Sakri:Hupipisteet

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Versio hetkellä 28. syyskuuta 2010 kello 21.46 – tehnyt Sakri (keskustelu | muokkaukset) (→‎Taulukko)
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Joissakin D&D-kampanjoissa voi tienata hupipisteitä alla olevin keinoin. Kun pelaajalla on kasassa 10 hupipistettä, hän voi heittää taulukosta satunnaisen edun hahmolleen. Etuja, jotka eivät ole esineen muodossa tai muuten luonteeltaan pysyviä, voi olla säästössä korkeintaan kolme kappaletta. Vanhin etu putoaa pois, kun hahmo saisi neljännen edun.

Alkuperäinen taulukko

Ansaintamenetelmät

  • 10 pistettä: Oman hahmon taustan ja tavoitteiden kirjoittaminen
  • 5 pistettä: Hahmon kuvan piirtäminen
  • 5 pistettä: Sessiohistorian kirjoittaminen
  • 2 pistettä: Pelipäivien ja tavarataulukon päivittäminen ajoissa
  • 1-3 pistettä: Naposteltavan tuominen jakoon sessiolle
  • 2 pistettä: Companion characterin pelaaminen session ajan
  • 1 piste: Initiative-korttien hoitaminen session ajan
  • Jokainen pelaaja voi jakaa session aikana 0-2 pistettä muille pelaajille peliä parantavista asioista
  • Pelinjohtaja voi jakaa ylimääräisiä pisteitä peliä parantavista asioista oman mielensä mukaan

Taulukko

All effects are activated as a free action on your turn unless otherwise noted.

1 – Secret Stash (Scroll): You just happen to have the ritual scroll you need! (Your level or lower)

2 – Secret Stash (Potion): You just happen to have the potion you need! (Your level or lower)

3 – Secret Stash (Gear): You just happen to have the piece of gear you need! (Any piece from table on 222)

4 – Secret Stash (Alchemy): You just happen to have the alchemical item you need! (Your level or lower)

5 – Secret Stash (Weapon): You just happen to have the weapon you need! (Any piece from pages 218-219)

6 – Lucky Find (Book): Lucky you! You find a ritual book of your level or lower.

7 – Lucky Find (Magic Weapon): Lucky you! You find a magic weapon of your level + 1d4 (or lower).

8 – Lucky Find (Magic Armor): Lucky you, you find a magic armor of your level + 1d4 (or lower).

9 – Lucky Find (Magic Implement): Lucky you! You find a magic implement of your level + 1d4 (or lower).

10 – Lucky Find (Arms): Lucky you! You find a magic item for arm slot of your level + 1d4 (or lower).

11 – Lucky Find (Feet): Lucky you! You find a magic item for feet slot of your level + 1d4 (or lower).

12 – Lucky Find (Hands): Lucky you! You find a magic item for hand slot of your level + 1d4 (or lower).

13 – Lucky Find (Head): Lucky you! You find a magic item for head slot of your level + 1d4 (or lower).

14 – Lucky Find (Neck): Lucky you! You find a magic item for neck slot of your level + 1d4 (or lower).

15 – Lucky Find (Ring): Lucky you! You find a magic item for ring slot of your level + 1d4 (or lower). Must be level 10 to use.

16 – Lucky Find (Waist): Lucky you! You find a magic item for waist slot of your level + 1d4 (or lower).

17 – Lucky Find (Money): Double the amount of non-magic treasure you just found.

18 – Lucky Find (Boost): Upgrade a magic item you just received to 1 level higher. Pick a new item.

19 – A Smattering of Words: You can speak and read one language for the next day.

20 – Like the Monkey: Add +10 to an Acrobatics roll you just made.

21 – Amateur Arcanist: Add +10 to an Arcana roll you just made.

22 – What Can You Bench?: Add +10 to an Athletics roll you just made.

23 – Me? Lie?: Add +10 to a Bluff roll you just made.

24 – Half-Elf’s Tongue: Add +10 to a Diplomacy roll you just made.

25 – I Once Went to the Underdark: Add +10 to a Dungeoneering roll you just made.

26 – I Can Do This All Day: Add +10 to an Endurance roll you just made.

27 – Have You Heard of the Athalas (sic) Plant?: Add +10 to a Heal roll you just made.

28 – Once Upon a Time: Add +10 to a History roll you just made.

29 – Human Lie Detector: Add +10 to an Insight roll you just made.

30 – You Lookin’ At Me?: Add +10 to an Intimidate roll you just made.

31 – Tree Hugger: Add +10 to a Nature roll you just made.

32 – How Did You Even See That?: Add +10 to a Perception roll you just made.

33 – You Haven’t Heard of that God?: Add +10 to a Religion roll you just made.

34 – Shhhhh!: Add +10 to a Stealth roll you just made.

35 – I Know a Shortcut: Add +10 to a Steetwise roll you just made.

36 – Oh, Was That Locked for a Reason?: Add +10 to a Thievery roll you just made.

37 – Fortuitous Failure: Suppress a zone or conjuration that you can see until the end of the encounter.

38 – Wise Beyond Your Years: Acquire one feat for 1 day, regardless of level or pre-reqs (DM’s discretion).

39 – I Remember How to Do That: Add +5 to one skill check you just made.

40 – Extra Batteries: Recharge a power in a magic item.

41 – Bull’s Eye: Ignore penalties to attack until the end of the encounter.

