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AU Sunless Citadel (3.0/3.5) Seeking ALTERNATES
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<blockquote data-quote="Lobo Lurker" data-source="post: 1919868" data-attributes="member: 25172"><p>Okay, that looks like everyone but Galieo. We're just waiting on you bub. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Gideon & Isida are alternates. If Galieo doesn't pop up soon, Gideon will take his place.</p><p></p><p></p><p></p><p><span style="color: Silver"><span style="font-size: 15px"><strong>AU RULES DIFFERENCES:</strong></span></span></p><p></p><p><strong>Death & Dying</strong></p><p>In AU, it takes you longer to die. At zero hit points to -X (X being your Con modifier) you are disabled (just like being at zero hit points in regular DnD). Final death doesn't take place until you reach your negative constitution score (so yes, if you have a Con of 12, then you'll die at -12 hit points).</p><p></p><p><span style="color: Silver"><strong>Hero Points</strong></span></p><p>On your turn, before determining the success or failure of a roll (ie, state your intention before I post the results of your action) you can announce that you'll be using a hero point to help accomplish your action. </p><p></p><p>A hero point adds +20 to your d20 roll that determins success or failure.</p><p></p><p><strong>Special Cases</strong></p><p>Attack Rolls: If a hero point it used on an attack roll and the attack would have succeeded anyway then either the damage is doubled or a player can make a called shot (which has a special effect like: blindness for 1d10+4 rounds, stun for 1d3 rounds, or render a limb useless for 1d6 rounds).</p><p></p><p><strong>Initiative: </strong>A hero point can be spent to act out of turn (ie, before his or her initiative). The next round, actions are taken in thier normal order.</p><p></p><p><strong>Defense:</strong> A hero point can be spent to add a 1d20 luck bonus to a Saving Throw or Armor Classes. If the save would have succeeded without the use of a hero point, all effects are avoided (half or partial effect spells only).</p><p></p><p><strong>Last Ditch Death Avoidance:</strong> A hero point can be spent to gain a grievious and debilitating injury instead of dying (disfiguring scar, lose a hand or eye, etc...). This is the only time a hero point can be used after the results of a die roll are known.</p><p></p><p><strong>Rules Alteration:</strong> A hero point can be spent to do something that the rules do not allow.</p><p></p><p><em><span style="color: Silver">DM's Note</span>:</em> Be creative with your use of hero points. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lobo Lurker, post: 1919868, member: 25172"] Okay, that looks like everyone but Galieo. We're just waiting on you bub. :) Gideon & Isida are alternates. If Galieo doesn't pop up soon, Gideon will take his place. [COLOR=Silver][SIZE=4][B]AU RULES DIFFERENCES:[/B][/SIZE][/COLOR] [B]Death & Dying[/B] In AU, it takes you longer to die. At zero hit points to -X (X being your Con modifier) you are disabled (just like being at zero hit points in regular DnD). Final death doesn't take place until you reach your negative constitution score (so yes, if you have a Con of 12, then you'll die at -12 hit points). [COLOR=Silver][B]Hero Points[/B][/COLOR] On your turn, before determining the success or failure of a roll (ie, state your intention before I post the results of your action) you can announce that you'll be using a hero point to help accomplish your action. A hero point adds +20 to your d20 roll that determins success or failure. [B]Special Cases[/B] Attack Rolls: If a hero point it used on an attack roll and the attack would have succeeded anyway then either the damage is doubled or a player can make a called shot (which has a special effect like: blindness for 1d10+4 rounds, stun for 1d3 rounds, or render a limb useless for 1d6 rounds). [B]Initiative: [/B]A hero point can be spent to act out of turn (ie, before his or her initiative). The next round, actions are taken in thier normal order. [B]Defense:[/B] A hero point can be spent to add a 1d20 luck bonus to a Saving Throw or Armor Classes. If the save would have succeeded without the use of a hero point, all effects are avoided (half or partial effect spells only). [B]Last Ditch Death Avoidance:[/B] A hero point can be spent to gain a grievious and debilitating injury instead of dying (disfiguring scar, lose a hand or eye, etc...). This is the only time a hero point can be used after the results of a die roll are known. [B]Rules Alteration:[/B] A hero point can be spent to do something that the rules do not allow. [I][COLOR=Silver]DM's Note[/COLOR]:[/I] Be creative with your use of hero points. :) [/QUOTE]
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