ceiling that is 10' high.  Including caves, throne rooms, straw huts, outhouses, etc.

Battle Standards
(AV pg 179)

1) An enemy may only use a standard action to try to take down a Battle Standard when no one benefiting from the battle standard is sharing the same square as the Battle Standard. Furthermore this action will draw AoOs from adjacent individuals who are benefiting from the Battle Standard. Instead of doing damage on a hit with their AoO, an individual can choose to counter the removal of the battle standard thus preventing it from being taken down.

2)Battle Standards have a number of hit points equal to their level. When these hit points are depleted by damage that gets past their damage resist or successfully disabled by an enemy using a standard action, the zone vanishes and the Battle Standard is teleported back its owner's 'inventory' as a free action.

3) If the square a Battle Standard has been placed in is temporarily transformed into difficult terrain by a power, it is not effected, however if something causes a permanent change to the square (like a rock slide or some other result of a trap) then the Battle Standard's effect ends and it returns to its owner's 'inventory' as if it was disabled.

4) Placing a battle standard takes a minor action, not a standard action.

Augmenting / Human bonus At-Will:
Normally, a psionic class human can not augment their bonus At-will. I don't see a reason why since augmenting is limited by power points and humans gain the same number of power points as the next guy. So I'm house ruling that humans can augment their bonus At-Will.



Custom races / abilities:
Timothius: A cat morph with wings.  Uses longtooth? shifter as starting point.  (Monster Manual page 279) In place of the shifter encounter power, Timothius has the following attributes:
Charging flight: (free action) * Effect: After charging or running for at least one square of easy terrain, Timothius can take flight rising 1' off the ground for every additional square of distance covered.  Sustain minor.
Clumsy flier: Timothius takes a -4 penalty to attack rolls and defenses when flying.  (Monster Manual pg 281)
Falling flight: If Timothius were to step off the edge of a cliff, falling 5' allows him to take flight as above.
Wide turns: When flying, Timothius can only turn at a 45 degree angle, and must move 2 squares in the new direction before turning again.  (a complete 360 would require an area of 7x7 squares, or 35'x35')
Armor penalty: Wearing heavy armor doubles the distance requirements on Timothius' flight.

This message was last edited by the GM at 02:03, Thu 14 Mar 2013.

Mittens
 GM, 107 posts
 DM of much tolerance
 (pets banhammer) >;)
Sun 9 Nov 2008
at 02:05
Re: House Rules
Added Include your power and target in the description and reworded Do not re-roll to cover other mistakes. (Formerly DO NOT RE-ROLL)
Mittens
 GM, 109 posts
 DM of much tolerance
 (pets banhammer) >;)
Sun 9 Nov 2008
at 20:07
Re: House Rules
Added Enhancement Bonuses.  Removed the following:

quote:
Nature checks:
I can't find anywhere in the official rules that says players automatically know the name of the monster they're looking at.  I'll rule that common knowledge is the TYPE of monster, i.e. Beetle.  (Some monsters this isn't so obvious, but I'll make this the rule for all monsters.)  To know that it's a FIRE beetle, you have to succeed a D.C. 15 nature check.  Otherwise you only know it's a red beetle and can only guess that red has anything to do with fire.

Also, the details given for succeeding even a difficult nature check in the monster manual tend to be near useless.  I'm going to add a general rule that if you succeed a D.C. that's 5 higher than the highest listed in the M.M., you'll also know the monster's typical fighting tactics.  In the case of a fire beetle, that would be a D.C. 20.

Dungeoneering checks
Anyone who studied dungeons will also have studied beasts that commonly live in dark places.  Feel free to ask "Should I bother with a dungeoneering roll?" any time.


PHB Page 180 covers this.
Mittens
 GM, 125 posts
 Paladin of Tempus
 (at least for now.)
Fri 14 Nov 2008
at 02:02
Re: House Rules
Warlock's Curse:
PHB page 131, "Warlock's Curse" paragraph 3.  Remove the words "or another character's."
Mittens
 GM, 129 posts
 Paladin of Tempus
 (at least for now.)
Sat 15 Nov 2008
at 17:26
Re: House Rules
Biometric Security Feature For Magical Items
Unless the DM rules otherwise in a specific case, all magical items have the following property:  Magical items attune themselves to their owner.  If taken by from their owner by any means, they temporarily lose all their magic.  Until they are returned to their owner or the owner dies, they act as a mundane item.  The owner must willingly relinquish ownership of a magical item to a new owner for the new owner to be able to use it's magic.


