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06:26, 19th April 2024 (GMT+0)

A few things you need to know.

Posted by GMFor group 0
GM
GM, 250 posts
Sun 18 Aug 2013
at 13:37
  • msg #1

A few things you need to know

1 Square on the tactical combat map is equal to 5ft. So if your speed is 20ft that means you can move 4 squares with a single move action.

When you want to move your character in the tactical map just copy-paste the below listed arrows.

← ↖ ↑ ↗ → ↘ ↓ ↙

For example: Instead of saying "I move 3 time north and 1 northeast and attack" just post this:
Move action: ↑↑↑↗ (or ↑3 ↗1 if you prefer)
Standard action: Melee Attack
Free action: Make a joke to Jirou
Swift/Immediate action: None

Don't forget that every second diagonal square counts as 10ft instead of 5.
This message was last edited by the GM at 15:14, Tue 01 Sept 2015.
GM
GM, 2432 posts
Sat 7 Jun 2014
at 19:49
  • msg #2

Re: Tactical MAP

Guys, the sheets are made for my convenience as much as yours. When I check your sheet I need to be able to find what I'm looking for at a glance, not go scouring for it. Use the format I give you.

This is a sample sheet on what your character sheets should look like:

----------------------------------------------------------------------------
 Basic Information

 Character Name : -
 Height         : -
 Weight         : -
 Race           : Human
 Alignment      : LG
 Speed          : 30
 Total Level    : 1
 Experience     : 1,300 / 0
----------------------------------------------------------------------------
Character Class Information

Class and Level     : Paladin (Yamabushi Sacred Shield) lvl 1
Class and Level     :
Class and Level     :

Favored Class(es)   : Paladin
Favored Class Bonus : +1 HP
----------------------------------------------------------------------------
Ability Scores

Strength     : 14 (+2)      5 point buy + 0 racial + 0 level + 0 misc
Dexterity    : 14 (+2)      5 point buy + 0 racial + 0 level + 0 misc
Constitution : 14 (+2)      5 point buy + 0 racial + 0 level + 0 misc
Intelligence : 10 (+0)      0 point buy + 0 racial + 0 level + 0 misc
Wisdom       : 14 (+2)      5 point buy + 0 racial + 0 level + 0 misc
Charisma     : 16 (+3)      5 point buy + 2 racial + 0 level + 0 misc

----------------------------------------------------------------------------
Combat Statistics

Hit Points        : 13
Base Attack (BAB) : +1
Initiative        : +2     2 Dex + 0 misc

Base Melee        : +3     1 BAB + 2 Str + 0 misc
Base Ranged       : +3     1 BAB + 2 Dex + 0 misc

Combat Maneuver   : +3          1 BAB + 2 Str + 0 misc          <- CMB
Maneuver Defense  : +15    10 + 1 BAB + 2 Str + 2 Dex + 0 misc  <- CMD

Armor Class       : 19     10 base + 5 armor + 2 shield + 2 Dex + 0 misc
Touch AC          : 12     10 base                      + 2 Dex + 0 misc
Flat-Footed AC    : 17     10 base + 5 armor + 2 shield         + 0 misc
----------------------------------------------------------------------------
Saving Throws

Fortitude  : +4    2 base + 2 Con + 0 misc
Reflex     : +2    0 base + 2 Dex + 0 misc
Will       : +4    2 base + 2 Wis + 0 misc

Conditional Bonuses and Penalties :
----------------------------------------------------------------------------
 Attacks

Weapon       Attack   Damage   Type   Crit    Range    Special
Longsword   |  +3  |  1d8+2  |  S   |19/20x2|       |
Shield Bash |  +4  |  1d6+3  | B/P  | 20x2  |       |
----------------------------------------------------------------------------
Racial Abilities and Features
Racial feat - Gain 1 bonus feat at lvl 1.
Skilled - Gain 1 skill point every level.
----------------------------------------------------------------------------
Class Abilities and Features
Proficient with all simple, martial weapons, Naginata, Light and medium armors and non-tower shields.

