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General Rules

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Edited 1461479169
Character Creation: &nbsp; 25 Point Buy using this website:&nbsp; <a href="http://webpages.charter.net/tedsarah/Pathfinder/ut" rel="nofollow">http://webpages.charter.net/tedsarah/Pathfinder/ut</a>... Starting Level: 1 Race: Choose either Human, Orc, Elf, Dwarf, or Halfing. Tal'Dori can be chosen with GM approval. Once you choose your race, select your subrace and list it on your character sheet. Class: Choose either Fighter, Ranger, Rouge, or Magic User. Background: Any background package already listed. Each of the default backgrounds If you wish, you can ask the GM to create you a custom background. Rules for multiclassing have not been implemented so please stick to one class. General Rules: Skills represent how good your character is in certain broad areas. Skills are used to perform a variety of tasks. Characters receive a base of 4 + Int mod in skill points each level . At first level, characters gain bonus skill points to put in certain skills based on their background and class (This represents the standard training they received when becoming their class or from their background). These are called Trained skills. Class is basically your character's role as an adventurer. It typically reflects how they approach problems, and also provides a general guideline for where to place your skills. It also shows what areas your character has invested with specialized training.&nbsp; Talents&nbsp; are effectively class features, which allow you to further customize your character. &nbsp;You unlock one talent of your choice once every odd level . In order to select a talent, you must meet the prerequisites of said talent. Most talents require you to have at least one level in a class qualified for its talent tree before you can select it. Talents are organized into Talent Trees -- groups of similar talents that stack and build off of each other. Feats are similar to talents, but are more broad in nature. They typically showcase general training such as weapon proficiencies. You get one feat at second level and every even level thereafter. (Note: Feats have not been fully implemented yet, so don't worry too much about them) Experience is a scale which represents, well... how experienced your character is. It is gained primarily through encounters -- defined as any situation that puts the character in significant risk -- but extra XP can be given as a reward for going significantly above and beyond the bare minimum in roleplaying. Characters that participate in an encounter are each given an amount of XP based on the difficulty of the challenge: A simple encounter grants 1 XP (low risk encounter), A challenging encounter grants 2 XP&nbsp; (moderate risk), a difficult encounter grants 3 XP&nbsp; (High Risk), and an extreme encounter (Very High Risk) grands 4 XP or even greater depending on just how dangerous the situation is. In order to reach any given level, a character must have an amount of XP equal to 20*(Target Level - 1) , thus in order to reach level 2, a character must earn 20 XP. Level is a numerical scale used to compare how tough characters and monsters are compared to one another. Generally speaking, a level 2 character or monster is harder to beat than a level 1 character. Look in the Character Sheets Page for the Character Sheet Format.
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COMBAT Initiative: All Players and the GM roll initiative.&nbsp; The Player with the highest initiative goes first. Play continues around the table clockwise, or if using a virtual tabletop, then play continues according to the initiative roll from highest roll to lowest roll.&nbsp; When all players have completed their turn, then the round ends and a new round begins.&nbsp; 1 Round = 6 seconds in-game. During their turn each player gets: 1 Swift Action: Basically, a split-second action. (Examples: Swift Combat Maneuver, swift spell-casting, Swift Special Ability, Drawing a weapon, Opening/Closing a door, etc.) 2 Standard Actions: Your standard action. (Examples: Switching Weapons, Standard Action Special Ability, A Single Attack, Cast a single spell, Move a number of feet equal to your move speed, any swift action ability, etc.) OR 1 Swift Action (can’t be used to move) 1 Full-Round Action: (Full Attack Action, Full Move Action, Full Round Spell-casting, or a special ability that requires a full round action.) Attacking: Roll 1d20 + (Relevant Skill Total): Use Melee if your attacking with a Melee Weapon (Such as a sword or axe). Use Brawl if attacking with your natural weapons (Ex: fists, elbows, kicks, etc.), or when performing a combat maneuver. Use Ranged when using a Ranged Weapon (such as a bow or throwing dagger) Use Magic when casting a spell. Compare to targets appropriate passive defensive skill (10 + Relevant Skill Score): Use Reflex Skill for physical attacks Use Willpower for mental attacks&nbsp; If successful, roll damage [Weapon’s Damage Dice + Strength Modifier (If Melee/Brawl) OR Dexterity Modifier (If Ranged)]. Damage for spells depends upon the spell and typically bypasses Damage Reduction. Damage Reduction: Players receive a flat amount of damage reduction equal to their Fortitude Skill Bonus. If there is damage reduction, subtract this number from the damage dealt. Armor, certain spells, and Natural armor add bonuses to Fortitude, increasing this damage reduction. Poisons roll directly against your passive Fortitude, ignoring equipment bonuses unless otherwise stated. Hitpoints: All Characters and players have two pools of Hit Points: Vitality represents your ability to narrowly dodge or roll with a blow enough to prevent serious damage. When Vitality Reaches zero, you start taking damage to your wounds instead. Health represents how much physical damage you can take before you die.&nbsp; When Wounds equal 10 or less, player is unconscious and dying, and loses wounds at a rate of 1 per round. When Wounds reach 0 you die. Critical Hits: Occur on a natural 20 attack roll. Damage automatically dealt to wound points instead of vitality first. Damage Reduction Still applies. Some classes will get bonus damage on critical hits. Some weapons and enchantments will increase the critical hit range. Conditions:&nbsp; Most Conditions will be applied into the Advantage/Disadvantage mechanic, or into a Condition Track mechanic. Massive Damage: &nbsp;Massive damage has yet to be implemented.
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Clarifications: Spell Casting: Roll 1d20 + (Magic Skill Total) vs Target DC (or against Opponent’s passive Reflex or Will, when applicable and depending on the situation) Failure by 5 or more indicates the spell failed to be cast. Swift Movement: You can move a number of feet equal to 1/6 your move speed in a swift action, or a distance of 5 feet, whichever is greater. Standard Movement: In a standard action you can move a number of feet equal to your move speed. Some actions (such as opening a door or climbing up onto a table) might use up some of your move speed in 5 ft increments. Full Movement: In a full-round action, you can move a number of feet up to 4x your move speed (3x in heavy armor). Standard Attack: A single attack uses up a standard action. Full Attack: A full round action can be spent on making multiple attacks. You may make up to 4 attacks with any melee weapon, natural weapon, or ranged weapon that you can reload as a free action. Each additional attack after the first adds a cumulative -2 penalty to the next attack roll. Some talents or feats may allow you to reduce this penalty, or add additional attacks. Note: A Full Round Action is roughly equivalent to two standard actions as far as game time goes.