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Thread: 「R」 【Dungeon and Dragons ◊ Gauntlet of the Orc King】 「OOC」『Campaign』

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    Default 「R」 【Dungeon and Dragons ◊ Gauntlet of the Orc King】 「OOC」『Campaign』



    【Dungeons and Dragons ◊ Gauntlet of the Orc King】
    "Blood Is To Be Shed On All Fronts"





    WARNING RATED R

    CONTAINS: Blood, Gore, Strong Violence, Explicit Language, Sexual Situations/Nudity, Drugs and Alcohol Usage, Religious Afflictions/Convictions, Dark Themes

    VIEWER DISCRETION IS ADVISED






    Adventure Synopsis

    "Fellowships come and go without a single trace of bravery or recognition. Though fellowships do hold a special place in the hearts of those who participated in the lofty adventures the fellowship has taken upon its maiden voyage into inevitable destruction. These fellowships, though may they be short, are everlasting in the ripples they cause for just such an occasion..."

    The Orc King, Oagungad, has finally been discovered after decades of waiting and searching. For those who do not know, the Orc King had waged a war against the kingdoms of the land long ago - and failed halfheartedly. He only killed so many himself, but it was for his men that did most of the killing. Thus the Orc King would be considered as a constant threat to the land if he were not to be stopped. His death would herald the beginning of a great peace that would sweep the land for many generations to come. And so, many have stepped up to the challenge in defeating the Orc King - but this king was no fool...

    It seems as though the Orc King has locked himself deep inside a dungeon far down in the earth. And what lies before those who step before this dungeon is a gauntlet of travesties and unreliable deaths. None, who were sane, would dare trespass on this territory, but you - brave traveler - had come to serve your race well. You've seen what the dungeon has done to others before you, and now you want to prove them wrong. You want to prove that your skills can win you the demise of the Orc King and the inevitable peace that will rain with it. You dawn on your finest gear, and your sharpest blades. It is time to face the Orc King for yourself, and test your might.





    MISCELLANEOUS INFORMATION

    Spoiler: Rules 





    IC
    Last edited by Dire Hoef; 08-22-2015 at 01:59 AM.

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    DUNGEON INFORMATION

    Spoiler: Level 1 


    Spoiler: Level 2 


    Spoiler: Level 3 


    Spoiler: Level 4 


    Spoiler: Level 5 


    Spoiler: Level 6 


    Spoiler: Level 7 


    Spoiler: Level 8 


    Spoiler: Level 9 


    Spoiler: Level 10 
    Last edited by Dire Hoef; 08-20-2015 at 05:59 AM.

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    THE BASICS

    The Core Mechanic

    Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:

    • Roll a d20.
    • Add any relevant modifiers.
    • Compare the result to a target number.


    If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

    Dice
    Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result.

    d%
    Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100. (Though this will hardly be used for simplicity purposes)

    Modifiers

    Definition: A modifier is any bonus or penalty applying to a die roll. A positive modifier is a bonus, and a negative modifier is a penalty.

    Stacking
    In most cases, modifiers are to be given a check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but they do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.

    Spoiler: Modifier Types 


    Ability Scores

    Ability Modifiers

    Each ability, after changes made because of race, has a modifier ranging from -5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for each score. It also shows bonus spells, which you’ll need to know about if your character is a spellcaster.

    The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

    Abilities And Spellcasters

    The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level.

    The Abilities

    Each ability partially describes your character and affects some of his or her actions.

    Strength (Str)

    Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.

    You apply your character’s Strength modifier to:

    • Melee attack rolls.
    • Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
    • Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
    • Strength checks (for breaking down doors and the like).


    Dexterity (Dex)

    Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.

    You apply your character’s Dexterity modifier to:

    • Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
    • Armor Class (AC), provided that the character can react to the attack.
    • Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
    • Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.


    Constitution (Con)

    Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.

    You apply your character’s Constitution modifier to:

    • Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level).
    • Fortitude saving throws, for resisting poison and similar threats.
    • Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.


    If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.

    Intelligence (Int)

    Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.

