Who is online?
In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest
None
Most users ever online was 303 on July 4th 2021, 5:06 am
None
Most users ever online was 303 on July 4th 2021, 5:06 am
Latest topics
» Starting Gold [Dice Rolling]
by Spencer September 13th 2023, 2:47 pm
» Ability Scores [Dice Rolling]
by Spencer September 13th 2023, 12:23 pm
» Hello
by Draxion September 4th 2023, 6:41 pm
» Race/Class Requests
by Annaloyra Minya May 28th 2023, 7:18 am
» Random Dice Rolls
by Annaloyra Minya November 5th 2022, 9:26 am
» Assistance with Creating RPG
by Otectus August 4th 2022, 8:37 pm
» {Game} 20!
by Draxion April 2nd 2021, 12:33 pm
» Hello, I'm Warnen
by Draxion October 31st 2020, 10:15 am
» Coding Scrapheap
by iDraekios May 24th 2020, 5:49 pm
» [Game] Guilty or Innocent
by Draxion May 10th 2020, 8:21 pm
» [Game] This or That?
by Draxion May 10th 2020, 8:19 pm
» [Game] <^> Game
by Draxion April 23rd 2020, 8:04 am
» [Game] The Word Association game.
by Draxion April 23rd 2020, 8:02 am
» [Game] Make a Word with The Last Letter
by Draxion April 23rd 2020, 8:02 am
» [Game] Count by Odd Numbers
by Draxion April 23rd 2020, 8:02 am
» [Game] Count by Even Numbers
by Draxion April 23rd 2020, 8:02 am
» [Game] Count to 3,000
by Draxion April 23rd 2020, 8:01 am
» {Game} 20!
by Arwen April 19th 2020, 6:30 pm
» Feat Requests
by Draxion January 11th 2020, 8:07 am
» Annaloyra's gif stories- for fun
by Annaloyra Minya January 10th 2020, 10:25 pm
by Spencer September 13th 2023, 2:47 pm
» Ability Scores [Dice Rolling]
by Spencer September 13th 2023, 12:23 pm
» Hello
by Draxion September 4th 2023, 6:41 pm
» Race/Class Requests
by Annaloyra Minya May 28th 2023, 7:18 am
» Random Dice Rolls
by Annaloyra Minya November 5th 2022, 9:26 am
» Assistance with Creating RPG
by Otectus August 4th 2022, 8:37 pm
» {Game} 20!
by Draxion April 2nd 2021, 12:33 pm
» Hello, I'm Warnen
by Draxion October 31st 2020, 10:15 am
» Coding Scrapheap
by iDraekios May 24th 2020, 5:49 pm
» [Game] Guilty or Innocent
by Draxion May 10th 2020, 8:21 pm
» [Game] This or That?
by Draxion May 10th 2020, 8:19 pm
» [Game] <^> Game
by Draxion April 23rd 2020, 8:04 am
» [Game] The Word Association game.
by Draxion April 23rd 2020, 8:02 am
» [Game] Make a Word with The Last Letter
by Draxion April 23rd 2020, 8:02 am
» [Game] Count by Odd Numbers
by Draxion April 23rd 2020, 8:02 am
» [Game] Count by Even Numbers
by Draxion April 23rd 2020, 8:02 am
» [Game] Count to 3,000
by Draxion April 23rd 2020, 8:01 am
» {Game} 20!
by Arwen April 19th 2020, 6:30 pm
» Feat Requests
by Draxion January 11th 2020, 8:07 am
» Annaloyra's gif stories- for fun
by Annaloyra Minya January 10th 2020, 10:25 pm
Skill Requests
Page 1 of 1 • Share
- Zane KendricKnight
- 1848
2469
D&D Character sheet
Name: Zane Kedric
Hit Points:
(44/75)
Experience:
(47133/55000)
Please provide the following information.
Name:
Key Ability:
Trained Only?:
Class Skill For:
Check DC's:
Detailed Description:
Can you try again?:
Any Synergies:
Other:
Name:
Key Ability:
Trained Only?:
Class Skill For:
Check DC's:
Detailed Description:
Can you try again?:
Any Synergies:
Other:
Base Attack Bonus: +5
+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)
AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6
Zane's Spellbook
- Daily Spells:
0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash1st-Level
Mending x2
Message
Open/Close
Read Magic x22nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending3rd-Level
Lightning Bolt x3
Tongues4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V
- Zane KendricKnight
- 1848
2469
D&D Character sheet
Name: Zane Kedric
Hit Points:
(44/75)
Experience:
(47133/55000)
Name: Sleight of Hand
Key Ability: Dexterity
Trained Only?: Yes
Class Skills: Bard, Rogue, Arcane Trickster, Assassin, Shadowdancer
Check DC's: DC 10: Palm a coin-sized object, make a coin disappear
Detailed Description: N/A
Can you try again?: Yes, but if attempted on the same victim, DC increases by 10.
