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Post by imp on Jun 17, 2013 15:29:06 GMT -8
Ah, sorry. In The Combat Action Tracker (CAT) we will list our initiatives and arrange PCs into groups. The CAT can always be accessed from a link in my sig (see below) or in PCs/Combat action tracker on the homepage. I will always be updating the info on that page as well as using the the info there, like your stealth score and perception score to make some rolls for you behind the scenes. In addition, of course, you will be prompted for rolls from time to time. Depending on the circumstance. Hit points are likely to be the most updated data on there.
Every time we roll a new set of initiatives I will reassign people to groups, always trying to make it an even three players per group. I have found in the past that the story flow works better if there is a little more flexibility in order of post than is dictated by initiative rolls alone. If anyone sees a way to improves the system, please do not hesitate to make suggestions!
We will roll a new set of initiatives at every encounter and whenever there seems to be a natural beat or pause in the action.
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Post by imp on Jun 17, 2013 15:33:57 GMT -8
If you notice that any of the info, skill totals or whatnot in the CAT for your character are not correct please let me know here and I will adjust them. Thanks.
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Post by imp on Jun 17, 2013 15:35:40 GMT -8
And one more thing. Heh. Posts should in general follow the move action / standard action rate of speed from combat in pathfinder. So do not move beyond your speed. I assume Urindel already knows this and will demonstrate it well.
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Post by Urindel on Jun 17, 2013 15:42:08 GMT -8
Does the sinew wrapped bone feather and fur fetish hanging from a looping arc of one of the thick barbed vines that Urindel sees look like a mechanism for a trap?
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Post by Lucian Bok on Jun 17, 2013 15:44:14 GMT -8
Just so I am clear. The groupings (red, orange, ect ect) are for expediency, and to keep the game moving faster. They don't have any in-game meaning, right?
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Post by Lucian Bok on Jun 17, 2013 15:52:24 GMT -8
Also I saw one error on the CAT. My current HP is 9. On my character sheet, my HP are in parentheses because my HP total can change. My arcane school ability lets me enhance 1 physical stat by 1 point. I can choose a different physical stat every day (when Lucian prepares his spells). Today Lucian chose to enhance his Constitution, increasing it from 13 to 14, and therefore his mod from 1 to 2, giving him 1 more HP per level, which is 1.
So his current/max hit points should be 9/9. Also he does not current have Mage Armor cast, but will probably cast it on his initiative. Assuming he perceives danger worthy of using one of his 1st level spells. But that is indicated on the CAT, so nevermind.
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Post by Urindel on Jun 17, 2013 16:25:25 GMT -8
Apparently I can't add. My AC should be 16 not 14 (4 from armor and 2 from dex).
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Post by imp on Jun 17, 2013 16:31:55 GMT -8
Lucian's hit points and Urindel's AC have been corrected.
The group colors have no meaning beyond practical expediency.
The groups divided by barge with Evan Bjorn and Fabian in charge on the other hand do have in story meaning. Sorry if that's confusing (I know it is).
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Post by imp on Jun 17, 2013 16:33:29 GMT -8
and the fetish is not connected to any apparent mechanic device, nor does it appear to have the earmarks of a magical trap. Please note in your main story-arc post if Urindel intends to examine it more closely.
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Post by Arctorious Thunderhammer on Jun 17, 2013 17:06:43 GMT -8
Thanks Imp. Got the tracker all set. ANd who is Rifain? I seem to remember seeing one or two posts.
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Post by imp on Jun 17, 2013 17:18:43 GMT -8
Rifain is the female halforc sharper played by serpentyne.
Off topic, but while I am posting, here's this:
Combat Action Summary Each round, starting on their turn until the beginning of their next turn, every player gets to make: 1. One Standard Action during their turn 2. One Move Action during their turn 3. One Swift or Immediate Action 4. One Attack of Opportunity if available 5. Multiple Free Actions at DM discretion (Like talking or scanning or knowledge checks) You may spend your Standard Action to perform an additional Move Action. You may spend a Standard Action plus a Move Action to perform a Full Round Action. If you make no Move Action in a round then you may take a 5-Foot Step during your turn.
Common Full Round Actions Full Attack (Weapon) - Make multiple attacks as per BAB. May switch to Std Attack after first attack. Full Attack (Natural) - Make all available attacks, primaries at BAB, secondaries at BAB-5. Cast 1-Round Spell - Completes just before start of next turn. AoO. Concentration checks. Charge - Move at least 10ft up to 2x speed directly to enemy in LoS and make one +2 attack. Coup De Grace - Auto critical against helpless opponent. Fort DC 10+Dmg or death. AoO. Run - Move up to 4x encumbered speed in a straight line (3x in heavy armor). Withdraw - Move up to 2x speed without taking AoOs from your starting space.
Common Standard Actions Activate Magic Item - Item effect takes place. Attack (Melee/Natural) - Make a single attack (even when dual-wield or multiple natural). Attack (Ranged) - Make a single ranged attack. AoO. Attack (Touch) - Attempt to touch a target. AC includes size, DEX, dodge, and deflection. Attack (Unarmed) - Make a single unarmed attack. AoO. Cast Standard Action Spell - Spell takes effect. Touch spells get a free Attack (Touch). AoO. Demoralise (Intimidate) - target gains shaken condition. Drink Potion or Read Scroll - Potion or scroll takes effect. AoO. Escape Grapple (Escape Artist) - escape an opponent’s grapple. Feint (Bluff) - Deny DEX bonus vs. your next attack. DC=10+BAB+Wis or 10+SenseMotive+Wis. Ready Action - prepare standard or faster action to take on condition. interrupts condition. Stabilize (Heal) - attempt to stabilize a dying character. AoO. Start Full-Round Action - Split a FRA across two turns. No full attack, charge, run, withdraw. Total Defense - +4 dodge AC until next turn. Cannot make AoOs. Cannot Fight Def or use Combat Ex.
Common Move Actions Move - move up to encumbered speed. AoO. Draw Weapon - draw any non-hidden weapon (hidden weapon is std action). Mount/Dismount - mount or dismount a steed. Open/Close Door - open or close a standard door. Pick Up Item - take an item. AoO. Sheathe Weapon - put a weapon away. AoO. Stand From Prone - get to your feet from a position on the ground. AoO. Ready Shield - equip a shield for battle. Retrieve Stored Item - ready any item from accessible storage (pocket/pouch). AoO.
Common Free Actions Drop Item - drop an item from your hands. Drop To Prone - drop to the ground from standing. Fight Defensively - may only use prior to taking std action. +2 dodge AC. -4 on all attacks until next turn. Ready Spell Components - prepare physical components or focus for spell casting
Let me know if I have something wrong here >.>
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Post by Arctorious Thunderhammer on Jun 17, 2013 18:01:31 GMT -8
Looks good, man. Thanks. I've gone ahead and copied this to a doc on my desk top for quick reference. I forget shit pretty readily
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Post by Dairmida on Jun 18, 2013 7:31:05 GMT -8
In reference to the stairs: Is there any railing or architectural barrier preventing Dairmida from going straight from B3_D6 to B4_D1?
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Post by imp on Jun 18, 2013 13:18:27 GMT -8
A rail that costs 5' of your speed to climb over.
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Post by Kiara Elmscrye on Jun 19, 2013 16:10:05 GMT -8
Initiative for scorpion fight... go! 1d20-1
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