Paul
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Post by Paul on Aug 16, 2010 16:43:24 GMT -6
Drunken Dwarfen Master
See Below
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Paul
Administrator
Posts: 1,839
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Post by Paul on Nov 24, 2010 11:33:09 GMT -6
Post your special power ideas here:
Rules:
Each player can select ONE bonus per character. No one can start with the same power as someone else. If there is a dispute over the same power selected by different people then work it out. You can create your own.
So far my ideas are:
1. Attack Bonus(Assigned to Joel - Level 5 Halfling) You have attack bonus points equal to your level that can be replenished at a rate of 2 per 8 hours of uninterrupted rest. When rolling an attack roll 1d6 and add the result to the attack roll.
2. Second Wind (Taken By Jim - Level 6 Fighter) If you are reduced to one-half your maximum hit points or less, you can catch a second wind as a free action. This action heals one-quarter of your full hit point total (rounded down) or a number of hit points equal to your Constitution score, whichever is greater. You can catch a second wind only once per day.
3. Re roll (Assigned to Joel - Level 5 Dwarf) You get reroll points that are equal to your level +1 and can be replenished at a rate of 2 per 8 hours of uninterrupted rest. You can re roll anything and take the better of the two rolls at the rate of once per round. Think of these "points" as the amount of times you can re roll before resting. For example a level 4 character can re roll the dice 5 times using the rules from above. For instances using thieving abilities I will be nice about things and when I roll I will tell you if I roll poorly.
4. Fast Healer (Taken By Jim - Level 5 Cleric) You heal at twice the rate, including spells used on and by you.
5. Shop Master(Assigned to Joel - Level 5 Mage) You can buy anything at 20% the price. To make this power more appealing, the character that takes this power may purchase things for other characters. You can also sell things at 20% higher as well. To make things easy, things will be bought for exact price as in the books.
6. Critical Hit There isn't a critical hit system in the game, so when you get a critical (natural 20) you do double damage. This damage stacks with other double damage things such as the growth potion and WILL stack with damage done by backstabs.
7. Clone (Taken by Geoff - Thief) You get a clone. If your character dies then he vanishes and the same one magically reappears with current gear, exp, gold, max HP, and spells.
8. Drunken Dwarfen Master (Taken by Dan - Dwarf)
+1AC* for +1 Damage for Beer +2AC* for +2 Damage for Meade +5AC* for +5 Damage for Ever clear -1* to hit for +1 Damage for Ale -2* to hit for +2 Damage for Wine -5* to hit for +5 Damage for Skull Splitter
*Drunk Levels: When a character is at -3 of any penalty or combination they start gaining drunk levels. At drunk level 1 (-3) then you MUST attack the closet ally on attack rolls (total) of 1. On drunk level 2 (-4) then you MUST attack the closet ally on attack rolls (total) of 3 or below. On drunk level 3 (-5) then you MUST attack the closet ally on attack rolls (total) of 6 or below. Etc etc
The duration lasts until one of two things. After the encounter the character must make a saving throw vs. poison, if they fail they drop another drunken level, if they make the save then they take off a drunken level. The character can roll once every 5 minutes. If the character reaches drunk level 7 (20 to attack ally) then the character passes out and must sleep off their hang over for 8 hours. For every drunken level the character removes, they will gain a +1 bonus on the next roll. The character does not have to try and sober up but once every 20 minutes the bonus wears off and the penalty remains.
9. DOUBLE ATTACK (Taken by Geoff - Dwarf) You can make an additional attack during a round of combat. When you use the full attack action, you may make one additional attack when wielding such a weapon. However, you take a -5 penalty on all attack rolls until your next turn because you're trading precision for speed.
10. Dungeoner (Taken By Dan - Level 5 - Thief ) When setting up camp you will know how well the site is going to protect you from wandering monsters. For game purposes, I will tell you what die I am rolling for that square. To make this power more appealing, the person that takes this power will get a +4 to attack rolls during random encounter battles.
11. Double Spell (Taken by Geoff - Mage) You can use another spell in one turn.
12. Teleport You can teleport across the map equal to your encounter movement once per encounter.
13. Attacks of opportunity There are no attacks of opportunity in this system, if you choose to take this power then you gain a free attack using the attacks of opportunity rules from other systems. To make this power more appealing, the person that takes this power will get a +3 to attack of opportunity rolls.
14. Movement Master You move at one encumbrance level lower than your current movement is.
15. Time Travel (Taken By Jim - Level 4 Elf) You can go back in time to stop one event. For example stepping on a trap, you can go back in time to avoid that trap. You can also redo one round of combat. This power can be used once per day and can be "restored" with 8 hours of uninterrupted rest. The confusing part of the power will be the timing, I think the best way for us to use this power is that when you get the results of a die roll (for example save vs death) if you don't like the result you can time travel, not before the roll. If you make the roll you don't need to go back in time.
16. Holy Defender (Taken By Dan - Level 6 Cleric) Every round you can choose to do one of these: #1. Flanking – Just like the star wars rules. You and the flanking ally get a +2 on attack rolls. #2. Raise your AC by 2 to give an ally within line of sight a +2 on their attack. #3 Lower your attack by 2 to lower an ally within line of sight AC by 2. #4 Pick a # between 1 and 5. You heal that number to an ally but take that much damage. You must be able to touch the ally.
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Paul
Administrator
Posts: 1,839
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Post by Paul on Dec 16, 2010 11:29:34 GMT -6
Updated:
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Paul
Administrator
Posts: 1,839
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Post by Paul on Dec 21, 2010 10:33:19 GMT -6
Now I don’t have a problem with some of the “powers” that are being created but what I don’t want to see is these powers used to manipulate the puzzles.
What I’d like to see is people using their brains for the answers of the puzzles not using powers to manipulate the situation.
Jim’s time travel power is a perfect example: If you try an answer to a puzzle and get it wrong yes he can use his time travel power to try again. What I don’t want to see is resting to get another use of the power and trying another random combination for the answer. I will allow this to an extent, but if you’ve read the rules variant on resting you will realize that every time you rest in an area the chances for a random encounter are greater. You will be wasting your resting by guessing.
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Paul
Administrator
Posts: 1,839
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Post by Paul on Jan 12, 2011 0:13:37 GMT -6
Finished
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Post by peaceofwar on Jan 12, 2011 18:04:35 GMT -6
Nice Job Paul. Nicely done, Impressive. I can only hope to become but even a Shadow of you, for that would still be a more impressive greatness then most men obtain.
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