Any Synergies: bluff
Other: Special: If you have Deft Hands feat, you get a +2 bonus.
Key Ability: Dexterity
Trained Only?: Yes
Class Skills: Bard, Rogue, Arcane Trickster, Assassin, Shadowdancer
Check DC's: DC 10: Palm a coin-sized object, make a coin disappear
Detailed Description: N/A
Can you try again?: Yes, but if attempted on the same victim, DC increases by 10.
Any Synergies: bluff
Other: Special: If you have Deft Hands feat, you get a +2 bonus.
Base Attack Bonus: +5
+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)
AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6
Zane's Spellbook
- Daily Spells:
0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash1st-Level
Mending x2
Message
Open/Close
Read Magic x22nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending3rd-Level
Lightning Bolt x3
Tongues4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V
SunnySide wrote:Name: Sleight of Hand
Key Ability: Dexterity
Trained Only?: Yes
Class Skills: Bard, Rogue, Arcane Trickster, Assassin, Shadowdancer
Check DC's: DC 10: Palm a coin-sized object, make a coin disappear
Detailed Description: N/A
Can you try again?: Yes, but if attempted on the same victim, DC increases by 10.
Any Synergies: bluff
Other: Special: If you have Deft Hands feat, you get a +2 bonus.
@SunnySide -->> Request Denied ~~ Sleight of Hand is a similar skill they added in version 4 after they removed the Pick Pocket skill. I personally don't like version 4 or 5 and therefore kept the skills they had from version 2.5-3.
Here's the order: (UK = Undead Kobold)
- Zane KendricKnight
- 1848
2469
D&D Character sheet
Name: Zane Kedric
Hit Points:
(44/75)
Experience:
(47133/55000)
Draxion wrote:SunnySide wrote:Name: Sleight of Hand
Key Ability: Dexterity
Trained Only?: Yes
Class Skills: Bard, Rogue, Arcane Trickster, Assassin, Shadowdancer
Check DC's: DC 10: Palm a coin-sized object, make a coin disappear
Detailed Description: N/A
Can you try again?: Yes, but if attempted on the same victim, DC increases by 10.
Any Synergies: bluff
Other: Special: If you have Deft Hands feat, you get a +2 bonus.
@SunnySide -->> Request Denied ~~ Sleight of Hand is a similar skill they added in version 4 after they removed the Pick Pocket skill. I personally don't like version 4 or 5 and therefore kept the skills they had from version 2.5-3.
All good thanks!
Base Attack Bonus: +5
+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)
AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6
Zane's Spellbook
- Daily Spells:
0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash1st-Level
Mending x2
Message
Open/Close
Read Magic x22nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending3rd-Level
Lightning Bolt x3
Tongues4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V
- Zane KendricKnight
- 1848
2469
D&D Character sheet
Name: Zane Kedric
Hit Points:
(44/75)
Experience:
(47133/55000)
Draxion wrote:SunnySide wrote:Name: Sleight of Hand
Key Ability: Dexterity
Trained Only?: Yes
Class Skills: Bard, Rogue, Arcane Trickster, Assassin, Shadowdancer
Check DC's: DC 10: Palm a coin-sized object, make a coin disappear
Detailed Description: N/A
Can you try again?: Yes, but if attempted on the same victim, DC increases by 10.
Any Synergies: bluff
Other: Special: If you have Deft Hands feat, you get a +2 bonus.
@SunnySide -->> Request Denied ~~ Sleight of Hand is a similar skill they added in version 4 after they removed the Pick Pocket skill. I personally don't like version 4 or 5 and therefore kept the skills they had from version 2.5-3.
What if we add that to the Pick Pocket skill?
Base Attack Bonus: +5
+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)
AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6
Zane's Spellbook
- Daily Spells:
0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash1st-Level
Mending x2
Message
Open/Close
Read Magic x22nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending3rd-Level
Lightning Bolt x3
Tongues4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V
SunnySide wrote:Draxion wrote:SunnySide wrote:Name: Sleight of Hand
Key Ability: Dexterity
Trained Only?: Yes
Class Skills: Bard, Rogue, Arcane Trickster, Assassin, Shadowdancer
Check DC's: DC 10: Palm a coin-sized object, make a coin disappear
Detailed Description: N/A
Can you try again?: Yes, but if attempted on the same victim, DC increases by 10.
Any Synergies: bluff
Other: Special: If you have Deft Hands feat, you get a +2 bonus.
@SunnySide -->> Request Denied ~~ Sleight of Hand is a similar skill they added in version 4 after they removed the Pick Pocket skill. I personally don't like version 4 or 5 and therefore kept the skills they had from version 2.5-3.
