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<blockquote data-quote="Dausuul" data-source="post: 6583484" data-attributes="member: 58197"><p>The arcane trickster rogue gets a special ability to use <em>mage hand</em> to take an item off another character's person. From this, I infer that <em>mage hand</em> cannot normally be used this way. So I would allow an arcane trickster to do this, but not anyone else.</p><p></p><p></p><p></p><p>I don't think there's a specific rule for this. I'd probably put it around 15, increasing to 20 if it's been more than a day or the wind is blowing.</p><p></p><p></p><p></p><p>To predict at sunrise what the weather will be like that day? Well, anybody can look at a gray sky drizzling rain and predict it's likely to be a cold, wet day; you don't need a check for that. However, it's much harder to predict that the weather will clear and turn sunny and hot in the afternoon.</p><p></p><p>As a rule of thumb, I'd say that 75% of the time, the day's weather will resemble the morning's weather, and 25% of the time it will change. I'd allow a DC 20 Nature check (rolled by the DM) to predict the day's weather; a roll of 9 or less yields a wrong prediction, while 10-19 yields no information. But you can always say "The weather today will be like the weather this morning" and have a 3 in 4 chance of being right.</p><p></p><p></p><p>This would probably be (edited) Survival. DC 15, I'd say.</p><p></p><p></p><p>The standard rule is you can retrieve 50% of your ammunition by spending 1 minute to search the battlefield. So the ranger could get back two arrows out of the four. The other two are broken or lost.</p><p></p><p>There's a different rule for magic ammunition, but I don't have my DMG handy to confirm the details. I'm pretty sure that magic ammunition always loses its magic when used; I don't remember if a miss counts as being used, however.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6583484, member: 58197"] The arcane trickster rogue gets a special ability to use [I]mage hand[/I] to take an item off another character's person. From this, I infer that [I]mage hand[/I] cannot normally be used this way. So I would allow an arcane trickster to do this, but not anyone else. I don't think there's a specific rule for this. I'd probably put it around 15, increasing to 20 if it's been more than a day or the wind is blowing. To predict at sunrise what the weather will be like that day? Well, anybody can look at a gray sky drizzling rain and predict it's likely to be a cold, wet day; you don't need a check for that. However, it's much harder to predict that the weather will clear and turn sunny and hot in the afternoon. As a rule of thumb, I'd say that 75% of the time, the day's weather will resemble the morning's weather, and 25% of the time it will change. I'd allow a DC 20 Nature check (rolled by the DM) to predict the day's weather; a roll of 9 or less yields a wrong prediction, while 10-19 yields no information. But you can always say "The weather today will be like the weather this morning" and have a 3 in 4 chance of being right. This would probably be (edited) Survival. DC 15, I'd say. The standard rule is you can retrieve 50% of your ammunition by spending 1 minute to search the battlefield. So the ranger could get back two arrows out of the four. The other two are broken or lost. There's a different rule for magic ammunition, but I don't have my DMG handy to confirm the details. I'm pretty sure that magic ammunition always loses its magic when used; I don't remember if a miss counts as being used, however. [/QUOTE]
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