First post from each person reserved for character sheets!<br/><br/>rikka: Sybilene<br/>Chulanowa: Teela Mayweather<br/>Latooni Subota: Vera Abbey<br/>Grizzly: Eramis Longstride<br/><br/>Copied from recruitment thread.<br/><br/><span class="bbc_u">Character creation:</span><br/><br/>Level 1, 25 point buy, max HP at first level, 2 traits, average wealth at first level.<br/><br/>Paizo published sources allowed.<br/><br/>Core classes only, no multi-classing. Prestige classes will be allowed, though.<br/><br/><span class="bbc_u">House rules:</span><br/><br/><strong>Perception and Initiative:</strong>So you know how some people have a pretty character-status header at the beginning of each post (On a side note, I encourage that, even if I'm not making a hard rule about having it)? Besides the usual things that go there like HP, AC, etc, also have a<em>Perception check</em>and<em>Initiative check</em>pre-rolled in there. You can roll each check once and then keep it until the check is used, i.e. no need to reroll on every post. When I need a Perception check or Initiative check from you, I'll just grab the numbers there so I don't have to use a round of posting asking you all to roll. Only after using the result will I ask you to pre-roll another check for the next time I need it.<br/><br/><strong>Turn Order:</strong>Combat goes Surprise Round --> PCs with initiative --> Monsters --> All PCs --> Monsters --> Repeat.<br/>You did pre-roll Perception and Initiative and put them in your post, right? So I'll use those to figure out who is surprised (or not), and who has initiative (or not). Within PCs' turn, players act in the order that they get posts up.<br/><br/><strong>Positioning:</strong>If there's a map, then combat proceeds as normal. Minor skirmishes might not warrant a map, though. In those cases, the following rules of thumb apply:<br/>-Each side has a front line and a back line.<br/>-It takes one move action to move into melee with an enemy on the front line.<br/>-It takes two move actions to move into melee with an enemy on the back line, and triggers an attack of opportunity from an enemy on the front line.<br/>-If there are more enemies in the back line than in the front line, you can charge into the back line (you still trigger an AoO from an enemy on the front line).<br/>-Two characters in melee with the same enemy are considered to be flanking it.<br/>-Two characters can go "back-to-back" and cover each other's back, then they cannot be flanked, but they are considered to be within melee range of each other.<br/>-Area-of-effect spells/abilities affect one (for small AoE e.g.<em>color spray</em>) or two (for normal AoE e.g.<em>fireball</em>) targets of your choice, plus anyone within melee range of them.<br/>-Short-ranged spells can only reach the front line, while medium or longer ranged spells can reach the back line. Cones can only reach the front line. Lines affect one front line target and one back line target.<br/>-DM reserves the right to final decision regarding ranges and AoE.<br/>-Specific battlefield conditions may create exceptions to the rules.<br/>-DM has the final say!<br/><br/><strong>Attacks of Opportunity:</strong>AoOs are resolved at the beginning of the attacking character's turn. Only standard attacks for damage, no fancy things like trips allowed. For example, A triggers AoO from B --> end of A's turn --> beginning of B's turn --> B resolves AoO --> B takes turn as usual.<br/><br/><strong>Saving Throws:</strong>If you cast a spell or otherwise do something that requires the target to make a saving throw, and their saving throw modifier is given, roll it for them to save time (A courtesy rather than a hard rule).<br/><br/><strong>Spell-casting with threatened:</strong>If you are being threatened, you<em>must</em>cast defensively. Not allowed to trigger AoO, because either it needs to be resolved right away breaking the flow of combat, or if resolved at the beginning of the attacking character's turn, too late to interrupt the spell.<br/><br/><strong>Buff spells (e.g. Bless):</strong>1 min/level duration spells, if cast in a dungeon, will be automatically extended to last through the whole dungeon. 1 hour/level duration spells last for the whole of the adventuring day until it comes time to rest/sleep. (And then it wears off come the night...  >:))<br/><br/><strong>Natural 1s and 20s</strong>: A natural 1 on an attack roll or save is an automatic failure. A natural 20 on an attack roll or save is an automatic success. Skills do<em>not</em>have automatic failures/successes. Also, the DM reserves the right to have "fun" things happen on natural 1s and 20s.  >:)<br/><br/><strong>Sin Points:</strong>Any time you make a d20 attack roll, after you calculate the result, you can increase the dice result as if you rolled a higher number to beat the enemy's AC. Whenever you do so, you gain a number of Sin Points equal to the amount you increased your roll. Track your Sin Points in the same place where you put your pre-rolled perception and initiative (you haven't forgotten already, right?) in your post.<br/><br/>For example, Gobby McDodgy has 20 AC. You have +5 to attack, meaning you need to roll a natural 15 (for 20 attack) or higher to hit him. But you only rolled a natural 13, so you have the option to increase the dice as if you had rolled a 15, turning a near miss into a hit, at the cost of gaining 2 Sin Points.<br/><br/>You cannot increase your dice higher than a roll of 19 in this way. Dice increased in this way don't count for critical threats, either. (But to clarify, you can gain Sin Points to increase a critical confirmation roll, if the original attack roll threatened a critical naturally.)<br/><br/>If you use a spell/ability that requires an opponent to make a saving throw, and you roll the save for them (as per the saving throw houserule), you can adjust the dice downwards in the same fashion, again gaining Sin Points to do so. You cannot decrease dice lower than a roll of 2 in this way.<br/><br/>You can<em>not</em>use Sin Points to adjust the dice of your own saving throws!<br/><br/>The meta behind Sin Points is to turn near misses into hits to speed things up. Or for that matter, turn wide misses into hits, after all there's no limit on how many Sin Points you can accumulate... (DM totally reserves the right to impose a cap on Sin Points in the future!)<br/><br/>What are Sin Points used for, you ask? Well, when it comes time for the enemy to attack you...  >:) On the bright side, your Sin Points (and on a less bright side, your HP) will decrease after that is resolved!