Aura of Good - Faint
Weapon Focus - Gain weapon focus as a class bonus feat. Replaces paladin heavy armor proficiency.
Detect Undead - Use the spell detect evil at will, except it applies to undead. Replaces Detect Evil..
Bastion of Good - 1/day, swift action, target 1 evil creature. Allies within 10ft of you receive 1/2 dmg from it. You gain Deflection bonus against its attacks equal to Cha mod (+1 per 4 levels). Replaces Smite evil..
----------------------------------------------------------------------------
Traits and Feats

Trait #1 : Shield Bearer - Shield bash does 1 extra damage. 1/day, free action, if you have a shield, 1 adjacent ally gains +2 AC for 1 round if he remains adjacent to you.
Trait #2 : Honest - +1 Diplomacy. +2 if target is already friendly towards you.

Racial Feat  : Exotic Shield Proficiency - Proficient with Wall Shield.

Level 1 Feat : Improved Shield Bash - Don't lose Shield AC when attacking with shield.

Bonus Feat 1 : Weapon Focus - +1 Atk with spiked shield.
----------------------------------------------------------------------------
Skills and Languages  3x1=3

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics         : -04    0 ranks + 2 Dex + 0 class + 0 misc - 6 armor
[ ] Appraise           : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Bluff              : +04    0 ranks + 4 Cha + 0 class + 0 misc
[c] Climb              : -04    0 ranks + 2 Str + 0 class + 0 misc - 6 armor
[c] Craft: Armor       : +00    0 ranks + 0 Int + 0 class + 0 misc
[c] Diplomacy          : +09    1 ranks + 4 Cha + 3 class + 1 misc
[ ] Disable Device ^   :   -    0 ranks + 2 Dex + 0 class + 0 misc - 6 armor
[ ] Disguise           : +04    0 ranks + 4 Cha + 0 class + 0 misc
[ ] Escape Artist      : -04    0 ranks + 2 Dex + 0 class + 0 misc - 6 armor
[ ] Fly                : -04    0 ranks + 2 Dex + 0 class + 0 misc - 6 armor
[c] Handle Animal ^    :   -    0 ranks + 4 Cha + 0 class + 0 misc
[c] Heal               : +02    0 ranks + 2 Wis + 0 class + 0 misc
[ ] Intimidate         : +04    0 ranks + 4 Cha + 0 class + 0 misc
[ ] Know: Arcana ^     :   -    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Dungeon ^    :   -    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Engineer ^   :   -    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^  :   -    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: History ^    :   -    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^      :   -    0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Nature ^     :   -    0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Nobility ^   :   -    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Planes ^     :   -    0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Religion ^   : +04    1 ranks + 0 Int + 3 class + 0 misc
[ ] Linguistics ^      :   -    0 ranks + 0 Int + 0 class + 0 misc
[ ] Perception         : +02    0 ranks + 2 Wis + 0 class + 0 misc
[ ] Perform:           : +04    0 ranks + 4 Cha + 0 class + 0 misc
[c] Profession: Soldier: +02    0 ranks + 2 Wis + 0 class + 0 misc
[ ] Ride               : -04    0 ranks + 2 Dex + 0 class + 0 misc - 6 armor
[c] Sense Motive       : +06    1 ranks + 2 Wis + 3 class + 0 misc
[ ] Sleight of Hand ^  : -04    0 ranks + 2 Dex + 0 class + 0 misc - 6 armor
[c] Spellcraft ^       :   -    0 ranks + 0 Int + 0 class + 0 misc
[ ] Stealth            : -04    0 ranks + 2 Dex + 0 class + 0 misc - 6 armor
[ ] Survival           : +02    0 ranks + 2 Wis + 0 class + 0 misc
[ ] Swim               : -04    0 ranks + 2 Str + 0 class + 0 misc - 6 armor
[ ] Use Magic Device ^ :   -    0 ranks + 4 Cha + 0 class + 0 misc

Languages : Common.
----------------------------------------------------------------------------
 Money and Equipment

 Armor     : Scale mail (+5 AC; m.Dex 3; -4 ACP; Medium; 30 lbs) 50gp
 Belt      :
 Body      :
 Chest     :
 Eyes      :
 Feet      :
 Hands     :
 Head      :
 Headband  :
 Neck      :
 Ring #1   :
 Ring #2   :
 Shield    : See below
 Shoulders :
 Wrists    :


 Weapon : Longsword (4 lbs) 15gp
 Weapon : Spiked Heavy Steel Shield (+2 AC; m.Dex 0; -2 ACP; 20 lbs) 30 gp
 Ammo   :

 Other Equipment :
 Item                     #   Cost   Weight   Location   Notes
 Backpack                 1     2g        2   Back
 Paladin's Kit            1     9g       18   Backpack   (-10 torches and 1 backpack)
 Soldier's uniform        1      -        5   Worn

 Money : 71 GP (0 lbs)

 Current Load  : 78 lbs.

