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Optional Rule: Dread Resistance If you use dread and insanity in your game, you should strongly consider also using this optional rule Under this rule, class features and creature abilities that grant immunity to fear instead grant dread resistance Dread resistance grants the creature a +5 bonus on saving throws against dread In addition, when unaffected by dread, dread resistant creatures treat their starting dread stage as –2 rather than using the optional Dread Resistance rules in the sidebar or is a delirium warrior.) When a character fails a Will save to resist dread, her dread progresses stage from her current dread stage, plus additional stage for every by which she failed the Will save When a dread effect reaches the end of its duration, it doesn't always vanish completely Instead, the victim’s dread decreases by a number of stages equal to her Wisdom modifier (minimum stage) She suffers this reduced level of dread for the same duration before it decreases again until she reaches stage (or until her dread increases again) At the start of a round in which A character targeted by such an ability can attempt a victim is suffering an ongoing dread effect of stage a saving throw against the ability as normal (using the or higher, the victim can attempt a Will save (at the source’s listed save DC), but on a failed save, the victim same DC as the initial effect) Success decreases the instead suffers the effect of dread (see below) If the dread's stage immediately This save can't reduce the effect would cause the frightened condition, the save is dread below stage A character at dread stage 10 that at a –5 penalty If the effect would cause the panicked, fails this save can't attempt it again for day The DC terrified, horrified, paralyzed in fear, or cowering is the same as when the character gained the dread conditions, the save is at a –10 penalty A dread effect If the effect did not allow a save, use the appropriate caused by supernatural influence lasts as long as the DC it would have had if it allowed a save (such as 10 + associated fear effect would normally last 1/2 HD + Charisma modifier for a monster's ability) or Unnamable Doom: When a character first enters the area of influence of a Great Old One or Outer Dread is a mind-affecting fear effect Unlike other God, he must attempt a Will save against the entity’s supernatural fear effects, dread does not itself cause influence DC to resist suffering the effects of dread a character to suffer additional dread An effect that The creature must attempt a new Will save whenever removes a fear effect reduces the character's dread the influence increases in stage, but not each round by stages if it could remove panicked, stages if it spent in the area of influence, nor each time a creature could remove frightened, or stage if it could remove exits and reenters the area of influence A dread effect shaken Creatures immune to mind-affecting effects caused by an unnamable doom lasts as long as the are immune to dread and insanity creature remains within the area of influence, plus a Combining Dread Effects: When a character number of hours thereafter equal to the influence’s CR gains a new dread effect in addition to an existing one, Effects of Dread There are ten stages of dread, each more traumatic than the last A creature not affected by dread is at stage (It cannot have a dread stage of less than unless it is 92 DC 15 if there is no obvious counterpart add their stages together to determine the character's current dread This summed dread has the longer of the two durations and the higher of the two DCs to remove Any secondary effects follow their normal

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