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Maerdwyn said:
5...4...3...2...[Snip]. See, told you it was the green one.
Play: When disarming a trap
Effect: You automatically succeed...but only at the very last second.

Just editing this - sorry for the possible extra work, Barsoomcore

[Snip]. See, told you it was the green one.
Play: When you or a nearby associate attempt to disarm a trap.
Effect: The attempt automatically succeeds...but only at the very last second.
 


Actually I thought I might change that to:

[Snip] See, told you it was the green one
Play: Before any attempt to disarm a trap.
Effect: You may take 20 on your disarm attempt.

Theory being that it takes two minutes -- which in a dungeon setting could be quite a while....
 

I thought about that too - but in the case of some traps, two minutes might be too long. Either way works for me. :) You're free to edit any of my card submissions however you would like.*

The Fine Print
Play: When the terms of a previous agreement are enforced against you.
Effect: Through a technicality and/or specious reasoning, you wiggle out of the agreement without consequence.




*By accepting any of Maerdwyn's [the Contributor] submissions, Barsoomcore [The Editor] hereby agrees to convey all of the Editor's earthly possessions to the Contributor. This agreement void in all countries and dimensions save those ruled by the Great Old Ones [The Devourers]. In such locales the Devourers are likely eat both Contributor and Editor and all of their earthly possessions anyway.
 

I Got Better
Play: Whenever you have suffered from transformative spells or effects, such as polymorph other or petrification, for 24 hours or more.
Effect: You return to your normal state. You do not heal hit point damage. This effect only works if you were an unwilling target of the spell or effect.

A Duck!
Play: Whenever you need to introduce yourself through public address.
Effect: The audience gives you its full attention for 1d6 minutes. You also receive a +2 awe bonus to Diplomacy or Intimidate checks during this period.

How Can You Tell?
Play: Whenever you want to impress people.
Effect: Your social status and power are very obvious. All those who observe you can tell what your social position is through visual clues, no matter how obscure. Disguise attempts automatically fail.

I'd better stop now or this is going to start looking like Taunt You A Second Time.

TWK
Where do you think I got this outrageous accent?
 

"You don't want to sell me death sticks."
Play: During an interaction with an NPC.
Effect: You may implant a suggestion in one NPC. The NPC does not get a saving throw or spell resistance.
 

You Have My Sword
Play: Anytime not in combat.
Effect: Pick another character. Any time you use the Aid Another action in combat to help that character, you gain a +2 circumstance modifier.

It's A Shortcut!
Play: Whenever you fail a Reflex Save.
Effect: You still fail the Save, but if you survive you uncover something hidden.

That Is No Trinket
Play: Anytime not in combat.
Effect: You can identify one magic item in the possession of another character (PC or NPC).

Just some more ideas...
 


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