It looks like you're new here. If you want to get involved, click one of these buttons!
Table: DF Orc Set: Skills =[@{$Class}Skills&#93; Set: Class =[@Class&#93; Set: ST ={! ({1d3+9} + [#1 {$Class}Bonus])} set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])} set: IQ ={! ({1d3+7} + [#3 {$Class}Bonus])} set: HT ={! ({1d3+9} + [#4 {$Class}Bonus])} set: HP ={! ({$ST} + [#5 {$Class}Bonus])} set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]} set: Will ={! {$IQ} + [#7 {$Class}Bonus]} set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} set: Per ={! {$IQ} + [#9 {$Class}Bonus]} set: FP ={! {$HT} + [#10 {$Class}Bonus]} set: Dodge = {! floor({$Speed})+3} set: Parry = {! floor({$DX} /2)+3} <table border="0"><tr><td><b>Orc</b></td><td>{$Class}</td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: 0</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [@Armor&#93;\n<b>Weapons:</b> <li>[!Weapons]</li>,[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort] EndTable: Table: Class Archer Bandit Barbarian Hedge Wizard Knight Mage Scout Thief EndTable: Table: Weapons [when] {ST} > 1 [do]<b>Whip:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-2} cr; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+1} [@QualityWeapons&#93;[end] [when] {ST} > 1 [do]<b>Unarmed:</b> Kick: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; SL: {({DX}-2) + {[SL]}; Punch: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3}; SL: {{DX} + {[@SL&#93;}}[end] [when] {ST} > 4 [do]<b>Dagger:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3};SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93;<li>[#6 Rangedweapons]</li> [end] [when] {ST} > 4 [do]<b>Bone Knife:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cut; Reach: C Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3};SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93;[end] [when] {ST} > 4 [do]<b>Small Sword:</b> Thrust: [#{ST} ThrustDamage]{[ [#{ST} ThrustDamageModifier >> +-] +1 >> +-]} imp; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3};SL: {({DX}) + {[@SL&#93;}} [@QualityWeapons&#93;[end] [when] {ST} > 4 [do]<b>Small Knife:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-3} Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]} imp; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3} [@QualityWeapons&#93;<li>[#5 Rangedweapons]</li>[end] [when] {ST} > 4 [do]<b>Rope Dart:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-1} cr; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} imp; Reach: 1-4; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+1} [@QualityWeapons&#93;[end] [when] {ST} > 4 [do]<b>Chain Whip:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-] + {1d4}} cr; Reach: 1-4; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+1} [@QualityWeapons&#93;[end] [when] {ST} > 4 [do]<b>Knife-Wheel:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cut; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Reach: C; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3};SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93;[end] [when] {ST} > 4 [do]<b>Stiletto:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Reach: C; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3};SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93;[end] [when] {ST} > 4 [do]<b>Short Baton:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-1} cr; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; Reach: C,1 Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+2}; SL: {{DX} + {[@SL&#93;}} [@{1d3} QualityWeapons][end] [when] {ST} > 5 [do]<b>Large Knife:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-2} Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} imp; Parry: {floor (({DX}-1) + {[@SL&#93;})/2)+3} [@QualityWeapons&#93;<li>[#16 Rangedweapons]</li>[end] [when] {ST} > 6 [do]<b>ShortStaff:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cr; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3}; SL: {({DX}-1) + {[@SL&#93;}} [@{1d3} QualityWeapons][end] [when] {ST} > 6 [do]<b>Quarterstaff:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+2} Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cr; Reach: 1,2 Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+5};SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93;[end] [when] {ST} > 7 [do]<b>Hatchet:</b> [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut, Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3}; Acc 1; Range: { {ST} *15}/{{ST} *25}; SL: {{DX} + {[@SL&#93;}}[@QualityWeapons&#93;[end] [when] {ST} > 8 [do]<b>Shortsword:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] imp; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3}; SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93;[end] [when] {ST} > 8 [do]<b>Spear:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} imp; Thrust (2 hands): [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +3} imp; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3};SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93; [end] [when] {ST} > 9 [do]<b>Broadsword:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+1} cr; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3}; SL: {({DX}-1) + {[@SL&#93;}} [@{1d3} QualityWeapons][end] [when] {ST} > 10 [do]<b>Small Mace:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+2} cr; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3}; SL: {({DX}-1) + {[@SL&#93;}} [@{1d3} QualityWeapons][end] [when] {ST} > 10 [do]<b>Bastardsword:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+1} cut; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cr; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3};SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93; [end] [when] {ST} > 10 [do]<b>Axe:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+2} cut; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3};SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93; [end] [when] {ST} > 10 [do]<b>Jian:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]+1} imp; Reach: 1,2 Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3} [@QualityWeapons&#93;[end] [when] {ST} > 11 [do]<b>Mace:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+3} cr; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3} SL: {({DX}-1) + {[@SL&#93;}} [@{1d3} QualityWeapons][end] [when] {ST} > 11 [do]<b>Morningstar:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+3} cr; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3}; SL: {({DX}-1) + {[@SL&#93;}} [@{1d3} QualityWeapons][end] [when] {ST} > 12 [do]<b>Greatsword:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+3} cut; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} cr; Parry: {floor ((({DX}-1) + {[@SL&#93;})/2)+3};SL: {({DX}-1) + {[@SL&#93;}} [@QualityWeapons&#93; [end] EndTable: Table: RangedWeapons \z [when] {ST} > 1 [do]<b>Blowpipe:</b> 1d-3 pi-; Acc 1; Range: { {ST} *4}; RoF: 1; Shots: 