42 – Third Wind: Spend a healing surge as a minor action.

43 – Second Line of Defenses: Ignore penalties to defenses until the end of the encounter.

44 – I Wear Two Suits of Armor: Gain a +2 bonus to AC until the end of the encounter.

45 – I’m Glad I Took My Vitamins: Gain a +2 bonus to Fortitude until the end of the encounter.

46 – I’m Smarter Than I Look: Gain a +2 bonus to Will until the end of the encounter.

47 – I Totally Dodged That Lightning Bolt: Gain a +2 bonus to Reflex until the end of the encounter.

48 – I Sharpened My Weapon This Morning: Gain a +2 bonus to attack and damage rolls until the end of the encounter.

49 – Monster Repellant: Gain resistance to one damage type until the end of the encounter.

50 – Can’t Keep a Brotha’ Down: Gain a +2 bonus to saving throws until the end of the encounter.

51 – These Aren’t the Droids You’re Looking For: Target creature you can see within 5 squares of you is dominated by you until the end of its next turn.

52 – Way of the Ninja: Teleport 5 squares.

53 – Way of the Blender: Use after you hit an enemy with a single target at-will attack. You can repeat the same attack against that enemy until you miss, to a maximum of five times.

54 – Use the Force: Reroll an attack roll you just made.

55 – Energy Strike: Until the end of the encounter, your attacks deal 1d6 extra damage of an energy type of your choice.

56 – Fortunate Turn of Events: Gain +2 to a roll you just made.

57 – Let Me Try That Again: Reroll any number of damage dice you just rolled.

58 – Quicker Than You!: Move to the beginning of the initiative list.

59 – Dilettante Skills: +1 to all skills for 1 day.

60 – Good Thing I Wore My Displacement Cloak: As an immediate interrupt, make an enemy reroll an attack.

61 – Longer Legs: Gain a +1 bonus to speed for one day.

62 – I Like the Look of You: One non-hostile NPC becomes a trusted friend and ally (DM's discretion).

63 – You Lucky Devil: Reroll one die you just rolled.

64 – My Arms Are Longer Than They Look: Your melee reach increases by one and you gain threatening reach until the end of the encounter.

65 – Tis a Flesh Wound: Take half damage from weapon attacks until the end of the encounter.

66 – Limbo Expert: You do not elicit opportunity attacks until the end of the encounter.

67 – Big Feet, Big Hands: You gain a +5 bonus to bull rush and grab attacks until the end of the encounter.

68 – Oh, I Totally Saw That Coming: Use this ability as a no action when you would be surprised. You are not surprised.

69 – Prophetic Insight: You know the answer to one question that can be answered with yes or no (DM's discretion)

70 – Word on the Street: Find out where something or someone is. (DM's discretion)

71 – I’m Tougher Than I Look: Gain 2 healing surges for one day.

72 – Damn Elves: You ignore difficult terrain until the end of the encounter.

73 – Finding Nemo: You gain swim speed equal to your speed for one day.

74 – Drow Eyes: You gain darkvision for one day.

75 – It's All in the Wrist: Your critical hit range increases by one until the end of the encounter.

76 – My Name is Enigo Montoya: You don't fall unconscious when you fall below 1 hit points. You still make death saving throws normally. This lasts for one encounter.

77 – I Spent Years Building Up a Resistance to Iocain: You are immune to poison until the end of the encounter.

78 – Dread Pirate Roberts: Until the end of the encounter, as a free action you can push one enemy adjacent to you 1 square at the start of your turn.

79 – Only Slightly Less Known…: You know all facts about one enemy as you would have rolled 35 on a monster knowledge check and were proficient in the relevant skill.

80 – I Am Not Left Handed Either: Until the end of the encounter, you can make one melee basic attack as a minor action on your turn.

81 – Copy Cat: Select and copy a fun card from another PC. If no other PC has a fun card, reroll this result.

82 – Double the Fun: Roll twice on the Fun List

83 – Immunization Shots: You are immune to disease for one day.

84 – Keep a Clear Head: You are immune to the dazed condition until the end of the encounter.

85 – Third Eye: You are immune to blindness until the end of the encounter.

86 – Eyes in the Back of Your Head: You cannot be flanked until the end of the encounter.

87 – I Am Wolverine!: You have regeneration 5 until the end of the encounter. (10 at paragon, 15 at epic)

88 – Just Try Stopping Me: You are immune to the immobilized condition until the end of the encounter.

89 – I Get Knocked Down, But I Get Up Again: Stand up from prone as a free action until the end of the encounter.

90 – I Shall Not Suffer Frailty: You are immune to the weakened condition until the end of the encounter.

91 – I’m Too Fast For You: You are immune to the slowed condition until the end of the encounter.

92 – Focus, Just Focus: You are immune to the stunned condition until the end of the encounter.

93 – Hulk Out: You are immune to the restrained condition until the end of the encounter.

94 – Your Cheap Tricks Won’t Work on Me: You are immune to the dominated condition until the end of the encounter.

95 – I’m Not Done Yet: Recharge an encounter attack power.

96 – Take That—Again!: Recharge a daily attack power.

97 – I’m Full of Useful Tricks: Recharge a utility power.

98 – Look What a Good Night’s Rest Can Do: Gain extra hit points for the day equal to your healing surge value.

99 – Undaunted: You gain immunity to fear until the end of the encounter.

100 – You Win D&D: Succeed at anything (DM’s discretion)