The Chronicling of Aeolor
I borrowed some of the cards from Palandar’s Chronicles of the Amber Wolfe Campaign (not all of them fit what i wanted), but changed the rules to fit my own needs. I hope he doesn’t mind…i gave him credit after all…
Upon character creation, each character is given a booster pack of drama cards. each booster contains 3 common cards, 2 uncommon cards and 1 rare card. Each booster will be assembled at random. These cards may only be used once a piece for the entire life of the character. When they are used, they are given back to the DM. Cards are not replenished automatically.
Players may gain new cards for performing in a cinematic manner without the aid of another drama card. The rarity of the card gained this way will be decided by the DM based on the cinematic quality of the action.
Cards may be added or subtracted in the future.
Ha! Play: Anytime you fail a save. Effect: You automatically make the save.
Riposte Play: After an opponent attacks you and misses. Effect: You get an immediate attack of opportunity against that opponent.
Feint Play: After making a melee attack that misses. Effect: Your attack was merely a feint, setting up a real attack. Make another melee attack.
Feet Don't Fail Me Now Play: Your turn, when you are doing nothing but moving. Effect: Move at double your movement rate this turn.
Carpe Diem! Play: At the beginning of combat. Effect: Your initiative is equal to the highest rolled initiative plus one.
Lucky Play: Immediately after any roll. Effect: You may reroll your last die roll, but must keep the new die roll, even if it's worse than your previous roll.
Break Fall Play: Any time you are tripped or if you fall. Effect: If you are tripped, you catch yourself on one knee, and can stand up as a free action next turn. If you fall, treat the fall as 10' less than it actually was.
I Have a Bad Feeling About This… Play: At the beginning of combat. Effect: You get to act during the surprise round, even if you were caught unaware.
Kick Open the Door Play: Any time there's an obstacle in your way. Effect: The obstacle is immediately either destroyed or shoved out of the way.
You Have My Sword Play: At the beginning of combat. Effect: Choose an ally. For the remainder of the combat, you give the ally a +4 bonus instead of +2 when you take the aid another action.
CHARGE! Play: When you make a charge attack. Effect: You add +4 to your attack roll during this charge, instead of a +2.
Fast on Your Feet Play: Any time during combat. Effect: For the remainder of the combat, your base speed is increased by 10'.
Inspiration Play: Your turn. Effect: You say a few inspirational words to an ally ‒ that ally gains the benefits of a bard's inspire courage for 5 rounds.
You! Play: Any time. Effect: Choose an opponent. You gain a +2 morale bonus to hit that opponent, until you target another opponent.
Keep Your Eye On That One Play: Any time during combat. Effect: Choose one opponent ‒ you gain a +2 dodge bonus to your AC against that opponent until the end of the combat.
Measly Swipe Play: After being hit with a melee attack. Effect: Damage from that attack is reduced to one point.
You'll Pay For That! Play: After being hit by an attack. Effect: You take no damage from the attack, but a valued possesion is damaged or destroyed (DM's choice).
If Only We Had A… Play: Any time. Effect: One piece of needed mundane equipment just happens to be nearby.
What a Clever Idea! Play: Immediately after another card is played. Effect: Take the card that has just been played as yours. The original player still gets the effects of the card.
NOOOOOOO! Play: When an ally has just been dropped. Effect: For the remainder of the combat, you gain a +4 morale bonus to hit and damage.
John Woo Special Play: When you're about to run out of ammunition for a ranged weapon. Effect: You do not run out of ammunition until the end of combat.
Beginner's Luck Play: When making an opposed skill check in a skill which you have no ranks. Effect: You win the contest.
Take This! Play: After declaring an attack, but before making the roll. Effect: Add +4 to your attack roll, and add your character level to your damage if you hit.
Fade to Black Play: After being dropped (‒1 or less). Effect: You are brought to ‒1 hit points, and stabalize.
