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Zane Kendric
Zane Kendric
Knight
Posts 1837
Gold 754


D&D Character sheet
Name: Zane Kedric
Hit Points:
Skill Requests Left_bar_bleue44/75Skill Requests Empty_bar_bleue  (44/75)
Experience:
Skill Requests Left_bar_bleue47133/55000Skill Requests Empty_bar_bleue  (47133/55000)
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PostZane Kendric on March 21st 2015, 2:36 am

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:

~~~~~~~~~~~~~~~~~~


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 Splash
1st-Level
Mending x2
Message
Open/Close
Read Magic x2
2nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending
3rd-Level
Lightning Bolt x3
Tongues
4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter
5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V

Zane Kendric
Zane Kendric
Knight
Posts 1837
Gold 754


D&D Character sheet
Name: Zane Kedric
Hit Points:
Skill Requests Left_bar_bleue44/75Skill Requests Empty_bar_bleue  (44/75)
Experience:
Skill Requests Left_bar_bleue47133/55000Skill Requests Empty_bar_bleue  (47133/55000)
View user profile

PostZane Kendric on April 2nd 2015, 10:40 pm

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.

~~~~~~~~~~~~~~~~~~


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 Splash
1st-Level
Mending x2
Message
Open/Close
Read Magic x2
2nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending
3rd-Level
Lightning Bolt x3
Tongues
4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter
5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V

Draxion
Draxion
Dungeon Master
"Dragon Tamer"


Posts 64469
Gold 21781

View user profile http://www.draxionsgameden.com

PostDraxion on April 2nd 2015, 10:46 pm

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: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Zane Kendric
Zane Kendric
Knight
Posts 1837
Gold 754


D&D Character sheet
Name: Zane Kedric
Hit Points:
Skill Requests Left_bar_bleue44/75Skill Requests Empty_bar_bleue  (44/75)
Experience:
Skill Requests Left_bar_bleue47133/55000Skill Requests Empty_bar_bleue  (47133/55000)
View user profile

PostZane Kendric on April 2nd 2015, 10:54 pm

@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 Splash
1st-Level
Mending x2
Message
Open/Close
Read Magic x2
2nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending
3rd-Level
Lightning Bolt x3
Tongues
4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter
5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V

Zane Kendric
Zane Kendric
Knight
Posts 1837
Gold 754


D&D Character sheet
Name: Zane Kedric
Hit Points:
Skill Requests Left_bar_bleue44/75Skill Requests Empty_bar_bleue  (44/75)
Experience:
Skill Requests Left_bar_bleue47133/55000Skill Requests Empty_bar_bleue  (47133/55000)
View user profile

PostZane Kendric on April 2nd 2015, 11:05 pm

@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 Splash
1st-Level
Mending x2
Message
Open/Close
Read Magic x2
2nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending
3rd-Level
Lightning Bolt x3
Tongues
4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter
5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V

Draxion
Draxion
Dungeon Master
"Dragon Tamer"


Posts 64469
Gold 21781

View user profile http://www.draxionsgameden.com

PostDraxion on April 2nd 2015, 11:12 pm

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: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Zane Kendric
Zane Kendric
Knight
Posts 1837
Gold 754


D&D Character sheet
Name: Zane Kedric
Hit Points:
Skill Requests Left_bar_bleue44/75Skill Requests Empty_bar_bleue  (44/75)
Experience:
Skill Requests Left_bar_bleue47133/55000Skill Requests Empty_bar_bleue  (47133/55000)
View user profile

PostZane Kendric on April 2nd 2015, 11:13 pm

@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 Splash
1st-Level
Mending x2
Message
Open/Close
Read Magic x2
2nd-Level
Detect Magic
Detect Poison x2
Light x2
Mending
3rd-Level
Lightning Bolt x3
Tongues
4th-level
Scrying
Secure Shelter
Stoneskin x2
(S) Secure Shelter
5th-level
Sending
Summon Monster V
Teleport
(S) Summon Monster V

Draxion
Draxion
Dungeon Master
"Dragon Tamer"


