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Yousei Akki
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PostPosted: Sun Oct 02, 2016 5:14 pm


I understand this can be a intimidating post, what with how big it is and all the options. So I will walk you through each step towards building your Adventurer. Do not be afraid to PM me with questions!

Step One: Pick your Race and Gender

Step Two: Pick your Class
Step Two and a Half: If you select Wizard or Cleric, select two spells from the appropriate list provided.

Step Three: Pick your Stat Card.

Step Four: Pick your Skill(s)

Step Five: Pick your Adventuring Gear

Step Six: Decide if you will be playing Solo or with a Partner. (See Party Play below)

Step Seven: Post your choices using the following Skeleton arrow


[align=center][size=24]I am here about the job![/size][/align]

[b]Gaia Name:[/b] (Yours)
[b]Name:[/b] (Of your Adventurer Pockettu)
[b]Race:[/b]
[b]Gender:[/b]
[b]Hair Colour:[/b]
[b]Eye Colour:[/b]
[b]Skin Colour:[/b]
[b]Two Clothing Colours:[/b]

[b]Class:[/b]
[b]Spell Choices:[/b] (For Wizards and Clerics only)
[b]God you follow: [/b] (For Clerics only)
[b]Stat Card Choice:[/b] (1, 2, or 3)
[b]Skills:[/b] (2 Skills for Elves, 3 Skills for Humans)
[b]Adventuring Gear:[/b] (no more than 3 items)
[b]Solo or Party?:[/b] (If you are in a party please post who your teamed up with)

_____________________________________________________________

Party Play! idea You may play this game Solo, or in a Party. Only 2 people may form a Party. If you choose to adventure as a Party, please confer with each other before you answer the DM posts. Whoever posts first with a answer to my post will be the one that decides what the party does.

(Example) I inform you that your Party has fallen into a pit trap. Fortunately you have landed on a small ledge, though it is quickly crumbling under your combined weight. Your choices are to 1- jump down into the pit anyways. 2- try to climb up the side of the pit using exposed roots for hand holds. or 3- use magic to fly out. If Party member A chooses 'jump down into the pit anyways', Party member B may not say 'hell no' and choose to climb out. Party member B will be required to post jumping into the pit as well before I will address the choice that has been made.
PostPosted: Sun Oct 02, 2016 5:16 pm


exclaim Please Read this! exclaim


I am opening up this sign-up thread so folks may have their Adventurer approved of in advance.

Sign-ups 10/02 - 10/16

The Game: Starting 10/17 I will post a game Post in the Mansion Thread (Not yet started so no worries if you don't see it) You will have 24 hrs to reply to the Game Post with your choice of action. Further rules will be explained as different scenarios pop up. The first Game Post will be a generic one, but all posts after your first choice will be for specific players, so simply find your quoted post to find out what your new choices for the day are.

I work morning shifts, so the cut off time for each post will be 9PM EST each night.

Quote:
question Question: When you listed the specific classes, they mention certain items, like swords for warriors, daggers for rogues, etc. Depending on your class, do you get those automatically or do you have to put them down in your adventuring gear selections in order to have them?

arrow Answer: You do not automatically start with your weapons. You must select your weapon in the Gear section.

Yousei Akki
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Yousei Akki
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PostPosted: Sun Oct 02, 2016 5:54 pm


User Image


For this game there are only two race choices available. Elf or Human.

Elf: Graceful and dangerous. Elves gain the following Stat adjustments. +2 Dex,-2 Con. They also enjoy the following racial ability: Low Light Vision. What this means is that they can see in very dim light just as easily as full sunlight. This does not mean they can see in pitch black darkness.

Human: A versatile creature these humans are. They don't get any stat bonus', but they do seem to have a knack of learning things more quickly. Because of this, Humans get to pick 2 skills instead of one.
PostPosted: Sun Oct 02, 2016 6:12 pm


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In DnD there are many choices for your adventurer's class. In this game we will only be using 4 specific classes.

Warrior: Bring it on baby! Physical combat is your thing! You get shiny sword to go with your adventurous spirit! You start out with 8HP.

Rogue: Sneaky Sneaky! They won't see you coming! Which is kinda the point right? You get a dagger to make holes in people things. You start out with 6 HP.

Wizard: You have gained a understanding of the magical world around you through hours of intense study. You start out with two spells in your magic tome. Think of it like a magic diary! You start out with 4 HP.

