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Need rules for Olidammara's Dice
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<blockquote data-quote="Einan" data-source="post: 3629348" data-attributes="member: 29893"><p>"Olidammara’s Dice: This pair of yellowed ivory cubes</p><p>appears much like any other pair of typical (6-sided) dice,</p><p>though in place of the “1” spot is Olidammara’s symbol,</p><p>the mask of comedy and tragedy combined.</p><p>A character with a pair of Olidammara’s dice who</p><p>wishes to roll them must announce that he is rolling the</p><p>dice (accidental rolls have no effect). Rolling the dice is a</p><p>standard action, and both dice must be rolled simultaneously</p><p>to have any effect.</p><p>To mimic the roll of Olidammara’s dice, the player</p><p>should roll 2d6 and consult the table below.</p><p>2d6 Effect</p><p>2 Lose 10,000 XP and dice roll again next round</p><p>3 Permanently lose 1d4+1 Dex</p><p>4 Gain 1d4 negative levels (Fortitude DC 20 to remove)</p><p>5 –1 penalty on all attacks, saves, and checks for 1 hour</p><p>6 –4 penalty to AC for 10 minutes</p><p>7 +1 morale bonus on attacks and on saves against fear</p><p>for 10 minutes</p><p>8 Gain effects of blur for 10 minutes</p><p>9 +1 insight bonus on all attacks, saves, and checks for</p><p>1 hour</p><p>10 Gain effects of freedom of movement for 1 hour</p><p>11 Gain one limited wish (must be used within 1 minute)</p><p>12 Gain 10,000 XP and may roll again next round</p><p>No character can gain any effect from an additional roll of</p><p>the dice within 24 hours, with two exceptions. If you roll a</p><p>2, the dice automatically roll themselves at the beginning</p><p>of your next turn and you must accept the additional</p><p>result. If you roll a 12, you may choose to roll again in the</p><p>next round (if more than 1 full round elapses between the</p><p>roll of 12 and your bonus roll, you lose the bonus roll).</p><p>There is no method (mundane or magical) to predict or</p><p>influence the result of a roll of Olidammara’s dice. Even</p><p>powerful divination magic can’t predict the outcome of a</p><p>roll before it is made.</p><p>Caster Level: 20th; Weight: —."</p></blockquote><p></p>
[QUOTE="Einan, post: 3629348, member: 29893"] "Olidammara’s Dice: This pair of yellowed ivory cubes appears much like any other pair of typical (6-sided) dice, though in place of the “1” spot is Olidammara’s symbol, the mask of comedy and tragedy combined. A character with a pair of Olidammara’s dice who wishes to roll them must announce that he is rolling the dice (accidental rolls have no effect). Rolling the dice is a standard action, and both dice must be rolled simultaneously to have any effect. To mimic the roll of Olidammara’s dice, the player should roll 2d6 and consult the table below. 2d6 Effect 2 Lose 10,000 XP and dice roll again next round 3 Permanently lose 1d4+1 Dex 4 Gain 1d4 negative levels (Fortitude DC 20 to remove) 5 –1 penalty on all attacks, saves, and checks for 1 hour 6 –4 penalty to AC for 10 minutes 7 +1 morale bonus on attacks and on saves against fear for 10 minutes 8 Gain effects of blur for 10 minutes 9 +1 insight bonus on all attacks, saves, and checks for 1 hour 10 Gain effects of freedom of movement for 1 hour 11 Gain one limited wish (must be used within 1 minute) 12 Gain 10,000 XP and may roll again next round No character can gain any effect from an additional roll of the dice within 24 hours, with two exceptions. If you roll a 2, the dice automatically roll themselves at the beginning of your next turn and you must accept the additional result. If you roll a 12, you may choose to roll again in the next round (if more than 1 full round elapses between the roll of 12 and your bonus roll, you lose the bonus roll). There is no method (mundane or magical) to predict or influence the result of a roll of Olidammara’s dice. Even powerful divination magic can’t predict the outcome of a roll before it is made. Caster Level: 20th; Weight: —." [/QUOTE]
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