What if we add that to the Pick Pocket skill?
No, I personally don't like the skill.
Here's the order: (UK = Undead Kobold)
- Zane KendricKnight
- 1848
2469
D&D Character sheet
Name: Zane Kedric
Hit Points:
(44/75)
Experience:
(47133/55000)
Draxion wrote:SunnySide wrote:Draxion wrote:SunnySide wrote:Name: Sleight of Hand
Key Ability: Dexterity
Trained Only?: Yes
Class Skills: Bard, Rogue, Arcane Trickster, Assassin, Shadowdancer
Check DC's: DC 10: Palm a coin-sized object, make a coin disappear
Detailed Description: N/A
Can you try again?: Yes, but if attempted on the same victim, DC increases by 10.
Any Synergies: bluff
Other: Special: If you have Deft Hands feat, you get a +2 bonus.
@SunnySide -->> Request Denied ~~ Sleight of Hand is a similar skill they added in version 4 after they removed the Pick Pocket skill. I personally don't like version 4 or 5 and therefore kept the skills they had from version 2.5-3.
What if we add that to the Pick Pocket skill?
No, I personally don't like the skill.
Alright, never mind then.
Base Attack Bonus: +5
+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)
AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6
Zane's Spellbook
- Daily Spells:
0-Level
Detect Magic
Detect Poison
Light x2
(S) Acid Splash1st-Level
Mending x2
Message
Open/Close
Read Magic x22nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending3rd-Level
Lightning Bolt x3
Tongues4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V
SunnySide wrote:Draxion wrote:SunnySide wrote:Draxion wrote:SunnySide wrote:Name: Sleight of Hand
Key Ability: Dexterity
Trained Only?: Yes
Class Skills: Bard, Rogue, Arcane Trickster, Assassin, Shadowdancer
Check DC's: DC 10: Palm a coin-sized object, make a coin disappear
Detailed Description: N/A
Can you try again?: Yes, but if attempted on the same victim, DC increases by 10.
Any Synergies: bluff
Other: Special: If you have Deft Hands feat, you get a +2 bonus.
@SunnySide -->> Request Denied ~~ Sleight of Hand is a similar skill they added in version 4 after they removed the Pick Pocket skill. I personally don't like version 4 or 5 and therefore kept the skills they had from version 2.5-3.
What if we add that to the Pick Pocket skill?
No, I personally don't like the skill.
Alright, never mind then.
Request Finished!
Here's the order: (UK = Undead Kobold)
- VerniusNightshadeKnight Bachelor
- 3465
3306
D&D Character sheet
Name: Andreas Vox
Hit Points:
(20/49)
Experience:
(17832/21000)
Name: Repair Device
Key Ability: (int)
Trained Only?: (Trained)
Class Skill For: any
Check DC's:
Device Time DC Example
Simple 2 round 10 Unjam a lock
Tricky 2d4 rounds 15 Fix a wagon wheel
Difficult 4d4 rounds 20 Rearm a trap, reinstall a trap
Wicked 4d4 rounds 25 Rearm a complex trap, Fix a clockwork device
If you finish rearming traps you must succeed a reflex or set it off. (then roll reflex again like you stepped into the trap after an initial failed result.)
Description: Like Disable Device but in the opposite notion, You are repairing something, mundane like a trap set or pitfall covering it back up.
Can you try again?: yes but you must also roll a reflex not to set off the trap yourself.
Any Synergies: 5 ranks in Craft: Trap-making +2 synergy, 5 ranks in Disable Device +2 synergy
Other: A rogue (and other characters with the trap-making craft) that completes rearming the trap’s, beats the DC by 10 or more can bypass it without needing roll reflex setting it off again (along with her companions).
Restrictions: The repair device can only function on mundane, non-magic traps such as pit falls, and projectiles from surfaces or walls doing so takes twice as long to fix as it is to disable.
*Thieves tools would be require or one take a -2 one rolls as a penalty. Masterwork thieves tools adds +2 as a bonus.
*exception unless that person is a mage then they can restore a magic trap, but must make a Use magic Device check of (DC 20+level of spell) re-enable, it if it was disabled. if it was destroyed or otherwise it cannot be effected by repair device.*
(unless there's another skill for this. figured it be useful for those with Finesse and Silent stealthy types.)
Key Ability: (int)
Trained Only?: (Trained)
Class Skill For: any
Check DC's:
Device Time DC Example
Simple 2 round 10 Unjam a lock
Tricky 2d4 rounds 15 Fix a wagon wheel
Difficult 4d4 rounds 20 Rearm a trap, reinstall a trap
Wicked 4d4 rounds 25 Rearm a complex trap, Fix a clockwork device
If you finish rearming traps you must succeed a reflex or set it off. (then roll reflex again like you stepped into the trap after an initial failed result.)
