Teamwork is one of those things that I ensure is vital to any party hoping to survive my campaign. One of the most common ways to lend a hand is on a skill check, but few systems have explicit rules on how to go about multiple characters contributing to a task. I've developed a simple system for such a situation. One character acts as the primary participant, while everyone else is support. The sole character in the primary role makes their check a normally, rolling a 1d20 (or whichever die is appropriate). Anyone in a support roll does the same, but their result modifies the overall check as follows:
1: -2 to check
5: +1 to check
10: +2 to check
15: +3 to check
20: +4 to check
Showing posts with label Homebrew. Show all posts
Showing posts with label Homebrew. Show all posts
Monday, September 24, 2012
Wednesday, August 8, 2012
Mighty Deed of Arms: Volley of Arrows
A Warrior using a shortbow or longbow can attempt to fire a volley of arrows as their mighty deed. A Warrior may fire one additional arrow per attack per action die. The success of whether both arrows hit or not is determined with a single attack roll. A skilled Marksman may even try to split their shots between two or more enemies.
If the deed fails but the attack succeeds, roll damage normally for the arrow that hit; the other fell short or went long. If the deed succeeds, apply results as appropriate:
*These effects are not added to the damage roll, but replace the normal dice used.
If the deed fails but the attack succeeds, roll damage normally for the arrow that hit; the other fell short or went long. If the deed succeeds, apply results as appropriate:
Deed Result
|
Effect*
|
3
|
Roll 1d3 damage for each arrow that hit.
|
4
|
Roll 1d4 damage for each arrow that hit. |
5
|
Roll 1d5 damage for each arrow that hit. |
6
|
Roll 1d6 damage for each arrow that hit. |
7+
|
Roll 1d7 damage for each arrow that hit. |
Wednesday, August 1, 2012
Minor Magic Item: Asmodeus' Coin
Minted
on one of the seven levels of Hell, this coin is both a boon and a
curse to anyone who comes upon it. Anyone who looks at it can see it is
different immediately. Slightly larger, it seems to emit its golden
sheen like a torch casts light. A player who spends their time examining
it will be surprised to see the faces change as they flip it back and
forth. In total, there are three faces: a snake, a fox, and a lion.
A character may flip this coin once per day. If they do so, roll 1d3 in secret and apply the results as follows:
1) The Snake: The coins luck has run out for you! Treat the next action a character takes as if the player had rolled a natural 1.
2) The Lion: You feel uncharacteristically confident! Increase the dice rolled by +1d on the dice chain for the next action your character takes.
3) The Fox: You feel lucky! The next time a character burns luck, add +1 for each point burned.
The coin has a mind of its own and often betrays its owner, leaving them unusually irritable and unable to focus for a time. A DM should track how often a players relies on Asmodeus' Coin. Should the player ever lose this item, have their character make a Will save (DC = the number of times the player has used the coin, maximum 20).
If the player fails their save, reduce all actions on the dice chain by -1d for a number of days equal to the DC (20 days at the maximum DC). During this period, the coin is a constant presence on the character's mind. Should they ever recover it, they will be furious to see that the powers it once granted no longer work.
For these reasons, no one in possession of the coin ever willingly relinquishes ownership. Ownership is established by flipping it.
A character may flip this coin once per day. If they do so, roll 1d3 in secret and apply the results as follows:
1) The Snake: The coins luck has run out for you! Treat the next action a character takes as if the player had rolled a natural 1.
2) The Lion: You feel uncharacteristically confident! Increase the dice rolled by +1d on the dice chain for the next action your character takes.
3) The Fox: You feel lucky! The next time a character burns luck, add +1 for each point burned.
The coin has a mind of its own and often betrays its owner, leaving them unusually irritable and unable to focus for a time. A DM should track how often a players relies on Asmodeus' Coin. Should the player ever lose this item, have their character make a Will save (DC = the number of times the player has used the coin, maximum 20).
If the player fails their save, reduce all actions on the dice chain by -1d for a number of days equal to the DC (20 days at the maximum DC). During this period, the coin is a constant presence on the character's mind. Should they ever recover it, they will be furious to see that the powers it once granted no longer work.
For these reasons, no one in possession of the coin ever willingly relinquishes ownership. Ownership is established by flipping it.
Wednesday, July 11, 2012
The Green Tide
Orc
Hit Die: Orcs gain 1d12 hit points at each level.
Alignment: Orc society is scattered and unorganized. It tends to be structured around roving war bands, with the strongest assuming the leader. Of course, this does not last very long, and most Orcs perish not from a well-aimed strike by their enemies, but by the cold, crooked knife of one of their inferiors. For this reason, Orcs are mostly Chaotic. Occasionally, Orcs separate themselves from the barbarism of their brethren and are Neutral. These arrangements are often familial in structure. Orcs are almost never Lawful, and those who are generally are the product of exile, capture, or orphanhood.
Weapon Training: Orcs are trained to use the battleaxe, blackjack, club, handaxe, javelin, mace, shortbow, shortsword, spear, longbow, longsword, two-handed sword, and the warhammer.