Posts 64469
Gold 21781

View user profile http://www.draxionsgameden.com

PostDraxion on April 2nd 2015, 11:14 pm

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: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
VerniusNightshade
VerniusNightshade
Knight Bachelor
Posts 3203
Gold 1091


D&D Character sheet
Name: Andreas Vox
Hit Points:
Skill Requests Left_bar_bleue42/42Skill Requests Empty_bar_bleue  (42/42)
Experience:
Skill Requests Left_bar_bleue11652/15000Skill Requests Empty_bar_bleue  (11652/15000)
View user profile

PostVerniusNightshade on February 6th 2017, 5:58 pm

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.)

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +5
Dex: +3
Weapon: Scythe(Large)  +7 melee (2d6)+4   x4 crit 
               Steel Greatsword +9 melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 14 touch
Saving Throws: Fort: +9, Ref: +6, 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.
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Draxion
Draxion
Dungeon Master
"Dragon Tamer"


Posts 64469
Gold 21781

View user profile http://www.draxionsgameden.com

PostDraxion on February 7th 2017, 7:10 am

@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: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
VerniusNightshade
VerniusNightshade
Knight Bachelor
Posts 3203
Gold 1091


D&D Character sheet
Name: Andreas Vox
Hit Points:
Skill Requests Left_bar_bleue42/42Skill Requests Empty_bar_bleue  (42/42)
Experience:
Skill Requests Left_bar_bleue11652/15000Skill Requests Empty_bar_bleue  (11652/15000)
View user profile

PostVerniusNightshade on February 7th 2017, 7:30 am

@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.
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.

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +5
Dex: +3
Weapon: Scythe(Large)  +7 melee (2d6)+4   x4 crit 
               Steel Greatsword +9 melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 14 touch
Saving Throws: Fort: +9, Ref: +6, 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.
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Draxion
Draxion
Dungeon Master
"Dragon Tamer"


Posts 64469
Gold 21781

View user profile http://www.draxionsgameden.com

PostDraxion on February 7th 2017, 8:41 am

DM: You're welcome.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Dr.Kran
Dr.Kran
Freeman
Posts 87
Gold 1008


D&D Character sheet
Name: Dr.Kran
Hit Points:
Skill Requests Left_bar_bleue5/9Skill Requests Empty_bar_bleue  (5/9)
Experience:
Skill Requests Left_bar_bleue500/1000Skill Requests Empty_bar_bleue  (500/1000)
View user profile

PostDr.Kran on January 23rd 2018, 12:57 am

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.


Last edited by Dr.Kran on January 23rd 2018, 7:53 am; edited 2 times in total
Dr.Kran
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PostDr.Kran on January 23rd 2018, 5:12 am

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?
Strength LevelLight WeightMedium WeightHeavy/Max Weight
13 lbs. or less4-6 lbs.7-10 lbs.
26 lbs. or less7-13 lbs.14-20 lbs.
310 lbs. or less11-20 lbs.21-30 lbs.
413 lbs. or less14-26 lbs.27-40 lbs.
516 lbs. or less17-33 lbs.34-50 lbs.
620 lbs. or less21-40 lbs.41-60 lbs.
723 lbs. or less24-46 lbs.47-70 lbs.
826 lbs. or less27-53 lbs.54-80 lbs.
930 lbs. or less31-60 lbs.61-90 lbs.
1033 lbs. or less34-66 lbs.67-100 lbs.
1138 lbs. or less39-76 lbs.77-115 lbs.
1243 lbs. or less44-86 lbs.87-130 lbs.
1350 lbs. or less51-100 lbs.101-150 lbs.
1458 lbs. or less59-116 lbs.117-175 lbs.
1566 lbs. or less67-133 lbs.134-200 lbs.
1676 lbs. or less77-153 lbs.154-230 lbs.
1786 lbs. or less87-173 lbs.174-260 lbs.
18100 lbs. or less101-200 lbs.201-300 lbs.
19116 lbs. or less117-233 lbs.234-350 lbs.
20133 lbs. or less134-266 lbs.267-400 lbs.
21153 lbs. or less154-306 lbs.307-460 lbs.
22173 lbs. or less174-246 lbs.247-520 lbs.
23200 lbs. or less201-400 lbs.401-600 lbs.
24233 lbs. or less234-466 lbs.467-700 lbs.
25266 lbs. or less267-533 lbs.534-800 lbs.
26306 lbs. or less307-613 lbs.614-920 lbs.
27306 lbs. or less307-695 lbs.694-1040 lbs.
28346 lbs. or less347-800 lbs.801-1200 lbs.
29466 lbs. or less467-933 lbs.934-1400 lbs.
In other words, I'm asking for stat values to see and estimate the calculist for different effects such as carry and damage.
Rock Candy
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Hit Points:
Skill Requests Left_bar_bleue0/0Skill Requests Empty_bar_bleue  (0/0)
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PostRock Candy on May 26th 2018, 4:53 pm