Battle Standards
(AV pg 179)

1) An enemy may only use a standard action to try to take down a Battle Standard when no one benefiting from the battle standard is sharing the same square as the Battle Standard. Furthermore this action will draw AoOs from adjacent individuals who are benefiting from the Battle Standard. Instead of doing damage on a hit with their AoO, an individual can choose to counter the removal of the battle standard thus preventing it from being taken down.

2)Battle Standards have a number of hit points equal to their level. When these hit points are depleted by damage that gets past their damage resist or successfully disabled by an enemy using a standard action, the zone vanishes and the Battle Standard is teleported back its owner's 'inventory' as a free action.

3) If the square a Battle Standard has been placed in is temporarily transformed into difficult terrain by a power, it is not effected, however if something causes a permanent change to the square (like a rock slide or some other result of a trap) then the Battle Standard's effect ends and it returns to its owner's 'inventory' as if it was disabled.

4) Placing a battle standard takes a minor action, not a standard action.

Weapon Focus
http://wizards.custhelp.com/cg...adp.php?p_faqid=1396
quote:
21. I am using an weapon as an implement, like a Wizard of the Spiral Tower would, do I gain the extra damage from feats like Weapon Focus?

    Yes, you do gain this bonus to damage.

House rule: You can take weapon focus in a specific implement, Staff, rod, orb, etc., and deal extra damage when using an implement power with that implement.

This message was last edited by the GM at 17:54, Sat 15 Nov 2008.

Mittens
 GM, 131 posts
 Paladin of Tempus
 (at least for now.)
Sun 16 Nov 2008
at 01:14
Re: House Rules
Added most important rules:

1) No romance.
2) No cussing.
Narrator
 player, 40 posts
Tue 25 Nov 2008
at 05:46
Re: House Rules
Enchant Magic Item Ritual

Disenchant Magic Item Ritual
Mittens
 GM, 152 posts
 Paladin of Tempus
 (at least for now.)
Fri 28 Nov 2008
at 03:52
Re: House Rules
Changed Enhancement Bonus rule from this

quote:
Weapons/armors/neck slot items don't have an enchantment bonus, instead the players get them as 'innate enchantment' bonuses that always apply no matter what equipment they are using. (The bonuses would be +1 at lvl 2, +2 at lvl 6,+3 at level 11, +4 at lvl 16, +5 at lvl 21, and +6 at level 26. And these bonuses apply to defenses, attack rolls, damage rolls, and apply a standard 1d6/plus crit property, although 'magical weapons' can change the crit property to that of the 'magical weapon'.) As far as magical items they still exist, but with the lack of enchantment differences if two forms of an item are now identical, only the cheaper version exists, for armors with varying types of masterwork armor, those masterwork armor versions still exist and have their standard 'costs', as they are rare and expensive.


to this:

Enhancement Bonuses
At certain levels, characters gain an innate minimum "enhancement" bonus for attacks, damage, and defenses even if using mundane gear.  (Or no gear at all)  +1 at lvl 2, +2 at lvl 6,+3 at level 11, +4 at lvl 16, +5 at lvl 21, and +6 at level 26. And these bonuses ONLY apply to defenses, attack rolls, damage rolls.

If the character is using an item that grants an enhancement bonus that is greater than the character's minimum, (such as using a +2 assassin's weapon at level 3,) use the magic item's enhancement bonus as normal.  If the character is using an item that grants an enhancement bonus less than their minimum, (such as that same dagger being used by a level 30 char), use the character's minimum enhancement bonus instead of the item's enhancement bonus when rolling attacks or damage.  Never use the character's bonus for determining weapon/armor properties or powers.  Character minimum enhancement bonus does not grant, or apply to, critical damage dice/properties in any way.

This message was last edited by the GM at 03:59, Fri 28 Nov 2008.

Mittens
 GM, 173 posts
 Paladin of Tempus
 (at least for now.)
Tue 14 Apr 2009
at 22:56
Re: House Rules
Added Implement / Weapon Expertise rule.
Mittens
 GM, 191 posts
 Paladin of Tempus
 (at least for now.)
Sat 11 Jul 2009
at 21:11
Re: House Rules
Added Epic Defense Feats rule.  Replaced "no romance" with "no porn."
Mittens
 GM, 197 posts
 Paladin of Tempus
 (at least for now.)
Fri 17 Jul 2009
at 23:23
Re: House Rules
Added:
Power effects with the duration "Until start/end of your/their next turn" last until the initiative count that the power describes when the power is used.  Delaying turns will not extend durations of power effects.

