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Class and Combat Information

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Dungeon Master Lyra
Captain

PostPosted: Wed Aug 25, 2021 3:16 am


Class and Combat Information
PostPosted: Wed Aug 25, 2021 3:18 am


Statistics


Strength (Str) - Used for Physical Attacks and Skills.

Dexterity (Dex) - Used for Physical Attacks and Skills.

Constitution (Con) - Used for Skills.

Intelligence (Int) - Used for arcane magic and skills.

Wisdom (Wis) - Used for Divine Magic and various skills.

Charisma (Cha) - Used for arcane magic and skills.

Health Points (HP) - This is your health pool. If you hit 0 you reach unconscious status and can no longer participate in battle.

Dungeon Master Lyra
Captain


Dungeon Master Lyra
Captain

PostPosted: Wed Aug 25, 2021 3:20 am


Skills and Usage


Skills are used by rolling the appropriate stat. The skills are:

Acrobatics(Dex)
Animal Handling(Wis)
Arcana(Int)
Athletics(Str)
History(Int)
Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
Religion(Int)
Sleight of Hand(Dex)
Stealth(Dex)
Survival(Wis)
Intimidation(Str or Cha)
Persuasion(Cha)
Bluff(Cha)
Performance(Cha)
PostPosted: Wed Aug 25, 2021 3:21 am


Racial Bonuses


Humans: +1 to any stat
Dark Elves: +1 DEX or +1 CHA
Wood Elves: +1 DEX or +1 WIS
Half Dragons: +1 HP
Woshryn: +1 STR
Half-Elves: +1 DEX, or +1 WIS for Wood Elf or +1 CHA Dark Elf
Tieling: +1 CHA or +1 INT
Cashryn: +1 DEX
Rashyrn: +1 WIS
Shadowed: +1 CHA or +1 INT
Dampyr: +1 CHA or +1 STR
Dwarves: +1 CON or +1 STR
Hybrid: +1 to related stat

Dungeon Master Lyra
Captain


Dungeon Master Lyra
Captain

PostPosted: Wed Aug 25, 2021 3:23 am


Leveling Information


Commoners (level 0) have 1 HP. Each level afterwards will give 1 HP each and +2 to any stats of your choice (including HP). Stats max out at 5, not counting HP, any items, familiar bonuses or racial bonuses. For example, if you have 5 in Strength, you may not add anymore Strength, but you may gain bonuses from items, etc. HP may continue to go up with no limit.

Con is figured out differently than every other stat. You cannot put points into Con. Instead, to figure out Con, it is based on your HP total.

1-2 = 0
3-5 = 1
6-8 = 2
9-11 = 3
12-14 = 4
15+ = 5
PostPosted: Wed Aug 25, 2021 3:24 am


Equipment


Equipment Slots: Armor and shield if proficent, Weapon/Implement, Helm, Bracers, Gloves, Belt, 2 Rings, 1 Amulet, Boots, and 1 Familiar.

Armor will give the following bonus(es):

Light armor: +1 to hp
Medium Armor: +2 to hp
Heavy Armor: +3 to hp
Shield: +1 to hp

Equipment can give the following bonus:

+0-3 bonus depending on the item.
+Or Possible other bonuses
*You can gain only one bonus from each type of slot (unless specified otherwise).

Dungeon Master Lyra
Captain


Dungeon Master Lyra
Captain

PostPosted: Wed Aug 25, 2021 3:25 am


Combat Rules


Combat will be determined by a single roll by player with a target number for NPC or on rare occasions opposed rolls for player vs player or a special or boss NPC.

Combat Roll: Attacker rolls a d20 + Weapon Bonus + Stat Modifier against defender. If you hit their target number, you deal damage. If you do not, they damage you.

Opposed roll: Attacker rolls a d20 + Weapon Bonus + Stat Modifier against defender. The defender rolls a d20 + Weapon Bonus + Stat Modifier against the attacker. Whoever rolls highest gets the hit.

Magic will use staffs or other implements and will use the same bonuses (spellcasting will be open to user description) but basic combat rolls will be the same.

Combat outcome: Player or NPC with the higher number will deal 1 point minimum damage to the opponent. Otherwise check your class for damage.

You may describe your attacks, including magical, in any way that you like. Just be aware that you should state what ability you're using plainly so that it's clear on what it does.

For example; if you're a Wizard you could describe Fireball as being a stream of cold ice that freezes the opponent. Flavor is always up to you.

Characters and NPCs have set attack styles which either melee or ranged and have the following effects:

Melee vs Melee: Rolls are calculated as normal.
Ranged vs Ranged: Rolls are calculated as normal.
Ranged vs Melee: if the opponent does not have ranged combat they cannot deal damage to you on a failed combat roll.
Melee vs Ranged: the opponent has no Melee combat -2 to combat Roll.


Types of Magic


Divine Magic - Twice per combat you may heal yourself or an ally 2 points of hp. Your attacks hit with Wisdom instead of Strength or Dexterity.

Arcane Magic - Attacks are made with Intelligence instead of Strength or Dexterity, and twice per combat you may target two enemies instead of one.
PostPosted: Wed Aug 25, 2021 3:31 am


Examples


Example stat block

Player: Dungeon Master Lyra
Character Name: RageFace
Race: Half Dragon (+1 HP)
Class: Barbarian
Level: 5
Stats:
Strength +8 (5+1+2)
Dexerity +0
Intelligence +0
Wisdom +0
HP: 19 (5 for 5th Level+1 Racial+4 Barb Start+1 per level of Barb(5)+4 for PoB)
Equipment: +2 Greataxe
Familar Bonus: Dog +1 Strength
Abilities:
Unyielding Soul
Rage
Paragon of Barbarians (+2 Strength, + 4 HP, +1 Damage)


Example Combat

RageFace encounters a Drake.
RageFace rages. (+2 Strength, +1 Damage for two turns.)
RageFace attacks. RageFace rolls a d20.
RageFace rolls a 2, giving him a 14. (Strength 8+2 from raging. 2 from Greataxe.)
RageFace misses hitting the target, the target automatically strikes back with 3 damage.
RageFace has one more round of rage. He rolls a d20 to attack again.
RaceFace rolls a 10, giving him a 22.
RageFace deals 3 damage to the Drake.
This continues until RageFace defeats the Drake.

-Game system inspired by Dungeons and Dragons(Wizards of the Coast)-

Dungeon Master Lyra
Captain

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