d20 Fifth Element Games Party Synergy.pdf

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MODULE 3
Party Synergy
Iain Fyffe
Fifth Element Games Modules are simple, straightforward products with a narrow
focus. They are low-priced and have a simple layout and presentation. Modules are
meant to be “plugged in” to your campaign with minimal effort.
Product Identity and Open Game Content
All trade marked terms, titles or logos used in this work are designated Product Indentity as
per the terms of the Open Game License version 1.0a. All text and information contained in
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Open Game Content as per the terms of the Open Game Licence version 1.0a.
Successful adventuring is a cooperative exercise.
Parties who cannot work together, or do not at least
have complementary skills and abilities, do not often
last. For instance, most successful parties feature a
variety of character types with a range of abilities
and talents. There are fighters for the heavy combat,
rogues for situations requiring stealth or deception,
and clerics and wizards providing varying types of
magical abilities and support. Parties made up of
characters with complementary abilities have a
much better chance of surviving the dangers that
adventure brings. Such diversification of abilities is
common. However, the d20 System provides only a
few rules which actually allow for in-game
modifiers based on cooperative actions.
Another example is the flanking rule in combat,
which allows two or more character to “gang up” on
an opponent, and receive bonuses to attack when
doing so.
Such options are useful and realistic, but they are
too few and lack in colour and excitement. When
aiding another character on a skill check, you can
provide your ally with a +2 bonus to their check.
That's nice, but it's not terribly interesting.
Party Synergy provides rules for many specific
situations in which characters can cooperate (called
synergy maneuvers ), with specific game effects. It
takes the concept of skill synergy to a new level.
With skill synergy, characters can receive a bonus to
a skill check when they have a certain number of
ranks in another, related skill. The whole is greater
than the sum of its parts. Party Synergy moves this
One example of such a rule is the aid another action,
which allows one character to directly aid another in
a skill check or in combat, granting a small bonus.
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published
by Wizards of the Coast, Inc. ‘d20 System' and the 'd20 System' logo are trademarks of
Wizards of the Coast, Inc. and are used according to the terms of the d20 System License
version 6.0. A copy of this License can be found at www.wizards.com/d20.
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concept from the character level to the party level.
When characters perform certain actions in concert,
they receive benefits that exceed the simple sum of
the parts.
modifier and 5 ranks in Share Knowledge, you need
to roll a 10 or higher to succeed, due to your 5 ranks
in Share Knowledge.
If you succeed, the other character receives +2
bonuses on all checks with respect to that skill for a
number of rounds equal to twice his ranks in the
particular skill. In the above example, the other
character would receive a +2 bonus to Balance
checks for 6 rounds, since he has 3 ranks in Balance.
The central mechanic of the party synergy system is
the new Share Knowledge skill. This skill, in
addition to giving access to the various synergy
maneuvers, allows one character to coach and train
another in a particular skill, giving the other
character a bonus that lasts several rounds, or even
allowing the other character to increase his ranks in
the skill – without having to advance a level.
You can Share Knowledge in this way with multiple
characters at the same time. Only one check is made,
which applies to all characters (though the DC for
each other character will be different).
Skill Training : You can use Share Knowledge to help
another character to gain a rank in a particular skill,
without having to advance a level first. You can
only do this for a skill in which you have ranks, and
you must have at least 5 ranks more in the skill than
the other character. The other character does not
need to have any ranks in the skill.
NEW SKILL
Share Knowledge (Cha)
You are able to share your knowledge or training in
an effective way, allowing others to learn from you.
The presentation of this skill follows the standard
PHB format.
The DC of the check is (30 + the other character’s
ranks in the skill – the other character’s Intelligence
modifier – your ranks in the skill). For example, you
have 4 ranks in Share Knowledge, 8 ranks in Bluff
and a +1 Charisma modifier. You wish to train
another character who has 2 ranks in Bluff and a -1
Intelligence modifier. The DC of the check is 30 + 2
– (-1) – 8 = 25. Your 4 ranks in Share Knowledge and
+1 Charisma modifier mean you need to roll a 20 to
succeed.
Share Knowledge is a class skill for all c.lasses
(including prestige classes).
Check : With a successful Share Knowledge check,
you can pass on a small amount of knowledge to
another character. This is similar to the aid another
action, in that it grants a +2 bonus to the other
character when he makes a skill check. However,
using the Share Knowledge skill makes this bonus
available for several rounds, rather than a single
skill check. You must be able to communicate with
the other character in order to use Share Knowledge.
If successful, you spend 50 XP times the character's
new ranks in the skill. This represents you passing
on some of your accumulated knowledge and
wisdom to the other character. For example, if you
use Share Knowledge to increase a character's ranks
from 4 to 5, you must spend 250 XP (50 times 5). If
spending such an amount of XP would reduce your
XP to zero, or to an amount that would reduce your
level, you cannot train another character in this way
until you gain sufficient additional XP.
