Tag: reglements

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  • Phage

    Cette terrible maladie détériore le corps de la victime en mangeant la chair, les muscles et tendons. 1 point de force, dextérité et constitution est enlevé à tous les jours

  • SEMA

    Système d'expérience magique avancée the SEMA Tant que le système fonctionne l'équipage recevra une paye a son retour dans un port de l'empire. Le SEMA …

  • Actions des officiers sur le banshee

    h5. Captain’s Actions: Rally: The Captain can attempt to intimidate/inspire the crew once per battle for an advantage on a roll of his choice. Make a Charisma check. Subtract the crew’s loyalty from 20 to arrive at the DC for the check. Attack: …

  • Manoeuvre de navire

    h5. Turn (Hard to Port or Hard to Starboard) At the end of the round, the ship changes the direction it faces by 90 degrees. It can move at up to half its speed before the turn. Prerequisite: If the ship is powered by sails only, the ship must …

  • Diamant d'eridium

    Pour le moment, les diamants d'eridium de bonnes qualités sont les seules diamants possédant des capacités d'augmentation magique. Les diamants de faibles qualités encrassent et chaotise la magie environnante.

  • Vision and Light

    h3. Vision and Light The most fundamental tasks of adventuring–noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few–rely heavily on a character’s ability to see. Darkness and other effects …

  • Blindsight

    h3. Blindsight A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have …

  • Darkvision

    h3. Darkvision Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only …

  • Truesight

    h3. Truesight A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original …

  • Actions de combat

    h3. Actions in Combat When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in …

  • Attack Action

    The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack. See the “Making an Attack” section for the …

  • Cast a Spell

    Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours …

  • Dash Action

    When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or …

  • Disengage Action

    If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

  • Dodge Action

    When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this …

  • Help Action

    You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before …

  • Hide Action

    When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section.

  • Ready Action

    Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. First, you decide what …

  • Search Action

    When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

  • Use an Object Action

    You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact …

  • Règles spécifiques

    h4. Règlements pour campagne marine * [[Manoeuvre de navire | les manoeuvres]] * [[Actions des officiers sur le banshee | les actions des officiers]] h4. Règlements Maison * [[Supplement d'expérience | Supplement d'expérience]] h4. Règlements …

  • Perception

    Permet d'utilisé son instinct pour voir, entendre ou sentir quelque choses De ce skill découle : * perception passive (10+skill vs Dm) * [[keen smell | keen smell]] * [[Search Action | Search Action]]