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cormyr:house_rules [2008/05/04 13:42] cedwardscormyr:house_rules [2009/08/15 23:44] (current) cedwards
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 ^ Name                    ^ Key  Abilities     ^ Attack Roll Penalty  ^ Benefit ^ ^ Name                    ^ Key  Abilities     ^ Attack Roll Penalty  ^ Benefit ^
 | [[#area attack|Area Attack]]             | Str                | –5 per 5-foot square | Attack an area and all targets in it | | [[#area attack|Area Attack]]             | Str                | –5 per 5-foot square | Attack an area and all targets in it |
-| Blinding Attack         | Dex, Int, Wis      | –30                  | Target blinded 1d4 rounds |+| [[#blinding attack|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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 squares entails a –15 penalty. You cannot score a critical hit with an squares entails a –15 penalty. You cannot score a critical hit with an
 attack that uses this maneuver. 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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 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.1209908579.txt.gz · Last modified: 2008/05/04 13:42 by cedwards

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