Difference between revisions of "World:Rysylis/Homebrew"

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''Wilderness Lore'' - Once a day the Scout can concentrate his knowledge to aid him in the wilderness. Grants a +2 bonus to any wilderness related checks.  
 
''Wilderness Lore'' - Once a day the Scout can concentrate his knowledge to aid him in the wilderness. Grants a +2 bonus to any wilderness related checks.  
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=== Action Points ===
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Every character gets '''1 + Level''' Action Points. You use Action Points to add a 1d6 to any roll at any time. You do not have to specify before the roll that you wish to use an Action Point. You can only use 1 AP a round, but you can trade an extra Action Point to upgrade your die. Example, if you have 2 Action Points, you may use both to give you a 1d8 instead of the normal 1d6. If you have 3 Action Points you can spend all three to give you a 1d10 instead of the normal 1d6.
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At 5th level, the default 1d6 is bumped up to 1d8. At 10th level, the default 1d8 is bumped up to 1d10.
  
  

Revision as of 11:42, 17 December 2011


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Homebrew


Role-Specific Abilities

Leader

Inspire Allies - Once a day the Leader can rally his allies into action, granting them +1 to attack rolls and damage rolls. The recipient must be able to hear the Leader in order to receive the bonus. Move Action.


Archer

Deadly Aim - Once a day the Archer can focus his skill to strike a particularly devastating blow on his enemies. Grants a +2 to attack rolls when using a ranged weapon. Standard Action.


Fighter

Woeful Strike - Once a day the Fighter can muster all of his strength to combat his enemies. Grants a +2 to damage rolls when using a melee weapon. Standard Action.


Scout

Wilderness Lore - Once a day the Scout can concentrate his knowledge to aid him in the wilderness. Grants a +2 bonus to any wilderness related checks.


Action Points

Every character gets 1 + Level Action Points. You use Action Points to add a 1d6 to any roll at any time. You do not have to specify before the roll that you wish to use an Action Point. You can only use 1 AP a round, but you can trade an extra Action Point to upgrade your die. Example, if you have 2 Action Points, you may use both to give you a 1d8 instead of the normal 1d6. If you have 3 Action Points you can spend all three to give you a 1d10 instead of the normal 1d6.

At 5th level, the default 1d6 is bumped up to 1d8. At 10th level, the default 1d8 is bumped up to 1d10.