I'm A Banana
Potassium-Rich
Tell me what you think about the below abilities. Assume that you could spend a feat and gain the ability below, activated as a full-round action at will. I'm trying to get some very chancy abilities that are still worth the cost. You could spend an additional feat to affect the outcomes a bit more.
My goal is to make these abilities fun, but not necessarily at the great expense of effectiveness.
Roulette: This deals damage to a target. Choose a target within weapon range, and roll to hit them. If you hit, choose a die to roll. Call a number before you roll it. If the number you call comes up, you deal damage based on the size of the die: d4 = *2 damage, d6 = *3 damage, d8= *4 damage, d10= *5 damage, d12= *6 damage, d20 = *10 damage. If the number does not come up, you still deal normal damage to the target.
Feat: An additional feat allows you to choose re-roll to try and hit the same number, but if you re-roll you must select a second number. If that second number comes up, you deal normal weapon damage to yourself instead.
Darts: This gives you a chance to increase damage done to a target. Choose a target within weapon range, and roll to hit them. The only bonuses that can be applied to this special attack roll are your BAB and your STR or DEX bonus (as appropriate for a melee or ranged attack). If you hit by 5 or more, roll to hit again. If you hit by 10 or more, roll to hit a third time. Each time you've hit, you deal normal damage, but if you miss once, you deal no damage.
Feat: If you miss once, you still deal normal damage. If you miss twice, you still deal 1/2 damage.
Slots: This allows you to couple a special effect with your attack. Choose a target within weapon range, and roll to hit them. If you hit, you deal normal damage, and roll 3d6. If all dice come up as one number, you gain a special effect: All 1's: You are dealt 2*the damage you dealt them; all 2's: You are dealt the damage you dealt them; all 3's: the target is dealt 2* damage; all 4's: The target is dealt 2* damage and takes -4 to all d20 rolls for 1 round/level; all 5's: The target is dealt 2* damage and is rendered helpless and prone for 1 round/level; all 6's: The target is instantly slain, as if by a [death] effect.
Feat: You can "nudge" each die on the 3d6 roll up or down by one point, at your discretion.
Blackjack: This allows you to use multiple dice to try and hit a target number without going over. When you miss an attack because you roll too low, you can use Blackjack to roll a second d20 and add it to the first. If you hit the target's AC, you deal the target normal damage. If you exceed the target's AC, however, deal yourself damage instead. When you choose to use this ability, your standard attack becomes a full-round action.
Feat: You can "nudge" the second d20 up or down by 2 points, at your discretion.
How do those sound? Can you think of other cool, flavorful chance abilities?
My goal is to make these abilities fun, but not necessarily at the great expense of effectiveness.
Roulette: This deals damage to a target. Choose a target within weapon range, and roll to hit them. If you hit, choose a die to roll. Call a number before you roll it. If the number you call comes up, you deal damage based on the size of the die: d4 = *2 damage, d6 = *3 damage, d8= *4 damage, d10= *5 damage, d12= *6 damage, d20 = *10 damage. If the number does not come up, you still deal normal damage to the target.
Feat: An additional feat allows you to choose re-roll to try and hit the same number, but if you re-roll you must select a second number. If that second number comes up, you deal normal weapon damage to yourself instead.
Darts: This gives you a chance to increase damage done to a target. Choose a target within weapon range, and roll to hit them. The only bonuses that can be applied to this special attack roll are your BAB and your STR or DEX bonus (as appropriate for a melee or ranged attack). If you hit by 5 or more, roll to hit again. If you hit by 10 or more, roll to hit a third time. Each time you've hit, you deal normal damage, but if you miss once, you deal no damage.
Feat: If you miss once, you still deal normal damage. If you miss twice, you still deal 1/2 damage.
Slots: This allows you to couple a special effect with your attack. Choose a target within weapon range, and roll to hit them. If you hit, you deal normal damage, and roll 3d6. If all dice come up as one number, you gain a special effect: All 1's: You are dealt 2*the damage you dealt them; all 2's: You are dealt the damage you dealt them; all 3's: the target is dealt 2* damage; all 4's: The target is dealt 2* damage and takes -4 to all d20 rolls for 1 round/level; all 5's: The target is dealt 2* damage and is rendered helpless and prone for 1 round/level; all 6's: The target is instantly slain, as if by a [death] effect.
Feat: You can "nudge" each die on the 3d6 roll up or down by one point, at your discretion.
Blackjack: This allows you to use multiple dice to try and hit a target number without going over. When you miss an attack because you roll too low, you can use Blackjack to roll a second d20 and add it to the first. If you hit the target's AC, you deal the target normal damage. If you exceed the target's AC, however, deal yourself damage instead. When you choose to use this ability, your standard attack becomes a full-round action.
Feat: You can "nudge" the second d20 up or down by 2 points, at your discretion.
How do those sound? Can you think of other cool, flavorful chance abilities?
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