Babe in the Woods: OOC

So theres acctually a roll required for knowing which direction the sun is moving across the sky ? *grumbles*
 
Well, if you sat there all day, and watched, no. But since you aren't doing that, and instead, you are making an educated guess, after spending much time tromping through an unfamiliar forest, then yes, there is a check. Additionally, the sun doesn't set directly in the west. It just sets in a westernly direction, depending on where you are standing on the globe.

Its easier to get lost in the woods than most people realize.

However, it is a very simple check. You just happened to get the worst roll possible.
 
Surprise Round

Sometimes, a battle starts where you can get the jump on your opponents, or they get the jump on you. When this happens, we have a Surprise round, before we begin normal rounds of combat.

In a surprise round, you cannot take a full round action. You only get to take a single standard action, or a single move action.

The people who were surprised do not get to act at all in the surprise round.

Once everyone who gets to act in the surprise round has acted, we begin normal combat with round 1.

In this particular instance, all of the players are able to act in the surprise round and all of the NPC monsters are not able to act in the surprise round.

That means you all get to take one free action before the monsters even get to act.
 
Diagonal Movement

Moving straight up, down, left, or right is easy. every square is 5 ft.

Moving diagonal is a little different.

The first square counts as 5 ft. the second counts as 10 ft. Then it resets. so the third square is 5, and the fourth is 10. and it keeps alternating like that.
 
Wait...I'm confused? I said something about you hating me in the RP? Or did you torture my character in some way while I was MIA? -goes to read over threads missed-
 
~Walks in, grabs a posty note and writes down WTF. Folds that up into an airplane and directs that at Ill's last post~
 
Death, Dying, and Recovery

So, our first person has been knocked to negative HP. this seems like a good time to explain death, dying, and recover.

Whenever you have a number of hitpoints greater than 0, you are fully functional. Nothing is wrong with you. you can do anything you normally do. even at 1 HP, you are still fully functional.

At 0 HP you are considered 'Disabled'. When disabled, you can only take a standard action or a move action in a round. If you take a move action, you are fine. But if you take a standard action, you drop to -1 hit points, and are dying. The reason is that you are on the verge of dying, and the stress of a vigorous activity will put you over the edge. If the standard action does something to heal you, such as you cast a cure spell on yourself, then you don't drop to -1.

if your HP drops to anywhere from -1 to -9, you are considered 'dying'. When you are dying, you are unconcious and bleeding to death. You cannot take any actions. You lose 1 HP each round as your life bleeds out from you. When you reach -10, you are Dead.

The standard method of recovery from a state of dying is one of your friends provides medical attention, either magically, or through mundane means. Any spell which heals you but doesn't get you out of the negatives automatically changes your status from 'dying' to 'stable'. When you are stable, you no longer lose HP every round. However, you are still unconcsious. A stable character recovers hitpoints naturally at a rate of 1 HP per level for after 8 hours of rest, or 2 HP per level for a full day of rest. You can also help an ally stabalize without magic by making a Heal Check. The DC is 15, so you must get a 15 or higher on the check to stabilize someone. This is considered First Aid. You can also use the Heal Check to provide Long-Term Care, which doubles the rate a person heals naturally, to 2 HP per level for 8 hours of rest, or 4 HP per level for a full day of rest. You cannot provide First Aid or Longterm care for yourself, obviously.

You can also become stable on your own through your body's own natural healing abilities, but this is very difficult. Each round, you have a 10% chance to stop the flow of blood naturally. To see if you stabilize, roll 1d10. If you roll a 10, you are considered 'Stable'. If you fail, you lose 1 HP. However, even if you stabilize, you are still in danger of dying without help. Once you've stopped rapid loss of HP, you must make another check every hour to see if you wake up. If you make this check, you wake up and are considered disabled, even at negative hitpoints. If you fail this check, you lose another hitpoint. And of course, there is always the chance that something comes by and finishes killing you while you are unconcious.
 
Attack of Opportunity (AoO): ... The most common thing you can do to provoke an AoO is to leave a square that your enemy threatens. For example, if you are standing next to a wolf, who threatens the squares next to him, and you walk away, that provokes an AoO.
There is an exception to this rule. If your only movement in the round is a 5 foot step, you do not provoke an Attack of Opportunity. Also, if you opt to Withdraw, you can move away without provoking an AoO on the first 5' of that movement.

Any other movement out of a threatened square, whether it be doing a normal Move action or a full round Run action, provokes an Attack of Opportunity.

Of course, those with the Tumble skill may attempt to, as a part of their normal move, tumble to avoid AoO's at the cost of half their movement speed and a DC 15 check for each AoO they would normally take. At this low level, it's risky to try in any case.
 
I'll post tomorrow. I went to my appointment yesterday and they admitted me to the hospital. It was ectopic. They gave me the methotrexate shots and I spent the night being poked and prodded and in pain because my veins kept blowing. Apparently, I was dehydrated.

Anyway, like I said, I'll post tomorrow.

-Kim
 
Tiff...calm down o_o. Its better than having to wait for him later when it actually is his turn. SJ knows when the action will actually happen and I think its ok to post out of turn in this case as long as SJ allows it.
 
SJ, gotta mention something to you about the beginning of Round 4. IM me.

I can't do my action until we talk.
 
My policy on posting is thus: Once i've begun a round of combat, you may post your turn, even if it hasn't come to your initiative yet, or you may wait until your initiative comes and then post.

If you decide to post ahead of your initiative, you may edit your post up until I resolve it. Whenever you see me comment about your character's move in one of those posts like 'Round x, Continued' thats when I have resolved your characters move. You cannot edit it after that point.

The benefit to posting ahead of initiative is that the game may move slightly faster. The risk you take is that something could happen between the time you post it and the time I resolve it, which invalidates your move, or makes it less than ideal. For instance... A cleric posts that he attacks Orc 3 ahead of initiative. Then Orc 3 hits his buddy, the rogue, who is now down to negative hit points. The cleric probably would rather use his turn to cast a healing spell instead of attacking, but if I resolve his action before he gets a chance to edit it, then he's stuck with it.

Waiting for your turn in initiative avoids that risk, but it may cause the game to move a bit slower. I leave it up to you which course of action you prefer. My personal recommendation is to only post ahead of initiative if you are 100% positive that nothing will happen that causes you to want to alter your move.
 
Tifferzzz we are bleeding on the ground not much either of us can do hence why I posted when I did, but so as to not irritate you furthur I will wait till everyones posted before I post again.
 
~Blinks~ I'm not irritated, I just wanted to make sure that I wasn't forgotten about. For hell's sakes people.
 
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