    You apply your character’s Intelligence modifier to:

    • The number of languages your character knows at the start of the game.
    • The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
    • Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability.


    A wizard gains bonus spells based on her Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell’s level.

    An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3.

    Wisdom (Wis)

    Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.

    You apply your character’s Wisdom modifier to:

    • Will saving throws (for negating the effect of charm person and other spells).
    • Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability.


    Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.

    Charisma (Cha)

    Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score.

    You apply your character’s Charisma modifier to:

    • Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks. These are the skills that have Charisma as their key ability.
    • Checks that represent attempts to influence others.
    • Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.


    Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell’s level.

    When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.
    Last edited by Dire Hoef; 08-13-2015 at 06:21 AM.

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    THE RACES

    Race And Languages

    All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.

    Literacy

    Any character except a barbarian can read and write all the languages he or she speaks.

    Class-Related Languages

    Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:

    • Cleric ➢ Abyssal, Celestial, Infernal
    • Druid ➢ Sylvan
    • Wizard ➢ Draconic


    Smalls Characters

    A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.

    A Small character generally moves about two-thirds as fast as a Medium character.

    A Small character must use smaller weapons than a Medium character.





    Humans

    • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    • Human base land speed is 30 feet.
    • 1 extra feat at 1st level.
    • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


    Dwarves

    • +2 Constitution, -2 Charisma.
    • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
    • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
    • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
    • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • +2 racial bonus on saving throws against poison.
    • +2 racial bonus on saving throws against spells and spell-like effects.
    • +1 racial bonus on attack rolls against orcs and goblinoids.
    • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    • +2 racial bonus on Appraise checks that are related to stone or metal items.
    • +2 racial bonus on Craft checks that are related to stone or metal.
    • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
    • Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing


    Elves

    • +2 Dexterity, -2 Constitution.
    • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
    • Elf base land speed is 30 feet.
    • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
    • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.


    Gnomes

    • +2 Constitution, -2 Strength.
    • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    • Gnome base land speed is 20 feet.
    • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
    • +2 racial bonus on saving throws against illusions.
    • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
    • +1 racial bonus on attack rolls against kobolds and goblinoids.
    • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    • +2 racial bonus on Listen checks.
    • +2 racial bonus on Craft (alchemy) checks.
    • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
    • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
    • Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.


    Half-Elves

    • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
    • Half-elf base land speed is 30 feet.
    • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
    • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    • +1 racial bonus on Listen, Search, and Spot checks.
    • +2 racial bonus on Diplomacy and Gather Information checks.
    • Elven Blood: For all effects related to race, a half-elf is considered an elf.
    • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
    • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.


    Half-Orcs

    +2 Strength, -2 Intelligence, -2 Charisma.

    A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3

    • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
    • Half-orc base land speed is 30 feet.
    • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
    • Orc Blood: For all effects related to race, a half-orc is considered an orc.
    • Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
    • Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.


    Halflings

    • +2 Dexterity, -2 Strength.
    • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
    • Halfling base land speed is 20 feet.
    • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
    • +1 racial bonus on all saving throws.
    • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
    • +1 racial bonus on attack rolls with thrown weapons and slings.
    • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
    • Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.



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    DESCRIPTION

    Alignment

    A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.

    Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.


    Good Vs. Evil

    Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.

    "Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

    "Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

    People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.

    Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good-evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.

    Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong

    Law Vs. Chaos

    Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

    Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

    "Law" implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

    "Chaos" implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

    Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.

    Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful-chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks.

    Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

    Spoiler: The Nine Alignments 


    Vital Statistics

    Age

    You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class. Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Random Starting Ages.

    Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.

    With age, a character’s physical ability scores decrease and his or her mental ability scores increase. The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.

    When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year.

    The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

    Spoiler: Table: Random Starting Ages 



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    COMBAT STATISTICS

    This section summarizes the statistics that determine success in combat

    Attack Roll

    An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.

    A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit.