Description: Like Disable Device but in the opposite notion, You are repairing something, mundane like a trap set or pitfall covering it back up.
Can you try again?: yes but you must also roll a reflex not to set off the trap yourself.
Any Synergies: 5 ranks in Craft: Trap-making +2 synergy, 5 ranks in Disable Device +2 synergy
Other: A rogue (and other characters with the trap-making craft) that completes rearming the trap’s, beats the DC by 10 or more can bypass it without needing roll reflex setting it off again (along with her companions).
Restrictions: The repair device can only function on mundane, non-magic traps such as pit falls, and projectiles from surfaces or walls doing so takes twice as long to fix as it is to disable.
*Thieves tools would be require or one take a -2 one rolls as a penalty. Masterwork thieves tools adds +2 as a bonus.
*exception unless that person is a mage then they can restore a magic trap, but must make a Use magic Device check of (DC 20+level of spell) re-enable, it if it was disabled. if it was destroyed or otherwise it cannot be effected by repair device.*
(unless there's another skill for this. figured it be useful for those with Finesse and Silent stealthy types.)
Base Attack Bonus: +6/+1
Dex: +3
Weapon: Scythe(Large) +8/+3 melee (2d6)+4 x4 crit
Steel Greatsword +10/+5 melee (2d6)+4 x2 19-20 crit
AC: 17(18)(19), 14 flat-footed, 14(15) touch
Saving Throws: Fort: +10, Ref: +7 Will: +3
Power Attack: -attack rolls/+damage, x2 damage for two handed weapons
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits (only once)
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Whirling Defense +1: move no more than 5 foot in a round.
VerniusNightshade wrote:Name: Repair Device
Key Ability: (int)
Trained Only?: (Trained)
Class Skill For: any
Check DC's:
Device Time DC Example
Simple 2 round 10 Unjam a lock
Tricky 2d4 rounds 15 Fix a wagon wheel
Difficult 4d4 rounds 20 Rearm a trap, reinstall a trap
Wicked 4d4 rounds 25 Rearm a complex trap, Fix a clockwork device
If you finish rearming traps you must succeed a reflex or set it off. (then roll reflex again like you stepped into the trap after an initial failed result.)
Description: Like Disable Device but in the opposite notion, You are repairing something, mundane like a trap set or pitfall covering it back up.
Can you try again?: yes but you must also roll a reflex not to set off the trap yourself.
Any Synergies: 5 ranks in Craft: Trap-making +2 synergy, 5 ranks in Disable Device +2 synergy
Other: A rogue (and other characters with the trap-making craft) that completes rearming the trap’s, beats the DC by 10 or more can bypass it without needing roll reflex setting it off again (along with her companions).
Restrictions: The repair device can only function on mundane, non-magic traps such as pit falls, and projectiles from surfaces or walls doing so takes twice as long to fix as it is to disable.
*Thieves tools would be require or one take a -2 one rolls as a penalty. Masterwork thieves tools adds +2 as a bonus.
*exception unless that person is a mage then they can restore a magic trap, but must make a Use magic Device check of (DC 20+level of spell) re-enable, it if it was disabled. if it was destroyed or otherwise it cannot be effected by repair device.*
(unless there's another skill for this. figured it be useful for those with Finesse and Silent stealthy types.)
DM: I believe this skill is pretty much the same as using the 'craft' skill for that particular object or device in order to repair it. Cause you use the craft skill to craft a certain item, you also use the same check and concept to repair it.
Here's the order: (UK = Undead Kobold)
- VerniusNightshadeKnight Bachelor
- 3465
3306
D&D Character sheet
Name: Andreas Vox
Hit Points:
(20/49)
Experience:
(17832/21000)
Figured sense not everyone has particular craft skills for them, but anyone can break them. i suggested this like a macgyver like skill. But i do see how crafts work into it. Thanks for looking at it.Draxion wrote:VerniusNightshade wrote:Name: Repair Device
Key Ability: (int)
Trained Only?: (Trained)
Class Skill For: any
Check DC's:
Device Time DC Example
Simple 2 round 10 Unjam a lock
Tricky 2d4 rounds 15 Fix a wagon wheel
Difficult 4d4 rounds 20 Rearm a trap, reinstall a trap
Wicked 4d4 rounds 25 Rearm a complex trap, Fix a clockwork device
If you finish rearming traps you must succeed a reflex or set it off. (then roll reflex again like you stepped into the trap after an initial failed result.)
Description: Like Disable Device but in the opposite notion, You are repairing something, mundane like a trap set or pitfall covering it back up.
Can you try again?: yes but you must also roll a reflex not to set off the trap yourself.
Any Synergies: 5 ranks in Craft: Trap-making +2 synergy, 5 ranks in Disable Device +2 synergy
Other: A rogue (and other characters with the trap-making craft) that completes rearming the trap’s, beats the DC by 10 or more can bypass it without needing roll reflex setting it off again (along with her companions).
