Tag Info

Hot answers tagged

22

The general rule is that you can only take each feat once Page 165 Player's Handbook. You can take each feat only once, unless the feat's description says otherwise. The Magic Initiate feat does not list an exception to that rule which means you can only take it once. Except that the Magic Initiate feat encapsulates a choice of options. You have to ...


22

Your damage does not increase by level. (1) (1) At least not directly. You get more feats, hit more often, have higher base stats, may aquire magic items and get stronger spells. But the raw damage does not increase. If a weapon does 1d6 damage, it does so, regardless of your level. Exceptions will be noted in the damage text.


18

No, the ability score improvements are from gaining the specific levels in a class, as listed in each class's table. See page 71 for the Fighter's advancement table and page 83 for the Paladin's advancement table. To be precise, these are what you would get if you went Paladin 3/Fighter 1 now, reading right off those tables: Paladin 1: Divine Sense, ...


16

in one word - information. You can wish for (or perhaps simply learn) more about the past place/time you are travelling to: contacts, important information about future events, some soon-to-be invented tech... Knowing who will win a race is a good quick money; knowing some juicy gossip is a way to make friends, or blackmail someone; knowing who will be the ...


16

Generally speaking, if you receive the same feature twice (whether it's because you invested a Feat and then picked a class granting the same thing, or simply because you have two classes that grant you the same proficiency) it simply means that one of the two copies is wasted. However, Pathfinder features a set of Retraining Rules that allow you to retrain ...


15

No. You can't take the feats granted by your new level until you choose a class, and you need those to qualify for the class. More generally, the level you're taking can't satisfy the requirements for the new class you're taking. Player's Handbook page 6 details the steps of character creation. The very first one is choosing both race and class, while ...


13

A rogue special ability is fair Rogue special abilities are about equivalent to a feat (and, in fact, the feat option is one of the best of the options presented), and Improved Uncanny Dodge is something you generally can’t get as a feat.1 Improved Uncanny Dodge definitely would not be a strong feat, but far weaker feats exist, and many of the rogue special ...


13

The advancement system you use is irrelevant, and in fact you can do away with any formal advancement system at all and just level up when you feel the time is right. There are a few other important things though that should be regarded when you are doing this. 4e's baseline math assumption is that you're going to spend about 10 encounters on a given level. ...


13

Restating my assumptions: You need to send your spirit back in time to possess your earlier self to avoid execution. You have two sidereal weeks to prepare for this. You have no consequences in the present for your actions. You are in a very large city with access to real spellcasters. This is the climax of your game, barring that: "Our goal is to alter ...


11

I strongly agree with the previous offers, information could be invaluable, as a mean of regaining gold quickly but also as an edge to complete your mission. Yet if as me you are more concerned by the numbers and crunches , I would like to extend on another alternative to the grafts... Tomes. It won't get you really far but you could probably locate one +2 ...


9

No. If you have a Amulet of Protection +1, it stays an Amulet of Protection +1. You will have to find, buy, or make an Amulet of Protection +2 if you want that instead. All items work this way. Although there are artifacts (such as the Staff of Fraz-Urb'luu) that can increase their enhancement based on other parameters, they are the exception rather than ...


8

You would not. An Ability Score Improvement, or ASI, is gained through the class itself. It's an exclusively earned feature for each individual class as shown by their class tables. This is also why each class has a description of the ASI feature. So for this scenario of being Paladin 3 and then taking 1 level in Fighter, you only gain what is mentioned in ...


8

You're over-estimating the impact entirely, yes. The assumption that advancement in Monster of the Week is a matter of increasing power isn't correct. In the vast majority of Apocalypse World engine games, advancement isn't climbing, zero-to-hero Campbellian stuff. Monster of the Week is no exception. Instead, advancement is largely outwards and only ...


7

You use the best progression from your two classes. Player's Handbook, "Multi-CLass Benefits and Restrictions", page 44, last paragraph before the multi-classing example: If the optional proficiency system is used, the character […] gains new proficiency slots at the fastest of the given rates. which is reiterated on page 52, end of the first ...


5

So, not to sound obvious, but multiclassing as a Druid will increase your versatility the most. The Druid is a full caster with a nice variety of offensive, defensive, and utility spells. As well as the healing you mention. 1 level of Druid would give you 2 cantrips and access to all 1st level Druid spells. 2 would give you Wild Shape, after that it's pretty ...