    Your attack bonus with a melee weapon is:

    Base attack bonus + Strength modifier + size modifier

    With a ranged weapon, your attack bonus is:

    Base attack bonus + Dexterity modifier + size modifier + range penalty

    Base Attack Bonus

    A base attack bonus is an attack roll bonus derived from character class and level or creature type and Hit Dice (or combinations thereof). Base attack bonuses increase at different rates for different character classes and creature types. A second attack is gained when a base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different sources, such as when a character is a multiclass character, stack.

    Damage

    When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Effects that modify weapon damage apply to unarmed strikes and the natural physical attack forms of creatures.

    Damage reduces a target’s current hit points.

    Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.

    Strength Bonus:When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow.

    Off-Hand Weapon:When you deal damage with a weapon in your off hand, you add only ½ your Strength bonus.

    Wielding a Weapon Two-Handed:
    When you deal damage with a weapon that you are wielding two-handed, you add 1½ times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands.

    Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.

    Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.

    Ability Damage
    Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score).

    Armor Class

    Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following:

    10 + armor bonus + shield bonus + Dexterity modifier + size modifier

    Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC.

    Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC. (If you don’t have a Dexterity bonus, nothing happens.)

    Other Modifiers

    Many other factors modify your AC;

    • Enhancement Bonuses:Enhancement effects make your armor better.
    • Deflection Bonus: Magical deflection effects ward off attacks and improve your AC.
    • Natural Armor:Natural armor improves your AC.
    • Dodge Bonuses: Some other AC bonuses represent actively avoiding blows. These bonuses are called dodge bonuses. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.



    Touch Attacks: Some attacks disregard armor, including shields and natural armor. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.

    Hit Points

    When your hit point total reaches 0, you’re disabled. When it reaches -1, you’re dying. When it gets to -10, you’re dead.

    Speed

    Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your race and what armor you’re wearing.

    Dwarves, gnomes, and halflings have a speed of 20 feet (4 squares), or 15 feet (3 squares) when wearing medium or heavy armor (except for dwarves, who move 20 feet in any armor).

    Humans, elves, half-elves, and half-orcs have a speed of 30 feet (6 squares), or 20 feet (4 squares) in medium or heavy armor.

    If you use two move actions in a round (sometimes called a "double move" action), you can move up to double your speed. If you spend the entire round to run all out, you can move up to quadruple your speed (or triple if you are in heavy armor).

    Saving Throws

    Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:

    Base save bonus + ability modifier

    Base Save Bonus: A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.

    Saving Throw Types: The three different kinds of saving throws are Fortitude, Reflex, and Will:

    • Fortitude: These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.
    • Reflex: These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.
    • Will: These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.


    Saving Throw Difficulty Class: The DC for a save is determined by the attack itself.

    Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw). A natural 20 (the d20 comes up 20) is always a success.

  7. #7
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    THE CLASSES


    Base Classes



    Prestige Classes (Locked)
    • Arcane Archer
    • Arcane Trickster
    • Archmage
    • Assassin
    • Blackguard
    • Dragon Disciple
    • Duelist
    • Dwarven Defender
    • Eldritch Knight
    • Hierophant
    • Horizon Walker
    • Loremaster
    • Mystic Theurge
    • Shadowdancer
    • Thaumaturgist



    NPC Classes (Locked To Player Characters)
    • Adept
    • Aristocrat
    • Commoner
    • Expert
    • Warrior

    Last edited by Dire Hoef; 08-13-2015 at 08:28 AM.

  8. #8
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    CHARACTER SKELETON





    [IMAGE GOES HERE]

    Personal Information
    Name:
    Age:
    Sex:
    Race:
    Alignment:
    Sexual Orientation:
    Height:
    Weight:
    Languages Known:

    Personality:

    Biography:

    Character Statistics

    Class:
    Level: 1
    Armor Class:
    Health: 10/10

    Strength: [rollv]4d6b3[/rollv ]**
    Dexterity: [rollv]4d6b3[/rollv ]
    Constitution: [rollv]4d6b3[/rollv ]
    Intelligence: [rollv]4d6b3[/rollv ]
    Wisdom: [rollv]4d6b3[/rollv ]
    Charisma: [rollv]4d6b3[/rollv ]

    Weapons:

    *Weapon 1
    Weapon 2

    Armor:

    *Armor 1
    Armor 2

    *You don't need two pieces of armor or two pieces of weaponry... That's simply a place-holder for whatever weapon you decide to furbish upon your character

    **All you have to do is close the brackets in order to get your score.





    Spoiler: HTML Codes For Character Skeleton 
    Last edited by Dire Hoef; 08-13-2015 at 08:46 AM.