 Maximum Load  : 230 lbs.   (76 light; 153 medium)
 Lift Overhead : 230 lbs.   (equal to Maximum Load)
 Lift          : 460 lbs.   (equal to Maximum Load x2)
 Drag or Push  : 1150 lbs.  (equal to Maximum Load x5)
----------------------------------------------------------------------------
Magic

Level 0     0 spells per day    0 bonus    DC 10 (10 + level + ability)
   Known/Prepared:
----------------------------------------------------------------------------

This message was last edited by the GM at 15:12, Tue 01 Sept 2015.
GM
GM, 4693 posts
Wed 10 Aug 2016
at 16:24
  • msg #3

Re: Tactical MAP

We are using the Laying Waste rules for criticals.

I'm sure you've noticed that as you gain levels, criticals get less and less badass.

Oh wow, 2d6 instead of 1d6. Bask in my glory.

"Laying waste" is an alternative critical hits system. Whenever you roll a critical you don't make a 2nd roll to confirm it, it automatically does maximum damage.

After that you make a severity check to see how strong the critical was (none, light, moderate or severe). To do this roll a 1d20 + your weapon's critical mod + the amount your attack exceeded the enemy's AC + any bonuses you usally add to "confirm criticals" from the normal system. If the result exceeds a DC 20, 30 or 40, the critical becomes a light, moderate or severe critical respectfully.

For example: Lets say Vun rolls a natural 19 on his attack roll (when you add the bonus to attack that becomes a total of 24). And lets say the enemy's AC is 16. So what he does next is roll 1d20 (in this case a 13) + 0 (weapon's multiplier) + 0 (Long's bonus to confirm crits) + 8 (because his attack exceeded the enemy's AC by 8). Combine it all and you have 13+0+0+8=21! That's a medium critical. I roll on the critical generator on d20pfsrd.com and get...
quote:
Gut Slash
Target suffers maximum plus bonus damage and 1d4 bleed. Target cannot swallow whole until healed.
Save: A DC 20 Fortitude halves the bleed effect (min 1).
Heal: A DC 10 Heal check halves the bleed effect (again); a DC 20 Heal check removes the bleed effect.

That means Woren's attack did 22 damage + 1d6 bonus dmg + 1d4 bleeding. If the enemy rolls a Fort and/or a heal check it can reduce some of the effects.

However it's not all rainbows an sunshine because (Uncle Ben voice) "With great criticals come great fumbles". For example, if Long rolls a natural 1 attack roll he could get:
quote:
Better to Give
Your attack damages you instead. Use your target's Str modifier when calculating the damage.
Save: Reflex DC 20 negates.
Special: Reroll attack to determine if you critically hit yourself. This reroll cannot miss or fumble.
That means, if Woren fails a reflex save DC 20, he'd be in deep shit.

There are 600 different types of criticals so I can list them all here (best use the laying waste critical generator on d20pfsrd http://www.d20pfsrd.com/gamema...ng/tools/layingwaste

But here are the rules in a nutshell:
Roll   Critical Hit Type
DC <20     Minor Critical: max damage, No Additional effect
DC 20      Light critical: max damage, Light Wound effect
DC 30      Moderate critical: max damage, Moderate Wound effect
DC 40      Severe critical: max damage, Severe Wound effect

Meaning even if you don't beat the DC 20 you still do max damage. You simply don't get an extra effect.

The severity check bonus depends on you're weapon's crit mod:
Critical
Modifier    Severity Bonus

x2         +0 bonus
x3         +4 bonus
x4         +8 bonus


Bonuses to "confirm critical hit" also apply to save throws you make when you roll to avoid the effects from a Fumble.

Effects that say "take bonus damage instead" or "plus bonus damage" it refers to this chart:
Critical
Modifier    Bonus
Damage

x2          1d6
x3          2d6
x4          3d6


Size between attacker and target applies a -2 or +2 penalty/bonus to severity check per size difference.
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