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A round is a six second period of time. In it a person can do a move action and a standard action, ect, blah blah blah. But if the casting time is one round, that suggests that the spell isn't complete until a full six seconds have passed. So the summoned ally would appear on the turn and act immediately, once the spell has been completed?
At least that's what it sounds like to me.
Not sure about Shark, I don't have much experience with animal companions. But Beora would get 1d8 + 1 (CON) every level.
Just like Mot would get 1d12 + 3 (CON) every level.
In addition you can use your Favored Class Bonus for an extra 1HP, OR 1 extra skill point. Your choice.
Hey Beorn, where is that new feat coming from? Is there a Druid ability that gives it to you?
Honestly with this song, most songs probably but ESPECIALLY this song, you COULDNT sing an play at the same time. That's why he's singing the verses, but playing the melody on the choruses. If you want to get real technical, in order to play it on the pipes it would probably have to be in the key of D, or maybe Eb. Which is not a good key for Mot to sing in. At least not with how I picture his voice. :P
But whatevs we're playing a game right? Heh. As for perform, it's trained only I think. So in lieu of having ranks I just used Diplo. I suppose if Nether wants one, Mot could try for the max-10, but unless it's asked for I'll just leave it as is.
No, the thing with Stealth is that it's a catch-all. The idea being that maybe Themp was simply TRYING to be discreet, but he is SO naturally stealthy that he just kinda melted into the background. Similar thing with Donovan, his stealth is so naturally high that none of us saw him when we first entered. He had to turn the page for us to see him.
Or if you want, that scene with Aragorn and Boromir in Rivendell.
Essentially if Themp (or anyone for that matter) rolls a stealth, an opposing perception must beat it in order to notice him (them). As long as he doesn't take another, non-stealthy, action in the interim.
@Raga: Usually you just plug your background stuff into you char profile. If you'd like, you can post it here for us to read. Or if you think you can work it into the game proper, feel free!
@Gwath: Take your time reading up and getting comfortable with the boards. As for playing "Shank/Shark the Cat." That's up to Netherfire and Beorn both. Though you should know cats cannot speak. So the char wouldn't have much to do outside of combat...
Haha, that's it more or less.
Critical hits work like this:
If you roll a natural 20 with your attack roll you threaten a critical hit. You then roll another attack roll. If this second roll beats your foes AC then that confirms the critical hit.
If you confirm a critical hit, you get to double your attack damage on that strike. So a damage roll of, say 5, would be doubled on a critical to 10 damage.
Now the above is super simplified, but the core of the rules are there. As we play and questions arise, I'm sure Netherfire would be happy to elaborate.
Zack is correct in his assessment, though using it to track an Evil character/creature might be kind of difficult.
Usually Detect Evil is used if you're unsure about a thing. Be that a person, monster, or even a piece of equipment or place. Some people will be evil, but try to convince you they are good for their own reasons. And sometimes there can be confusion and a good creature might attack you. Using Detect Evil (and it's goody goody brother Aura of Good) will help strip away the fog surrounding uncertain situations.
Best I can tell, Aura of Good is like Detect Evil, only for good stuff. Netherfire will probably know more about it.
Beorn has pretty much got it. Though there is an important distinction. If your Base Attack Bonus is +1 or greater, you can draw/sheath a weapon as part of your move action. Like pulling out a sword as you run into battle.
Also Beorn, if you want to start setting up your char sheet, click on my avatar and look at one of my aliases. You can get an idea for how you might want to format your character profile for easy access.
First Raga, while ultimately it is up to Netherfire, Lay on Hands does state that; "Despite the name of this ability, a paladin only needs one free hand to use this ability." Since most shields require a hand to use properly it would seem that you would be able to use Lay on Hands if you were using a shield OR a one-handed weapon. But not if you were using both at the same time.
Multitalented is a Racial Ability that allows Half-Elves to pick two Favored Classes at level one. A Favored Class is a class that your character excels at. Whenever you gain a level in a Favored Class you get an extra skill point, or an extra hit point, depending on your preference.
Most people, for obvious reasons, pick the class that they are playing as their Favored Class. IE; A Paladin would have a Favored Class of Paladin, a Rogue a Favored Class of Rogue, ect. That way, any time the level up, they get the bonus skill/hit point.
With Multitalented you can choose two Favored Classes, and yes this basically makes it easier to multiclass later on down the road.
For example: Let's say I wanted to play a Fighter/Sorcerer. If I were a Human I wouldn't get Multiclass, and consequently I would only get the bonus skill/hit point whenever I took a level in my Favored Class (In this case Fighter).
But if I play a Half-Elf, I would get the Multiclass ability. I could choose BOTH Fighter and Sorcerer as Favored Classes, and anytime I gained a level in either I would get the bonus skill/hit point.
Now, as for skill points in general:
As Quirel said, skill points are used to put ranks of training into the various skills available. 'Skills' themselves are basically the things that allow you to do most everything in the game besides combat. Want pick that lock? Use a skill. Want to jump that gap? Use a skill. Want to lie to someone? Use a skill. As you can see they are quite integral to the Pathfinder experience.