Cleric: You are devoted to some God, and through your faith you are granted prayer like spells. (Never forget to thank your god for giving you this tiny bit of their divine power!) You start out with two spells as well as a holy symbol of your chosen God. You start with 8 HP {You must pick one of the Gods from the Divine List below to dedicate your Adventurer to. You will be required to be a Follower of that God, so keep that in mind while picking!}

Yousei Akki
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Yousei Akki
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PostPosted: Sun Oct 02, 2016 6:14 pm



User Image


Burning Hands: A cone of searing flame shoots from your fingertips.
Any creature in the area of the flames takes 1d4 points of fire damage.

Chill Touch: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures.Each touch channels negative energy that deals 1d6 points of damage.

Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4 points of force damage.

Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Magic Weapon: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.

Spider Climb: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner.

User Image


Unlike Wizards, Clerics are limited in their choice of spells. Each God has two special spells that a Cleric may choose from. There is also a list of generic spells that all clerics have access to. You must pick at least 1 spell from your Gods list as a Cleric.

Synraeh'l: Cures Light Wounds and Light.

Solaris: Sacred Flames and Light

Nerrisa: Magic Weapon and Spiritual Weapon

Zek: Blade of Pain and Fear and Darkbolt

Hexynia: Blade of Pain and Fear and Shield of Faith

Antarmur'ss: Cure Light Wounds and Darkbolt

Caius: Spirtual Weapon and Magic Weapon

Katerina: Cure Light Wounds and Shield of Faith

----

Blade of Pain and Fear: A 3-foot-long column of disembodied gnashing teeth springs forth from your hand, screaming and chanting with unholy vigor.
You make melee touch attacks with this blade of pain and fear.
The blade deals 1d6 points of damage.

Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage.

Darkbolt: The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage.

Magic Weapon: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.

Shield of Faith: This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC.

Spiritual Weapon: A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit. The weapon takes the shape of a weapon favored by your deity or a weapon that falls within your Diety's alignment (Chaos: Battleaxe, Evil: Light flail, Good: Warhammer, Law: Sword,)

Light: This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object.

Guiding Bolt: A flash of light streaks toward a creature of your choice within range. On a hit, the target takes 1d6 radiant damage

Sacred Flames: Sacred light shines from above, searing a single enemy with its radiance dealing 1d6 damage.

Generic Spells


Inflict Light Wounds: When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage.Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Create Water: You can create up to 2 gallons of water.

Bane: Enemies take -1 on attack rolls

Magic Stone: You create three small stones that can be used as thrown weapons, they deal 1d6 +1 damage.
PostPosted: Sun Oct 02, 2016 6:14 pm


User ImageUser ImageUser Image

Choosing your Stats is a very important decision. Your ability stats can grant you a bonus to your rolls or spell effects. It can even be the deciding point in whether you succeed at something your adventurer is attempting to do!

Str: This is your Strength Stat. This determines how strong your adventurer is. This stat is the primary stat for Melee weapon use. It adds a bonus to your attack roll and your damage roll. In addition it is useful for lifting heavy things!

Con: This is the Constitution stat. This ability determines how sturdy and resilient your adventurer is. It impacts the AC you start with. It adds a bonus to your resistance against poisons or diseases.

Dex: This is your Dexterity skill. This ability tells how nimble your character is. It adds a bonus to dodging out of the way of things or determining if you react quickly enough to sudden changes in your surroundings. It is also the determining ability for Ranged attacks, such as bows or throwing weapons. It adds a bonus to the attack as well as damage.

Cha: This is the Charisma stat. It can determine how physically attractive your adventurer is and/or how gilded their tongue is. It is most often is used for convincing other people to share information, lower their guard, or become friendly with your adventurer. This is also a defining stat for Sorcerers, who are currently not included in the game at this time.

Wis: This is the Wisdom stat. Wisdom is the ability that describes your adventurers common sense and perception. While Intelligence is the stat that decides how well a adventurer understands information, Wisdom is the stat that determines how well they put that knowledge to use. Wisdom is also the primary stat for Clerics. It designates how perceptive and in tune they are with their God. As such this skill adds a bonus to the effects of a Clerics spells.

Intel: This is the Intelligence stat, as was mentioned briefly in the Wisdom section. It helps determine how easily your adventurer understands information and puzzles things out. This is also the primary stat for Wizards. Since their magic comes from understanding the mystic mysteries of the universe. This stat adds a bonus to their magical spell effects.