This message was last edited by the GM at 23:24, Fri 17 July 2009.

Mittens
 GM, 322 posts
 Shifter
 change job kupopopo!
Sun 16 May 2010
at 02:36
Re: House Rules
Changed this:
quote:
Character Creation:
Anything published by WotC is fair game when creating characters, just please give your source if it's not from the PHB.

Any new player and any new player character in a storyline will be granted starting gold equal to the value of the existing player characters'.

To this:

Character Creation/Progression:
Anything published by WotC is fair game when creating characters.

Any new player and any new player character in a storyline will be granted starting gold equal to the value of the existing player characters'.  Games run by Chris will be based on the simple guideline on pg 143 of the DMG.  Beyond lvl 1, the value of your gear should always be equal to one item of your level + 1, one item of your level, and two items of your level 1.

Games run by Chris also ignore the retraining rule in PHB pg 28.  You can re-make your character completely from scratch at any time outside of actual combat.  I trust the players to not abuse this.
Mittens
 GM, 336 posts
 Shifter
 change job kupopopo!
Sat 22 May 2010
at 22:00
Re: House Rules
Added 50% bonus to gear value.
LvlTotal Gear Value
1100
22880
33840
44800
56720
69600
714400
819200
924000
1033600
1148000
1272000
1396000
14120000
15168000
16240000
17360000
18480000
19600000
20840000
211200000
221800000
232400000
243000000
254200000
266000000
279000000
2812000000
2915000000
3021000000


  Tim says,  lv 31 Item =  5,625,000

This message was last edited by the GM at 05:22, Mon 28 Mar 2011.

Mittens
 GM, 645 posts
 Shifter
 change job kupopopo!
Mon 21 Feb 2011
at 22:12
Re: House Rules
Targeting and power selection priorities

Unless otherwise noted specifically in the tactics section of an adventure, the following rules of thumb apply, in this order:

- All monster types favor using recharge or encounter attack powers at the first opportunity.  Monsters with action points will use them at their first opportunity.

- All monsters will make every effort to attack the defender that has them marked and avoid the hero that they know has been magically enhanced to be hard to hit.  For example, the target of an eyebite is very unlikely to try and attack the one that hit them.  They do not share a hive mind.  They will have to tell their allies "that power made this one near invincible to all of us!" if it gets hit with such a power, for the others to know.  Full defense action is an example of a hero "power" that monsters will have no idea that the hero used.

- Unless exceptionally obviously suicidal, all monsters will target the easiest apparent target, usually the nearest.  They would rather score a hit than avoid a hit.  If there are more than 1 enemy in range with equal chance of being hit, they will first attack the enemy who hurt them the most, then the one that attacked them the most, then the one that insulted or threatened them the most, then the one that appears to be the greatest threat, usually the nearest.  Injured heroes are usually considered to be a lesser threat than healthy ones.  If more than one hero is equally likely to be targeted, roll a dice to choose which hero to attack.

- All monsters favor "move first, then attack."

- All monsters favor fighting to the death over self preservation.  However, they will favor tactics and positioning that maximize their chances of individual survival, I.E. avoid being flanked if possible, all things being equal.  But again, favor scoring a hit, so will move into being flanked in order to flank an enemy.  Group survival is usually a distant second.

- All monsters will favor multi target attacks over single target.

- Most monsters respect an unspoken "this is MY kill!" code.  Once an enemy is chosen, the other monsters tend leave that enemy alone unless the above conditions supersede this rule.

- Artillery type monsters avoid melee, even if allies would get bonuses from their entering melee.  They will maneuver in such a way as to be as far away from the heroes without ranged distance penalties.

- All melee type monsters, unless it's exceptionally dangerous and suicidal, will attempt to flank enemies with one another.  They make little effort to protect squishy allies.

- Small liberties can be taken with above rules.  For example, durp monsters like animals and zombies will be a little more likely to trigger an AoO from the fighter that has them marked in order to try and score an AoO on the adjacent hero using a ranged attack.  Minions will be less bold than brutes.  Leaders will be more likely to give useful suggestions to other monsters, and so on.

This message was last edited by the GM at 22:42, Mon 21 Feb 2011.

