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Reply Kirigakure ((Hidden Village of Mist)) [Water Country]
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kouri-chan_xx
Vice Captain

Noob

PostPosted: Tue Dec 31, 2013 11:50 am


Qyp
kouri-chan_xx

Whats grapple DC for Mizuiro and Sakurayuk?

EDIT: Also, I want to know the DC to lift the octopus from the water and throw it. If over 42 lbs... meh.

Lift 10 pounds: 12 + 2 per 5 pounds.
Push/Pull 10 pounds: 12 + 2 per 5 pounds.

Wait... wouldn't carrying people then be impossible unless you were like... a Jounin?

EDIT 2: Looked it up, this is the info on the Giant Pacific Octopus

Size:
9.75 to 16 ft (3 to 5 m)
Weight:
22 to 110 lbs (10 to 50 kg)

So if it's bigger then that... @_@


Oh and is it level that really determines attack turns?

What if your Attack Melee or Range is 6+? Then you would have 6 / 1 on one of those right? Mizuiro has 8 Attack Melee and 8 Attack Ranged. So it's 8 / 3 right?


Octopus has to reroll grapple DC every turn (which will be back to d20+17)

And apparently it's ~600lbs so yea... XD

Dai answered the last question great xD

Happy new year guys!
PostPosted: Tue Dec 31, 2013 12:36 pm


kouri-chan_xx
Qyp
kouri-chan_xx

Whats grapple DC for Mizuiro and Sakurayuk?

EDIT: Also, I want to know the DC to lift the octopus from the water and throw it. If over 42 lbs... meh.

Lift 10 pounds: 12 + 2 per 5 pounds.
Push/Pull 10 pounds: 12 + 2 per 5 pounds.

Wait... wouldn't carrying people then be impossible unless you were like... a Jounin?

EDIT 2: Looked it up, this is the info on the Giant Pacific Octopus

Size:
9.75 to 16 ft (3 to 5 m)
Weight:
22 to 110 lbs (10 to 50 kg)

So if it's bigger then that... @_@


Oh and is it level that really determines attack turns?

What if your Attack Melee or Range is 6+? Then you would have 6 / 1 on one of those right? Mizuiro has 8 Attack Melee and 8 Attack Ranged. So it's 8 / 3 right?


Octopus has to reroll grapple DC every turn (which will be back to d20+17)

And apparently it's ~600lbs so yea... XD

Dai answered the last question great xD

Happy new year guys!

I have ten hours left!

Quick Question, is the octopus under water now, or is still able to be attacked?

Gideon Commando
Crew


Qyp
Crew

Manly Lunatic

PostPosted: Tue Dec 31, 2013 2:14 pm


HAPPY NEW YEAR! New Zealand was FIRST!
PostPosted: Tue Dec 31, 2013 2:18 pm


Dai the fang
Qyp
Dai the fang
Qyp
when you're lvl 6 you have 6/1 Base Attack. it's all about the base lol the mods from str and dex just help increase your chance with hitting the target, not the actual amount of times you can hit. say you have a lvl 20 guy his base is 20/15/10/5 but if you get one more lvl you'll have 5 attack turns instead of 4 ^.^ the one carrying over to start a new set of 5.

Yeah.

But I was thinking how, a mod added to a skill that is 0 still increases it by how much the mod is... And than skill because +3 or what ever.

So you would think attack range/melee would work the same way.
if i understand what you're saying you mean like how say you have str of 14 thats +2 mod Basically that gets added to your 5 base attack making it a 7 instead of just 5.

Edit: It doesn't add to your base attack sorry it adds to your melee which is your base attack PLUS your mod. same principle for ranged but with dex instead of str

Did i understand you right?

No I know it doesn't add to base attack. I meant it adds to Melee and Range. (Str and Dex) So I was saying, like a Skill that gets mods added to it, like Acrobatics gets Dex mod added, therefore increasing it, you use the Dex Mod for an acrobatics check even if you never distributed any skill points to Acrobatics. The Dex mod is still used in that Acrobatics check.

