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<blockquote data-quote="Gruns" data-source="post: 3543922" data-attributes="member: 10312"><p><strong>The rest...</strong></p><p></p><p></p><p></p><p>Here are the rest:</p><p></p><p>Halfling Rogue</p><p>1)Howl From Beyond: <em>Add sneak attack damage to an attack that isn't a sneak attack.</em></p><p>2)Royal Assassin: <em>Your next sneak attack deals max damage.</em></p><p>3)Darkness: <em>All attacks against you next round automatically miss.</em></p><p>4)Simulacrum: <em>An attack that just hit you deals 0 damage.</em></p><p>5)Darkpact: <em>Automatically succeed a Saving Throw you just failed.</em></p><p>6)Cloak of Confusion: (Move action) <em>Make an attempt to Hide in Plain Sight at +20.</em></p><p>7)Mind Twist: (Standard action) <em>Target is dazed next round.</em></p><p>8)Greed: <em>You may exchange one item of treasure you just found for a new random item of random value. New item value is d%of original item x3.</em></p><p>9)Dark Ritual: <em>Your next Use Magic Device check is an automatic success.</em></p><p>10)Demonic Tutor: <em>You get +20 on your next skill check.</em></p><p></p><p>Human Favored Soul of Fahrlangen</p><p>1)Guided Strike: <em>All of your attacks next round automatically hit.</em></p><p>2)Dismantling Blow: (Standard action) <em>You may attempt a Trip, Disarm or Sunder at +20, and as if you had the Improved xxx feat.</em></p><p>3)Blinding Light: <em>All of one target's attacks next round automatically miss.</em></p><p>4)Veteran Bodyguard: (Swift Action) <em>You and all allies within 5'of you get +20 AC until your next turn.</em></p><p>5)Guardian Angel: <em>Anyone may re-roll a Saving Throw they just failed with +20 on the new roll.</em></p><p>6)Death Ward: (Immediate action) <em>You may cast one of your Cure spells on anyone within 30'</em></p><p>7)Abeyance: <em>Enemies can't cast spels or use spell-like abilites next round.</em></p><p>8)Eye for an Eye: <em>Any damage dealt to you next turn is also dealt to the damage dealer.</em></p><p>9)Healing Salve: <em>This potion is a Cure Critical Wounds potion.</em></p><p>10)Disenchant: (Standard action) <em>Make a targetted dispel check at +20.</em></p><p></p><p>Wild Elf Ranger/Fighter</p><p>1)Elvish Archer: <em>Your next arrow shot from 30' or closer is an automatic hit and a crit.</em></p><p>2)Berserk: <em>This crit deals max damage.</em></p><p>3)Survival of the Fittest: <em>You take 0 damage next turn.</em></p><p>4)Regeneration: (Swift action) <em>Heal all damage that was dealt to you last turn.</em></p><p>5)Avoid Fate: <em>Retroactively counter an opponent's spell that was just cast.</em></p><p>6))Nature's Lore: (Standard action) <em>You may cast any Ranger spell.</em></p><p>7)Lure: <em>Target enemy must engage you in melee next turn if possible.</em></p><p>8)Sylvan Library: <em>Read the Monster Manual/DM's notes for any creature.</em> </p><p>9)Instill Energy: (Full Round action) <em>An ally may take another turn right now.</em></p><p>10)Tranquility: (Standard action) <em>Make an area dispel check at +20.</em></p><p></p><p>I tend to use 1 and 2 as the offensive slots, 3 and 4 as defensive, 5 as a saving throw helper, 6 and 7 as race/class skill oriented slots, and 8-10 as "whatever". Before adopting the Magic card name format, I used to use obscure song lyrics in the "whatever" slots. Unfortunately, "<em>Pop, pop goes the weasel!</em>" and "<em>In an mmmbop you're gone.</em>" never got used... But "<em>All you zombies hide your faces.</em>" and "<em>Ice ice baby - too cold.</em>" did!</p><p></p><p>Later!</p><p>Gruns</p></blockquote><p></p>
[QUOTE="Gruns, post: 3543922, member: 10312"] [b]The rest...[/b] Here are the rest: Halfling Rogue 1)Howl From Beyond: [I]Add sneak attack damage to an attack that isn't a sneak attack.[/I] 2)Royal Assassin: [I]Your next sneak attack deals max damage.[/I] 3)Darkness: [I]All attacks against you next round automatically miss.[/I] 4)Simulacrum: [I]An attack that just hit you deals 0 damage.[/I] 5)Darkpact: [I]Automatically succeed a Saving Throw you just failed.[/I] 6)Cloak of Confusion: (Move action) [I]Make an attempt to Hide in Plain Sight at +20.[/I] 7)Mind Twist: (Standard action) [I]Target is dazed next round.[/I] 8)Greed: [I]You may exchange one item of treasure you just found for a new random item of random value. New item value is d%of original item x3.[/I] 9)Dark Ritual: [I]Your next Use Magic Device check is an automatic success.[/I] 10)Demonic Tutor: [I]You get +20 on your next skill check.[/I] Human Favored Soul of Fahrlangen 1)Guided Strike: [I]All of your attacks next round automatically hit.[/I] 2)Dismantling Blow: (Standard action) [I]You may attempt a Trip, Disarm or Sunder at +20, and as if you had the Improved xxx feat.[/I] 3)Blinding Light: [I]All of one target's attacks next round automatically miss.[/I] 4)Veteran Bodyguard: (Swift Action) [I]You and all allies within 5'of you get +20 AC until your next turn.[/I] 5)Guardian Angel: [I]Anyone may re-roll a Saving Throw they just failed with +20 on the new roll.[/I] 6)Death Ward: (Immediate action) [I]You may cast one of your Cure spells on anyone within 30'[/I] 7)Abeyance: [I]Enemies can't cast spels or use spell-like abilites next round.[/I] 8)Eye for an Eye: [I]Any damage dealt to you next turn is also dealt to the damage dealer.[/I] 9)Healing Salve: [I]This potion is a Cure Critical Wounds potion.[/I] 10)Disenchant: (Standard action) [I]Make a targetted dispel check at +20.[/I] Wild Elf Ranger/Fighter 1)Elvish Archer: [I]Your next arrow shot from 30' or closer is an automatic hit and a crit.[/I] 2)Berserk: [I]This crit deals max damage.[/I] 3)Survival of the Fittest: [I]You take 0 damage next turn.[/I] 4)Regeneration: (Swift action) [I]Heal all damage that was dealt to you last turn.[/I] 5)Avoid Fate: [I]Retroactively counter an opponent's spell that was just cast.[/I] 6))Nature's Lore: (Standard action) [I]You may cast any Ranger spell.[/I] 7)Lure: [I]Target enemy must engage you in melee next turn if possible.[/I] 8)Sylvan Library: [I]Read the Monster Manual/DM's notes for any creature.[/I] 9)Instill Energy: (Full Round action) [I]An ally may take another turn right now.[/I] 10)Tranquility: (Standard action) [I]Make an area dispel check at +20.[/I] I tend to use 1 and 2 as the offensive slots, 3 and 4 as defensive, 5 as a saving throw helper, 6 and 7 as race/class skill oriented slots, and 8-10 as "whatever". Before adopting the Magic card name format, I used to use obscure song lyrics in the "whatever" slots. Unfortunately, "[I]Pop, pop goes the weasel![/I]" and "[I]In an mmmbop you're gone.[/I]" never got used... But "[I]All you zombies hide your faces.[/I]" and "[I]Ice ice baby - too cold.[/I]" did! Later! Gruns [/QUOTE]
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