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====List of New Skills==== :'''Reputation(CHA; trained only)''': Reputation checks are done as separate skills, akin to the Craft skill. For example, Reputation(Bandit) is not the same as Reputation(Noble), and the player must put separate skill purchases into each if they want both. A Reputation check utilizes either the character's name or their accomplishments. A successful DC 10 grants bonuses to their next Bluff, Diplomacy, Gather Information, Intimidate, Perform, or Taunt check, with higher bonuses at higher results. Reputation can also be used situationally, at the GM's discretion. In places outside of the player's area of accomplishments, Reputation checks suffer a penalty. If a Reputation check fails, there is a -2 circumstance penalty to further checks with the affected skills. Reputation checks are usually a standard action, and do not follow the Try Again rule. Nobles can make Reputation checks more effectively. If the character has the Leadership feat, their highest Reputation bonus (ranks+CHA modifier) determine the maximum level of cohort and number of followers they may attract. A character with at least Reputation 5 in a specific Reputation gain an additional +2 bonus in checks made with any other Reputation, and these bonuses stack. This also applies to attracting a cohort or followers with the Leadership Feat. :'''Summoning(INT; trained only)''': A summoning check is made to summon astral creatures. This does not apply to physical creatures, which require a specific spell. The DC check depends on the power and number of creatures summoned, with a bonus if the summoner has a part of a specific creature in their possession during the Summoning. At the GM's discretion, named creatures can make a level check to resist the summoning. A successful Summoning check requires a subsequent successful Fortitude save, with the same DC as the Summoning check. Depending on the result, the character will then take a certain amount of nonlethal damage. A summoned creature is not enslaved, and acts of its own volition. Weaker creatures will be intimidated by their summoner, ones of equal level are generally open towards bargaining, but stronger ones are more volatile. A summoning requires a standard action, and follows the Try Again rule. A mazoku has a +4 racial bonus on Summoning checks to summon demons, lesser monsters, and other mazoku. Spellcraft can be used to draw up a magic circle before the Summoning, which adds a +1 bonus to the Summoning check for every five full points the character beat the Spellcraft check (DC 20). Magic circles offer resistance to summoned creatures, either by offering protection to the summoner standing in the circle, or trapping the summoned creature inside of it. The circle can be destroyed, and has spell resistance, damage reduction, and hit points equal to the Spellcraft check result used to make it. :'''Taunt(CHA)''': A Taunt check can be used to embarrass someone with psychological warfare, or break a spellcaster's concentration. In the latter case, the Taunt check is opposed by the target's Concentraction check. Taunting requires a standard action, and follows the Try Again rule with a cumulative -2 circumstance penalty on further attempts. A character immune to embarrassment through the Oblivious feat, or non-intelligent creatures, cannot be taunted. A character with at least Intimidate 5 gains a +2 bonus on Taunt checks. :'''Vision(WIS; trained only)''': A Vision check is used to gain insights, to view a far away location, or see the future. The DC check varies depending on how well the target of Vision is known by the character, be it a person, place, or object, or how far into the future they look, or how clear their prediction is. Divination is done through some sort of ritual, whether through meditation, a ouiji board, or using dowsing rods. As an action, Vision checks can be as short as a standard action to even weeks, depending on the complexity of the Vision being used. Vision checks of the most basic divination have a DC 20, with failure resulting in ineffective results. Vision checks may follow the Try Again rule, at the GM's discretion, without penalty. Furthermore, the GM may choose to keep the DC for a Vision check a secret from the players, with major failures of 10 or lower resulting in misleading, or even dangerous, interpretations.
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