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<blockquote data-quote="greyscale1" data-source="post: 4444146" data-attributes="member: 65303"><p>Revised some of them in the middle, also reduced to 50 so that you can use a d% instead of drawing, update in a bit.</p><p></p><p>10. Change a 1 on a damage die to its max roll</p><p>11. +5 to a Str skill check, if you fail, reroll without the +5</p><p>12. +5 to a Con skill check, if you fail, reroll without the +5</p><p>13. +5 to a Dex skill check, if you fail, reroll without the +5</p><p>14. +5 to a Int skill check, if you fail, reroll without the +5</p><p>15. +5 to a Wis skill check, if you fail, reroll without the +5</p><p>16. +5 to a Cha skill check, if you fail, reroll without the +5</p><p>17. You find an item of your choice in your pack worth 30g or less.</p><p>18. When you make a death saving throw, you may use your second wind with any roll over 10 (as if you had rolled over 20) if you haven't already used it.</p><p>19. When you would be reduced to 0 hp, you are only rendered unconcious and do not need to make death saving throws.</p><p>20. Recharge all utility powers</p><p>21. Recharge all Encounter Powers</p><p>22. Pick an Encounter Power, until the end of the encounter you may use that Encounter power as an At-Will. After the encounter you may not use that power for the rest of the day.</p><p>23. Use this power when you score a critical hit with a daily power. That power is not expended.</p><p>24. Until the end of the encounter, all of your at wills have +3 to hit.</p><p>25. When you use Forced movement on an enemy, double the distance moved.</p><p>26. Until the end of the encounter, add 1 to your critical hit range. (i.e. 20 becomes 19-20, 19-20 becomes 18-20).</p><p>27. When you hit an enemy with an attack, you may choose to render them prone and immobilized until the start of your next turn.</p><p>28. Take 10 on a skill check.</p></blockquote><p></p>
[QUOTE="greyscale1, post: 4444146, member: 65303"] Revised some of them in the middle, also reduced to 50 so that you can use a d% instead of drawing, update in a bit. 10. Change a 1 on a damage die to its max roll 11. +5 to a Str skill check, if you fail, reroll without the +5 12. +5 to a Con skill check, if you fail, reroll without the +5 13. +5 to a Dex skill check, if you fail, reroll without the +5 14. +5 to a Int skill check, if you fail, reroll without the +5 15. +5 to a Wis skill check, if you fail, reroll without the +5 16. +5 to a Cha skill check, if you fail, reroll without the +5 17. You find an item of your choice in your pack worth 30g or less. 18. When you make a death saving throw, you may use your second wind with any roll over 10 (as if you had rolled over 20) if you haven't already used it. 19. When you would be reduced to 0 hp, you are only rendered unconcious and do not need to make death saving throws. 20. Recharge all utility powers 21. Recharge all Encounter Powers 22. Pick an Encounter Power, until the end of the encounter you may use that Encounter power as an At-Will. After the encounter you may not use that power for the rest of the day. 23. Use this power when you score a critical hit with a daily power. That power is not expended. 24. Until the end of the encounter, all of your at wills have +3 to hit. 25. When you use Forced movement on an enemy, double the distance moved. 26. Until the end of the encounter, add 1 to your critical hit range. (i.e. 20 becomes 19-20, 19-20 becomes 18-20). 27. When you hit an enemy with an attack, you may choose to render them prone and immobilized until the start of your next turn. 28. Take 10 on a skill check. [/QUOTE]
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