Questions For The GM

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Re: Questions For The GM

Post by Snarg of Wildpaw on Thu Feb 14, 2013 4:25 pm

Uh oh, bad touch territory approaching. tongue

One thing I shuold probably clarify is that those +1 WIS and and +3 CHA should be applied to the base column in that left-hand table and not the bonus column. So, for example, if you already have a 13 WIS and a 15 CHA they will become 14 WIS and 18 CHA.

Yeah, it's a big abstract, but when you increase the WIS, CHA, and other stuff like that on a character, that's usually where you put it.
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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 4:30 pm

Whis Kor wrote:Uh oh, bad touch territory approaching. tongue

One thing I shuold probably clarify is that those +1 WIS and and +3 CHA should be applied to the base column in that left-hand table and not the bonus column. So, for example, if you already have a 13 WIS and a 15 CHA they will become 14 WIS and 18 CHA.

Yeah, it's a big abstract, but when you increase the WIS, CHA, and other stuff like that on a character, that's usually where you put it.

That's kind of annoying since now I have more points in CHA than INT so now I may have to redistribute my skill points XD

Also since I've got you, what goes in the bonus column of my skills table? I think somebody may have already explained this but I looked at your character sheet and didn't seem to follow the pattern that I was thinking.
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Re: Questions For The GM

Post by Rory on Thu Feb 14, 2013 4:35 pm

Okay Seth, each skill has a governing attribute. For example, spellcraft is goverened by intelligence. You take your Int modifier(which is +4 if I'm not mistaken) and put it in the bonus column on the far right. That would get added to your rank in the skill. Let's say you put 4 skill points toward rank, so you have 4 in rank. then you add the Int bonus for a total of 8 in spellcraft.

On a somewhat related note, I've respec'd my character's skill stats in regards to having a proper amount of points, 32. Barbarians start with (4+Dex Mod)*4, so that's 28. The racial bonus for a human is +4, so I would start with 32, right?
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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 4:38 pm

Rory Vallon wrote:Okay Seth, each skill has a governing attribute. For example, spellcraft is goverened by intelligence. You take your Int modifier(which is +4 if I'm not mistaken) and put it in the bonus column on the far right. That would get added to your rank in the skill. Let's say you put 4 skill points toward rank, so you have 4 in rank. then you add the Int bonus for a total of 8 in spellcraft.

On a somewhat related note, I've respec'd my character's skill stats in regards to having a proper amount of points, 32. Barbarians start with (4+Dex Mod)*4, so that's 28. The racial bonus for a human is +4, so I would start with 32, right?

So I'm adding my modifiers to all the relevant skills?

EDIT: That can't be right because I can only have a max rank of 4 in things I'm specialised in at first level and 2 in things I'm not.
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Re: Questions For The GM

Post by Snarg of Wildpaw on Thu Feb 14, 2013 4:39 pm

Yeah, one of the major annoyances with getting more stat points is that you've got to recalculate your skills. :-/

If you get a bonus to a skill outside of putting skill points in to it, then it goes in the bonus column. For example, if I pick a race that has a +4 to Acrobatics, I'd say "sweet" and put a +4 in the bonus column for Acrobatics. It's really just an easier way to separate skill points you've put in that skill and bonuses that come from other areas like your race or items.

I've got some negatives in my bonus column on my sheet because I'm putting in some equipment modifiers from wearing heavier armor (you shouldn't need to worry about that at all as a white mage).
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Re: Questions For The GM

Post by Snarg of Wildpaw on Thu Feb 14, 2013 4:40 pm

Rory Vallon wrote:On a somewhat related note, I've respec'd my character's skill stats in regards to having a proper amount of points, 32. Barbarians start with (4+Dex Mod)*4, so that's 28. The racial bonus for a human is +4, so I would start with 32, right?
Barbarians use (4 + INT mod) * 4. There's not a single class I know of that uses something other than INT.
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Re: Questions For The GM

Post by Rory on Thu Feb 14, 2013 4:44 pm

Sethos wrote:So I'm adding my modifiers to all the relevant skills?

EDIT: That can't be right because I can only have a max rank of 4 in things I'm specialised in at first level and 2 in things I'm not.
Bonuses don't count toward max rank. level+3 is the maximum amount of rank you can add any skill points to increase. you can have your maximum rank and still add the bonus.

You can't have rank higher than 4 at level 1, but your added bonus will increase it beyond 4.

Absolutely.
Examples:
Strength modifier to all related skills(such as Athletics)
Constitution mod (concentration
Intelligence mod (all "knowledge" skills, spelcraft)
You get the idea.
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Re: Questions For The GM

Post by Rory on Thu Feb 14, 2013 4:45 pm

Whis Kor wrote:Barbarians use (4 + INT mod) * 4. There's not a single class I know of that uses something other than INT.
Whoa, my mistake, that was a typo. I meant Int, which is 3.
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Re: Questions For The GM

Post by Snarg of Wildpaw on Thu Feb 14, 2013 4:48 pm

Whoa, my mistake, that was a typo. I meant Int, which is 3.
Ah, okay, then ((4 + 3) * 4) + 4 = 32 skill points, yeah.
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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 4:49 pm

Okay, action points and spell resistance, is that based on race or class?
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Re: Questions For The GM

Post by Snarg of Wildpaw on Thu Feb 14, 2013 4:52 pm

Action points will be 5 on starting out. You don't have any spell resistance to start out. They're not based on race or class; they're the same for everyone.
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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 4:54 pm

That's easy enough. What about the table with the AC, HP, DR and intuit in it? Do I need to go to that D20 site again?
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Re: Questions For The GM

Post by Permeus (tabran) on Thu Feb 14, 2013 4:59 pm

erm what is the starting gold for a yellow mage? i need to go shoping.