  9. #9
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    PARTY INFORMATION

    Participants
    1. Player Slot
    2. Jamven - Barbarian - Played by Alanoth
    3. Miranek Dalthanos - Wizard - Played by Kaptain Johnson
    4. Catia Evergreen - Druid - Played by maabe
    5. Reksis Silvershield - Fighter - Played by Heir of Void
    6. Player Slot
    7. Player Slot
    8. Player Slot



    Injuries/Death/Incapacitated/Missing
    • Character Injuries: 0
    • Characters Who Are Injured: None
    • Character Deaths: 0
    • Characters Who Have Died: None
    • Characters Incapacitated: 0
    • Characters Who Are Incapacitated: None
    • Characters Missing: 0
    • Characters Who Are Missing: None



    Damage Counter
    • Party Damage Dealt: 0
    • Highest Amount of Damage Dealt: 0
    • Character Who Dealt The Highest Damage: None
    • Most Damage Dealt Consecutively: 0
    • Character Who Dealt The Most Damage Consecutively: None



    Treasure
    • Gold Pieces: 0
    • Silver Pieces: 0
    • Bronze Pieces: 0
    • Priceless Items: None
    • Sellable Items: None
    • Trash Items: None



    Party XP
    1. Jamven: 0/350
    2. Miranek Dalthanos: 0/350
    3. Catia Evergreen: 0/350
    4. Reksis Silvershield: 0/350
    5. Player Slot: 0/350
    6. Player Slot: 0/350
    7. Player Slot: 0/350
    8. Player Slot: 0/350
    Last edited by Dire Hoef; 09-03-2015 at 12:04 PM.

  10. #10
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    D&D Combat in One Post (of really the small type)


    Initiative

    Every round, each person acts once, from highest initiative to lowest. Your initiative is determined by rolling 1d20 + your Dex bonus, and stays the same until the end of the combat.
    If some participants are taken by surprise, the other ones get a free round before the surprised ones can act.

    Before the very first time you act in a combat, you are "flat-footed"; you don't get a Dex bonus to your armor class and can't make Attacks of Opportunity (see below).

    Taking actions

    There's lots of confusing stuff in the rules about standard actions, full-round actions, move actions, free actions, etc. Here's what I think is a simpler way to think about it:

    • You have 5 action points in a round to spend however you like.
    • Full-round actions cost 5 points.
    • Standard actions cost 3 points.
    • Move actions cost 2 points.
    • Free actions cost 0 points.
    • If you haven't otherwise moved, you can always move five feet for 0 points.
    • So you can take one full-round action, or a standard and a move, or two moves, and all of that is along with as many free actions as you like, plus maybe a move of five feet.
    • Attacks of Opportunity (AoO)


    Some things that you do (typically, actions that distract you from defending yourself) provoke an Attack of Opportunity (AoO), which means that nearby opponents get a free attack (although a combatant can only take one AoO per round, even if multiple opponents provoke one). So try to avoid that. Withdraw and Move Five Feet are particularly helpful in avoiding attacks of opportunity while remaining mobile.
    Actions

    I've left out actions that are obscure or high-level. Actions that provoke 'Attacks of Opportunity' are marked with a star.

