Eerongal he/him Posted February 14, 2012 Author Posted February 14, 2012 Allowing a chaotic monk? Does that mean other classes can ignore alignment restrictions? nah, the guy on that topic specifically said he doesnt play with alignment restrictions, but he also points out that a monk who changes alignment doesn't lose anything, they can just never gain anymore monk levels. (which is a valid point) Edit: specifically, this is what he calls out to: Ex-Monks A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
nikomis he/him Posted February 14, 2012 Posted February 14, 2012 Ah. The reason I ask is because I've always wanted to play a Monk/Barbarian.
Tulir he/him Posted February 14, 2012 Posted February 14, 2012 Never mInd, that looks too complicated. I will just be an elf ranger archer.
Comatose he/him Posted February 14, 2012 Posted February 14, 2012 Okay, if I do make a character (no promises!) I was thinking of doing one of the sneaky/stabby sort. Any suggestions? Also, based on these conversations, I am going to be significantly out of my element. I've been skimming reference materials in my free time, but I'm still pretty lost... I'll let you know when I'm done working my way through the beginners guide. Any helpful hints?
Eerongal he/him Posted February 14, 2012 Author Posted February 14, 2012 Okay, if I do make a character (no promises!) I was thinking of doing one of the sneaky/stabby sort. Any suggestions? Also, based on these conversations, I am going to be significantly out of my element. I've been skimming reference materials in my free time, but I'm still pretty lost... I'll let you know when I'm done working my way through the beginners guide. Any helpful hints? well, rogue is pretty much the default sneak-stabby type, and there's an assassin prestige class (which is admittedly not really the BEST class in terms of strong it is, but with the spell compendium get a few nice spells that benefits sneaking and stabbing) beguiler is also another option that would fit the bill, and is much more magical in nature.
Emeralis00 she/her Posted February 15, 2012 Posted February 15, 2012 I also reccomend a rogue since we need one. Also, if you need help with anything you can ask me.
Eerongal he/him Posted February 15, 2012 Author Posted February 15, 2012 I also reccomend a rogue since we need one. Also, if you need help with anything you can ask me. a beguiler gets trapfinding as well
Emeralis00 she/her Posted February 15, 2012 Posted February 15, 2012 a beguiler gets trapfinding as well Rogue-type character then. >.>
Eerongal he/him Posted February 15, 2012 Author Posted February 15, 2012 i figured while i'm at it, i would look up everything that has trapfinding. here is a list of all the classes that are able to take care of traps.
Comatose he/him Posted February 15, 2012 Posted February 15, 2012 I'm really liking the beguiler option. They sound kind of cool. So, Prestige classes are ones that can be upgraded to later, but not used at the start right? Trying to make sure I understand. Also, what are the "simple weapons", and what is the difference between them and the weapons that are class specific? Still trying to wrap my head around how the stat system works... any tips or easier explanations than have already given would be much obliged.
Emeralis00 she/her Posted February 15, 2012 Posted February 15, 2012 prestige classes are like normal classes, except they have certain requirements that need to be fulfilled. Normally, these requirements can't be fulfilled by characters that are less than level five which is why prestige classes tend to have better abilities. Simple weapons are weapons that don't output a lot of damage, but don't require a whole lot of training to use. For example, a club can be sued by anyone without much skill required. a longsword is going to need more training to use (its a martial weapon) and nunchaku (exotic weapon) require even more than the sword. The only class that really has specific weapons is the monk (they get benefits from using certain kinds of weapons because of their abilities) , other classes have simple and/or martial weapon proficiency. XCan you tell me what you are stuck on about the stats? Is it the point buy or what they are or something else?
Eerongal he/him Posted February 15, 2012 Author Posted February 15, 2012 I'm really liking the beguiler option. They sound kind of cool. So, Prestige classes are ones that can be upgraded to later, but not used at the start right? Trying to make sure I understand. Also, what are the "simple weapons", and what is the difference between them and the weapons that are class specific? Still trying to wrap my head around how the stat system works... any tips or easier explanations than have already given would be much obliged. Prestige classes (PrC for short) are basically "special" classes you have to qualify for later. You are correct, you can not start as them, but you can take any and all prestige classes you qualify for. They vary in power and usefulness, and they all usually have a certain flavor to them. "simple" weapons are just a weapon category. There's a few categories of weapons, but most classes just need to be concerned with simple, martial and exotiic. There's no real definition on what fits into each category, but essentially, simple weapons will usually be lower damage, less critical abiltiies, etc., martial will be a step up from them. Most exotic weapons aren't worth getting because they cost a feat to take. Pretty much is just breaks down to what weapons you can use. if it says you can use all simple/martial weapons, then everything in those lists are available weapons for you to use. If you aren't proficient, you take a -4 non proficiency penalty. All manufactured weapons fit into these three categories. Now there are two other categories, but generally you won't have to worry about them. There's unarmed and natural weapons. unarmed is pretty much a non-option unless you're a monk, and natural weapons require you to have some kind of claws/spikes/bite/tail/etc attack (basically think anything that's an attack that's from a natural part of y our anatomy that's intended for attacking things) The stat system like your base stats? str, dex, con, int, wis, and cha? Basically, you have an ability score ranging from 1-whatever, and you have an ability modifier. You modifier is derived from the base score. Almost everything in the system will use your modifier, so the base score is mostly just numerical/informational. To get your modifier, you take your (base score - 10)/2. So for example, if you have 14 str, your modifier is (14-10) = 4/2 = 2. So your modifier is +2. Pretty well any time something tells you to add your strength modifier, you would add +2. Almost all rolls in the system rely on a D20 (damage is an exception), so it's usually 1D20+ all applicable modifiers Edit: ninja'd
Tulir he/him Posted February 15, 2012 Posted February 15, 2012 What gods are followed in this world, because I am fond of Nendawen from Forgotton Realms and I was wondering if my character could follow him? Also, what is the form for making a character?
