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An obvious one:

104. "Thats not a knife..."

Play: When threatened by an intelligent hostile.
Effect: As a free action, draw your weapon and make an Intimidate check against said hostile with a +10 bonus.

__

And a less obvious one (anyone who can tell me where this one comes from gets a gold star):

105. "...and the boots to match."

Play: When a bluff or intimidate check fails
Effect: Your opponent so underestimates you based on the failed check that you get a free attack against him or her with a held or improvised weapon (perhaps with a +4 bonus ???).


Edited to add numbers (I think I counted correctly)
 
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Canis said:
"...and the boots to match."

Play: When a bluff or intimidate check fails
Effect: Your opponent so underestimates you based on the failed check that you get a free attack against him or her with a held or improvised weapon (perhaps with a +4 bonus ???).

No idea where this one came from, but what if you got to deny the target its Dex bonus? That gives you an advantage, plus a rogue (or whatever) can sneak attack.
 

Here's one from Man of La Mancha:

103 (?): The Mirrored Knight

Play: When a companion is suffering from a mind-influencing effect.
Effect: You are able to show the companion what he has become, thus snapping him out of his delusion. If the poor fellow has deluded himself (by voluntarily accepting such an effect, most likely under false pretenses) he falls into a catatonic state for 1d4+1 days. If reminded of the delusion, he might return to it briefly before dying.

Or this one:

104: They Come In Pints?

Play: Whenever an NPC is withholding information in a public setting such as a tavern.
Effect: One of the NPCs' companions lets slip to a third party the desired information, or hints of it, in a situation in which the PC is able to obtain it. The information thus gained is very rarely complete.

TWK
 
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Furn_Darkside said:
I will take a jab at it: Who's Harry Crumb?FD

Give Furn_Darkside a gold star!

Wear your star with pride, it signifies that your taste in movies is at least as bad as mine ;)

And to keep this on topic... The edited version, as suggested by derverdammte (Harry was definitely a rogue after all):

105. "...and the boots to match."

Play: When a bluff or intimidate check fails
Effect: Your opponent so underestimates you based on the failed check that you get a free attack against him or her with a held or improvised weapon. The opponent is considered flatfooted for the purposes of this attack (denied dexterity bonus to AC)


Edited to add number
 
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Another Monty Python:

105. You are all individuals!

For the duration of this combat, your party benefits from the effects of the old-time defensive harmony spell, which translates to this: you are all acting with such an uncanny degree of cooperation that you are counted as using the Aid Another action each round for free. Choose a +2 bonus to your AC or attack roll each round while this card is in play.
 

Gentlemen, you can't fight in here! This is the War Room.
Play: Any time a player has started a fight somewhere completely inappropriate.
Effect: This little faux pas is forgotten about with no consequences, other than the possible emnity of the other people involved in the fight.

There's nothing wrong with my bodily fluids.
Play: Any time you are asked to make a fortitude save. (IE - Your DM says, "Everyone make fortitude saves!" just as the party enters a room.)
Effect: Automatically pass if it is against poison, disease, or anything else that would corrupt your precious bodily fluids.

I do not avoid women, but I do deny them my essence.
Play: Any time your character is targeted by a mind-effecting spell or effect by a member of the opposite sex.
Effect: Your character is automatically successful on all saving throws against the mind-effecting powers of that particular character.
 
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109. "Let's you and him fight."
Play: When in the presence of two or more intelligent beings.
Effect: You incite an argument between two of the people/creatures around you, giving you time to slip by or do something unnoticed. If you (the player) come up with something clever and appropriate to the people being addressed, the beings must both succeed at a Will Save (DC 20), or come to physical blows.
 

I..have had...enough of...you!

Play: Anytime you have struck an opponent 2 or more times and he has not died.

Effect: Your next hit is automatically a critical for max damage.


Too powerful? Too weak? (Do you recognize the movie quote? :D )
 

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