1(2); SL: {({DX}-6) + {[@SL&#93;}}[#2 QualityWeapons][end] [when] {ST} > 4 [do]<b>Atlatl with Dart:</b> [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-] -1} imp; Acc 0; Range: { {ST} *3}/{ {ST} *4}; RoF: 1; Shots: 1(1); ST: 5; SL: { ({DX}-5) + {[@SL&#93;}}[@QualityWeapons&#93;[end] [when] {ST} > 4 [do]<b>Atlatl with Javelin:</b> [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-] +1} imp; Acc 0; Range: { {ST} *2}/{ {ST} *3}; RoF: 1; Shots: 1(1); ST: 5; SL: { ({DX}-5) + {[@SL&#93;}}[@QualityWeapons&#93;[end] [when] {ST} > 4 [do]<b>Small Knife, Thrown:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Acc 0; Range: { {ST} *0.8}/{ {ST} *1}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&#93;}}[end] [when] {ST} > 4 [do]<b>Dagger, Thrown:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Acc 0; Range: { {ST} *0.8}/{ {ST} *1}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&#93;}}[end] [when] {ST} > 4 [do]<b>\Shuriken:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Acc 1; Range: { {ST} *0.5}/{ {ST} *1}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&#93;}}[end] [when] {ST} > 5 [do]<b>Large Knife, Thrown:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]} imp; Acc 0; Range: { {ST} *0.8}/{ {ST} *1.5}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&#93;}}[end] [when] {ST} > 5 [do]<b>Sling:</b> [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]} pi; Acc 0; Range: { {ST} *6}/{ {ST} *10}; RoF: 1; Shots: 1(2); ST: 6; SL: { ({DX}-5) + {[@SL&#93;}}[@QualityWeapons&#93;[end] [when] {ST} > 6 [do]<b>Short Bow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]} imp; Acc 1; Range: { {ST} *10}/{ {ST} *15}; RoF: 1; Shots: 1(2); ST: 7†; SL: { ({DX}-5) + {[@SL&#93;}}[@QualityWeapons&#93;[end] [when] {ST} > 6 [do]<b>Crossbow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +4} imp; Acc 4; Range: { {6d2-4} *20}/{ {6d2-4} *25}; RoF: 1; Shots: 1(4); ST: 7†; SL: { ({DX}-4) + {[@SL&#93;}}[@QualityWeapons&#93;[end] [when] {ST} > 6 [do]<b>Pistol Crossbow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} imp; Acc 1; Range: { {6d2-4} *15}/{ {6d2-4} *20}; RoF: 1; Shots: 1(4); ST: 7†; SL: { ({DX}-4) + {[@SL&#93;}}[@QualityWeapons&#93;[end] [when] {ST} > 7 [do]<b>Bolas:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} cr; Acc 0; Range: { {ST} *3}; RoF: 1; Shots: T(1); SL: {{DX} + {[@SL&#93;}}[end] [when] {ST} > 8 [do]<b>Spear <small>Thrown</small>:</b> [#{ST} ThrustDamage >> +-]{ [#{ST} ThrustDamageModifier] +3} imp; Acc 2; Range: { {ST} *1}/{ {ST} *1.5}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&#93;}}[end] [when] {ST} > 8 [do]<b>Javelin:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} imp; Acc 3; Range: { {ST} *1.5}/{ {ST} *2.5}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&#93;}}[end] [when] {ST} > 9 [do]<b>Regular Bow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} imp; Acc 2; Range: { {ST} *15}/{ {ST} *20}; RoF: 1; Shots: 1(2); ST: 10†; SL: { ({DX}-5) + {[@SL&#93;}}[@QualityWeapons&#93;[end] [when] {ST} > 9 [do]<b>Composite Bow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +3} imp; Acc 3; Range: { {ST} *20}/{ {ST} *25}; RoF: 1; Shots: 1(2); ST: 10†; SL: { ({DX}-5) + {[@SL&#93;}} [@QualityWeapons&#93;[end] [when] {ST} > 10 [do]<b>Longbow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} imp; Acc 3; Range: { {ST} *15}/{ {ST} *20}; RoF: 1; Shots: 1(2); ST: 11†; SL: { ({DX}-5) + {[@SL&#93;}}[@QualityWeapons&#93;[end] Table: BrawlingWeapons <b>Kick:</b> [#{ST} ThrustDamage][#{ST} ThrustDamageModifier] cr; SL: {({DX}-2) + {[SL]}} <b>Punch:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3}; SL: {{DX} + {[@SL&#93;}} <b>Sharp Claws:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cut; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3}; SL: {{DX} + {[@SL&#93;}} <b>Talons:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cut or imp; Parry: { floor ((({DX}-1) + {[@SL&#93;})/2)+3}; SL: {{DX} + {[@SL&#93;}} <b>Blunt Teeth:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; SL: {({DX}-2) + {[SL]}} <b>Fangs Teeth:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} imp; SL: {({DX}-2) + {[SL]}} <b>Sharp Beak:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} pi+; SL: {({DX}-2) + {[SL]}} <b>Sharp Teeth:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cut; SL: {({DX}-2) + {[@SL&#93;}} <b>Blunt Claws:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; SL: {{DX} + {[SL]}} <b>Hooves:</b> [#{ST} ThrustDamage]{ ([#{ST} ThrustDamageModifier >> +-] + [#{ST} PlusOnePerDieThrust])} cr; SL: {{DX} + {[SL]}} Table: ArcherWeapons [#2 Weapons],<li>[#{1d6+6} RangedWeapons]</li>,<li>[Weapons]</li> Table: ScoutWeapons <li>[#2 Weapons]</li>, <li>[#{2d4} RangedWeapons]</li>, <li>[@Weapons&#93;</li> Table: ThiefWeapons <li>[#3 Weapons]</li>, <li>[#{1d6} Weapons]</li> Table: QualityWeapons 20: \z 1: Fine Quality: 3 times the list price 2: Good Quality: +40% of list price 1: Fine Quality: -1 to Break, +1 cut & imp damage 1: Very Fine Quality: -2 to break, +2 cut & imp damage Table: Armor None (DR 0) Cloth Armor (DR 1, Torso, Groin) Leather Jacket (DR 1, Torso, Arms) Leather Armor (DR 2, Torso, Groin) Leather Armor (DR 2, Torso, Groin, Arms) Leather Armor (DR 2, Torso, Groin, Arms, Legs) Light Scale Armor (DR 3, Torso) Light Scale, Leather Limb (DR 3 Torso, DR 2 Arms, Legs) Table: SL 20: 0 15: 1 11: 2 10: 3 5: 4 3: 5 1: 6 1: 7 1: 8 1: 9 EndTable: Table: ThrustDamage 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 2d 2d Table: ThrustDamageModifier -6 -6 -5 -5 -4 -4 -3 -3 -2 -2 -1 -1 \z \z 1 1 2 2 -1 -1 table: SwingDamage 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 1d 2d 2d 2d 2d 3d 3d 3d 3d table: SwingDamageModifier -5 -5 -4 -4 -3 -3 -2 -2 -1 \z 1 +2 -1 \z 1 2 -1 \z 1 2 Table: PlusOnePerDieThrust 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 Table: PlusOnePerDieSwing 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 EndTable: Table: ArcherBonus 0 2 0 0 0 1 0 0 0 0 Table: BanditBonus 1 2 0 1 0 0 0 0 1 0 Table: BarbarianBonus 7 3 0 3 5 (-1) 0 0 2 0 Table: Hedge WizardBonus 0 0 2 0 0 0 0 0 0 0 Table: KnightBonus 4 4 0 3 HP (-0.75) 0 0 0 0 Table: MageBonus (-1) 1 3 1 1 0 0 0 (-3) 2 Table: ScoutBonus 3 4 1 2 0 1 0 0 3 0 Table: ThiefBonus 1 5 3 1 0 (-0.5) 0 1 1 0 EndTable: Table: ArcherSkills Fast-Draw (Arrow)- {!{$DX} + {[@SL&#93;}} Fast-Draw (Ammo)- {!{$DX} + {[@SL&#93;}} Hiking- {!({$HT} -4) + {[@SL&#93;}} Soldier- {!({$IQ} -5) + {[@SL&#93;}} Camouflage- {!({$IQ} -4) + {[@SL&#93;}} Stealth- {!({DX} -5) + {[@SL&#93;}} Survival (any)- {!({$Per} -5) + {[@SL&#93;}} First Aid- {!({$IQ} -4) + {[@SL&#93;}} Brawling- {!{$DX} + {[@SL&#93;}} Armoury (Missile Weapons)- {!({$IQ}-5) + {[@SL&#93;}} Table: BanditSkills Riding (Horses) {!({DX} +1) + {[@SL&#93;}} [|Crossbow {!({DX} +2) + {[@SL&#93;}}|Bow {!({DX} +1) + {[@SL&#93;}}|] [|Broadsword {!({DX} +1) + {[@SL&#93;}}|Sabre {!({DX} +1) + {[@SL&#93;}}|] [|Navigation(Land) {!