Awesome Stuff, All the Time
Couch Table
Ever need more space to put your stuff?, Use the space behind your couch with this table that hides right behind it!
Characters (PC's)
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Action Economy
Armor Class
Combat Maneuvers
Combat Rules
Critical Hits / Fumbles
Death Saving Throws
Destiny Points
Downtime
Drinking (Alcohol)
Drugs / Narcotics
Identifying Items
Leveling Perks
Resting
Resurrection
Rolling For Hit Points
Skill Challenges
Special Conditions
Traveling
Unlocked Material
Come and find out the myths and legends that exist in the FiberVERSE…..Some may be real, some fake, some good, And most horrible!
Characters (PC's)
Coming Soon!
Coming Soon!
Coming Soon!
Coming Soon!
Coming Soon!
Coming Soon!
Coming Soon!
Coming Soon!
Action Economy
Armor Class
Combat Maneuvers
Combat Rules
Critical Hits / Fumbles
Death Saving Throws
Destiny Points
Downtime
Drinking (Alcohol)
Drugs / Narcotics
Identifying Items
Leveling Perks
Resting
Resurrection
Rolling For Hit Points
Skill Challenges
Special Conditions
Traveling
Unlocked Material
Come and find out the myths and legends that exist in the FiberVERSE…..Some may be real, some fake, some good, And most horrible!
Feinting is a standard action. To feint, make a Deception skill check. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Insight, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it’s impossible. Feinting in combat does not provoke attacks of opportunity.
If you are flanking an opponent you receive a +2 to every person flanking the opponent. This does not apply to the person who is face to face with the target.
Standing from prone costs a flat 15ft, and always provokes opportunity attacks.
For each consecutive time, after the initial time, a player goes unconscious they gain the Wounded Condition, Wounded 1, Wounded 2, and Wounded 3. Each Wounded Condition represents the amount of failed death saving throws the player starts off with, once the player goes unconscious with the Wounded 3 Condition the player dies.
Example: The player falls unconscious, and then gets healed back up and than falls unconscious they gain the Wounded 1 Condition which starts them with 1 failed death save and can only fail 2 more death saved before the player dies.
Ever need more space to put your stuff?, Use the space behind your couch with this table that hides right behind it!
Need new end tables with a farmhouse style?
Want to build you own kitchen table? Read this!