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.
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PostDraxion on May 26th 2018, 8:35 pm

@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: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Draxion
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PostDraxion on May 26th 2018, 8:37 pm

@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?
Strength LevelLight WeightMedium WeightHeavy/Max Weight
13 lbs. or less4-6 lbs.7-10 lbs.
26 lbs. or less7-13 lbs.14-20 lbs.
310 lbs. or less11-20 lbs.21-30 lbs.
413 lbs. or less14-26 lbs.27-40 lbs.
516 lbs. or less17-33 lbs.34-50 lbs.
620 lbs. or less21-40 lbs.41-60 lbs.
723 lbs. or less24-46 lbs.47-70 lbs.
826 lbs. or less27-53 lbs.54-80 lbs.
930 lbs. or less31-60 lbs.61-90 lbs.
1033 lbs. or less34-66 lbs.67-100 lbs.
1138 lbs. or less39-76 lbs.77-115 lbs.
1243 lbs. or less44-86 lbs.87-130 lbs.
1350 lbs. or less51-100 lbs.101-150 lbs.
1458 lbs. or less59-116 lbs.117-175 lbs.
1566 lbs. or less67-133 lbs.134-200 lbs.
1676 lbs. or less77-153 lbs.154-230 lbs.
1786 lbs. or less87-173 lbs.174-260 lbs.
18100 lbs. or less101-200 lbs.201-300 lbs.
19116 lbs. or less117-233 lbs.234-350 lbs.
20133 lbs. or less134-266 lbs.267-400 lbs.
21153 lbs. or less154-306 lbs.307-460 lbs.
22173 lbs. or less174-246 lbs.247-520 lbs.
23200 lbs. or less201-400 lbs.401-600 lbs.
24233 lbs. or less234-466 lbs.467-700 lbs.
25266 lbs. or less267-533 lbs.534-800 lbs.
26306 lbs. or less307-613 lbs.614-920 lbs.
27306 lbs. or less307-695 lbs.694-1040 lbs.
28346 lbs. or less347-800 lbs.801-1200 lbs.
29466 lbs. or less467-933 lbs.934-1400 lbs.
In other words, I'm asking for stat values to see and estimate the calculist for different effects such as carry and damage.

There is a preset table for this stuff for D&D already.

~~~~~~~~~~~~~~~~~~


Here's the order: Bandit 7, Bandit 4 & 8, Saragon, Bandit 5, Shiba, Bandit 3, Quade, Bandit 6, Bandit 2, Bandit 1, Andreas, Bandit 10, Estelle
Rock Candy
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Posts 7
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D&D Character sheet
Name: Deligort Heinger
Hit Points:
Skill Requests Left_bar_bleue0/0Skill Requests Empty_bar_bleue  (0/0)
Experience:
Skill Requests Left_bar_bleue1000/1000Skill Requests Empty_bar_bleue  (1000/1000)
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PostRock Candy on May 27th 2018, 5:28 am

@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?
This link told me about 5e, which e is this game?

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?
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PostDraxion on May 27th 2018, 8:58 am

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.
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