I Know Kung‒Fu Play: Any time during combat. Effect: Your unarmed attacks are treated as armed for the remainder of the combat, and you're able to use flurry of blows, just as a monk would.
Junk Play: After declaring an attack, but before you make the roll. Effect: You hit 'em where it hurts ‒ double damage from this attack, but all damage is subdual. Additionally, they're stunned for 1 round.
Gritting Your Teeth Play: Your turn. Effect: All damage you take until your next turn is reduced by half (rounded down).
Wriggle Free Play: Your turn, when you are grappled or swallowed whole. Effect: You free yourself from the grapple of from the belly of whatever beast swallowed you.
All or Nothing Play: When you're about to make a skill check or attack roll. Effect: Instead of rolling, flip a coin. Heads: natural 20, Tails: natural 1.
Butterfingers Play: When successfully hit with a melee attack. Effect: Instead of taking damage from the melee attack, you can drop your weapon.
Flurry of Blows Play: Your turn. Effect: You may make an additional attack at your highest base attack bonus this round, but all your attacks are at ‒2 to hit until your next turn.
Good Night's Rest Play: After a night's rest. Effect: You may either gain 1d8 temporary hit points, or prepare another spell, or have another slot for spellcasting available.
Roll With It Play: When taking damage from a melee attack. Effect: All damage from you take from this melee attack is changed from normal to subdual.
I Cover My Head and Groin! Play: Your turn. Effect: You gain a +4 circumstance bonus to your AC until your next turn, but you cannot make any attacks until next round, either.
Knockback Play: After declaring an attack, but before making the roll. Effect: If you successfully hit with this attack, your opponent is knocked back 5'.
Knockdown Play: After delcaring an attack, but before making the roll. Effect: If you successfully hit with this attack, your opponent falls prone.
Taking a Bullet Play: When an ally within your double your movement rate would take a hit that would drop him. Effect: You dive in front of the attack that would drop your friend, taking the damage yourself ‒ you lose your next turn.
Hit and Run Play: Your turn. Effect: You gain the benefits of Spring Attack and Shot on the Run for this turn.
Solid Hit Play: When you roll a natural 20 on an attack roll (critical hit). Effect: You automatically confirm the critical hit.
Soliloquy Play: Any time. Effect: All combat comes to a standstill, while you make a heroic speech. You may take as long as you like.
Just a Flesh Wound Play: Any time. Effect: You look like a mess, but, you're really okay. You are back to full hit points.
That's Not A Knife… Play: Your turn. Effect: As a free action, draw your weapon and make an Intimidate check with a +10 bonus.
I Meant to Do That Play: When you roll a natural 1 on an attack roll. Effect: Your opponents are caught off‒guard by your ineptitude, allowing you to take a partial action immediately.
There's Gotta Be a Door Around Here Somewhere Play: Any time not in combat. Effect: The next secret door you come across is revealed.
That Which Does Not Kill Us… Play: Any time you take damage that wouldn't put you below 0 hit points. Effect: Instead of taking that damage, you gain the same number in temporary hit points.
…And Then He Threw a Chimney At Us! Play: Your action. Effect: You can pick up any object no heavier than your maximum load and use it as a thrown weapon with a range increment of 10'.
Not Me, You Idiot! Play: When hit by a melee attack while being flanked. Effect: The attack misses you and, instead, hits the ally that he's flanking you with.
You're Making Me Angry… Play: Your turn. Effect: You enter a rage just like a barbarian, and are winded after the rage ends.
Let's You and Him Fight Play: Any time not in combat. Effect: Two NPCs begin to argue or fight. In any event, everyone within line of sight observes the brouhaha, giving you a +4 circumstance bonus to Hide or Move Silently checks.
Looking for This? Play: Any time. Effect: If you have at least one rank in Pick Pockets, you suddenly possess any one item of an opponent's. If you do not, they must spend 1d4+1 rounds looking for said item.
Narrow Escape Play: Any time you're near a doorway of some sort. Effect: A door nearby is about to be closed ‒ you can pass through it, but, your enemies are temporarily blocked.