Emeralis00 she/her Posted February 15, 2012 Posted February 15, 2012 (edited) What gods are followed in this world, because I am fond of Nendawen from Forgotton Realms and I was wondering if my character could follow him? Also, what is the form for making a character? The form is found in the character creation and FAQ topic. Its in a spoiler. The setting is greyhawk, but you can use any source book, including religions. My character is from Eberron and has an Eberron religion. Edited February 15, 2012 by Emeralis00
Eerongal he/him Posted February 15, 2012 Author Posted February 15, 2012 The form is found in the character creation and FAQ topic. Its in a spoiler. The setting is greyhawk, but you can use any source book, including religions. My character is from Eberron and has an Eberron religion. What he said. Basically, for the setting, it's the assumed default (3.5) greyhawk setting, but all the places i'm using are made up and have no real correlation to the setting and is relatively setting neutral. I'm allowing all official WOtC books, including campaign settings. When you write your backstory, you will probably want to give reasons for your following of other campaign things, like emeralis is victim of a plane hopping incident that let him in a different universe from his own. Character creation is 32 point buy. In the FAQ it also has a link to a write up i found online where someone explains how to make a D&D character in 3.5 rules, in case you need that to go off of. Other than that, feel free to ask questions.
Tulir he/him Posted February 15, 2012 Posted February 15, 2012 (edited) Ok, thanks. I will look up ideas for a reason that my character worldhopped. But say I made a cleric of a Forgotten Realms god, would his power still work in the setting we are playing in? Edit:I've never actually played D&D. I only know what I do because I've read pretty much every Forgotten Realms books and I practically memorized the 4th edition rules. Edited February 15, 2012 by Tulir
Eerongal he/him Posted February 15, 2012 Author Posted February 15, 2012 Ok, thanks. I will look up ideas for a reason that my character worldhopped. But say I made a cleric of a Forgotten Realms god, would his power still work in the setting we are playing in? Edit:I've never actually played D&D. I only know what I do because I've read pretty much every Forgotten Realms books and I practically memorized the 4th edition rules. Well, it doesn't HAVE to be plane hopping. You could easily make up some history about a plane hopper from the past who came over and started small cult to whatever deity you subscribe to, or found oblique references in some ancient tome you found and took to heart, pretty well whatever you want. And yes, you will still get powers granted from a deity in this world (that's normally not technically true, i believe, but at the same time its hardly fair if i cut you off from your power after explicitly allowing your desired god) Also, D&D 4E is quite different from all previous versions. Some of the base rules are the same, but it simplified the rules by far. For example, all classes are pretty much different. There's no such thing as at-will, encounter, or daily powers that every class gets. Classes are pretty much a list of abilities you get and at what level. Spells work completely different, too. That said, though, a lot of the underlying base rules are roughly similar (though not exactly the same). So much so that you can probably pick up how it works fairly easily if you understand 4E rules.
Eerongal he/him Posted February 20, 2012 Author Posted February 20, 2012 so are people still interested in this? because nothings really been going on in here for a while. If not, its cool, i can just make up NPCs for the two who are so far participating People need help with characters or anything?
Emeralis00 she/her Posted February 20, 2012 Posted February 20, 2012 I am currently having communication issues with my friend. My suggestion for the people already here, have a barfight that spills into the streets. That way, the others can join in easily.
Kuri Shardweaver he/him Posted February 20, 2012 Posted February 20, 2012 I'm still interested, just having a witch of a time getting PDFs, which by nature is cutting into my ability to decide on and make a character. Though I believe at this point I may be rolling an Artifacer.
Eerongal he/him Posted February 20, 2012 Author Posted February 20, 2012 I'm still interested, just having a witch of a time getting PDFs, which by nature is cutting into my ability to decide on and make a character. Though I believe at this point I may be rolling an Artifacer. i can "assist" with access to any book
Emeralis00 she/her Posted February 20, 2012 Posted February 20, 2012 i can "assist" with access to any book same.
Eerongal he/him Posted February 22, 2012 Author Posted February 22, 2012 What equipment do we start out with? normally, at level 1, you have a pool of starting gold that you can spend on equipment based on your class. For this particular game, I overrode those rules and said everyone starts with 100 GP (this is significantly more than any class generally starts with). you can find equipment and gear to peruse through right here. Obviously, you'll want to get weapons/armors that you can afford, but there's also mundane adventure gear that's always handy, such as chalk, grappling hooks, lantern, rope, torches, crowbars, etc. (everyone starts with a free set of clothes, per the standard rules). Purchase whatever you think you can make use of, and pocket the rest.
Recommended Posts