Restrictions: The repair device can only function on mundane, non-magic traps such as pit falls, and projectiles from surfaces or walls doing so takes twice as long to fix as it is to disable.
*Thieves tools would be require or one take a -2 one rolls as a penalty. Masterwork thieves tools adds +2 as a bonus.
*exception unless that person is a mage then they can restore a magic trap, but must make a Use magic Device check of (DC 20+level of spell) re-enable, it if it was disabled. if it was destroyed or otherwise it cannot be effected by repair device.*
(unless there's another skill for this. figured it be useful for those with Finesse and Silent stealthy types.)
DM: I believe this skill is pretty much the same as using the 'craft' skill for that particular object or device in order to repair it. Cause you use the craft skill to craft a certain item, you also use the same check and concept to repair it.
Base Attack Bonus: +6/+1
Dex: +3
Weapon: Scythe(Large) +8/+3 melee (2d6)+4 x4 crit
Steel Greatsword +10/+5 melee (2d6)+4 x2 19-20 crit
AC: 17(18)(19), 14 flat-footed, 14(15) touch
Saving Throws: Fort: +10, Ref: +7 Will: +3
Power Attack: -attack rolls/+damage, x2 damage for two handed weapons
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits (only once)
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Whirling Defense +1: move no more than 5 foot in a round.
- GuestGuest
If you want you can make your own alterations to these moves.
These are tiebreaker moves meaning no dice will result if you activate these, you will either lose or if unset it's automatically treated as chance/unpredictable which loses to all three focus skilled in different terms.
Name : Unpredictable/Chance
Key Ability: A method that allows you to do 2 unstable/swift moves on the same round-off.
(Trained Only?: N/A do not enter this part though)
Class Skill For: Non-Balanced/Flexible, Non-Stable/Precise
Check DC's: Passive requires N/A
Detailed Description: On the same round-off one can cast out 2 separate moves.
A basic passive that focus on move success only. You can choose this passive skill to change your attack style, you may only have 1 passive attack style. Focus on 1 action that's powerful per round-off.
Any Synergies: Passive & Original basic
Other: unpredictable/chance (vs) : The unstable/swift requires 17+ D and above to beat but if between 14/16 the result is tie. The balanced/flexible requires 9- D and under to beat if in chance, but if 11- D under the result is tie. The stable/precise requires 6- D and under to beat if in chance, but if between 7/8 D the result is tie. This (vs) unpredictable/chance results the closest to 10+ D results tiebreaker.
Name: Unstable/Swift
Key Ability: A method that allows you to do 2 unstable/swift moves on the same round-off.
(Trained Only?: N/A do not enter this part though)
Class Skill For: Non-Balanced/Flexible, Non-Stable/Precise
Check DC's: Passive requires N/A
Detailed Description: On the same round-off one can cast out 2 separate moves.
A basic passive that focus on move success only. You can choose this passive skill to change your attack style, you may only have 1 passive attack style. Focus on 1 action that's powerful per round-off.
Any Synergies: Passive & Original basic
Other: Unstable/Swift (vs) : This vs unstable/flexible results depends/tie on skill. This vs balanced results success. This vs stable/precise results failure.
Name: Balanced/Flexible
Key Ability: A tiebreaker making everything balanced
(Trained Only?: N/A do not enter this part though)
Class Skill For: Non-Stable/Precise, Non-Unstable/Swift
Check DC's: Passive requires N/A
Detailed Description: You're more creative with your moves while using this passive skill.
Any Synergies: Passive & Original basic
Other: Balance/Flexible (vs) : This vs unstable/swift results failure. This vs Stable/Precise results success. This vs Balance/Flexible both results depends/tie on skill.
Name: Stable/Precise
Key Ability: On hold or focus a stable or precise skill can counter with a specified skill or ability and if the skill or ability is exactly the same then this results a tiebreaker and there be no need for a dice roll and the result is success.
(Trained Only?: N/A do not enter this part though)
Class Skill For: Non-Unstable/Swift, Non-Balance/Flexible
Check DC's: Passive requires N/A
Detailed Description: You're more precised and focused on a single on move which is a hold or focus for the same round-off.
Any Synergies: Passive & Original basic
Other: Stable/Precise (vs) : This vs unstable/swift results success. This vs balanced/flexible results failure. This vs stable/precise results depends/tie on skill.
These are tiebreaker moves meaning no dice will result if you activate these, you will either lose or if unset it's automatically treated as chance/unpredictable which loses to all three focus skilled in different terms.
Name : Unpredictable/Chance
Key Ability: A method that allows you to do 2 unstable/swift moves on the same round-off.