5

Rules mods and diversification I ran a very long Rolemaster high-level campaign, characters started at level 10 and some reached the mid 20s, technically it's still going, so I understand the perils of powerful casters! I've also run several low level MERP/RM games as well. I made a lot of rules changes, mostly from the excellent Rolemaster Companion 2 ...


5

If you care about skills, Rogue gets you 2 more skill profs (plus Expertise for two of the four), Thieves' Tools prof (possibly with Expertise), and Dex/Int saves are probably more useful than Str/Dex. Also, Rogue starting equipment is far more generous. I think your best bet would be 1 Rogue, 1 Monk (thereby getting Flurry of Blows and Sneak attack, ...


5

What you mean is "Begabung" I suppose? A "Begabung" (gifted in, talented in) holds universally, at any point and for all intents and purposes of improving your abilities. In general, the only things in TDE that apply only at character creation are Academic Training (Akademische Ausbildung): Only during character creation, some skills only are 3/4 of the ...


5

In Hoard of the Dragon Queen, the option is given to simply award levels at certain milestones in the story rather than tracking XP. In addition, you could combine both options for even faster advancement. This has worked just fine in my experience but with one caveat: if players level up too quickly they will often not get used to their new abilities enough ...


5

Weapon damage dice never increase with level; they can increase with greater character size and occasionally with class features (mostly Monk and company) or feats, but never directly with level.


5

I am not aware of a pure Warlord PP that has a 'lazy' E11 (If you hybrid there are some decent options however). There is however the feat Reserve Maneuver that allows you to replace any encounter power you have with an encounter power from your class that you don't already have. So you can replace the Battle Captain's E11 with a Warlord E1, E3 or E7 power.


4

If you are really not aiming to min/max then this is a role-playing question. It seems to me that you have 2 options, the dabbler and the mid-life crisis. The Dabbler This character doesn't know who he is or where his life is going. He does a little of this a little of that without a great deal of focus or planning. This guy takes a level here and a level ...


4

Racial Levels Frank and K's Tome of Tiamat was to include something appropriate for your needs, but it was never finished. However, you can take some inspiration from their forums, which offer a paradigm similar to the Savage Progressions offered by Sean K Reynolds. There is also the article/forum post "Improved monster classes: adapting creatures for ...


4

The power points section on p. 278f confirms your assumption. Of course that means mystic adepts either buy the power points at character creation or loose the opportunity to do so permanently. However there are a few ways of gaining new adept powers after character creation that do not require buying new power points: qi foci (core rules p. 319) can give ...


4

It's all the same. The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. (PHB, p. 163, "Multiclassing: Experience Points") The amount of XP you need to go from Fighter 3 to Fighter 4 is the same amount of XP you need to go ...


4

I would recommend doing the following changes. Expect the characters to reach level 12. Give the characters very powerful magic items. Reduce the CR 17 big bad to a CR 15 big bad. If the big bad needs to be level 17 to have access to a spell, ability, or collection of spells, then give the big bad an item which replicates that spell. (For example, ...


3

There is no rule that imposes a hard limit on the amount of experiences that you can use in a single session. The only related reference that I can find is in the original World of Darkness corebook, p. 217: It takes time and study to learn new things. If a character does not already possess some basic competence in a Skill, he must spend time training in ...


3

If the house rule's gamed, there's a chance of a minor imbalance The special ability uncanny dodge scaled differently in Dungeons and Dragons, Third Edition, where it was tied to, of all things, what's now the special ability trap sense. Advancing uncanny dodge meant looking at the rogue's level advancement, computing a character's effective rogue level ...


3

Try Savage Progressions This is pretty much precisely the use case of the Savage Progressions articles. They still have some of the problems of templates (particularly at high levels), but they allow players to slowly add abilities as they level up. You don't have to worry about a giant 9 LA jump. Otherwise, see below... Doing away with the racial hit ...


3

Per page 93 of Edge of the Empire, a player can add specializations from any career using experience points earned in play. Specializations within one's Career are cheaper to purchase with earned XP. Specializations from outside one's career come at a higher cost, but provide access to the Specialization's Talent Tree, as well as the small set of ...



Only top voted, non community-wiki answers of a minimum length are eligible