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cormyr:house_rules [2008/06/03 17:55] cedwardscormyr:house_rules [2009/08/15 23:44] (current) cedwards
Line 60: Line 60:
 You slash at an opponent’s eyes, temporarily blurring his vision You slash at an opponent’s eyes, temporarily blurring his vision
 with a bloody cut to his brow or directly injuring his eyes. with a bloody cut to his brow or directly injuring his eyes.
-Warning Flag: This maneuver has potential for abuse, in that 
-once a creature suffers this effect, its foes have an easier time applying 
-it again (because a blinded creature automatically has a lower 
-Armor Class than when it’s not blinded). A blinded opponent 
-should behave logically under the circumstances, either trying to 
-break off the fight or having its allies help it to safety. Only under 
-extraordinary circumstances should a blinded foe stand fast and 
-continue to fight. In some cases, this maneuver should result in a 
-circumstance penalty to reflect the damage to a creature’s eyes 
-rather than full blindness. For example, a halfling rogue might 
-throw coal dust at an ogre’s eyes to distract it. The ogre might suffer 
-a circumstance penalty, as per the effect described in this chapter, 
-but the attack isn’t powerful enough to cause blindness. 
  
 +**Key Ability:** Dexterity, Intelligence, Wisdom\\
 **Prerequisite:** Your target must use eyes or a similar organ in **Prerequisite:** Your target must use eyes or a similar organ in
-order to see. +order to see.\\
 **Rules:** The target of this effect is considered blinded for 1d4 **Rules:** The target of this effect is considered blinded for 1d4
-minutes. +minutes.\\
 **Threat:** On a critical hit, the target is blinded for 2d4 minutes **Threat:** On a critical hit, the target is blinded for 2d4 minutes
-instead of 1d4. +instead of 1d4.\\
 **Penalty:** You take a –30 penalty on your attack roll. Not only **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 must you strike at a foe’s eyes, but you must hit him in the precisely
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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.1212515708.txt.gz · Last modified: 2008/06/03 17:55 by cedwards

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