sunshadow21
Explorer
DM: Sunshadow21
Judge:
Start Date: 6/24/2013
End Date:
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
[sblock=notable loot][/sblock]
[sblock=my DMing rules for LPF]* I will use group initiatives, rolling them myself. In order to not unduly punish those with high initiatives, I take the average of each side and add it to the dice. In combat you must post your actions within 48-72 hours of the players turn coming up. Unless stated by a character that their actions are to follow another character, they will be resolved in posted order. After that time, if there was no communication with the DM, I will NPC the MIA player and move on.
* Dice rollers can be Invisible Castle or the EnWorld on-line dice roller for the players. I will using my own methods for rolling because some rolls need to be kept secret and it's just plain faster when trying to roll for a lot of npcs.
* Any absences for longer than 2-3 days should be communicated to the DM. If you do not post for a week or more without having informed the DM, he reserves the right to remove you from the adventure giving you your share of the XP and treasure earned as well as time XP and gp to the date of your last post
* If your character gets enough XP to level they may do so at the end of an encounter. This grants the extra hp, but does not heal damage, and grants any additional spell slots, but not spells prepared. A caster capable of spontaneously casting could use these slots normally, a cleric could only use them for cure or inflict spells, a druid for summon nature's ally, etc. Prepared casters may prepare spells in these slots as if they had left the slots blank for the day, if they are able to do so. They can go through the appropriate spell preparation as if they had already rested if applicable.
* All characters need an appropriate character picture. Also a mini-stat spoiler block that includes a link to your character sheet would be much appreciated in every IC post during a fight.
*If you have any other questions, feel free to ask. I can't answer any concerns I don't know about.[/sblock]
Example Mini-stats block:
[sblock=Mini Stats]
Ariel Esimae
Initiative: +2
AC: 19 (17 without shield/flat-footed, 12 Touch)
HP: 9 Current: 9
CMB: +1 CMD: 13 Fort: +4 Reflex: +4 Will: +6 (+8 vs. Fear)
+1 for all with Resistance
Resistance: 5 Cold, 5 Acid, 5 Electricity
Current Weapon in Hand: Shield & javelin
Fire Bolt: 3/6 Remaining Channel Energy: 1/5 remaining
Deflection Aura: 1/1 remaining
Spells Remaining: 1st Level 2/3; used Shield of Faith for CLW [/sblock]
[sblock=Encounter Information]6/24/13 Start
[/sblock]
Judge:
Start Date: 6/24/2013
End Date:
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
Character Encounter XP: 0; Encounter GP: 0
time xp (0 days x 0 xp) = 0 xp; level x time gp (0 days x 0 gp) = 0 gp
total xp = 0; total gp = 0
[sblock=notable loot][/sblock]
[sblock=my DMing rules for LPF]* I will use group initiatives, rolling them myself. In order to not unduly punish those with high initiatives, I take the average of each side and add it to the dice. In combat you must post your actions within 48-72 hours of the players turn coming up. Unless stated by a character that their actions are to follow another character, they will be resolved in posted order. After that time, if there was no communication with the DM, I will NPC the MIA player and move on.
* Dice rollers can be Invisible Castle or the EnWorld on-line dice roller for the players. I will using my own methods for rolling because some rolls need to be kept secret and it's just plain faster when trying to roll for a lot of npcs.
* Any absences for longer than 2-3 days should be communicated to the DM. If you do not post for a week or more without having informed the DM, he reserves the right to remove you from the adventure giving you your share of the XP and treasure earned as well as time XP and gp to the date of your last post
* If your character gets enough XP to level they may do so at the end of an encounter. This grants the extra hp, but does not heal damage, and grants any additional spell slots, but not spells prepared. A caster capable of spontaneously casting could use these slots normally, a cleric could only use them for cure or inflict spells, a druid for summon nature's ally, etc. Prepared casters may prepare spells in these slots as if they had left the slots blank for the day, if they are able to do so. They can go through the appropriate spell preparation as if they had already rested if applicable.
* All characters need an appropriate character picture. Also a mini-stat spoiler block that includes a link to your character sheet would be much appreciated in every IC post during a fight.
*If you have any other questions, feel free to ask. I can't answer any concerns I don't know about.[/sblock]
Example Mini-stats block:
[sblock=Mini Stats]
Ariel Esimae
Initiative: +2
AC: 19 (17 without shield/flat-footed, 12 Touch)
HP: 9 Current: 9
CMB: +1 CMD: 13 Fort: +4 Reflex: +4 Will: +6 (+8 vs. Fear)
+1 for all with Resistance
Resistance: 5 Cold, 5 Acid, 5 Electricity
Current Weapon in Hand: Shield & javelin
Fire Bolt: 3/6 Remaining Channel Energy: 1/5 remaining
Deflection Aura: 1/1 remaining
Spells Remaining: 1st Level 2/3; used Shield of Faith for CLW [/sblock]
[sblock=Encounter Information]6/24/13 Start
[/sblock]