Get it now?

I am saying, if you can do that with skills, the same principal should apply to Attack Melee/Range. Since it is essentially the SAME THING.

Qyp
Crew

Manly Lunatic


Dai the fang

Dangerous Hunter

PostPosted: Tue Dec 31, 2013 2:31 pm


Qyp

Can you give me an example?

lol Sorry Qyp. I THINK I understand what you mean, but I just want to be sure.
PostPosted: Tue Dec 31, 2013 2:38 pm


Dai the fang
Qyp

Can you give me an example?

lol Sorry Qyp. I THINK I understand what you mean, but I just want to be sure.


Distribute + Mod = Total

Acrobatics (Dex): 0 + 3 = 3

Base Attack Bonus: 5 / 0
Attack Range: 5 + 3 = 8 / 0 + 3 = 3

Yeah? You still get Attack Range/Melee via the mod.

With skills, if you have a mod there, but no distribute, you can still you it.

I can do Acrobatics training with that +3. So I could start at Acrobatics DC 13 training.

Obviously you don't actually train your base attack stuff, but you train the stats where you get the mods from. The if you using the mod to increase melee/range, then they might as well be used as well.

Qyp
Crew

Manly Lunatic


Dai the fang

Dangerous Hunter

PostPosted: Tue Dec 31, 2013 2:53 pm


Qyp
Dai the fang
Qyp

Can you give me an example?

lol Sorry Qyp. I THINK I understand what you mean, but I just want to be sure.


Distribute + Mod = Total

Acrobatics (Dex): 0 + 3 = 3

Base Attack Bonus: 5 / 0 Actually you don't get the extra space. It doesn't even exist until you get beyond the 5 point lvl. which also explains the part below this, since it doesn't exist yet you can't use it.
Attack Range: 5 + 3 = 8 / 0 + 3 = 3

Yeah? You still get Attack Range/Melee via the mod.

With skills, if you have a mod there, but no distribute, you can still you it.

I can do Acrobatics training with that +3. So I could start at Acrobatics DC 13 training. Not technically true. You aren't actually supposed to train with your mod added at all. Mods only add to checks when used in missions or "Real life" situations.

Obviously you don't actually train your base attack stuff, but you train the stats where you get the mods from. The if you using the mod to increase melee/range, then they might as well be used as well.
Does that help at all? I think I understand where you're coming from a little better. sorry for being frustrating and not understanding here and there. You've actually put up with my non-understanding pretty damn well lol
PostPosted: Tue Dec 31, 2013 3:10 pm


Dai the fang
Qyp
Dai the fang
Qyp

Can you give me an example?

lol Sorry Qyp. I THINK I understand what you mean, but I just want to be sure.


Distribute + Mod = Total

Acrobatics (Dex): 0 + 3 = 3

Base Attack Bonus: 5 / 0 Actually you don't get the extra space. It doesn't even exist until you get beyond the 5 point lvl. which also explains the part below this, since it doesn't exist yet you can't use it.
Attack Range: 5 + 3 = 8 / 0 + 3 = 3

Yeah? You still get Attack Range/Melee via the mod.

With skills, if you have a mod there, but no distribute, you can still you it.

I can do Acrobatics training with that +3. So I could start at Acrobatics DC 13 training. Not technically true. You aren't actually supposed to train with your mod added at all. Mods only add to checks when used in missions or "Real life" situations.

Obviously you don't actually train your base attack stuff, but you train the stats where you get the mods from. The if you using the mod to increase melee/range, then they might as well be used as well.
Does that help at all? I think I understand where you're coming from a little better. sorry for being frustrating and not understanding here and there. You've actually put up with my non-understanding pretty damn well lol

BULLSHIT

I mean... alright.