Yousei Akki
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PostPosted: Sun Oct 02, 2016 6:15 pm


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Balance : +1 bonus to rolls concerning keeping on your feet
Climb : +1 bonus to rolls concerning climbing up stuff!
Decipher Script : +2 bonus to rolls concerning making sense of scribbles.
Disable Device : +2 bonus to rolls concerning breaking something delicately.
Heal : +2 bonus to rolls concerning patching up wounds. (Applies to the use of Healers Kits and the spell Cure Light Wounds)
Jump : +1 bonus to rolls concerning pretending to be a frog.
Search : +2 bonus to rolls concerning looking for stuff.
Swim : +2 bonus to rolls concerning not drowning.
Use Rope : +1 bonus to rolls concerning anything that has to do with rope.

(And yes some of the descriptions are meant to be silly. But I'm sure you have a good idea what each Skill is for yes?)
PostPosted: Sun Oct 02, 2016 6:16 pm


User Image


Each Pockettu may choose 3 of the following items to put in their Adventuring pack.

1) Short Sword (STR Attack, +1)
2) Dagger (DEX Attack, +1)
3) Holy Symbol (Divine Spells +1 to Effects)
4) Spell Book (Mystic Spells +1 to Effects)
5) Bottle of Water (It' Wet!)
6) Candle & Matches (Who's afraid of the dark?)
7) Rope & Hook (Tarzan yelling optional)
8.) Lockpicks (+1 to lockpicking attempts)
9) Wand (+1 to spell effects)
10) Shield (+1 to AC)

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PostPosted: Mon Oct 03, 2016 2:44 pm


I am here about the job!


Gaia Name: Kitsu_is_EPIC_FAIL
Name: Laurenthiel Vanguardus
Race: Elf
Gender: Female
Hair Colour: Bluish silver
Eye Colour: Light blue
Skin Colour: pale
Two Clothing Colours: white, teal

Class: Wizard
Spell Choices: Mage armor, Chill Touch
God you follow: N/A
Stat Card Choice: 3
Skills: Decipher Script, Search
Adventuring Gear: Wand, Spell Book, Shield
Solo or Party?: Solo
PostPosted: Mon Oct 03, 2016 8:35 pm


I am here about the job!


Gaia Name: Sinbari
Name: Sol'drin
Race: Elf
Gender: Male
Hair Colour: White
Eye Colour: Red
Skin Colour: Charcoal
Two Clothing Colours: Black and Purple

Class: Rogue
Spell Choices: N/A
God you follow: N/A
Stat Card Choice: 2
Skills: Climb and Search
Adventuring Gear: Dagger, Lockpicks, Rope & Hook
Solo or Party?: Solo

Sinbari

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PostPosted: Mon Oct 03, 2016 10:47 pm


I am here about the job!


Gaia Name: Alamoraine
Name: Romsca
Race: Human
Gender: Male
Hair Colour: Copper
Eye Colour: Gray
Skin Colour: Freckles! <3
Two Clothing Colours: Green, dark gray

Class: Rogue
Spell Choices: N/A
God you follow: N/A
Stat Card Choice: 2
Skills: Climb, Swim, Search
Adventuring Gear: Dagger, Rope & Hook, Bottle of Water
Solo or Party?: Solo
PostPosted: Fri Oct 07, 2016 2:22 pm


Kitsu_is_EPIC_FAIL

User ImageYour Adventurer is all geared up and ready to explore! Take a moment to look over her Stat Card to make sure it makes sense and is correct. If you have any questions about the Stats please ask in thread before the Game starts.
User Image

Yousei Akki
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Mythical Shapeshifter

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Yousei Akki
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PostPosted: Fri Oct 07, 2016 2:29 pm


Alamoraine


User ImageYour Adventurer is all geared up and ready to explore! Take a moment to look over her Stat Card to make sure it makes sense and is correct. If you have any questions about the Stats please ask in thread before the Game starts.
User Image
PostPosted: Mon Oct 10, 2016 7:10 pm


Sinbari


User ImageYour Adventurer is all geared up and ready to explore! Take a moment to look over his Stat Card to make sure it makes sense and is correct. If you have any questions about the Stats please ask in thread before the Game starts.

User Image

Yousei Akki
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Ragers

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PostPosted: Tue Oct 11, 2016 12:42 pm


I am here about the job!


Gaia Name: Ragers
Name: Adran
Race: Elf
Gender: Male
Hair Colour: Yellow/blonde
Eye Colour: Blue
Skin Colour: Peach/flesh
Two Clothing Colours: Light green and white

Class: Rogue
Spell Choices: N/A
God you follow: N/A
Stat Card Choice: 2
Skills: Balance, climb
Adventuring Gear: Dagger, rope and hook, lockpick
Solo or Party?: Solo
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