Correl: An Element of Origin - Out of Character (MarauderX)

Fumble Chart

Here it is, and we will be using it from now on:

A critical fumble happens after rolling a natural 1 followed by a d20 roll of 1-7, unmodified. Anything greater than that is considered a regular ‘miss’ or ‘failure’. Magical weapons add +1 for each bonus it possesses to the second d20 roll and has additional resistance for being sundered. A character may add +1 to the second d20 roll for each Weapon Focus and Weapon Specialization if using the weapon to which the feats apply. A character that is not trained to use the weapon or skill suffers a –2 penalty to the second d20 roll.

Fumble chart #1: Melee

D20 roll: Result:
1 Stunned for 1 round and injury to self. A stunned character drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any). Roll 1d4 (or weapon damage, whichever is lower) and subtract from your HP as lethal damage. Poison and other effects from your own weapons do not apply. This is typically the result of an accidental move that results in injury, such as twisting an ankle, mishandling equipment, and/or random external effects. It is not a reflection of a character’s ineptitude with a weapon or training, but merely a result of rolling two 1’s in a row that shows by incorrectly placing a blow.
2 Stunned for 1 round. A stunned character drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any).
3 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
4 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
5 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
6 Disarmed. The weapon falls to the ground in the PC’s square(9-10 on d10) or a square adjacent(1-8 on d10). If the character was attempting to trip, the character instead is tripped and falls prone in the space he initiated the trip unless a balance check DC=20 is made.
7 Dazed for 1 round. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.



Fumble chart #2: Ranged

D20 roll: Result:
1 Stunned for 1 round. A stunned character drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any).
2 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
3 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
4 Disarmed. The weapon falls to the ground in the PC’s square(9-10 on d10) or a square adjacent(1-8 on d10). If the character was attempting to trip, the character instead is tripped and falls prone in the space he initiated the trip unless a balance check DC=20 is made.
5 Disarmed. The weapon falls to the ground in the PC’s square(9-10 on d10) or a square adjacent(1-8 on d10). If the character was attempting to trip, the character instead is tripped and falls prone in the space he initiated the trip unless a balance check DC=20 is made.
6 Dazed for 1 round. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
7 Dazed for 1 round. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.



Fumble chart #3: Skills

D20 roll: Result:
1 Stunned for 1 round. A stunned character drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any). Any repeated checks within 24 hours are subject to a –4 penalty.
2 Drop item. The character accidentally drops a random item (player’s choice) to the ground and does not notice without a spot check DC=20. Other players may also make a spot check if they are adjacent to the character.
3 Drop item. The character accidentally drops a random item (player’s choice) to the ground and does not notice without making a spot check DC=20. Other players may also make a spot check if they are adjacent to the character.
4 Drop item. The character accidentally drops a random item (player’s choice) to the ground and does not notice without a spot check DC=20. Other players may also make a spot check if they are adjacent to the character.
5 Dazed for 2 rounds. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
6 Dazed for 2 rounds. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
7 Dazed for 1 round. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
 
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Calendar

I was trying to keep track of everything via our Yahoo group, but it is too rigid to keep track of anything more than RL gaming sessions. Online might be the best overall, as we can count how many days have been passed in a session. Presently I have been recording the days w/ weather, but would like it to convey a timeline for travel and other events. If anyone has a good link to something that we could use & post somewhere, please let me know so we can share.
 

Druid Rulings

Druid Q & A

Some important questions have been brought up about Druids and how they will function game-wise for my Campaign. Here are some links to review the debate if you wish before reading my ruling.

http://www.enworld.org/forums/showthread.php?t=66856

http://p198.ezboard.com/fgameschat19968frm12.showMessage?topicID=214.topic

Q: Does a druid get the special attacks of certain critters, like poison or constrict in snake forms?

A: Yes.

Q:Do I get extra Hit Points based on the new CON score?

A: Yes. You retain your Hit Points, and any CON damage does not subtract from the druid's HP total until the CON score has been lowered to the druid's original score or lower.

Q: Does the druid gain the "type" of the form assumed?

A: Yes, though pending further investigation. The druid is still a druid in essence and only the physical dimensions have altered. Spells such as Animal Growth can be used in conjunction with wildshape.

Q: Things get wacky in the upper levels with assuming plant forms... what's the story on that?

A: While in a plant form the druid will be immune to special attacks and critical attacks. I will try to expound on this more once we have need for it.
 
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Viper Lair Treasure:

- 3 gems, about 100 GP each

- 6 small bottles of snake venom (STR damaging poison)

- 3 potions of Cure Light Wounds

- 2 potions of Animal Trance

- 2 scrolls; 1 of Disguise Self, 1 of Expeditious Retreat

- 153 gold pieces
 

Wolfskull Lair Treasure:

-- gold medallion of a wolf’s head with jade eyes (~700 GP)

-- a jeweled flute (~300 GP)

-- two unknown potions

-- 2 potions of cure light wounds

-- 3 gems (1x500, 2x200)

-- 2104 gold
 
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Treasure from Loshad:

-- 6 gems (1x500, 2x150, 3x100, 1x50)

-- 1050 platinum pieces minted before the Kingdom of Correl was founded. (500 of which Thovaas gave to Fyodorll)
 
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Tower of Chautauqua, Golthar's Treasure on the top floor:

In two treasure chests -
-- large sack with 5111 GP

-- small jeweled box (??? contents ???)

-- potion of Protection from Cold

-- 3 potions of Cure Serious Wounds

-- potion of Neutralize Poison

-- 2 potions of Poison

-- 50 arrows +1

-- Ring of Jumping

-- set of small silver figurines: owl, bear, fox, hawk, spider, tree, and horse (~300 GP each)
 
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MarauderX said:
Ok, after further reviewing that whole discussion, I am ruling that monks CAN use a flurry of blows strike to initiate a special move such as grapple, disarm, trip, and sunder WITHOUT needing any special weapons. The flurry of blows will be treated as an extra attack with the associated penalty, if applicable.

For example, Tanaka uses his flurry of blows on an orc. He decides that he will try to disarm the orc first, and makes his attack roll at +0 (without other modifiers) to do so but fails. Being a 3rd level monk, he gets one more flurry of blows attack, again at +0. Since he failed to disarm the orc the first time, he decides to give it another try with his second strike. He succeeds, and his turn is done as flurry of blows is a full round action.

Speaking of Monks...Just to verify:
You did decide that monk weapons could use the Weapon Finesse feat if the monk had weapon finesse (for unarmed attack) as a feat, correct?
Also, does weapon Finesse work with grappelling and trip as these are unarmed attacks?
Also, do the damage of monk weapons go up along with their unarmed attack bonus, or does nunchuks always do d6?
What other questions...I guess that's it for now.
Great job fleshing out the world BTW...

Mike (Varekai--the new temporary guy!)
 

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