Qyp
Crew

Manly Lunatic


Dai the fang

Dangerous Hunter

PostPosted: Tue Dec 31, 2013 3:13 pm


Qyp

BULLSHIT

I mean... alright.
LMAO what?! I was always told not to use the mods when lvling skills. plus it doesn't really make all that much of a differences. it's still the same as needing to roll a 10 or higher which still gives you the same results as without the mod.
PostPosted: Tue Dec 31, 2013 3:22 pm


Dai the fang
Qyp

BULLSHIT

I mean... alright.
LMAO what?! I was always told not to use the mods when lvling skills. plus it doesn't really make all that much of a differences. it's still the same as needing to roll a 10 or higher which still gives you the same results as without the mod.

Alright alright, what ever.

Stupid system.

Qyp
Crew

Manly Lunatic


Dai the fang

Dangerous Hunter

PostPosted: Tue Dec 31, 2013 3:24 pm


Qyp
Dai the fang
Qyp

BULLSHIT

I mean... alright.
LMAO what?! I was always told not to use the mods when lvling skills. plus it doesn't really make all that much of a differences. it's still the same as needing to roll a 10 or higher which still gives you the same results as without the mod.

Alright alright, what ever.

Stupid system.
lol *pats back* lol there there qyp i don't understand parts of the system either and i tend to get lost a lot when it comes to the pets or crafting threads lol
PostPosted: Tue Dec 31, 2013 4:15 pm


Hmmm... what does this move even fall under...

So for a dice roll, just 1d20 + ??????

Samekamu (Shark Bite)
The Hoshigaki's shark teeth make a useful weapon when both hands are immobilized. The sharpness of the two rows of teeth are sure to make the victim bleed should he or she be struck by this attack.
Rank: E
Dice Rolls: 1
Cp Cost: None
Damage: (2 - 4) + str mod
Reflex DC: n/a
Fortitude DC: 10 + str mod (user) + 2 Per 20 hp past half hp (victim)
Requirements: Hoshigaki Clan
Training: None, basic instincts
Special: Can be used when grappling or grappled. If used when grappled and victim fails fortitude check, grapple is broken due to pain. If used when grappling, user can hold the bite to increase the DC to maintain grapple by 5.


And lol, that blood scent isn't all that helpful when I have no wisdom mod... Poop...

Qyp
Crew

Manly Lunatic


Qyp
Crew

Manly Lunatic

PostPosted: Tue Dec 31, 2013 4:36 pm


Hoshigaki Hiru

Can I ask why there is a set DC for "Handle Animal" for that Octopus?

Since we should be doing this...

Handle Animal (Cha): This task involves commanding an animal to perform a task or trick that it knows. For instance, to command a trained attack dog to attack a foe requires a DC 10 Handle Animal check. If the animal is wounded or has taken any non lethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. This skill also allows you to train an animal or make a wild one submissive.
Formula: 1d20 + Handle Animal skill points + Charisma modifier Vs Animal sense motive roll. {to change animal's attitude}
Note: If you fail the check by 10 the animal turns aggressive towards you.
PostPosted: Tue Dec 31, 2013 6:02 pm


i would assume the bite would fall under melee attack maybe? *shrugs* it would make sense.

Dai the fang

Dangerous Hunter


Over Yandere
Crew

Obsessive Lover

9,150 Points
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PostPosted: Tue Dec 31, 2013 8:49 pm


Qyp
Hoshigaki Hiru

Can I ask why there is a set DC for "Handle Animal" for that Octopus?

Since we should be doing this...

Handle Animal (Cha): This task involves commanding an animal to perform a task or trick that it knows. For instance, to command a trained attack dog to attack a foe requires a DC 10 Handle Animal check. If the animal is wounded or has taken any non lethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. This skill also allows you to train an animal or make a wild one submissive.
Formula: 1d20 + Handle Animal skill points + Charisma modifier Vs Animal sense motive roll. {to change animal's attitude}
Note: If you fail the check by 10 the animal turns aggressive towards you.


Taijutsu, so it requires an attack roll. Double check with Hiru though since I don't know s**t about you guys.
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Kirigakure ((Hidden Village of Mist)) [Water Country]

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