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Princess Langwidere Inspired Character
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<blockquote data-quote="Lanliss" data-source="post: 7109018" data-attributes="member: 6801219"><p>Without anything holding them on, I would say they could come off on a Crit against you, or if you crit fail. In many situations this would be irrelevant, but some interesting terrain could screw you over. Fighting uphill, and roll a 1 on an attack, suddenly your head is rolling away. In normal terrain, where your head sticks around wherever it landed, I would maybe give a disadvatange to dexterity saves, but would only consider you blind if you are fighting in tall grass. </p><p></p><p>As for chances of them coming off, I would make it the damage dealt by the crit. A measly 8 damage? you roll a percentile, and the head comes off on an 8 or lower. 20-30 damage? much more likely to lose your head. For a critical fail on your part, I would roll the percentile dice. If the first roll is more than 50, you are safe. However, if the first roll is under 50, you roll again. Rolling under your first roll results in losing your head. For example, lets say you rolled 35 on your first roll. Now your second must be 36 or higher to keep your head.</p><p></p><p>You could invest in harnesses though, with the most basic being a hat with strings hanging off of it, and some spots on your shoulder to tie it to. I would allow such a hat to hold your head on during a Crit fail, but a crit would still lop of your head. Maybe have an upgrade to a metal version with a helmet and chains, which gives you resistance to the damage triggering the percentile roll (only for the purposes of the percentile roll), so something like a 20 turns into a 10. Lastly, you can have a fancy collar for your heads, which twists into place to better hold your head on, which I would consider to remove all risk of your head accidentally falling off. Of course, an enemy who knows your secret might still grapple you and specifically untwist your head.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7109018, member: 6801219"] Without anything holding them on, I would say they could come off on a Crit against you, or if you crit fail. In many situations this would be irrelevant, but some interesting terrain could screw you over. Fighting uphill, and roll a 1 on an attack, suddenly your head is rolling away. In normal terrain, where your head sticks around wherever it landed, I would maybe give a disadvatange to dexterity saves, but would only consider you blind if you are fighting in tall grass. As for chances of them coming off, I would make it the damage dealt by the crit. A measly 8 damage? you roll a percentile, and the head comes off on an 8 or lower. 20-30 damage? much more likely to lose your head. For a critical fail on your part, I would roll the percentile dice. If the first roll is more than 50, you are safe. However, if the first roll is under 50, you roll again. Rolling under your first roll results in losing your head. For example, lets say you rolled 35 on your first roll. Now your second must be 36 or higher to keep your head. You could invest in harnesses though, with the most basic being a hat with strings hanging off of it, and some spots on your shoulder to tie it to. I would allow such a hat to hold your head on during a Crit fail, but a crit would still lop of your head. Maybe have an upgrade to a metal version with a helmet and chains, which gives you resistance to the damage triggering the percentile roll (only for the purposes of the percentile roll), so something like a 20 turns into a 10. Lastly, you can have a fancy collar for your heads, which twists into place to better hold your head on, which I would consider to remove all risk of your head accidentally falling off. Of course, an enemy who knows your secret might still grapple you and specifically untwist your head. [/QUOTE]
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