You can only make a Share Knowledge check in this
way for a skill in which you have ranks. The other
character must also have at least one rank in that
skill, and you must have at least 3 more ranks than
he does. For example, to Share Knowledge of the
Balance skill with a character who has 3 ranks in
Balance, you must have at least 6 ranks in Balance.
The DC of the check is (20 + the other character’s
ranks in the skill – the other character’s Intelligence
modifier – your ranks in the skill). Continuing the
above example, if the other character has an
Intelligence modifier of +2, the DC of the check
would be 20 + 3 – 2 – 6 = 15. If you have no Charisma
Share Knowledge cannot be used to increase a
character’s ranks in a skill beyond the maximum
number of ranks as determined by character level.
You can only train one character in a skill at a time.
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There are two types of synergy maneuvers: trained
and untrained. Untrained maneuvers apply
automatically in any given situation. They are
essentially extensions of the aid another rule that
apply only to certain skills. These skills are
particularly appropriate to have greater bonuses
from teamwork; the aid another rules do not
adequately reflect the bonuses that should apply in
these situations.
Synergy Maneuver Training : You can also use Share
Knowledge to train other party members in the use
of certain synergy maneuvers. The prerequisites
and check DC for this type of training depend on the
particular maneuver, and are detailed in the synergy
maneuver section.
You make one check for each party member you are
training. You can train your party all at the same
time.
You can take 10 or 20 on checks for any of the uses of
the Share Knowledge skill, using the standard rules.
When using an untrained maneuver, each party
member (other than the team leader) is considered
to be using the aid another action. That is, each
party member must make a standard action.
However, the benefits apply automatically, and the
party members do not need to make skill checks.
Action : Using Share Knowledge to grant a bonus to
another character takes 2 uninterrupted rounds. For
each additional character, add 1 round to the time
required.
Training another character in a skill takes one full
week of uninterrupted work.
To gain the benefit of an untrained maneuver, there
is no need for any party member to have ranks in the
Share Knowledge skill. So long as the leader
prerequisites and member prerequisites are met, the
party gains the benefit of an untrained maneuver.
Training your party (two or more characters) in a
synergy maneuver takes one full week of
uninterrupted work. Training one individual takes
only four days.
Trained maneuvers are those that require the Share
Knowledge skill to learn. These are discussed in the
following section.
Try Again : You can attempt to grant a bonus as often
as you like. Multiple successes do not stack.
You can only attempt to train another character in a
particular skill once per level. Once you make an
attempt, you must wait until the other character has
gained a level before making another attempt.
TRAINED MANEUVERS
Only a character who meets the requirements to be
a team leader can train the rest of the party for a
trained maneuver. A character can be a team leader
for a maximum number of trained maneuvers equal
to 1 plus his Intelligence modifier. For example, a
character with a 14 Intelligence can be team leader
for up to 3 trained maneuvers (1 + 2 for his
Intelligence modifier).
You can attempt to train another character in a
synergy maneuver as many times as you like. The
only requirement is time.
SYNERGY MANEUVERS
All synergy maneuvers require a team leader . This
character must have certain prerequisites in order
for the maneuver to succeed. All other characters
that take part in the maneuver (the team members )
also have certain prerequisites. When executing a
synergy maneuver, the team leader takes charge of
the party. If the team leader is incapacitated, the
team cannot execute the maneuver unless another
team member meets the team leader requirements,
in which case he can step into that role.
A team leader has the option of dropping a
previously-trained maneuver in order to become a
team leader for a new maneuver. All characters
trained in a dropped maneuver no longer receive
any benefits from it, unless there is another
character in the party with the prerequisites to be
team leader. If this character agrees to become the
team leader for the dropped maneuver, no
additional training is necessary but it does count
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THE ARCANE SMITH
against the new leader's maximum number of
trained maneuvers.
Member Prerequisite : Bluff 1 rank
Climbing Team (Trained)
MANEUVER DESCRIPTIONS
The party is skilled at climbing in concert, and
aiding each other while scaling a cliff, wall or other
surface. The team leader must be the first to climb;
he works out optimal routes and gives verbal and
physical aid to the other members as necessary.
The remainder of Party Synergy describes trained
and untrained synergy maneuvers in alphabetical
order. The format for these descriptions is as follows:
Maneuver Name
Benefit : As long as the team leader is above the
other members, each member other than the leader
receives a +2 synergy bonus to Climb checks. The
leader must be able to communicate with the
members.
The maneuver name line includes a parenthetical
notation that indicates whether the maneuver is
trained or untrained. The maneuver name is
followed by a brief description of the maneuver.
After the description is the following information:
Training DC : 15 - team member's Strength modifier
Benefit : This indicates what the maneuver does, in
game terms. For certain combat-oriented feats, party
members are required to act one after the other to
execute a maneuver, by delaying their initiative.