Monster Intern
 player, 80 posts
 Monster Party!
 Monster Prices!
Wed 19 Oct 2011
at 00:53
Re: House Rules
Errata Skill Check DC
Party LevelEasyModerateHard
1st-3rd51015
4th-6th71217
7th-9th81419
10th-12th101621
13th-15th111823
16th-18th132025
19th-21st142227
22nd-24th162429
25th-27th172631
28th-30th192833


And what it looks like with the coding visible.

<table>
<tr><th><red>Errata Skill Check DC</red></th></tr>
<tr><th>Party Level</th><th>Easy</th><th>Moderate</th><th>Hard</th></tr>
<tr><td>1st-3rd</td><td>5</td><td>10</td><td>15</td></tr>
<tr><td>4th-6th</td><td>7</td><td>12</td><td>17</td></tr>
<tr><td>7th-9th</td><td>8</td><td>14</td><td>19</td></tr>
<tr><td>10th-12th</td><td>10</td><td>16</td><td>21</td></tr>
<tr><td>13th-15th</td><td>11</td><td>18</td><td>23</td></tr>
<tr><td>16th-18th</td><td>13</td><td>20</td><td>25</td></tr>
<tr><td>19th-21st</td><td>14</td><td>22</td><td>27</td></tr>
<tr><td>22nd-24th</td><td>16</td><td>24</td><td>29</td></tr>
<tr><td>25th-27th</td><td>17</td><td>26</td><td>31</td></tr>
<tr><td>28th-30th</td><td>19</td><td>28</td><td>33</td></tr>
</table>

OLD Skill Check DC
Party LevelEasyModerateHard
1st-3rd152025
4th-6th182226
7th-9th202428
10th-12th222630
13th-15th232731
16th-18th252933
19th-21st273135
22nd-24th283236
25th-27th293337
28th-30th303438


No easy translation for how this goes to Ability checks.  Since as we know, Scales Of War alone keeps throwing DC 20 Ability checks at lv 1-2 party nonstop, and in the past you were supposed to add 5 EXTRA dc to any check that used a skill (that was errataed out too).

Update: 11/10/13

Break/Force objects chart.  Based on Compendium numbers, the ? by Stone wall is because Stone Wall is not in compendium.  Also, Compendium has two entries on Portcullis, a Named entry with old GM guide numbers, and new numbers included in the Forcing Open Doors entry.

Smash Chart:
ObjectDC
wooden door 13
reinforced door 16
barred door 20
iron door 23
adamantine door 27
force portal 30
wooden portcullis 21
iron portcullis 28
adamantine portcullis 35
wooden chest 16
iron box 23
adamantine box 30
rope bonds 21
iron chains 28
adamantine chains 35
wooden wall(6 In) 25
masonry wall(1 Ft) 35
stone wall(3 Ft) 43?

This message was last edited by the player at 01:23, Mon 11 Nov 2013.

Timothius
 GM, 333 posts
 Paladin of Bahamut
 Shifter (of sorts)
Thu 14 Mar 2013
at 02:03
Re: House Rules
Added this rule to the "Misc" section of the house rules.

Augmenting / Human bonus At-Will:
Normally, a psionic class human can not augment their bonus At-will. I don't see a reason why since augmenting is limited by power points and humans gain the same number of power points as the next guy. So I'm house ruling that humans can augment their bonus At-Will.
Mittens
 GM, 1035 posts
 Shifter
 change job kupopopo!
Wed 15 Jan 2014
at 07:37
Re: House Rules
A roll of 16 or better is an auto-hit.

In SoW, PCs may reroll any d20 result of 3.
Mittens
 GM, 1049 posts
 Shifter
 change job kupopopo!
Mon 3 Feb 2014
at 02:41
Re: House Rules
Rules Compendium pg 225:
IMMUNITY

Some creatures are immune to certain effects.  If a creature is immune to a damage type (such as cold or fire), it doesn't take that type of damage.  If a creature is immune to charm, fear, illusion, or poison, it is unaffected by the non-damaging effects of a power that has that keyword.  A creature that is immune to a condition or another effect (such as the dazed condition or forced movement) is unaffected by the stated effect.

Immunity to one part of a power does not make a creature immune to other parts of the power.  For example, when a creature that is immune to thunder is hit by a power that both deals thunder damage and pushes the target, the creature takes no damage, but the power can still push it.


Later in same book:
Rules Compendium glossary pg 314:
poison [keyword]: A damage and effect type.  A poison power delivers a non-damaging poisonous effect, deals poison damage, or both.  See also damage type.


What this means is that monsters immune to poison are immune to both poison damage and poison effects.

This message was last edited by the GM at 02:42, Mon 03 Feb 2014.