{IQ} + {[@SL&#93;}}|Area Knowledge {!({IQ} +1) + {[@SL&#93;}}|] [|Intimidation {!({Will} +1) + {[@SL&#93;}}|Leadership {!({IQ} +1) + {[@SL&#93;}}|] [|Camouflage {!({IQ} +1) + {[@SL&#93;}}|Stealth {!{DX} + {[@SL&#93;}}|] Shortsword {!{DX} + {[@SL&#93;}} Whip {!{DX} + {[@SL&#93;}} Savoir-Faire {!{IQ} + {[@SL&#93;}} Brawling {!({DX} +1) + {[@SL&#93;}} Carousing {!{HT} + {[@SL&#93;}} Gambling {!({$IQ} -1) + {[@SL&#93;}} Knife {!({DX} +1) + {[@SL&#93;}} Table: BarbarianSkills Camouflage {!({IQ} +4) + {[@SL&#93;}} Navigation (Land) {!({IQ} +4) + {[@SL&#93;}} Survival (Any) {!({Per} +3) + {[@SL&#93;}} Tracking {!({Per} +3) + {[@SL&#93;}} Thrown Weapon [|Axe/Mace|Harpoon|Spear|Stick|] {!({DX} +2) + {[@SL&#93;}} [|Bolas|Bow|Spear Thrower|Throwing|] {!({DX} +1) + {[@SL&#93;}} Axe/Mace Broadsword Spear Flail Shield PoleArm Two-Handed Axe/Mace Table:ThiefSkills Forced Entry- {!{$DX} + {[@SL&#93;}} Climbing- {!({$DX}-5) + {[@SL&#93;}} Filch- {!({$DX}-4) + {[@SL&#93;}} Stealth- {!({$DX}-5) + {[@SL&#93;}} Escape- {!({$DX}-6) + {[@SL&#93;}} Pickpocket- {!({$DX}-5) + {[@SL&#93;}} Lockpicking- {!({$IQ}-5) + {[@SL&#93;}} Traps- {!({$IQ}-4) + {[@SL&#93;}} Acrobatics- {!({$DX}-6) + {[@SL&#93;}} Slight of Hand- {!({$DX}-4) + {[@SL&#93;}} Gesture- {!({$IQ}-4) + {[@SL&#93;}} Holdout- {!({$IQ}-4) + {[@SL&#93;}} Shadowing- {!({$IQ}-4) + {[@SL&#93;}} Smuggling- {!({$IQ}-5) + {[@SL&#93;}} Streetwise- {!({$IQ}-5) + {[@SL&#93;}} Search- {!({$DX}-6) + {[@SL&#93;}} Urban Survival- {!({$Per}-5) + {[@SL&#93;}} Brawling- {!{$DX} + {[@SL&#93;}} Gambling- {!({$IQ}-5) + {[@SL&#93;}} Table:ScoutSkills 10: Camouflage- {!({$IQ}-4) + {[@SL&#93;}} 10: Fast-Draw (arrow)- {! {$DX} + [@SL&#93;} 10: Observation- {!({$Per}-5) + {[@SL&#93;}} 10: Tracking- {!({$Per}-5) + {[@SL&#93;}} 10: Climbing- {!({$DX}-5) + {[@SL&#93;}} 10: Stealth- {!({$DX}-5) + {[@SL&#93;}} 10: Gesture- {!({$IQ}-4) + {[@SL&#93;}} 10: Cartography- {!({$IQ}-4) + {[@SL&#93;}} 10: Shadowing- {!({$IQ}-4) + {[@SL&#93;}} 10: Traps- {!({$IQ}-5) + {[@SL&#93;}} 10: Navigation (Land)- {!({$IQ}-4) + {[@SL&#93;}} 10: Hiking- {!({$HT}-4) + {[@SL&#93;}} 10: Survival- {!({$Per}-5) + {[@SL&#93;}} 3: Jumping- {!({$IQ} + [@SL&#93;} 3: First Aid- {!({$IQ}-4) + {[@SL&#93;}} 3: Running- {!({$HT}-5) + {[@SL&#93;}} 3: Swimming- {!({$HT}-4) + {[@SL&#93;}} 3: Search- {!({$Per}-5) + {[@SL&#93;}} EndTable: Table: ArcherTraits Acute Vision 2 Fit Striking Strength Bloodlust Chummy Code of Honor (Soldier's) EndTable:
Comments
So, we have a table, that gives us skill name. We want assign equipment piece to some of those skill, right? Lt's do so then: Now, we want to check if we have skill specific equipment and if so, list it first: So it lists skill specific equipment if available or random one.
If you need list equipment first, skills later, then roll for skills and assign result to variable instead displaying it: Rolling "Skills" will set "SkillEquipment" variable.
Of course, you can assign number of row in some equipment table to our "SkillEquipment" variable instead, and pick that line.
Drawback: Only last of skill based equipment pieces will be granted, overriding all previous. If that is a problem and You look for solution with multiple instances we will look further next time.
I hope it helps and answer didn't came to late.
So under the shortsword you get a condition of a SL (skill level)
I mixed my numbers around so it was giving a bonus for being too weak to properly wield a weapon! The code should be