Advanced Traits, Skills, Feats, Spells Image

Here's a racial trait out line for races in Mazes and Riddles a DND multiedition game system used for any edition. 

As apart of racial traits, Natral abilitys are attributed.theres five natral racial traits nearly all have. All natral abilitys operate on ratio percentages meaning the ability is 5 to 30 percent more in certian races. 1d100 ia 50 or more on the dice s rolled to see if natral ability is successfully. For example elf's have 15/20 dark vision meaning 5 percent more chance, so the player can roll a 45 or more on a 1d100 to succeed.

1. Dark vision, up to 60 feet vision is typical 20/20 in natral dark areas. Ywt races in mazes and riddles have improved such has 5 to 30 percent more dark vision. Magi Humans have 20/15.

Others;.

elf's 15/20 

B.  dwarfs, 15/15

C. gnomes, 20/15

D. Half orc,15/20,

Giants, , 20/25

Dragorne, 10/10, 

Other, 20/15  

2.  Deep hearing, all have 50/50 ratio percentage, deep hearing is the ability of hearing at lower decipels and range. 

A. Elf's, 50/40

B. Dwarfs, 50/35

C. Gnomes, 50/30

D. Dragorne, 50/25

F. Other, 50/20

3. Silence,  this ability is to move quiet with increased range, to stealth about in natral habitats. Silence only applys to racial natral habitats, the average  percentage ratio s 50/50, 50 feet in 50 percent of success, the higher the number the less percentage rolled. Example elf's are 50/60 so 50 feet with a 10 percent more chance equals 40 percentage or more. 

Humans 50/50

Elfs. 50/ 60

Dwarfs 50/45

Gnomes 50/65

Half orcs 50/50

Giants 50/35

Dragorne , 50/70

Others, 50/55

4. Danger sense: danger sense is the ability to sense disruption of harmony around you, usaully energy is felt as nuetral and safe yet the moment of friction and aggression like noise, smell, bad karma is around the nayralility to detect this can be standard or 5 to 30 percent more. Same process as any other percentage ratio with racial trait.

Humans 50/50

Elfs. 50/ 60

Dwarfs 50/45

Gnomes 50/65

Half orcs 50/50

Giants 50/35

Dragorne , 50/70

Others, 50/55

5. Magic mutant ability: this is a percentage ratio based on certian races having a higher chance of magic use and ability. 

Humans 50/50

Elfs. 50/ 60

Dwarfs 50/45

Gnomes 50/65

Half orcs 50/50

Giants 50/35

Dragorne , 50/70

Others, 50/55

All stats for races:

Humans: 

1.   +1  to str and wis

2.  +1 to all skills and +1 to insight

3.  +1 magic ability and feats

Elves:

1. +1  to int. and dex

2.  +1 armor smithing and +1 to diplomacy

3.    +1 to magic ability and spell bind.

Dwarves:

1. +1 to con and charisma2. +1 to wreapon smithing and perswasion. 3. +1 to poison resit. and mining

Gnomes:

1. +1 to int and dex

2. +1 to alchemy and +1 to trickey

3. +1 to psionics and magic bind

Half Orcs:

1.  +1 to str and con

2. +1 to poison herb and +1 to intimidation

3. +1 to immune system and curse bind.

Giants: 

1. +1 to str and con

2.  +1 to ballistics and +1 to fear invoke.3. +1 to immune system and unstable magic

Isolated races:

These are similar to 5th edition races yet my own version

Dragorne:  dragon and half human

1 . +1 to str and dex

2.  +1  explosives and surprise att.

3.  +1 magic ability and flight

Felore:  feline and half human

1.  +1  to dex and int  2. +1  blind combat and acrobats 3.  +1  alchemy ability and stealth

Animate and half human

1. +1  to wis and dex

2. +1 surprise and stealth

3. +1 magic summon and block

Nefelin: angel and half human

1. +1  to all stats 

2. +1 to smite weapon and inert att.

3.  +1 to light magic and bless

Neflins come from the ether realm

Teflin’s comes from the dark rift

 Tefelin: demon and half human

1. +1 to all stats

2. +1 curse weapon and inert att

3. +1 to dark magic and invoke

Celestial human

1. +1 to luck and attributes

2. +1 artifact weapon and forge

3.  +1 to celestial magic and minupulation

Astral human

1. +1 to gate travel and attributes

2. +1 to phase weapon and forge

3.  +1 to astral magic and teleport

 Class trait attacks: 

Each class as a special trait attack

Starting at 6th level this trait can be used once per day and 1 use gained every 5 levels. 

fighter:  fury, 3d6  -2 to opponents str roll

paladin: slayer, 3d6  -2 to opponents con roll

theif: frenzy: 3d6 -2 to opponent dex roll

Rogue: stagger: 3d6 -2 to opponents str roll

ranger: hunters mark 3d6 -2 to opponents con roll.

Magic user: spell vs 3d6 -2 to opponents Wis roll.