Now, some skills can be used without any training. If you don't spend any skill points on them to raise their rank, they only get whatever bonus/penalty that would be incurred with your general ability modifiers (A whole different kettle of fish we can get into later).
Conversely there are some skills that require training to use. If you want to, say, Use a Magic Device, you have to have put at least one point into ranking up that skill. Now of course there are a myriad of rules that define what skill can be used for what task, and whether or not you can use a "trained" skill when you don't have training. I'm not going to get into that here because honestly I'm not sure I know all the ins and outs of it well enough yet.
Now the bit about Class Skills, I wanted to point this out before you built too much of your character Quirel, so you don't have to go back and re-do it.
A Class Skill is a skill that your class is especially suited for. As such you get a +3 bonus the first time you put a skill point into ranking it up.
Or as the PFSRD puts it: "In addition, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into."
Non-class skills are just regular skills. They only require 1 skill point to rank up, though they are still subject to the bonuses/penalties from your ability scores.
I'm sure Netherfire will be more than happy to elaborate with any other details I missed. But like I said I just wanted to put this up so you don't have to re-tweak your character after you get them just how you wanted. Boy do I know how frustrating that can be. :P
It'll pretty much be straight RPG fantasy. All the tropes, cliches, and commonalities you've come to expect when you hear "D&D". It will be using the Pathfinder rule set, which I'm told is similar to D&D 3.5.
DM will likely be either myself, or a good friend of mine who has lots of experience running these beginner games.
We'll know for sure in the next day or so. We've heard from Leviathan and Kermit, unfortunately they won't be joining us for this one. I want to give Hyokin one more day to respond before we pull the trigger. Odds are we'll be getting started on Monday.
Anybody else have questions? General or specific?
Still here. We remain at five (I haven't been counting myself). Which is fine if we only run one group. I just hate the thought of the others not getting a chance to jump in.
I now realize that if I wasn't counting myself then the tally should be five of eight. Let me counter with this: Hur dur dur.
Well five of the nine interested parties have found their way here. I was thinking of giving the others a day or so leeway to allow for differing schedules. I'm talking to a close friend, and experienced DM, about putting together a couple of quick beginner campaigns. Once we decide on the groups, we can work on making characters and jumping in!
Also: I love Order of the Stick.
Indeed they would! I'm working on that front behind the scenes as it were. Fingers crossed!
As for the spoiler posts by the DMs, yes and no. Whoever's name is on the spoiler is the CHARACTER who should know the information inside. But as a PLAYER some people like to read them anyway. That is usually okay, as long as you don't get the facts that you as the PLAYER knows confused with the facts that your CHARACTER knows.
Initiative works slightly differently than it would at a table. Most DMs I've played with online take the average of the PCs (Player Characters) initiative rolls and compare them to the NPCs initiative rolls.
You 1d20 + 3 ⇒ (13) + 3 = 16
16 + 12 + 19 = 47/3 = 15ish
Bad Guy 1 1d20 + 2 ⇒ (19) + 2 = 21
21 + 16 + 9 = 46/3 = 15ish...
Well darn, okay so it technically was 15.666 against 15.333 so lets say the good guys win the initiative.
Now all the good guys get to have a turn before the first bad guy has a turn. The conflict will play out as such, good guys, bad guys, good guys, bad guys, ect until one group wins/runs away/ect.
It's up to the DM's discretion. Though often there will be tiered successes. For example.
<10: Nobody believes your lie.
10<: The dumb people believe your lie.
15<: All lot of people believe your lie.
20<: THE WHOLE WORLD BELIEVES YOUR LIE!
(Heh, just an example, the above won't always work)
It is heavily dependent on the situation at hand and with skills like Bluff and Diplomacy, as well as Sense Motive and Intimidate, it is even more likely to be fluid.
With some rolls, they will be opposed by the other party. Say for example I'm trying to lie to a guard about something. I could roll an 18 on my Bluff, which is pretty good in most cases. But if he rolls a 19 on a Sense Motive, then my pretty good Bluff will fail.
As opposed to, say, an acrobatics check, where you either make the jump, or you fall to your doom. Heh.
More often the times you control the check yourself are times when you KNOW you've failed it. Though as with all things, the DM's word is final.
Does that help?
Yep, and if you want to show what the rolls are for you can do something like:
[ ooc]Rapier ATK [ dice]1d20 + 14[/dice][/ooc]
Rapier ATK 1d20 + 14 ⇒ (18) + 14 = 32
I like it because it keeps everything nice, neat, and legible.
Also worth noting, posting is similar to DBO in that you can edit up to one hour after you post.
Got it in one! This is out of character stuff, if you ever want to ask a question or want to make a humorous observation this is the way to do it.
You might wait off on creating a character just yet, lets find out who the DM will be first.
But feel free to fiddle around with the alias stuff, that is indeed how we'll show our characters when the time comes.