CWR


Edit: also would i be ok sending you my Character Sheet to you by GG as an Excel doc (i couldn't get it to wright on the Google doc one)
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Re: Questions For The GM

Post by Snarg of Wildpaw on Thu Feb 14, 2013 5:12 pm

Sethos wrote:That's easy enough. What about the table with the AC, HP, DR and intuit in it? Do I need to go to that D20 site again?

Intuit is easy; it's always equal to your highest stat modifier. Just look at your left-table and pick the stat out of STR, DEX, CON, WIS, INT, and CHA that's in the left-hand table which has the highest modifier and use that modifier. e.g. if my highest modifier if 4 then my intuit is 4.

HP is always your class' hit points plus your CON modifier. Since you're a white mage, it's going to be 6 + your CON modifier that's in the left-hand table..

DR is going to be 0 at the start.

Right now, since you don't have any armor, you AC is going to 10 + your DEX modifier that's in the left-hand table..
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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 5:17 pm

Awesome. Now I've worked out that my mana gain is 2 so do I put that in the mana field? Also what goes under green mana? Is that only for green mages?



Last edited by Sethos on Thu Feb 14, 2013 5:19 pm; edited 1 time in total
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Re: Questions For The GM

Post by Snarg of Wildpaw on Thu Feb 14, 2013 5:19 pm

Yes, that goes in your mana field.

Yes, green mana is only for green mages. You don't need to worry about that unless you're a green mage.
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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 5:21 pm

Awesome, apparently I get +4 on my heal skill, does increase my skill points in heal or does that go in my bonus slot as well as my WIS bonus?
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Re: Questions For The GM

Post by Snarg of Wildpaw on Thu Feb 14, 2013 5:26 pm

It goes in the bonus slot along with your WIS bonus.
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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 5:29 pm

Alright, all I have left is touch AC, flat-footed AC and initiative, how do I figure out those?

EDIT: Also, where do I choose and select my feats? And do I need to write them down for the GM?

EDIT 2 RETURN OF THE EDIT: Okay I found the sheet for the feats and such, do I need to choose an element to align with and how many feats and elemental abilities do I get?

EDIT 3 EDIT HARDER: Also is there a weapons list somewhere? Or do I just make some stats up that are reasonable?

Also thanks everyone for all the help especially Whis.
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Re: Questions For The GM

Post by Snarg of Wildpaw on Thu Feb 14, 2013 5:48 pm

Touch AC is 10 + DEX modifier. it's going to be the same as your AC right now.

Flat-footed AC is 10 + bonus from any armor you have on.

If you get armor, don't forget to add its armor bonus to your AC because it counts your armor too. You just don't have any right now so it's just equal to your Touch AC.

Initiative is equal to your DEX modifier.

YES, you DEFINITELY need to write down your feats. You get 1 feat to start which you can pick from anywhere provided you meet its prerequisites (it will tell you those in its description).

It says that the white mage class gets a bonus metamagic feat, which you get on top of your regular feat at first level.

Archengeia said that an elemental alignment is optional and primarily a roleplaying mechanic, but I would go ahead and choose one anyway. I don't think you get any elemental abilities.

EDIT: Whoops, I just remembered that Archengeia has his own list of metamagic feats in his rules reference. I guess just pick one from that for your bonus white mage feat you get at first level.
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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 5:56 pm

Whis Kor wrote:Touch AC is 10 + DEX modifier. it's going to be the same as your AC right now.

Flat-footed AC is 10 + bonus from any armor you have on.

If you get armor, don't forget to add its armor bonus to your AC because it counts your armor too. You just don't have any right now so it's just equal to your Touch AC.

Initiative is equal to your DEX modifier.

YES, you DEFINITELY need to write down your feats. You get 1 feat to start which you can pick from anywhere provided you meet its prerequisites (it will tell you those in its description).

It says that the white mage class gets a bonus metamagic feat, which you get on top of your regular feat at first level.

Archengeia said that an elemental alignment is optional and primarily a roleplaying mechanic, but I would go ahead and choose one anyway. I don't think you get any elemental abilities.

EDIT: Whoops, I just remembered that Archengeia has his own list of metamagic feats in his rules reference. I guess just pick one from that for your bonus white mage feat you get at first level.

Awesome, thanks for all the help, I should be okay now, except for choosing weapons, I'm still not sure how to do that.
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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 6:03 pm

Also I have 0 initiative which is lame.
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Re: Questions For The GM

Post by Archengeia on Thu Feb 14, 2013 6:05 pm

Gwydo wrote:What is the average life span of a Lugian?
On average a lugian lives to be roughly 100 years old.

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Re: Questions For The GM

Post by Sethos on Thu Feb 14, 2013 6:09 pm

Where are the options of weapons that I can have to begin with and how do I figure out their stats? I know what weapons white mages are specialised in I just don't know where to find the stats for them, or indeed where to put those stats.
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Re: Questions For The GM

Post by Archengeia on Thu Feb 14, 2013 6:10 pm

permeus wrote:erm what is the starting gold for a yellow mage? i need to go shoping.

CWR


Edit: also would i be ok sending you my Character Sheet to you by GG as an Excel doc (i couldn't get it to wright on the Google doc one)
Starting gold is actually based on backstory but if I'm remembering yours correctly we're going to put you at 6d6 x 10 initial gold. And I got your character sheet, will be adding it to the list and checking it shortly.

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Re: Questions For The GM

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