(Trained Only?: N/A do not enter this part though)
Class Skill For: Non-Balanced/Flexible, Non-Stable/Precise
Check DC's: Passive requires N/A
Detailed Description: On the same round-off one can cast out 2 separate moves.
A basic passive that focus on move success only. You can choose this passive skill to change your attack style, you may only have 1 passive attack style. Focus on 1 action that's powerful per round-off.
Any Synergies: Passive & Original basic
Other: unpredictable/chance (vs) : The unstable/swift requires 17+ D and above to beat but if between 14/16 the result is tie. The balanced/flexible requires 9- D and under to beat if in chance, but if 11- D under the result is tie. The stable/precise requires 6- D and under to beat if in chance, but if between 7/8 D the result is tie. This (vs) unpredictable/chance results the closest to 10+ D results tiebreaker.
Name: Unstable/Swift
Key Ability: A method that allows you to do 2 unstable/swift moves on the same round-off.
(Trained Only?: N/A do not enter this part though)
Class Skill For: Non-Balanced/Flexible, Non-Stable/Precise
Check DC's: Passive requires N/A
Detailed Description: On the same round-off one can cast out 2 separate moves.
A basic passive that focus on move success only. You can choose this passive skill to change your attack style, you may only have 1 passive attack style. Focus on 1 action that's powerful per round-off.
Any Synergies: Passive & Original basic
Other: Unstable/Swift (vs) : This vs unstable/flexible results depends/tie on skill. This vs balanced results success. This vs stable/precise results failure.
Name: Balanced/Flexible
Key Ability: A tiebreaker making everything balanced
(Trained Only?: N/A do not enter this part though)
Class Skill For: Non-Stable/Precise, Non-Unstable/Swift
Check DC's: Passive requires N/A
Detailed Description: You're more creative with your moves while using this passive skill.
Any Synergies: Passive & Original basic
Other: Balance/Flexible (vs) : This vs unstable/swift results failure. This vs Stable/Precise results success. This vs Balance/Flexible both results depends/tie on skill.
Name: Stable/Precise
Key Ability: On hold or focus a stable or precise skill can counter with a specified skill or ability and if the skill or ability is exactly the same then this results a tiebreaker and there be no need for a dice roll and the result is success.
(Trained Only?: N/A do not enter this part though)
Class Skill For: Non-Unstable/Swift, Non-Balance/Flexible
Check DC's: Passive requires N/A
Detailed Description: You're more precised and focused on a single on move which is a hold or focus for the same round-off.
Any Synergies: Passive & Original basic
Other: Stable/Precise (vs) : This vs unstable/swift results success. This vs balanced/flexible results failure. This vs stable/precise results depends/tie on skill.
Last edited by Dr.Kran on January 23rd 2018, 7:53 am; edited 2 times in total
- GuestGuest
I would like to know your opinion, any feed back is appreciated.
Is the carry weight per strength + constitution of per lb.
Damage per strength.
Can maybe you correct me on my columns? Maybe it's different in the Draxion's Game Den.
A scale will tell you which one you're carrying on the weight limit from under light or above with medium and heavy what happens is reduction when it touches heavy and medium, can you specify for us the actual amount for carrying strength like I have here?
Is this chart accurate, decent or poor for a strength chart?
In other words, I'm asking for stat values to see and estimate the calculist for different effects such as carry and damage.
Is the carry weight per strength + constitution of per lb.
Damage per strength.
Can maybe you correct me on my columns? Maybe it's different in the Draxion's Game Den.
A scale will tell you which one you're carrying on the weight limit from under light or above with medium and heavy what happens is reduction when it touches heavy and medium, can you specify for us the actual amount for carrying strength like I have here?
Is this chart accurate, decent or poor for a strength chart?