Gremlins Play: Any time. Effect: A non threatening mechanical device fails to work, at least for the moment.
We Meet Again! Play: Any time you meet a new NPC. Effect: The NPCs turns out to be an old acquaintance or rival of some sort.
John Woo Salute Play: When subject of a melee attack when flat‒footed. Effects: As a free action, you may draw and make a single attack against the opponent attacking you. If you draw and choose not to attack, your opponent's attack is negated.
Heroic Metabolism Play: Any time. Effects: You do not suffer any ill effects for not eating or sleeping for the next 72 hours.
Are You Thinking What I'm Thinking? Play: Any time. Effect: You and an ally have the same idea ‒ you both gain a +4 insight bonus to your next action, so long as both of you take the same action against the same object or foe.
The Enemy of My Enemy Play: Any time. Effect: An unlikely creature, hostile to an NPC of your choice, suddenly arrives on the scene.
You Leave Him Alone! Play: Any time. Effects: A bystander bashes your opponent over the head with a mundane object, stunning him for one round.
Second Thoughts Play: After you've killed or disabled an opponent. Effect: Instead of killing or disabling the opponent, the opponent repents and becomes an ally.
Tenacious Play: Any time during combat. Effect: Until the end of this combat, you may function until ‒10 hit points without falling unconcious. You still die at ‒10 hit points, however.
…Hey, Wait a Minute! Play: Any time you make a bluff check involving a lie. Effect: Your bluff check succeeds, no matter how absurd the lie, but the subject will realize he's been fooled 1d10 rounds later.
I Didn't Know You Could Do That… Play: Any time. Effect: You're able to perform one skill you have no ranks in, even trained‒only skills, once, with a +10 bonus.
What's That Girl? Billy Fell Down the Well? Play: Any time. Effect: You may Speak with Animals, as per the spell, for one minute, to one animal. The animal is automatically friendly towards you.
I Thought You Were Dead! (I Was!) Play: After you have died. Effect: You appear during a critical or dramatic moment sometime during the next week, alive and well.
Ready? I Was BORN Ready! Play: Any time. Effect: You may forgo your next action in order to ready an action now.
I Hope I Didn't Brain My Damage Play: When you are subject to an Intelligence or Wisdom‒draining effect. Effect: Instead of losing Intelligence or Wisdom, you are stunned for the same number of rounds as the amount of Intelligence or Wisdom you would have lost.
Klaatu Barrada Nikto Play: Any time. Effect: You learn what a magic item in your possession does, and how to activate it.
Gimme Some Sugar, Baby Play: Any time you're negotiating with a NPC of the opposite sex. Effect: Add +10 to your Bluff or Diplomacy check. If you make the check, the NPC will be enamored with you. If you fail, they'll be furious.
Oh, You Mean THIS Gate Key! Play: When intimidating an NPC for information or an item. Effect: If you successfully intimidate the NPC, he'll give you one bit of information, or one minor item you're looking for, even if he honestly didn't have it.
I Have a Cunning Plan… Play: Your turn. Effect: You may take as long as you like to devise a plan. You still only get a standard turn, but, you can involve any other players in your plans, refer to notes and ask the DM any questions you like. All your rolls this round are at a +4 circumstance bonus.
Sucker‒Punch Play: When a Bluff or Intimidate check fails. Effect: The person whom you were trying to Bluff or Intimidate is so unimpressed, he lets his guard down ‒ you get a free attack of opportunity. You may use your fist or an improvised weapon.
Just Like Momma Used To Make Play: When eat or drink something that is poisonous, nauseating, or has some similar effect. Effect: You suffer no ill effects from the ingested item.
Something in My Eye Play: When you fail a save against a gaze attack. Effect: You automatically make ths save against the gaze attack, but are blinded until next round.
With My Last Dying Breath… Play: When you die. Effect: Before you actually die, you can give one vital item or valuable piece of information to an ally. Or, alternatively, you may place a dying curse on someone of your choice (as per the BoVD).
