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Roll "1" - Variations
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<blockquote data-quote="kenjib" data-source="post: 112629" data-attributes="member: 530"><p>I posted a feat related to this topic some time back. After some feedback, this is the final form that it took:</p><p></p><p></p><p>Amazingly Dumb Luck</p><p></p><p>Your greatest misfortunes have a strange tendency to turn toward your favor in a most remarkable and extraordinary manner.</p><p></p><p>Requirements: 15+ Charisma</p><p></p><p>Benefits: Every time you roll a '1' on a d20 check, immediately make a Charisma check against DC 15. You can not take ten on this check. If you succeed, count your original roll as if you had rolled a natural 20. Most importantly, when this occurs you must describe your action in such a way that an accident turns dramatically to your favor in the most unlikely manner possible.</p><p></p><p>Example: Darian the Dashing, our lucky hero, swings his longsword at an ogre and rolls a '1' on his to-hit roll. He then makes a successful followup charisma check, which means that his original roll will be treated as a natural 20. He rolls to confirm critical and is successful. The resulting damage is enough to kill the ogre. An example of how this could be explained: As Darian prepares to swing his sword, it slips from his grasp and gets thrown. The hilt gets tangled in the rope next to him, while the blade cuts through the rope in one place. The rope is holding up a chandelier in another part of the room, which falls to the floor, flinging the blade up into the air. In the middle of a fit of hysterics mocking Darian for his incompentence, the ogre is suddenly slain by the sword which falls from above and penetrates his skull with it's point.</p><p></p><p>Example 2: Slym Pickens the rogue is aware that some kind of trap is up ahead and sees the tripwire. He decides to disarm it and rolls a '1.' He makes a successful followup charisma check, confirming his dumb luck and successfully disarming the trap. Here is an example of how this could be explained: As Slym leans over the tripwire to disable it, his belt comes loose. As a result his pants fall down around his ankles, the bag of marbles tied to his belt falls to the ground, and the marbles spill across the floor. Slym loses his balance because of the pants wrapped around his ankles, slips on the marbles, and goes skidding quickly right through the tripwire. Because he is sliding across the floor on his back, he is not hit by the axe that swings from the ceiling only a fraction of an inch from his nose at it's lowest point. The trap has been safely set off and is no longer a threat.</p></blockquote><p></p>
[QUOTE="kenjib, post: 112629, member: 530"] I posted a feat related to this topic some time back. After some feedback, this is the final form that it took: Amazingly Dumb Luck Your greatest misfortunes have a strange tendency to turn toward your favor in a most remarkable and extraordinary manner. Requirements: 15+ Charisma Benefits: Every time you roll a '1' on a d20 check, immediately make a Charisma check against DC 15. You can not take ten on this check. If you succeed, count your original roll as if you had rolled a natural 20. Most importantly, when this occurs you must describe your action in such a way that an accident turns dramatically to your favor in the most unlikely manner possible. Example: Darian the Dashing, our lucky hero, swings his longsword at an ogre and rolls a '1' on his to-hit roll. He then makes a successful followup charisma check, which means that his original roll will be treated as a natural 20. He rolls to confirm critical and is successful. The resulting damage is enough to kill the ogre. An example of how this could be explained: As Darian prepares to swing his sword, it slips from his grasp and gets thrown. The hilt gets tangled in the rope next to him, while the blade cuts through the rope in one place. The rope is holding up a chandelier in another part of the room, which falls to the floor, flinging the blade up into the air. In the middle of a fit of hysterics mocking Darian for his incompentence, the ogre is suddenly slain by the sword which falls from above and penetrates his skull with it's point. Example 2: Slym Pickens the rogue is aware that some kind of trap is up ahead and sees the tripwire. He decides to disarm it and rolls a '1.' He makes a successful followup charisma check, confirming his dumb luck and successfully disarming the trap. Here is an example of how this could be explained: As Slym leans over the tripwire to disable it, his belt comes loose. As a result his pants fall down around his ankles, the bag of marbles tied to his belt falls to the ground, and the marbles spill across the floor. Slym loses his balance because of the pants wrapped around his ankles, slips on the marbles, and goes skidding quickly right through the tripwire. Because he is sliding across the floor on his back, he is not hit by the axe that swings from the ceiling only a fraction of an inch from his nose at it's lowest point. The trap has been safely set off and is no longer a threat. [/QUOTE]
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