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Well part of the challenge is pinning the wizard down for long enough so they don't go running for the nearest body of water, or roll on the ground. I suggest you make use of the manacles and immovable rod if you are so murderously inclined.
Alright. Let me try and catch up on a few of the questions/comments in here that have cropped up since Saturday. Gimme a few to make sure I touch on all of them. From what I can see so far... there are questions on Skill allocation, flamability and damage dealt when stacking the flamer robe with oil.
Skill allocation:
Every level, a character gains skill points equal to the limit set by their class as well as a bonus amount for their INT Modifier. For example: At level 2, a Wizard gets lets say... 4 (im guessing... i'm not near my book) skill points to distribute as they desire. Lets say that same Wizard has 16 Int. That makes his/her modifier a +3. So in total... at level 2, that Wizard would get 4+3 skill points to distribute.
Skill points can be distributed into Skills that your class is capable of. These are known as class skills and are denoted in the player's handbook under your class.
At level 1, you may place as many skill points as you have to start into any of your class skills. You are allowed to put ONLY 1 skill point into each. As your level increases, you are allowed to continue to put skill points into your class skills up to a maximum limit of that class' level. For instance:
- Suppose you have taken 5 levels in Wizard. You may place up to 5 skill points into any of the skills considered to be a Wizard Class Skill.
- Alternatively, suppose you have taken 4 levels in Wizard and 2 in Rogue. You may place up to 4 skill points into any of the skills considered to be a Wizard Class Skill... and up to 2 skill points into any of the skills considered to be a Rogue Class Skill.
Now. What about the those skills that are not considered to be among your class skills? Those are allowed to be increased to 1/2 the maximum of your lowest class skill cap. In other words, lets take the example from above of a Multiclassed Wizard 4/Rogue 2. Now lets take a skill that isn't available to either of thoses classes as a "class skill"... which is really not a hell of a lot... but let's assume for a second that "Swim" is one of them. Even though you are technically level 6... and have multiclassed as a Wizard 4/Rogue 2, your non-class skills are limited to a cap of 1/2 the maximum of your lowest class level. In this case, Rogue. So if your Rogue level (and thusskill level cap) is 2... that means your non-class skills are capped out at 1.
For all intents and purposes, we round down skill levels. if the number is odd. So if you were a Wizard 4/Rogue 3, your non-class skill cap is still 1.
Special Note: (for those of you who are unaware... *coughjarrecough*)
Although your skill points can only be increased to a maximum level (rank), they continue to be augmented by various other things such as your Ability modifiers, Racial movifiers, Magical modifiers and equipment/enchantments.
HOWEVER! In order to be able to factor in any of the augments I just listed, you need to have at least 1 rank in that skill. In other words: If you do not have any skill ranks in Climb, but you want to try and climb up that steep mountain face, you would ONLY roll 1d20. But if you had even 1 rank in it, you could then add that rank, as well as your STR modifier to the roll to increase your chances of success.
Flamability:
Everything is flamable. Just as in real life. The only question is... how hot does something need to get in order to combust? Trial and error my friends. Even that robe Mezlo is wearing can catch on fire. The trick is dealing enough fire-type damage to it to exceed the Fire Resistance +10 that's on it. Of course... even that isn't enough. Everything needs time to burn... not to mention Oxygen. Even if you were to manage to set Mezlo and his cloak on fire, he can always douse the flames before any serious damage could be inflicted.
Damage stacking with the robe:
Assuming you use your turn to spray oil through one of the orbs, you would be looking at conal splash damage of the same amount as the orb would have dealt. That is to say, 1d6. The only added benefit to doing so would be to increase the damage radius at the cost of casting distance.
In addition: Have you ever tried to throw something liquid? It doesn't make it more than 10-15 feet before it fragments and dissipates. I'm not allowing you a distance of 30 feet. You can have 15, but keep in mind the conal effects of such an action and how it might negatively effect your fellow party members.
Your skill rules seem very different from what I'm familiar with. For starters they'd screw over prestige classes pretty hard. Say I take 10 levels in Rogue and 10 in Shadow Dancer, apparently that means I can't max out my ranks in stealth? I know in 3rd edition you added your ability modifier regardless of how many skill points you had(barring trained skills, which you just flat out couldn't use), but we're on Pathfinder so maybe that's all different and I'm just not familiar with it.
Seems a little squirrely, but I'm just gonna chalk it up to house rules and just keep on trekking until I end up botching something.
Acquiring SkillsEach level, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill. You can never have more ranks in a skill than your total number of Hit Dice.
Instead of gaining the abilities granted by the next level in your character's current class, he can instead gain the 1st-level abilities of a new class, adding all of those abilities to his existing ones. This is known as “multiclassing.â€
For example, let's say a 5th-level fighter decides to dabble in the arcane arts, and adds one level of wizard when he advances to 6th level. Such a character would have the powers and abilities of both a 5th-level fighter and a 1st-level wizard, but would still be considered a 6th-level character. (His class levels would be 5th and 1st, but his total character level is 6th.) He keeps all of his bonus feats gained from 5 levels of fighter, but can now also cast 1st-level spells and picks an arcane school. He adds all of the hit points, base attack bonuses, and saving throw bonuses from a 1st-level wizard on top of those gained from being a 5th-level fighter.
Note that there are a number of effects and prerequisites that rely on a character's level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class.
As Cid said, that ruling is actually incredibly restrictive and does punish multiclassing and prestige classing which is something that Pathfinder actively encourages (Also after doing the math it will result in me having a number of leftover skill points, the same thing could possibly also apply to Armando as well). Reason why I'm citing the SRD is because we can all see this and not everyone owns the actual rulebook.
Well the first link is the important one where it notes that you can never have more ranks in a skill than your Hit Dice. With the rules that you posted above, doing this would be impossible unless everyone is single class.
The cross class rules that you listed are from 3.5 Edition while Pathfinder uses something that is slightly different. If you ever played Star Wars Saga Edition (which is basically what the Pathfinder class rules were based on anyway) you will probably get what they are using.
You are the DM however so feel free to rule what you want. Just let me know what you do rule so I can make any changes needed.
I thought you were hopping servers and I rarely see Hayde on so I took a break. Skype has been quiet too so I've mostly been talking to Cid about GW2 and SWTOR.
And the reason why I cited that passage is because Armando has been doing the same as me and has been raising the skills we have access to via being multiclass and the "Your skill cap is your HD total" rule.
I do have experience with Pathfinder and it was why I originally asked if I could prestige at Lv7 since that is when you hit the minimum requirements for Arcane Trickster as a Rogue/Wizard (the above ruling would make it so you have to be at least Lv8 for Rogue/Wizard and ridonkolously high as Rogue/Sorc). Lv10 is fine though. It just means that I will suck during levels 7-10 :p
So when are we having our next session? I was hoping for this Saturday (Yyg was as well) but I remembered (when reminded by my wife last night) that we are going to the Hotel Del Coronado Saturday to celebrate our 1 year anniversary. She suggested we could do the session in the morning early like we did last time and then we could goto Coronado afterwards (i really married a special girl) but I told her no. We are celebreating our anniversary and we should use the whole day for that... So... Are we on for a session next Saturday?
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