I Hear You Knockin', But You Can't Come In! Play: Any time. Effects: Regardless of your Strength, you're able to hold a door shut for a number of rounds equal to 1d6 plus your Constitution modifier.
Bullet‒Time Play: When being attacked by a ranged weapon. Effect: Until your next turn, all ranged attacks miss you. At the beginning of your next turn, you are considered prone.
How'd He Get Up There? Play: Any time, so long as you're not being observed. Effect: You're able to get somewhere that would normally be incredibly difficult to get to (as if with a Dimension Door, but limited by vision).
Reinforcements Play: Any time. Effect: Some of manner of help arrives.
That's a Damned Lie! Play: Any time. Effect: Automatically succeed at one Sense Motive check when trying to find out if someone's lying.
Stop Him, He's Getting Away! Play: Any time. Effect: You can dodge around an obstacle with ease, but any pursuers are temporarily blocked.
Stop Him, You Fools! Play: Any time. Effect: Instead of pursuing you, your enemies stand there dumbfounded that you're running for 1d4 rounds.
Arr, Yeh Scurvy Polar Bear, Prepare to Taste Steel! Play: After an opponent's attack roll. Effect: That opponent's roll becomes a natural 1.
Mumbo‒Jumbo Play: When you are targetted, or within the area of effect of a spell or spell‒like ability. Effect: If you are a spell‒caster, you're able to learn the spell being cast. If you're not a spell caster, you can recognize the spell when it's being cast from now on.
Mother Nature Play: Any time. Effect: Natural phenomenon lends timely aid.
Desperation Play: When you have one‒tenth of your hit points or less. Effect: For the remainder of combat, so long as you have one‒tenth of your hit points or less, you add your character level to attack rolls and damage.
Great Night's Rest Play: After a night's rest. Effect: You may either gain 2d8 temporary hit points or prepare 1d4 extra spells, or have 1d4 extra slots available for spellcasting.
Father Black's Touch Play: When trying to beat a creature's spell resistance. Effect: You automatically beat the creature's spell resistance.
Duke's Charge Play: When making a charge attack. Effect: If you hit with this charge attack, it deals triple normal damage.
Kegato's Agility Play: Any time. Effect: During your next Climb, Balance, Jump, Move Silently or Tumble check, you can add a +20 insight bonus to your roll.
Parn's Reflexes Play: Your turn. Effect: If you are wielding a ranged weapon, you threaten any square up to 20' away until your next turn.
Tara's Knife Play: When making an attack. Effect: If attacking an opponent that is denied their Dexterity bonus, or is flanked, you deal sneak attack damage equal to a rogue of your character level. If you are already a rogue, add this to your normal sneak attack.
Jaeger's Stubborness Play: After you die. Effect: You come back to life as if by a Raise Dead spell.
Eureka! Play: When making a Knowledge skill check. Effect: Your roll is considered to be a natural 20.
Lunatic Barrage! Play: Your turn. Effect: You may make two additional attacks at your highest base attack bonus this round, but all your attacks are at ‒4 to hit until your next turn.
Get the HELL Out of My Way! Play: Your turn. Effect: Make an Intimidate check. One opponent per four character levels turns and runs as if frightened for 1d6 rounds, if your check was ten or more higher than their hit dice. Otherwise, they are shaken for the same time.
Dramatic Entrance Play: When you first enter a room or location, or during combat before your action before anyone attacks you. Effect: All opponents within a 60' radius of you are rebuked as if by an evil cleric for 10 rounds, or until you or an ally make an aggressive move.
I Saw a Gnome Once… Play: When you have to make a saving throw against a fear effect. Effect: You automatically make your save against this fear effect.
Oh, My, Gape at Me! Play: Any time. Effect: Make a Bluff or Perform check. You so harshly mock a NPC of your choice, that they attack you exclusively for 1d6 rounds if your check was ten or more higher than their hit dice. Otherwise, they are simply angry with you.
