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General Tabletop Discussion
*Pathfinder & Starfinder
Party Tactics and Rules III: Shock and Awe
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<blockquote data-quote="Bauglir" data-source="post: 805102" data-attributes="member: 6982"><p>I'll cover what I can <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Yep. If the sentinel was unaware they were there then combat starts with a surprise round, in which the party each gets a partial action (this can be a single attack, a single move, or a spell). After this initiative is rolled and combat continues as normal.</p><p></p><p></p><p></p><p>Yes. When a save is made both the spell's target and the caster are aware. I can't remember the reference and I don't have the book right here though so you'll just have to trust me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>That's up to you. IMO to do so is an evil act, however those of neutral alignment will perform an evil act when they deem it necessary, just as they will work for good when they think they should.</p><p></p><p></p><p></p><p>Take 20 can be used in any situation where rolling a 1 has no real consequences, so searching for secret doors is fine, but for example taking 20 in craft: armor wouldn't be doable, as a 1 would destroy the armor.</p><p></p><p></p><p></p><p>I don't see why not. Might have some unfortunate side effects on people with pockets full of spell components though.</p><p></p><p></p><p></p><p>Free actions can occur at any time during the character's turn, and one can perform as many of them as they like. Reasonable restrictions will of course apply, such as not taking an infinite number of 5ft steps per round <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I'm not sure what the exact restrictions are by the rules, though. I'll keep an eye on here to find out.</p></blockquote><p></p>
[QUOTE="Bauglir, post: 805102, member: 6982"] I'll cover what I can :) Yep. If the sentinel was unaware they were there then combat starts with a surprise round, in which the party each gets a partial action (this can be a single attack, a single move, or a spell). After this initiative is rolled and combat continues as normal. Yes. When a save is made both the spell's target and the caster are aware. I can't remember the reference and I don't have the book right here though so you'll just have to trust me ;) That's up to you. IMO to do so is an evil act, however those of neutral alignment will perform an evil act when they deem it necessary, just as they will work for good when they think they should. Take 20 can be used in any situation where rolling a 1 has no real consequences, so searching for secret doors is fine, but for example taking 20 in craft: armor wouldn't be doable, as a 1 would destroy the armor. I don't see why not. Might have some unfortunate side effects on people with pockets full of spell components though. Free actions can occur at any time during the character's turn, and one can perform as many of them as they like. Reasonable restrictions will of course apply, such as not taking an infinite number of 5ft steps per round ;) I'm not sure what the exact restrictions are by the rules, though. I'll keep an eye on here to find out. [/QUOTE]
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