    • Withdraw (5). Move up to double your speed without provoking an AoO due to moving out of your current spot.
    • Run* (5). Move up to four times your speed, but lose your Dexterity bonus to your armor class.
    • Melee attack (3). Take one swing at an enemy. If you like, you can fight defensively by taking a -4 penalty to hit in return for a +2 armor class bonus.
    • Ranged attack* (3). -4 to hit if your target is engaged in melee with an ally of yours.
    • Unarmed attack* (3). Only your opponent gets an AoO.
    • Full attack (5). If you have multiple attacks, you need to use this action in order to use all of them.
    • Cast Spell* (3). If you take damage from the AoO, you have to make a Concentration check to finish the spell. You can try to avoid provoking an AoO by making a Concentration check (DC 15 + spell level), but if that fails, you lose the spell.
    • Move* (2) up to your speed. Causes an AoO if you move out of a threatened area.
    • Crawl* (2) five feet if you're unfortunate enough to be prone.
    • Draw a weapon (2)
    • Manipulate an item (2), like open a door or pick something up.
    • Stand up (2)
    • Drop an item (0)
    • Drop prone (0)
    • Talk (0)
    • Move five feet (0) but only if you are not otherwise moving this round.
    • Delay action (5). Wait until later this round to act, but your initiative stays at that reduced value.
    • Ready action (3). Prepare a specific action to respond to another specfic future action (e.g., "as soon as something comes through the door I shoot it").
    • Resolving a normal attack



    Roll a d20 + your Base Attack Bonus + your Str modifier (or Dex if it's a missile weapon). If you beat your target's armor class (AC), you do damage equal to your weapon + your Str modifier (only if it's not a missile weapon).
    If you roll a 1, you automatically miss. If you roll a 20, you automatically hit. If you roll in your weapon's threat range (typically just 20 but sometimes more), you may have a critical hit; roll again, and if that's a hit, you do some multiple of your usual damage.

    For damage, roll the dice associated with your weapon and add your strength bonus (one and a half times the strength bonus if it's a two-handed weapon, or half of the strength bonus if the weapon is in your off hand). Damage can't go below 1.

    Special attacks

    You can make other kinds of attacks than just swinging or shooting at someone, if you're feeling creative:

    • Aid another (3). Instead of attacking an enemy, roll against AC 10. If successful, your friend gets +2 to hit or +2 AC against that enemy until your next turn.
    • Bull rush* (3). Make an opposed Strength check to push the defender back five feet (useful if you're on the edge of a ravine!).
    • Charge (5). Move at least 10 feet and at most double your speed, then attack with +2 to hit and -2 to your AC.
    • Disarm* (3).
    • Your target gets an AoO. If he does damage, you fail.
    • Make an opposed attack roll. Two-handed weapons get +4, light weapons get -4. Larger combatants get +4 per size difference.
    • If you won, the defender is disarmed. If you failed, the defender gets to make a check as in 2. to disarm you.
    • Feint (3). Make a Bluff check against the opponent's Sense Motive + BAB. If you win, on your next attack against him he doesn't get a Dexterity bonus.
    • Grapple* (3).
    • Your target gets an AoO. If he does damage, you fail.
    • Make a melee touch attack to grab.
    • Make an opposed grapple check (BAB + Strength bonus + 4 per size difference) to hold and do unarmed strike damage.
    • On future rounds you can try to do more stuff or he can try to break the hold.
    • Overrun* (3).
    • Defender can simply step aside and let you move through if he wants.
    • If he blocks, make a Str vs Dex/Str check, plus 4 per size difference.
    • If you win, he is knocked prone and you can keep moving. If you lose, he makes the same check as in 2. to knock you prone.
    • Sunder* (3): try to attack his weapon or shield. Make an opposed attack roll as per Disarm to do damage to it.
    • Trip* (3).
    • Your target gets an AoO unless you are tripping it with a special trip-enabled weapon.
    • Make an unarmed touch attack (or a melee attack if you are using a weapon).
    • If that succeeds, make an opposed check as per Overrun.
    • If you win, he is knocked prone. If you lose, he makes the same check as in 3. to knock you prone.
    • Two-weapon attack (3). If you want to attack with two weapons, the first one is -6 to hit and the second is -10 (-4/-8 if the off-hand weapon is light, -4/-4 if you have the Two-Weapon Fighting feat, -2/-2 if both).
    Last edited by Dire Hoef; 09-03-2015 at 12:17 PM.

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