Strength Level | Light Weight | Medium Weight | Heavy/Max Weight |
1 | 3 lbs. or less | 4-6 lbs. | 7-10 lbs. |
2 | 6 lbs. or less | 7-13 lbs. | 14-20 lbs. |
3 | 10 lbs. or less | 11-20 lbs. | 21-30 lbs. |
4 | 13 lbs. or less | 14-26 lbs. | 27-40 lbs. |
5 | 16 lbs. or less | 17-33 lbs. | 34-50 lbs. |
6 | 20 lbs. or less | 21-40 lbs. | 41-60 lbs. |
7 | 23 lbs. or less | 24-46 lbs. | 47-70 lbs. |
8 | 26 lbs. or less | 27-53 lbs. | 54-80 lbs. |
9 | 30 lbs. or less | 31-60 lbs. | 61-90 lbs. |
10 | 33 lbs. or less | 34-66 lbs. | 67-100 lbs. |
11 | 38 lbs. or less | 39-76 lbs. | 77-115 lbs. |
12 | 43 lbs. or less | 44-86 lbs. | 87-130 lbs. |
13 | 50 lbs. or less | 51-100 lbs. | 101-150 lbs. |
14 | 58 lbs. or less | 59-116 lbs. | 117-175 lbs. |
15 | 66 lbs. or less | 67-133 lbs. | 134-200 lbs. |
16 | 76 lbs. or less | 77-153 lbs. | 154-230 lbs. |
17 | 86 lbs. or less | 87-173 lbs. | 174-260 lbs. |
18 | 100 lbs. or less | 101-200 lbs. | 201-300 lbs. |
19 | 116 lbs. or less | 117-233 lbs. | 234-350 lbs. |
20 | 133 lbs. or less | 134-266 lbs. | 267-400 lbs. |
21 | 153 lbs. or less | 154-306 lbs. | 307-460 lbs. |
22 | 173 lbs. or less | 174-246 lbs. | 247-520 lbs. |
23 | 200 lbs. or less | 201-400 lbs. | 401-600 lbs. |
24 | 233 lbs. or less | 234-466 lbs. | 467-700 lbs. |
25 | 266 lbs. or less | 267-533 lbs. | 534-800 lbs. |
26 | 306 lbs. or less | 307-613 lbs. | 614-920 lbs. |
27 | 306 lbs. or less | 307-695 lbs. | 694-1040 lbs. |
28 | 346 lbs. or less | 347-800 lbs. | 801-1200 lbs. |
29 | 466 lbs. or less | 467-933 lbs. | 934-1400 lbs. |
- GuestGuest
Make heritages on here, this section of skill increases a character's bases and skill based on what they were before.
Royal family = Sometimes richer, stronger and more skilled x amount.
Rich family = Richer x amount
Special family = Known for a specific thing.
Poor or ordinary family = Poor or ordinary
Heritages should not have any penalties and I think that would be very unrealistic. Some people would be honest and start off with riches covering all expenses from the start. Rich players will gain treasuries but also gain greater threats such as being famous to thieves and as a penalty for royalty there will be responsibilities signed to them to maintain their wealth, keep rats and thieves at bay and be careful about assassins and poisons.
The person may make dnd rolls for the guards and assign jobs to them such as claim taxes from commoners and anything the royalty chooses.
Rich users are ordinary. Riches can be limited but are fortunate due to your own DnD rolls, the dnd rolls are amplified by the rich and the royal heritages exponentially.
But it appears that the chances are slim in capturing a dragon for even the rich.
Royal family = Sometimes richer, stronger and more skilled x amount.
Rich family = Richer x amount
Special family = Known for a specific thing.
Poor or ordinary family = Poor or ordinary
Heritages should not have any penalties and I think that would be very unrealistic. Some people would be honest and start off with riches covering all expenses from the start. Rich players will gain treasuries but also gain greater threats such as being famous to thieves and as a penalty for royalty there will be responsibilities signed to them to maintain their wealth, keep rats and thieves at bay and be careful about assassins and poisons.
The person may make dnd rolls for the guards and assign jobs to them such as claim taxes from commoners and anything the royalty chooses.
Rich users are ordinary. Riches can be limited but are fortunate due to your own DnD rolls, the dnd rolls are amplified by the rich and the royal heritages exponentially.
But it appears that the chances are slim in capturing a dragon for even the rich.
Rock Candy wrote:Make heritages on here, this section of skill increases a character's bases and skill based on what they were before.
Royal family = Sometimes richer, stronger and more skilled x amount.
Rich family = Richer x amount
Special family = Known for a specific thing.
Poor or ordinary family = Poor or ordinary
Heritages should not have any penalties and I think that would be very unrealistic. Some people would be honest and start off with riches covering all expenses from the start. Rich players will gain treasuries but also gain greater threats such as being famous to thieves and as a penalty for royalty there will be responsibilities signed to them to maintain their wealth, keep rats and thieves at bay and be careful about assassins and poisons.
The person may make dnd rolls for the guards and assign jobs to them such as claim taxes from commoners and anything the royalty chooses.
Rich users are ordinary. Riches can be limited but are fortunate due to your own DnD rolls, the dnd rolls are amplified by the rich and the royal heritages exponentially.
But it appears that the chances are slim in capturing a dragon for even the rich.
Isn't this stuff from 5e?
Here's the order: (UK = Undead Kobold)
Dr.Kran wrote:I would like to know your opinion, any feed back is appreciated.
Is the carry weight per strength + constitution of per lb.
Damage per strength.
Can maybe you correct me on my columns? Maybe it's different in the Draxion's Game Den.
A scale will tell you which one you're carrying on the weight limit from under light or above with medium and heavy what happens is reduction when it touches heavy and medium, can you specify for us the actual amount for carrying strength like I have here?
Is this chart accurate, decent or poor for a strength chart?In other words, I'm asking for stat values to see and estimate the calculist for different effects such as carry and damage.
