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cormyr:house_rules [2008/05/04 13:22] – created cedwardscormyr:house_rules [2009/08/15 23:44] (current) cedwards
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 We will be breaking up some of the traditional combat actions into four parts. We will be breaking up some of the traditional combat actions into four parts.
  
-  - Effect +  - Effect:  Pick an effect or effects for the maneuver. Note the attack penalty 
-  - Drawbacks +  - Drawbacks: Pick drawbacks that remove some of the attack penalty. 
-  - Net Effect +  - Net Effect: Add up the penalty and drawback modifiers. 
-  - Visuals +  - Visuals: Description of how it works
  
 ===== Effects ===== ===== Effects =====
 +^ Effects^^^^
 ^ Name                    ^ Key  Abilities     ^ Attack Roll Penalty  ^ Benefit ^ ^ Name                    ^ Key  Abilities     ^ Attack Roll Penalty  ^ Benefit ^
-Ability Score Damage    | Str, Dex           | –20                  | –2 penalty to single ability score | +[[#area attack|Area Attack]]             | Str                | –5 per 5-foot square | Attack an area and all targets in it | 
-| Area Attack             | Str                | –5 per 5-foot square | Attack an area and all targets in it | +| [[#blinding attack|Blinding Attack]]     | Dex, Int, Wis      | –30                  | Target blinded 1d4 rounds |
-| Blinding Attack         | Dex, Int, Wis      | –30                  | Target blinded 1d4 rounds |+
 | Bonus Damage            | Any                | –5 per +2 of bonus   | Bonus on damage, max. +10 | | Bonus Damage            | Any                | –5 per +2 of bonus   | Bonus on damage, max. +10 |
 | Daze Attack             | Str                | –20                  | Target dazed 1 round | | Daze Attack             | Str                | –20                  | Target dazed 1 round |
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 | Sundering Attack        | Str                | –10                  | Deal damage against object or weapon foe carries | | Sundering Attack        | Str                | –10                  | Deal damage against object or weapon foe carries |
  
 +==== Area Attack ====
 +
 +You make an attack that covers a wide area. You might sweep over a
 +group of enemies with a large weapon, throw a large object that
 +crashes onto several of your foes, or send a ceiling or wall collapsing
 +down upon them.
 +
 +**Key Ability:** Strength
 +
 +**Prerequisite:** You must have some way of physically harming the
 +entire targeted area, such as having reach to it. This effect represents
 +a single attack that sweeps through an area, not multiple attacks.
 +
 +**Rules:** You attack an area rather than a single target. You may pick
 +as many 5-foot squares as you could conceivably reach with your
 +weapon. (Unless you are using a reach weapon, the most squares you
 +could affect would be all those you are adjacent to.) You take a penalty
 +on your attack roll based on the number of squares you try to strike.
 +You make a single attack roll and apply its result against all foes in
 +the area. Roll damage separately for each target you hit.
 +
 +**Penalty:** You take a –5 penalty on your attack roll for each 5-foot
 +square that you try to attack. For example, a strike against three
 +squares entails a –15 penalty. You cannot score a critical hit with an
 +attack that uses this maneuver.
 +
 +==== Blinding Attack ====
 +You slash at an opponent’s eyes, temporarily blurring his vision
 +with a bloody cut to his brow or directly injuring his eyes.
 +
 +**Key Ability:** Dexterity, Intelligence, Wisdom\\
 +**Prerequisite:** Your target must use eyes or a similar organ in
 +order to see.\\
 +**Rules:** The target of this effect is considered blinded for 1d4
 +minutes.\\
 +**Threat:** On a critical hit, the target is blinded for 2d4 minutes
 +instead of 1d4.\\
 +**Penalty:** You take a –30 penalty on your attack roll. Not only
 +must you strike at a foe’s eyes, but you must hit him in the precisely
 +correct spot to cause injury to the visual organs. Most creatures
 +wear helms or take special care to defend their faces.
  
 ===== Sample Combat Maneuvers ===== ===== Sample Combat Maneuvers =====
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 **Drawback:** Saving Throw (Fortitude, DC 10 + half base attack + Strength modifier): +5\\ **Drawback:** Saving Throw (Fortitude, DC 10 + half base attack + Strength modifier): +5\\
 **Net Effect:** Total attack roll penalty: –10 **Net Effect:** Total attack roll penalty: –10
 +
  
 You slash at an opponent’s arm, tentacles, or another body part You slash at an opponent’s arm, tentacles, or another body part
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 you the opportunity to tear your foe’s weapon from his grasp. you the opportunity to tear your foe’s weapon from his grasp.
  
 +====== Skills ======
 +===== Craft (Alchemy) =====
 +You can use the Craft (Alchemy) skill to identify potions at no cost: just a taste.  The Difficulty class is 15 + half spell level.
 +
 +===== Spellcraft =====
 +You can use the Spellcraft skill to identify magic items.  The Difficulty class is 15 + the item's caster level.
 +
 +====== Turn Undead ======
 +===== Turning =====
 +When you turn, you send out a wave of positive energy in a 30-foot burst.  All undead in this radius are allowed a Will saving throw with a DC equal to 10 + 1/2 your cleric level + your Charisma modifier.  A failed save results in positive energy damage equal to 1d6 for every two cleric levels beyond the first and the undead is frightened for 1d4 + your Charisma modifier rounds.  A successful save negates the frightened condition and halves the damage.  A commanded undead that is subjected to positive energy receives a will save to break free of the control.
 +
 +===== Rebuking =====
 +When you rebuke, you send out a wave of negative energy in a 30-foot burst.  All undead in this radius are allowed a Will saving throw with a DC equal to 10 + 1/2 your cleric level + your Charisma modifier. A successful save by the undead prevents you from controlling it.   A failed save results in negative energy healing the undead equal to 1d6 hit points for every two cleric levels beyond the first and the undead is under your control. A cleric may command any number of undead whose total Hit Dice do not exceed his level.  A commanded undead that is subjected to turning might flee and receives a new saving throw against your command.
cormyr/house_rules.1209907346.txt.gz · Last modified: 2008/05/04 13:22 by cedwards

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