Author Topic: Mischief Domain  (Read 7508 times)

Offline Asinjin

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Re: Mischief Domain
« Reply #30 on: April 13, 2012, 01:15:54 PM »
Granted Power: The cleric gets a pool of Mischief points equal to 1 per cleric level.  The cleric may, as an immediate action, use these points to reduce the result of a target's roll.  The cleric may use a number of points at one time to effect one roll to a maximum equal to his Wisdom or Charisma modifier.  The target must be within 10 feet per divine caster level.  This is a supernatural ability.  Spell resistance does not prevent the effect.  There is no save to prevent this effect.  The cleric must know the action is about(where about is defined as within the next round) to occur to use this ability.

How is that?
The hand that rolls the Dice rules the world.

Offline whitesword

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Re: Mischief Domain
« Reply #31 on: April 16, 2012, 11:29:41 AM »
This looks good to go.

Offline Asinjin

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Re: Mischief Domain
« Reply #32 on: April 16, 2012, 11:43:34 AM »
1 - Ventriloquism
2 - Baleful Transpostion
3 - Deceptive Facade (CM)
4 - Unluck
5 - Bewildering Mischance
6 - Compture's Unwanted Reincarnation
7 - Reality Maelstrom (MotP)
8 - Hands of the Tides (Rokugan)
9 - Wheel of Fortune (Magic of Rokugan)

Granted Power: The cleric gets a pool of Mischief points equal to 1 per cleric level.  The cleric may, as an immediate action, use these points to reduce the result of a target's roll.  The cleric may use a number of points at one time to effect one roll to a maximum equal to his Wisdom or Charisma modifier.  The target must be within 10 feet per divine caster level.  This is a supernatural ability.  Spell resistance does not prevent the effect.  There is no save to prevent this effect.  The cleric must know the action is about(where about is defined as within the next round) to occur to use this ability.

Locked tomorrow unless someone has an issue.
The hand that rolls the Dice rules the world.