Bard: intuned 3d6 -2 to opponents char rolls

Mage: clash 3d6 -2 to opponents con rolls

cleric: curse: 3d6 -2 to opponents wis rolls

gun fighter:rapture: 3d6 -2 to opponents char rolls

ninja: banzai,3d6 -2 to opponents int rolls. 

Class master: backslash 3d6 -2 to opp. stats and skills

Monster hunter: gutter 3d6 -2 to opp. Stats 

Class skill, trait and feat compile table: format theres only one of each  of skill, trait, spell.

 Standard classes:

Fighter: 

A. class skill: weapon maintain +1  and +1  morale

B.   class trait: Fury 3d6 dam. and +1 to healing

C.   class feat:  parry shock + 1 and +1 to force magic

Paladin: 

A.     Class skill: Art of canly + 1  and +1 to war tactics

B.      Class trait: slayer 3d6 dam. And healing  C.   Class feat: sheild bash +1  and +1 to morale

Theif: 

A.     Class skill: pick locks +1  and +1 to search

B.       Class trait: frenzy 3d6 dam. and +1 to hide

   C.   Class feat: attack from behind +1 to dam.  And +1 to coin steal

Ranger: 

A.    Class skill: arrow creation +1  and +1 to dex roll

B.    Class trait: hunters fury 3d6 Dam. And Hunters mark for 1 mile

C.    Class feat:  pin shot +1 and +1 to  healing 

   Magic user: 

  A.Class skill: alchemy +1 and +1  to enchantment

  B. Class trait:  spell force 3d6 dam.  and +1 to teleport

  C. Class feat: staff  +1 dam and +1 to  open magic doors/  To push back ten feet

Cleric:

A.    class skill: create  medicine +1 and +1  healing  

B.    class trait: smite. 3d6 dam. and 

    C. class feat: bless +1 and +1 to charisma rolls..

   Stand alone classes:

Gun fighter: 

A.     Class skill: mining + 1  and +1 to gunpowder alchemy

B.    Class trait: rapture 3d6 dam. and +1 healing

C.     Class feat: quick draw +1 and

+1 to magic  Bullet load

Ninja: 

A. Class skill: smoke bomb creation + 1 to escape 

B. class trait: banzai  3d6 dam. opponents str. Roll

 C. class feat:  open hand fghting +1 and +1 nimpo magic

 Barbarian: 

A.    Class skill: 1d4 herb cultivation +1 and +1 to survial

B.    Class trait: rage 3d6 dam. and +1 to ac

C.     Class feat:  magic stop +1 hinders spell +1 for one round.

Monster hunter:

A. Class skill: weapon forge +1 and monster harvest +1

B. Class feat:  movement block +1 limb amputation +1

C. Class trait: gutter 3d6 dam +1 to intiative

   Class master: 

A. Class skill: weapon skill +1 and horde battle

B. Class feat: defend party +1 and +1 parry

C. Class trait: bashslash 3d6 +1 to reaction

 

 

 

 
Equipment: Preparation: all this given by the defenders guild.
Prep your equipment before hand that way you don't use a bonus action to spend time in a multiple procedure situation. It's called declare prep, it's not always assumed that you had prepped before hand

There's items and different kits, adventure and travel items given to characters by the defenders guild.
Gear:
1. Camping gear, for set up ( truck stop)
2. Climbing gear, 100 foot rope, grapple hook, 10 pitons
3. Weather gear, magic coat for severe cold, magic mask of breathing under water and to evade water dam for swimming, magic boots deterant against weather dam.
Riding gear: horse and mount, two javelins, mount sheild for defense, saddle bags.
4. Medicine kit, 1w supp.holy water, wound herbs, wound syringe to cure wounds . Anti poison syringe to cure poison.1 Vial of alchemy base to make potions 1d4.
5. Magic Disquise kit up to one disquise per day.

Guild items
1. Belt of feather fall, up to 60 feet,
2. Ring of healing 1d4 once per day.
3. Bag of holding med.
4. Light stone, 60 feet
5. Mend stone, simple items like cloth, wood, and lite metals.
6. Detect evil stone, this stone detects evil, chaos and darkness up to 60 feet.

Main items
1. Once a week players can use one 1d10 max potion, this potion refills it self once a week after use. this does 10hp plus con modifier.

2. Detailed magic hologram map book of the kingdoms, full maps of world. Almost anything is shown on the maps.

3. Defenders handbook, this gives nealy all info monsters, weapons, city's, magic, history and lore, gods etc. of greyhawk and earth realm. It covers everything up to a certian point.

4. Cell mirror, this lol is literally a small mirror at acts as a magic cell phone. If you have the cell number you can call others up to 300 miles away or if applified by portal no limit yet toll charges will rack up lol... The cell mirror can also be used for video chats and earth web use. Warning lol it records everything you say..

 
Suggested Characteristics
d1 Bond
1 Racial and class loyalty +1 to notoriety rolls with insight, perswasion, history, and performance
 
Advanced Traits, Skills, Feats, Spells Image

Comments

Posts Quoted:
Reply
Clear All Quotes