Strength Level Light Weight Medium Weight Heavy/Max Weight 1 3 lbs. or less 4-6 lbs. 7-10 lbs. 2 6 lbs. or less 7-13 lbs. 14-20 lbs. 3 10 lbs. or less 11-20 lbs. 21-30 lbs. 4 13 lbs. or less 14-26 lbs. 27-40 lbs. 5 16 lbs. or less 17-33 lbs. 34-50 lbs. 6 20 lbs. or less 21-40 lbs. 41-60 lbs. 7 23 lbs. or less 24-46 lbs. 47-70 lbs. 8 26 lbs. or less 27-53 lbs. 54-80 lbs. 9 30 lbs. or less 31-60 lbs. 61-90 lbs. 10 33 lbs. or less 34-66 lbs. 67-100 lbs. 11 38 lbs. or less 39-76 lbs. 77-115 lbs. 12 43 lbs. or less 44-86 lbs. 87-130 lbs. 13 50 lbs. or less 51-100 lbs. 101-150 lbs. 14 58 lbs. or less 59-116 lbs. 117-175 lbs. 15 66 lbs. or less 67-133 lbs. 134-200 lbs. 16 76 lbs. or less 77-153 lbs. 154-230 lbs. 17 86 lbs. or less 87-173 lbs. 174-260 lbs. 18 100 lbs. or less 101-200 lbs. 201-300 lbs. 19 116 lbs. or less 117-233 lbs. 234-350 lbs. 20 133 lbs. or less 134-266 lbs. 267-400 lbs. 21 153 lbs. or less 154-306 lbs. 307-460 lbs. 22 173 lbs. or less 174-246 lbs. 247-520 lbs. 23 200 lbs. or less 201-400 lbs. 401-600 lbs. 24 233 lbs. or less 234-466 lbs. 467-700 lbs. 25 266 lbs. or less 267-533 lbs. 534-800 lbs. 26 306 lbs. or less 307-613 lbs. 614-920 lbs. 27 306 lbs. or less 307-695 lbs. 694-1040 lbs. 28 346 lbs. or less 347-800 lbs. 801-1200 lbs. 29 466 lbs. or less 467-933 lbs. 934-1400 lbs.
There is a preset table for this stuff for D&D already.
Here's the order: (UK = Undead Kobold)
- GuestGuest
This link told me about 5e, which e is this game?Draxion wrote:Rock Candy wrote:Make heritages on here, this section of skill increases a character's bases and skill based on what they were before.
Royal family = Sometimes richer, stronger and more skilled x amount.
Rich family = Richer x amount
Special family = Known for a specific thing.
Poor or ordinary family = Poor or ordinary
Heritages should not have any penalties and I think that would be very unrealistic. Some people would be honest and start off with riches covering all expenses from the start. Rich players will gain treasuries but also gain greater threats such as being famous to thieves and as a penalty for royalty there will be responsibilities signed to them to maintain their wealth, keep rats and thieves at bay and be careful about assassins and poisons.
The person may make dnd rolls for the guards and assign jobs to them such as claim taxes from commoners and anything the royalty chooses.
Rich users are ordinary. Riches can be limited but are fortunate due to your own DnD rolls, the dnd rolls are amplified by the rich and the royal heritages exponentially.
But it appears that the chances are slim in capturing a dragon for even the rich.
Isn't this stuff from 5e?
rpg.stackexchange.com/questions/47254/what-is-the-definition-of-creature-and-is-it-used-consistently
First of all what is the 5 used for and what does the e symbolize?
Second, is the heritage rule unacceptable in any ways?
The D&D game we play here is the 3.5 edition. I guess I forgot I took that off when I updated this theme. I'll return it saying "A 3.5e Dungeons and Dragon's Game".
5 is the latest version and "e" basically means what edition it is in a smaller context. "5e = 5th edition".
I have used traits and the like before on D&D games and last time it didn't end well. Though, the previous D&D setting was space so I can't imagine why. Though, bringing it back here during Medieval times would be fun. I have a lot on my plate as it is right now. I did discuss this idea with other players and I said I'll consider it after I get myself settled. Only because adding this into the game will require me to go into the character sheets and adding new fields.
5 is the latest version and "e" basically means what edition it is in a smaller context. "5e = 5th edition".
I have used traits and the like before on D&D games and last time it didn't end well. Though, the previous D&D setting was space so I can't imagine why. Though, bringing it back here during Medieval times would be fun. I have a lot on my plate as it is right now. I did discuss this idea with other players and I said I'll consider it after I get myself settled. Only because adding this into the game will require me to go into the character sheets and adding new fields.
- Sponsored content
Similar topics
Create an account or log in to leave a reply
You need to be a member in order to leave a reply.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum