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Post by SwordMasterEX on Jul 26, 2014 1:53:12 GMT -6
I'll join in later. Admittedly, it's been like 12 years since I've played. Blame the N64.
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Post by Golurkcanfly on Jul 26, 2014 7:13:13 GMT -6
Except for cross-class skills. It takes two skill points to rank up.
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Post by Golurkcanfly on Jul 26, 2014 7:34:47 GMT -6
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Post by Osranger on Jul 26, 2014 9:05:22 GMT -6
Okay. You are able to learn both acid spells, but we're going to need to do something about the wall of gears. It's quite different from the rest of the spells, and probably is part of a spell list filled with other gear related stuff...
Okay, when we go through a dungeon with a wall of gears, and whatever other mexhanus spells are in a dungeon designed by a mechanus, you will be able to find the ability to cast them within yourself. That is how sorcerers learn spells, through their charisma, right?
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Post by Golurkcanfly on Jul 26, 2014 9:20:45 GMT -6
They learn spells by leveling up, but unusual spells they must have experience with, either by seeing the spell, seeing a similar spell, or by knowing a similar spell. The spell can still only be learned upon leveling up though.
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Post by Osranger on Jul 26, 2014 9:30:11 GMT -6
Current rule book tally
Player handbook Dugeonmaster guide Player handbook 2 System Reference Document Monster manual Tome of battle Complete adventurer (scout and feats only) Spell compendium +greater multishot (from Psionic handbook) +leap attack (from complete warrior) +stormtrooper? (from complete warrior)
If you aren't a crusader, warblade or swordsage, you don't need to read the tome of battle, just as the sorcerer doesn't need to know what exactly a scout can do. Though please find a way to reliably access your class and feats pertaining to them.
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Post by Osranger on Jul 26, 2014 9:32:49 GMT -6
They learn spells by leveling up, but unusual spells they must have experience with, either by seeing the spell, seeing a similar spell, or by knowing a similar spell. The spell can still only be learned upon leveling up though. I meant through fluff. Sorcerers spontaneously develop the talent that wizards take years to develop, because they don't study spells as much as tap into a latent power they already have. For unusual spells like the wall of gears, the ability to cast it is there, but the sorcerer wouldn't even know to search for it.
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Post by Golurkcanfly on Jul 26, 2014 9:56:17 GMT -6
Wait, no spells from Complete Adventurer?
Eh, okay. Most are in the Spell Compendium anyways. It has about 60% of all 3.5 spells, so I'm good.
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Post by Golurkcanfly on Jul 26, 2014 10:02:45 GMT -6
They learn spells by leveling up, but unusual spells they must have experience with, either by seeing the spell, seeing a similar spell, or by knowing a similar spell. The spell can still only be learned upon leveling up though. I meant through fluff. Sorcerers spontaneously develop the talent that wizards take years to develop, because they don't study spells as much as tap into a latent power they already have. For unusual spells like the wall of gears, the ability to cast it is there, but the sorcerer wouldn't even know to search for it. I was implying that Wall of Gears is an unusual spell, so my character wouldn't be able to learn it until he gained some understanding of it either via a Spellcraft check or reading a Scroll or something.
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Post by yellowclover on Jul 26, 2014 10:15:25 GMT -6
Do characters gain stats at level ups, or are the base stats all they get? Also if they gain stats through progression is it random, incremental, or selected by player?
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Post by Golurkcanfly on Jul 26, 2014 10:22:51 GMT -6
Every fourth level, (starting at level 4), you choose one stat to increase by one point. Certain spells and items can also temporarily raise a stat. A handful of feats also raise a stat.
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Post by Golurkcanfly on Jul 26, 2014 10:51:15 GMT -6
*realizes that Luminous Swarm is a spell in Complete Mage*
Crap.
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Post by Deleted on Jul 26, 2014 11:02:28 GMT -6
*realizes this has gone on 13 pages*
Tis discussion as gone on tuu long
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Deleted
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Post by Deleted on Jul 26, 2014 11:11:02 GMT -6
So O's the set up you had for your character: Aliana Redhawke Female Human Warblade 1 CG Medium humanoid
Initiative:+5 Language: Common, Dwarven --- AC: 14 (+1 DEX, +3 std leather) FF: 13 Touch: 11
HP: 14/14
Fort: 3(1+2 con) Ref: 2 (1+1 dex) Wil: 0 --- Speed: 30
Melee: greatsword +4 (2d6+3 /19-20)5ft
Ranged: short bow +2 (1d6+1 /3x)60ft
Base attack bonus 1 ;Grapple 3
Attack options: none
Combat gear: none ---- (Your known spells would go here)
Maneuvers and stances known: initiator level 1
Stances: punishing stance Strikes: douse the flames/leading the attack*, charging minotaur* Boosts: Counters: moment of the perfect mind* Disciplines: diamond mind, iron heart, stone dragon, white raven *prepared maneuvers --- Abilities
CON 15 STR 16 DEX 13 INT 13 WIS 8 CHA 8
Special Qualities (racial and class abilities go here) +1 skill point per level + bonus fear at first level Battle clarity(ex): +DEX mod on ref save when not FF
Feats
Improved initiative Power attack
Skills:
Balance: 4 Climb: Concentration: 4 Craft: Diplomacy: 4 Intimidate: 4 Jump: 4 Martial lore: 2 History Local Swim Tumble: 2
Cross class skills marked by (crc)
Gear: (stuff you are carrying besides weapon and armor, the weight, and if you are encumbered)
Backpack with waterskin One day's trail rations Bedroll Sack Flint and steel Quiver with 20 arrows 2 torches Traveler's outfit Weight: 28 lbs Light load
8gp
--- misc Age: 16 (90) Height: 5'6" Weight: 124 lbs
Additional info: more for me than you guys.
Appearance: What you're character looks like. Use your writing chops here. History: be as thorough or as vague as you like. Make it early history though, perhaps motivation. Don't do recent history. You can flesh it out after you know more about the world.
How did you come with this info? Can I find it in one of the links you provided or is there a different place to find all that info.
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Post by Deleted on Jul 26, 2014 11:27:09 GMT -6
Also here is my updated stats:
Con 16 Str 15 Dex 10 Int 10 Cha 13 Wis 9
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Post by yellowclover on Jul 26, 2014 11:44:51 GMT -6
How do you caculate max hp and starting eguipment.
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Post by Golurkcanfly on Jul 26, 2014 11:58:09 GMT -6
Starting HP is the max of your class's hit dice plus your Constitution bonus. For example, my character, a Sorcerer with 12 Constitution, would get 5 HP. One from his CON, and four from his hit dice. Afterwards, though, the value on your hit dice is random.
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Post by Deleted on Jul 26, 2014 12:37:37 GMT -6
So is there a site that describes all of this info?
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Post by Osranger on Jul 26, 2014 12:46:13 GMT -6
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Post by Osranger on Jul 26, 2014 13:19:21 GMT -6
So is there a site that describes all of this info? Did you read the tome of Battle PDF? It shows an example encounter at the back of the crusader section. Your character sheet should cover the information you see there.
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