This is noted here.
Leader Prerequisite : Climb 4 ranks
Member Prerequisite: Climb 1 rank, and at least 3
ranks less than team leader
Training DC : This is the check DC for the team
leader's Share Knowledge check to train the party in
the maneuver.
Concentrated Fire (Trained)
The party is skilled at firing missiles in concert, at
the same target or group of targets, in order to
maximize the damage potential of the missile volley.
By concentrating their fire on one target, they reduce
the target's ability to dodge incoming missiles.
Leader prerequisite(s) : These are the prerequisites
for a character to be a team leader for the maneuver.
Member prerequisite(s) : These are the prerequisites
for a character to be a team member for the maneuver.
Benefit : When aiming their fire at any opponent
within a particular 10 x 10 area, each party member
receives a synergy bonus to attack equal to the
number of party members (other than themselves)
who are firing missiles that round. For example, if 4
party members are firing, each receives a +3 bonus
to attack.
Befuddle (Untrained)
The party is skilled at organized bluffing. They play
off each other, or provide distraction or misdirection,
as the situation requires.
Party members must delay their initiative in order to
use this maneuver, firing one right after the other.
They must be able to communicate with each other
in order to execute this maneuver.
Benefit : The team leader gains a synergy bonus to
Bluff as follows: +3 for the first team member (other
than himself), and +2 for each additional team
member, up to a maximum of four members. This
cannot be used with the “feinting in combat” option,
and if it used for the “creating a diversion to hide”
option, the bonus only applies to one character who
attempts to Hide (which does not need to be the
team leader).
Training DC : 20 - member's Dexterity modifier
Leader Prerequisites : Base Attack Bonus +3,
Weapon Focus (any missile weapon)
Member Prerequisites : Base Attack Bonus +1,
proficiency with any missile weapon
Leader Prerequisite : Bluff 4 ranks
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Cover Fire (Trained)
Party members must delay their initiative in order to
use this maneuver, attacking one right after the other.
The party is skilled in providing missile fire for
cover while some members charge an opponent. By
firing on the charging character's target, the party
makes the target less ready to defend himself against
the charge.
Training DC : 20 - member's Dexterity modifier
Leader Prerequisites : Base attack bonus +5, Combat
Reflexes
Member Prerequisite : Base attack bonus +2
Benefit : By having at least two missiles fired at the
target of the charge, the charging character does not
suffer a -2 AC penalty after his charge. If one or
more of the missiles deals damage to the target, the
charging character receives an additional +2 bonus
to any attack made at the end of the charge. The
team leader does not have to fire a missile or charge,
but must be within earshot of all team members at
the beginning of the maneuver.
Intimidating Presence (Untrained)
The party is skilled at appearing intimidating, in
support of the party leader. This may be silent
support, by being threatening in the background, or
more overt.
Benefit : The team leader gains a synergy bonus to
Intimidate as follows: +3 for the first team member
(other than himself), and +2 for each additional team
member, up to a maximum of four members.
Party members must delay their initiative in order to
use this maneuver. Those firing missiles must act
immediately before those charging.
Leader prerequisite : Intimidate 4 ranks
The Cover Fire maneuver may be used in
conjunction with the Phalanx maneuver.
Member prerequisite : Intimidate 1 rank
Training DC : 15
Leader Prerequisite : Precise Shot, proficiency with
one missile weapon
Investigation (Untrained)
The party is skilled at splitting up to talk to people,
thereby maximizing their Gather Information
results. They can compare notes, or divide the area
to be covered, or even work in teams when
attempting to gather information.
Member Prerequisite : Proficiency with one missile
weapon (if firing a missile) or Run (if charging)
Harry (Trained)
Benefit : The team leader gains a synergy bonus to
Gather Information as follows: +3 for the first team
member (other than himself), and +2 for each
additional team member, up to a maximum of four
members.
The party is skilled at setting up opponents to be
vulnerable to teammates’ attacks. Each character's
attack is not necessarily meant to cause damage; it
may instead be intended to force the target in
position to be better attacked by an ally.
Leader prerequisite : Gather Information 4 ranks
Benefit : When teammates attack the same opponent
on consecutive actions, bonuses to attack rolls result.
The first teammate to attack suffers a -2 penalty to
damage on his attacks. The second teammate to
attack gains a +2 synergy bonus to one attack, and
the third and any subsequent teammate receives a +4
synergy bonus to one attack. The attackers cannot
move before attacking other than to take a 5-foot
step. This bonus stacks with a flanking bonus.
Member prerequisite : Gather Information 1 rank
Phalanx (Trained)
The party is skilled at charging at enemies in
formation with weapons drawn, and are difficult to
stop. With a fierce war cry, they bear down on their
enemies with terrible force.
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