I love these cards!
I revised them a bit for grammar, and where the name or unclear nature of the effect bothered me, and added a few new ones. Please comment.
Ones marked by a *** triple asterisk are new or substantially altered/clarified.
***Handy Rope/Zig-Zag:
Play: Your turn.
Effect: By sheer luck and daring, you may move yourself anywhere up to your normal full movement rate
upon the battlefield, including around or through areas threatened by enemies, then take your actions.
These enemies are caught off guard and do not get to make AoO’s against you for moving through their
threatened squares. After taking your actions, you are still allowed a 5 ft. step as a free action.
***The Old Okey-Doke:
Play: Your turn.
Effect: You fake left or right, then move the opposite direction. You may take your normal movement
through your opponent’s squares without incurring AoO’s. You may not attack and play this card in the
same round.
Ha! Missed Me, You Idiot:
Play: Any time you miss a saving throw.
Effect: You automatically make the save.
Weapon Mastery:
Play: Before making a melee attack.
Effect: You may make a called shot without the normal -4 penalty.
Soliloquy:
Play: Anytime.
Effect: All combat within sound of your voice comes to a standstill, while you make a heroic speech. Take
as long as you like.
Just a Flesh Wound:
Play: Any time after you are hit in combat.
Effect: You look like a mess, but are really okay. You regain all but one hit point lost to the previous
attack. This may not be played against a critical hit.
Riposte:
Play: After an opponent attacks you and misses.
Effect: Immediately get a bonus AoO against that opponent.
On Your Knees, Knave:
Play: Your turn, after all your attacks have been made.
Effect: A weapon or leg sweep by you automatically trips your opponent. One opponent you threaten is
knocked prone. The opponent takes no damage from the trip, regardless of delivery method.
Feint:
Play: After making a melee attack that misses.
Effect: Your prior attack was merely a clever feint, setting up for the “real” attack. Make another melee
attack against the same opponent you just missed at your highest value.
Frolic on the Battlefield:
Play: Your turn.
Effect: You are immune to attacks of opportunity this round.
En Garde:
Play: Your turn.
Effect: In addition to your regular attacks, make a free disarm attack.
Feet Don't Fail Me Now:
Play: Your turn, when you are doing nothing but moving.
Effect: Move at double your rate this turn.
Glancing Blow:
Play: After being hit by a melee attack, and after the damage is rolled.
Effect: Damage for that attack is reduced to only one point. This cannot be played against a critical hit.
***Deadly Thrust:
Play: When making a melee attack, before the hit roll.
Effect: If you hit, your weapon does double damage, plus any other modifiers. For example, a longsword
would do 2d8 while a greatsword would do 4d6 points of damage. This cannot be played on a critical hit.
***Take That, Scum!:
Play: Anytime you perform a critical hit.
Effect: You exploit an exposed weakness in the defense of your opponent. Your weapon’s critical
multiplier is increased by one step (x2 becomes x3, x3 becomes x4, x4 becomes x5).
Fade to Black:
Play: After being killed, or reduced to negative hit points.
Effect: Your hit points are brought to zero. You are unconscious, but still alive.
***Whirling Dervish:
Play: Anytime.
Effect: Your AC is temporarily increased by +4 this round, and you cannot be flanked until your next
turn. If you are already flanked at the time this card is played, your opponents are denied their flanking
bonus for the remainder of the round.
Heart of a Lion:
Play: Anytime.
Effect: You remain conscious and fully able to take actions if you are brought to negative hit points. You
are still killed at -10 hit points.
Gritting Your Teeth:
Play: Your turn.
Effect: Any damage you receive this round is reduced by half.
Carpe Diem:
Play: Beginning of combat.
Effect: Your initiative is one point higher than everyone else, allowing you to always act first during this
encounter. This does not alter the initiative roll for your allies.
Watch Out, You Clumsy Oaf:
Play: Anytime
Effect: A random enemy stumbles, and must make a balance check (DC 15) or fall prone.
Touche!:
Play: Your turn.
Effect: Deliver a stunning insult to your opponent. The target is flatfooted for the duration of the
following round, seething with rage.
You'll Pay For That!:
Play: After being hit by an attack, but only if you are holding a drink.
Effect: You take no damage from the attack, but your drink is spilled.
Butterfingers:
Play: When you make a successful attack roll.
Effect: Sacrifice half the damage from this attack to automatically disarm one of your opponent's items.
Dashing Smile/Evil Snarl:
Play: Anytime.
Effect: Opponents who can see your face get a -2 penalty to all actions this round if they can see your
devilishly handsome smirk or cruelly curled snarl of hate.
Hi There! Bye Now!:
Play: At the beginning of your attack.
Effect: Gain the benefits of the spring attack feat this round.
And You Call Yourself a Fighter?:
Play: Anytime
Effect: Gain total immunity to all physical/melee attacks this round, but only if you use Total Defense.
***Disrobe:
Play: Your turn, before you make your attack roll.
Effect: Make a called shot with no penalty---but only against an enemy’s garb, dealing no damage. If
successful, the damaged garment is ruined and immediately drops to the ground.
***Mother Nature:
Play: Anytime you are outside and above ground.
Effect: Natural phenomenon lends timely aid. Examples: Sudden rainstorm or clap of thunder causes an
enemy to miss their next melee attack against you or suddenly beautiful weather grants you a +2
circumstance bonus on all Charisma-based checks against one nearby NPC for the next minute.
Ah, Love:
Play: Anytime.
Effect: A friendly or helpful NPC displays amorous interest. It may be physical and/or emotional.
Instant Dislike:
Play: Anytime.
Effect: Two NPCs or groups of NPCs develop a spontaneous dislike or hosility for each other on first
meeting. This may not be played by groups that already know each other.
Missing:
Play: Anytime not during combat.
Effect: A possession (yours or any NPC’s) is misplaced or has gone astray.
Called Away:
Play: Anytime.
Effect: Someone who ought to be present is elsewhere. If applied to the main villain in a major planned encounter (at the start of combat only), the villain is
informed of a more urgent matter demanding his immediate attention and leaves the battle to deal with it.
He may return at the DM’s discretion (he will be gone for a minimum of 3 rounds if capable of two
teleportations, otherwise he will be absent a minimum of 5 rounds).
We Meet Again:
Play: Anytime (on your turn during combat).
Effect: Someone or something turns out to be an old acquaintance or a rival.
Reinforcements:
Play: Anytime.
Effect: Help of some sort arrives.
Gremlins:
Play: Anytime.
Effect: A mechanical device (such as a crossbow or portcullis) fails to work for one round.
Lucky Find:
Play: Anytime.
Effect: Something needed is found (not a treasure in the ordinary sense).
Mistaken Identity:
Play: Anytime.
Effect: You are mistaken for someone else (to your benefit or harm).
Dismissed as Harmless:
Play: Anytime.
Effect: The PCs are underestimated, misperceived or dismissed as unimportant by an NPC or group of
NPCs.
***Opposites Attract:
Play: Anytime.
Effect: A hostile NPC suddenly displays amorous interest. It may be physical and/or emotional