I Can BURN You… Play: When making an attack or casting a spell with the fire damage. Effect: The fire damage from this attack deals double damage.
May I Have This Dance? Play: When you and an NPC are in a social situation. Effect: You shift the NPCs attitude one step better, and gain a +4 circumstance bonus on your next Sense Motive check when dealing with this NPC.
I'll Create a Diversion Play: Any time. Effect: You create a diversion of some kind ‒ while you're unable to Hide or Move Silently, your allies get a +10 circumstance bonus to do so.
Mistaken Identity Play: Any time. Effect: You are mistaken for someone else.
Why, You Crazy… The FALL Will Probably Kill You! Play: When you jump from a height on purpose. Effect: You take no falling damage from this fall. If your allies follow you at the same time, they'll take no damage, either.
I Don't Mean to Be a Sore Loser… Play: When you die. Effect: Choose an ally. That ally gets a bonus to attack and damage equal to your character level, when attacking the thing that killed you, until that thing is dead.
There's Something I Ought to Tell You… Play: Your turn, when another ally is in earshot. Effect: Tell something to your ally you haven't told him before. If your ally returns the sentiment, you both gain a +4 insight bonus to attacks and damage for the remainder of the combat.
Fill Your Hand! Play: Any time. Effect: Make an Intimidate check. They draw their weapon and are shaken for 1d6 rounds if your check was ten or higher than their hit dice. Otherwise, they are simply shaken for the same amount of time.
Do You Feel Lucky, Punk? Play: When you're within 5' of an opponent. Effect: Make an Intimidate check. If your check was ten or higher than your opponent's hit dice, they back down from the fight. If they have less hit dice than you, they surrender altogether.
Badges? BADGES?! Play: When you fail a Bluff check and are caught in a lie. Effect: You act indignant that you're not believed ‒ make an Intimidate roll. If you succeed in Intimidating the people you tried to Bluff, they believe your Bluff.
Blaze of Glory Play: Any time during combat. Effect: You gain a +4 morale bonus to attack and damage, as well as damage reduction 5/‒ and one additional partial action per round. You die at the end of the combat ‒ you cannot be brought back except by a True Resurrection.
Which Way Did He Go? Play: Any time. Effect: Even if there's no place to Hide, you can make a Hide check ‒ you manage to get behind something.
He Went Thattaway Play: Any time there are bystanders nearby. Effect: You duck behind a bystander, and the bystander misdirects your pursuers.
Let's Take This From the Top Play: Any time during combat. Effect: At the beginning of the next round, all combatants reroll initiative.
Suave Tongue Play: When you make a Bluff check. Effect: Add +10 to your Bluff check. If still disbelieved, the target will savour your "joke", rather than feel provoked.
Why. Won't. You. Fall. DOWN?! Play: After declaring an attack, but before making the roll, when you have hit an enemy four times, consecutively. Effect: If you successfully hit with this attack, do triple normal damage.
Not‒So‒Random Encounter Play: Any time. Effect: You go off stirring up trouble ‒ force a random encounter to happen.
All For One… Play: At the beginning of combat. Effect: If all of your allies in this combat wait to take their turn at the same time, you and all of your allies get a +2 morale bonus to all of your rolls until the end of the combat.
Don't Look at Me!… We're Talkin' About Dragons Play: Any time. Effect: You're able to used the Innuendo skill once, even if you're untrained in it, at a +10 circumstance bonus, when trying to communicate a message to someone.
Follow Through Play: When you make a successful melee attack. Effect: You make may make another melee attack at the same bonus as your previous attack, to another opponent which you threaten.
Up the Walls Play: Your turn. Effect: You may move on a vertical surface as a part of your movement, so long as you end up on flat ground at the end of your movement. If you do not, you fall prone where you stop.
Dire Portents Play: While you are sleeping. Effect: You receive a dream hinting to a future event.