Skill Requests

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Skill Requests

Post by Zane 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: +4

Quarterstaff: +4/+0 (1d6+1 x2)
Longsword: +4 (1d8+1 19-20/x2)

AC: 12

Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:

0-Level
• Resistance
• Detect Magic
• Dancing Lights
• Mending
• (SP) Acid Splash
1st-Level
• Shield
• Mage Armor
• True Strike
• Comprehend Languages
• Identify
• Magic Missle
• Shocking Grasp
• (SP) Mage Armor
2nd-Level
• Scorching Ray
• Spider Climb
• See Invisibility
• Continual Flame
• Knock
• (SP) Web
3rd-Level
• Lightning Bolt
• Water Breathing
• Flame Arrow
• Dispel Magic
• (SP) None
4th-level
• Fire Shield
• Stoneskin
• (SP) Dimension Door

Zane Kendric
DC Moderator
avatar
Posts 1385
Gold 368




D&D Character sheet
Name: Zane Kedric
Hit Points:
51/51  (51/51)
Experience:
26445/28000  (26445/28000)

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Re: Skill Requests

Post by Zane 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: +4

Quarterstaff: +4/+0 (1d6+1 x2)
Longsword: +4 (1d8+1 19-20/x2)

AC: 12

Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:

0-Level
• Resistance
• Detect Magic
• Dancing Lights
• Mending
• (SP) Acid Splash
1st-Level
• Shield
• Mage Armor
• True Strike
• Comprehend Languages
• Identify
• Magic Missle
• Shocking Grasp
• (SP) Mage Armor
2nd-Level
• Scorching Ray
• Spider Climb
• See Invisibility
• Continual Flame
• Knock
• (SP) Web
3rd-Level
• Lightning Bolt
• Water Breathing
• Flame Arrow
• Dispel Magic
• (SP) None
4th-level
• Fire Shield
• Stoneskin
• (SP) Dimension Door

Zane Kendric
DC Moderator
avatar
Posts 1385
Gold 368




D&D Character sheet
Name: Zane Kedric
Hit Points:
51/51  (51/51)
Experience:
26445/28000  (26445/28000)

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Re: Skill Requests

Post by Draxion 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.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
avatar
"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Skill Requests

Post by Zane 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: +4

Quarterstaff: +4/+0 (1d6+1 x2)
Longsword: +4 (1d8+1 19-20/x2)

AC: 12

Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:

0-Level
• Resistance
• Detect Magic
• Dancing Lights
• Mending
• (SP) Acid Splash
1st-Level
• Shield
• Mage Armor
• True Strike
• Comprehend Languages
• Identify
• Magic Missle
• Shocking Grasp
• (SP) Mage Armor
2nd-Level
• Scorching Ray
• Spider Climb
• See Invisibility
• Continual Flame
• Knock
• (SP) Web
3rd-Level
• Lightning Bolt
• Water Breathing
• Flame Arrow
• Dispel Magic
• (SP) None
4th-level
• Fire Shield
• Stoneskin
• (SP) Dimension Door

Zane Kendric
DC Moderator
avatar
Posts 1385
Gold 368




D&D Character sheet
Name: Zane Kedric
Hit Points:
51/51  (51/51)
Experience:
26445/28000  (26445/28000)

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Re: Skill Requests

Post by Zane 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: +4

Quarterstaff: +4/+0 (1d6+1 x2)
Longsword: +4 (1d8+1 19-20/x2)

AC: 12

Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:

0-Level
• Resistance
• Detect Magic
• Dancing Lights
• Mending
• (SP) Acid Splash
1st-Level
• Shield
• Mage Armor
• True Strike
• Comprehend Languages
• Identify
• Magic Missle
• Shocking Grasp
• (SP) Mage Armor
2nd-Level
• Scorching Ray
• Spider Climb
• See Invisibility
• Continual Flame
• Knock
• (SP) Web
3rd-Level
• Lightning Bolt
• Water Breathing
• Flame Arrow
• Dispel Magic
• (SP) None
4th-level
• Fire Shield
• Stoneskin
• (SP) Dimension Door

Zane Kendric
DC Moderator
avatar
Posts 1385
Gold 368




D&D Character sheet
Name: Zane Kedric
Hit Points:
51/51  (51/51)
Experience:
26445/28000  (26445/28000)

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Re: Skill Requests

Post by Draxion 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.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
avatar
"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Skill Requests

Post by Zane 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: +4

Quarterstaff: +4/+0 (1d6+1 x2)
Longsword: +4 (1d8+1 19-20/x2)

AC: 12

Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:

0-Level
• Resistance
• Detect Magic
• Dancing Lights
• Mending
• (SP) Acid Splash
1st-Level
• Shield
• Mage Armor
• True Strike
• Comprehend Languages
• Identify
• Magic Missle
• Shocking Grasp
• (SP) Mage Armor
2nd-Level
• Scorching Ray
• Spider Climb
• See Invisibility
• Continual Flame
• Knock
• (SP) Web
3rd-Level
• Lightning Bolt
• Water Breathing
• Flame Arrow
• Dispel Magic
• (SP) None
4th-level
• Fire Shield
• Stoneskin
• (SP) Dimension Door

Zane Kendric
DC Moderator
avatar
Posts 1385
Gold 368




D&D Character sheet
Name: Zane Kedric
Hit Points:
51/51  (51/51)
Experience:
26445/28000  (26445/28000)

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Re: Skill Requests

Post by Draxion 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!


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
avatar
"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Skill Requests

Post by VerniusNightshade 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: +4
Dex: +3
Weapon: Scythe(Large)  +6 melee (2d6)+4   x4 crit 
               Steel Greatsword +8melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 10 touch
Saving Throws: Fort: +6, Ref: +4, 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 a round.
battles intiative:
VerniusNightshade
Dungeon Master
avatar
Posts 1976
Gold 1130




D&D Character sheet
Name: Andreas Vox
Hit Points:
37/37  (37/37)
Experience:
6345/10000  (6345/10000)

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Re: Skill Requests

Post by Draxion 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.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
avatar
"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Skill Requests

Post by VerniusNightshade 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: +4
Dex: +3
Weapon: Scythe(Large)  +6 melee (2d6)+4   x4 crit 
               Steel Greatsword +8melee (2d6)+4 x2 19-20 crit
AC: 17(18), 14 flat-footed, 10 touch
Saving Throws: Fort: +6, Ref: +4, 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 a round.
battles intiative:
VerniusNightshade
Dungeon Master
avatar
Posts 1976
Gold 1130




D&D Character sheet
Name: Andreas Vox
Hit Points:
37/37  (37/37)
Experience:
6345/10000  (6345/10000)

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Re: Skill Requests

Post by Draxion on February 7th 2017, 8:41 am

DM: You're welcome.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
avatar
"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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