First and foremost, the Statistics sheet is the most important part of making any D20 event a fun and interactive experience. The stat sheet is a simple tool used to track the statistics of a specific person, and it looks like this:
This first part of the guide is to teach you how to fill out this stat sheet, which you can either save somewhere on your roleplay profile in-game for easy access, or on our D20 forum.
ROLE AND PERKS
Roles are specific specializations for each player. In a similar format to Warcraft’s three pillars, the Citrine Eagle uses a clear cut trio of Tank, Healer and Damage for its roles. Each role determines what special traits and buffs your character has, and how it will effect the way you act in D20 combat. Tanks and Damage also have set perks they can choose one of along with their set abilities. (Note: You can only pick one!)
Health for all players begins at 4, and can be raised through placing more points into your “Constitution” statistic. Since you can add up to a +3 in any stat, you can at most have 7 health.
The 6 stats are Strength(Str), Dexterity (Dex), Intelligence(Int) , Wisdom (Wis), Charisma (Cha), and Constitution (Con). One of these stats will be classified as a major stat which will give a +3 modifier, two which will be moderate stats (+2 modifier) and one which will be considered a minor stat +1 modifier.
Strength is the primary stat for major actions involving heavy weapons, moving big objects, picking things up, and putting things down. It Can also be used for intimidation.
Dexterity is the primary stat for weapons that require quick sleight of hand, and great prowess such as daggers, bows, guns, and staves. It can also be used to avoid quick swings, or falling objects.
Intelligence is the primary stat for casting spells that deal damage, and resisting magical effects. It can also be used to help learn about items, perceive magics, and grant buffs to the group.
Wisdom is the primary stat for all healing abilities. It can also be used to perceive most sounds, movements, and clues, including but not limited to animal tracks, symbols, and loud noises.
Charisma is the primary statistic for conversing with a friendly NPC, negotiating with a wary enemy, charming, deceiving, conniving, convincing, and impressing others. It can be used for diplomacy, or deception so the group can get their way.
Constitution is the primary statistic to gain hit points. A player begins with a base of 4 health, and if they choose to place stat bonuses into Constitution, they also gain hit hit points. It can also be used for will saves.
Here is an example stat sheet including what has been discussed so far:
The bonuses are simple guidelines to how high a bonus the roll is. Do note, the bonuses cannot be divided among each stat, and will always be a standard +3, +2, +2, +1 ,0, 0. The only sections left on the sheet are now “Role” and “Perk”, which are discussed in the next section of the article below.
ROLES & PERKS
Roles are specific combat specializations that offer unique skills, bonuses, and abilities to help suit their role in combat. Each role has unique offerings, and Tanks and Damage both also have traits in which players can select one of, while healers have a diversified spellbook, and resources.
Tanks are those ready to take heavy hits in battle, and divert the attention of enemies away from the rest of the group. All tanks have the following skills and traits:
Stoneblooded: All tanks have an additional two health added onto their base health.
Taunt: A tank can use their turn to force a viable target to focus on them for two rounds (if the target can be taunted).
Die Hard: After you reach 0 health you can make a roll to keep yourself in the battle with a DC + your health (At -1 health it would be 10+1). You will add your Con score for this roll.
Tanks can select one of three perks for use during combat.
Aggressive Defenses: Your attacks cause the enemy to become off balanced if hit, they take a minus to their roll based on how much you roll but you will deal no damage.
Defenders Guile: You lower your overall damage taken by one, but cannot take less than one damage.
Bastion: You can take a blow for one of your allies while you’re defending. (You cannot Bastion a Bastion damage.)
Damage dealers are specialized in dealing as much damage as possible in a given scenario, and cause the greatest amount of devastation to enemies. All Damage have the following abilities and traits.
Cleave: Damage dealers are allowed to distribute their damage across targets depending on how much damage their roll allows. (For example if there are two targets, and the damage dealer rolls high enough to deal 2 damage, they may split 1 damage to each target if they choose to.)
Precision: Damage dealers natural critical strike range is 19, instead of 20.
Enrage: When a damage dealer has 1 health remaining, their attacks deal double damage.
Devastation: Your crits will instantly kill non elite/boss type enemies.
Inspiring Strike: Your critical hits will inspire yourself and two others to have a +3 to any roll. The bonus is only for one round, and will not stack.
Beserker: When below half health, you gain +1 damage for each point below 3 health. (Example, 2/5 Health = +1 Damage; 1/5 Health = +2 Damage).
Note: While Damage and Tanks are not specialized in healing, both can heal for 1 point of health per round with a roll of 10 to their selected target, and can heal for 2 with a natural 20 with no modifiers. Resurrection is exclusive to healers through their Saving Grace ability.
If you choose the Healer Role, you will be more suited to a more ‘support’ style of play and you will not be able to use your modifier to attack. Each healer will get a special spellbook from the Medical Team that is powered by Medical Kits (Kits for short). Healers will start off with a pool of 5 kits and may replenish them by using the Single Heal spell. Although Single Heal will not require any rolling, if a healer wishes to use any other spell they will be required to roll a 6 or higher, Wisdom modifier may be added.
Unlike their Tank and Damage counterparts, healers do not have a selection of perks, but can use every ability in their spellbook.
Heal anyone for 1 health, and replenish one Medical Kit.
Greater Heal (1 Medical Kit)
Focus your willpower and heal a single target for more than your regular heal. Type /roll 2-5 to determine the amount healed. If your initial roll20 was a natural crit, roll 4-8. Any extra health will be stacked as a shield.
Example: Medic rolls a natural crit! Medic rolls 4-8 and got a 6. They healed an Eagle who was 3/5HP. The Eagle now has 9/5HP!
Group Heal (2 Medical Kits)
Channel your willpower and heal multiple targets. Type /roll 6 and add your wisdom modifier to determine the amount healed, divided among selected targets. If your initial roll20 was a natural crit then type /roll 3 to determine the amount all Eagles will be healed for.
Example: Medic rolls a natural crit! Medic /roll 3 and got a 1. All Eagles get +1HP! This does not overlap HP like Greater Heal does.
Cleanse (1 Medical Kit)
Purify the target of any status effect. Bleed, poison, blind.. Etc.
Saving Grace (Three Round Cooldown)
Deplete all Medical Kits to mend a fallen Eagle. The amount healed for the revival will be determined by the amount of Medical Kits used. It is possible to mend a fallen Eagle with one kit, but they will be at 1 health.