Glad you're not only prepared, but elated by this possibility.
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I'm not sure how to calculate natural AC. I'm also not sure how armor affects it, the description was kind of confusing with Dex penalties and such.
Also, how do you want to handle starter gear, Araciel? NeoCracker let people roll for wealth, or use the average if they ran below average. And once we've determined wealth, can we start kitting ourselves up with basic gear?
One note, guys. Taking Arcane Duelist means that I get to be a lot sturdier on the battlefield, at the cost of my Knowledge checks. I lose Bardic Knowledge, the ability to Take 10 on Knowledge checks, and the ability to use untrained Knowledge checks. So while I'll have Dungeoneering, I'll be less Knowledge savvy than the regular Bard (and I get no Int bonus for it). So keep that in mind.
Your base AC is 10. Once you find out how much money you get, you'll pick from the list of Light Armor, which in core includes Padded, Leather, Studded leather, and Chain Shirt: +1, +2, +3, +4 bonus to AC respectively. As a bard, and with 17 Dex, there's no reason not to take the Chain Shirt if you have enough money.
As armors get heavier, they put lower and lower limits on how much benefit you can get from DEX. In light armor you don't have to worry about that, since the worse it gets is max DEX +4 from Chain Shirt, and you only have +3.
So with a Chain Shirt your AC would be:
10 (base) + 4 (from armor) + 3 (from Dex) = 17
or situationally:
10 (base) + 4 (from armor) + 3 (from Dex) + 1 (from Dodge)
which equals 18
unless Aracial house rules Dodge like most GMs to be just a static +1 AC all the time, in which case you'd just be 18 AC always.
Chain shirt is not a good Idea level 1. That 100Gp is smurfing steep, and will likely prevent you from getting just about any other kind of equipment.
And In Pathfinder, Dodge IS +1 all the time. Only in DnD is it against a single target at at time.
Could someone tell me what the damage would be for a Quarterstaff used as a two handed weapon instead of a double weapon?
Also, what are the Dmg (S) and Dmg (M) listings in the weapon guide?
I was hoping to go primarily Quarterstaff with my Bard, but it's listed as a double weapon. If I can't wield it as a double due to the penalties, and wielding it 2h reduces it to 1d4 damage, I might have to give it up. Hopefully it'll be 1d6 at least.
The exact same. You just use 1.5 X your strenght modifier for damage for damage.
Dmg (S) is if its small sized. Dmg (m) is medium sized. Since you are a medium sized creature, you'll luse Medium size damage. (Well, unless you are using one made for a small creature, but you probably won't be. :p)
The penalites for Two weapon fighting will apply.
Basically, you will never want to use it as a double weapon. A bard has to low a base attack to get away with it. :p
Yeah. Normally, you ad your str. modifer to damage.
At a 15 STR your modifier is +2. So normally you add +2 damage to strength.
However, with a two handed weapon, that becomes +3.
So when making an attack with a quarterstaff wielded two handed, you are doing 1d6 + 3 damage.
Oh, ok. That works fine for me then. That would give me 4 to 9 damage with the Quarterstaff, and 3 to 10 with the Longsword. More consistency, though less max damage.
How do the crit modifiers work? Crit damage for both weapons seems to be x2, but the Longsword has 19-20 in front of it. Can you crit with a roll of 19 with a Longsword?
And, while I'm at it, what are the rules for confirming a crit?
Yes, rolling a 19-20 on the dice before adding your bonus is a crit with a long sword. You need to roll a 20 with the quarterstaff.
To confirm a critical, you simply make a second attack roll. If that one hits, you deal critical damage.
Wait wait wait. I'm reading Use Magic Device as Charisma based.
Also...
Spells:
Level 0 (Cantrips):
Mage Hand - I still think this one has potential. Can I use it with Sleight of Hand (Sleight of Mage Hand, he he) to steal from a range? I'm thinking of a number of uses for it, but no experience with it.
Unwitting Ally - Will save or you work for us for a turn. Sounds good.
Spark - You never know when we might need a fire.
Message - Can communicate long range. Not sure on this one, but could be useful for coordination on certain events, especially if we wind up splitting the party.
Level 1:
Cure Light Wounds - Yeah, someone will need to keep the meatheads alive. :D
Charm Person - Because I'm not quite persuasive enough on my own.
Any objections? :)
UMD is indeed Charisma-based. To be fair, that was a lot of info.
Mage Hand - I rule that it can't be used with sleight of hand - it's not that precise in my mind, but if you're creative with it you can still do some pretty cool things.
Also, a special thanks to UBH and Chionos and Bolivar.
I am interested. Let me know if I am capable of joining and what I need to do. I am new to this, so if I can't it won't be a problem. ^_^