Level
|
Attack*
|
Crit Die/Table
|
Action Dice
|
Ref
|
Fort
|
Will
|
Rage Die
|
1
|
+1
|
1d10/III
|
1d20
|
+1
|
+1
|
+0
|
1d3
|
2
|
+1
|
1d12/III
|
1d20
|
+1
|
+1
|
+0
|
1d4
|
3
|
+2
|
1d14/III
|
1d20
|
+1
|
+2
|
+1
|
1d5
|
4
|
+2
|
1d16/IV
|
1d20
|
+2
|
+2
|
+1
|
1d6
|
5
|
+3
|
1d20/IV
|
1d20+1d14
|
+2
|
+3
|
+1
|
1d7
|
6
|
+3
|
1d24/V
|
1d20+1d16
|
+2
|
+4
|
+2
|
1d8
|
7
|
+4
|
1d30/V
|
1d20+1d20
|
+3
|
+4
|
+2
|
1d10
|
8
|
+4
|
1d30/V
|
1d20+1d20
|
+3
|
+5
|
+2
|
1d12
|
9
|
+5
|
2d20/V
|
1d20+1d20
|
+3
|
+5
|
+3
|
1d14
|
10
|
+5
|
2d20/V
|
1d20+1d20+1d14
|
+4
|
+6
|
+3
|
1d16
|
Rage: The Orcs have built their reputation, not on their combat prowess, but on their ability to channel their hatred and malice into raw power. An Orc may enter a Rage at any point during a combat, even when it is not their turn. To determine the extent of an Orc's rage, roll the appropriate Rage Die, modified by the following:
- +1 for each creature the party kills
- +1 for each critical hit a party member lands
- +1 for each critical hit a party member suffers
- +1 for each fumble a party member suffers
- +1 for each party member who is dropped to 0 hit points
Rage
|
Atk/Dmg
|
HP
|
Fort
|
Will
|
DR
|
AC
|
Morale*
|
Speed
|
Threat
|
Action Dice
|
1
|
+1
|
+1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2
|
+2
|
+2
|
+1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
3
|
+2
|
+3
|
+1
|
+1
|
-
|
-
|
-
|
-
|
-
|
-
|
4
|
+3
|
+4
|
+2
|
+1
|
-1
|
-
|
-
|
-
|
-
|
-
|
5
|
+4
|
+5
|
+2
|
+1
|
-1
|
+1
|
-1
|
-
|
-
|
-
|
6
|
+4
|
+6
|
+3
|
+2
|
-1
|
+1
|
-1
|
+10 ft.
|
-
|
-
|
7
|
+5
|
+7
|
+3
|
+2
|
-1
|
+1
|
-1
|
+10 ft.
|
19-20
|
-
|
8
|
+6
|
+8
|
+4
|
+2
|
-2
|
+1
|
-1
|
+10 ft.
|
19-20
|
-
|
9
|
+6
|
+9
|
+4
|
+3
|
-2
|
+1
|
-1
|
+10 ft.
|
19-20
|
-
|
10
|
+7
|
+10
|
+5
|
+3
|
-2
|
+2
|
-2
|
+10 ft.
|
19-20
|
+1d14
|
11
|
+8
|
+11
|
+5
|
+3
|
-2
|
+2
|
-2
|
+10 ft.
|
19-20
|
+1d14
|
12
|
+8
|
+12
|
+6
|
+4
|
-3
|
+2
|
-2
|
+10 ft.
|
19-20
|
+1d14
|
13
|
+9
|
+13
|
+6
|
+4
|
-3
|
+2
|
-2
|
+20 ft.
|
19-20
|
+1d14
|
14
|
+10
|
+14
|
+7
|
+4
|
-3
|
+2
|
-2
|
+20 ft.
|
18-20
|
+1d14
|
15
|
+10
|
+15
|
+7
|
+5
|
-3
|
+3
|
-3
|
+20 ft.
|
18-20
|
+1d16
|
16
|
+11
|
+16
|
+8
|
+5
|
-4
|
+3
|
-3
|
+20 ft.
|
18-20
|
+1d16
|
17
|
+12
|
+17
|
+8
|
+5
|
-4
|
+3
|
-3
|
+20 ft.
|
18-20
|
+1d16
|
18
|
+12
|
+18
|
+9
|
+6
|
-4
|
+3
|
-3
|
+20 ft.
|
18-20
|
+1d16
|
19
|
+13
|
+19
|
+9
|
+6
|
-4
|
+3
|
-3
|
+20 ft.
|
18-20
|
+1d16
|
20+
|
+14
|
+20
|
+10
|
+6
|
-5
|
+4
|
-4, Fearful Presence
(DC 20)
|
+30 ft.
1st in
Initiative
|
17-20
|
+1d20
|
*Applies to enemy morale checks
A rage lasts for a number of rounds equal to the Rage Die result (maximum 20). After a Rage ends, the Orc must make a fortitude save (DC = Rage Check + 1/per rage that day) or become fatigued. Fatigued Orcs suffer -1 to all action dice, all skill checks are made untrained, and speed is reduced to half. This condition lasts for a number of turns equal to the margin of failure. Clerics who heal this condition are treated as if they rolled a natural 1 on a lay on hands check. While fatigued, Orcs may not enter a rage.
I Smell Man Flesh!: Orcs have an uncanny ability to smell flesh and blood. Orcs can smell any creature with either within 100 ft. Orcs can identify a creature they are familiar with by scent alone on a successful Luck check.
Initiative: Orcs spend their whole lives learning the art of war. While wielding two-handed weapons, they may roll 1d20 for initiative.
Subscribe to:
Posts (Atom)
