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Post by GreyWolfVT on Jan 6, 2018 17:50:08 GMT -8
NWP: Religion Reading/Writing Direction Sense Navigation
Deity for the cleric side: GONTO (Arbiter)
Q: Daos can multiclass Cleric/Mage use any of the powder weapons? Or am I fairly restricted to dagger, dart, sling, & staff like a mage would be since i am both a cleric and an illusionist?
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Post by Daos on Jan 6, 2018 19:51:49 GMT -8
The restrictions of both classes apply. So bludgeoning weapons only as a cleric, and simple weapons only for a wizard, so basically quarterstaff and sling. Haha, and I guess technically firearms would apply, too. They are easy to use and technically deal bludgeoning damage.
You'll start with 3 WP and 10 NWP thanks to high INT.
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Post by GreyWolfVT on Jan 7, 2018 6:17:03 GMT -8
The restrictions of both classes apply. So bludgeoning weapons only as a cleric, and simple weapons only for a wizard, so basically quarterstaff and sling. Haha, and I guess technically firearms would apply, too. They are easy to use and technically deal bludgeoning damage. You'll start with 3 WP and 10 NWP thanks to high INT. Alright If you will allow firearms then I will definitely take one of them as a weapon prof. Do i get 2 like a priest or only 1 weapon prof like a wizard? That's the only part that confuses me playing multiclass. PHB states I get to use the most beneficial line and that would be the priest line rather than the mage they both get the same NWP and a priest gets 2 weapon prof rather than 1 of a mage. Weapon Prof.: Pistol Staff Sling NWP: Astrology Religion Reading/Writing Direction Sense Navigation Herbalism Cantrips Spellcraft Languages, Ancient Ancient History
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Post by GravityEmblem on Jan 7, 2018 9:41:04 GMT -8
So, my stats are:
Str 8 Dex 15 (14+1 racial) Con 14 Int 7 (8-1 racial) Wis 17 Cha 17
What do I get as a Dual-classed Buccaneer/Druid with 4,000 EXP and the above stats?
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Post by Nuke on Jan 7, 2018 12:02:24 GMT -8
Imma gonna start too.
STR: 9 DEX: 18 (+2,+2,-4) CON: 8 INT: 18 (85%, 18 spl/lvl) WIS: 8 Cha: 16 (8, +4, +5)
Air Genasi Transmuter (6)
HP: 4 + B6J291ur1-41-41-41-41-4
Spells: 5,3,3 (including +1 per spell level as specialist) Also +1 spell/level free (6) in Alteration
Daos, can you repost the link for the Air Genasi PCs please, I forgot where I saw it.
1-4·1-4·1-4·1-4·1-4
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Post by GreyWolfVT on Jan 7, 2018 12:48:43 GMT -8
am I to understand we start with 40,000 xp if that is so then I'd be level 5 for both Cleric and Illusionist unless my calculations are incorrect. However I won't roll HP until I know for certain that i read the xp part correctly.
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Post by Daos on Jan 7, 2018 13:02:33 GMT -8
Whichever one is better. So for weapon proficiencies, you get 2 at base, then a third upon hitting level 3, so 3 total WPs.
For NWPs, you'd start with 4 at base, then get a fifth for level 3, and then 5 more for INT, so 10 total NWPs.
Also, keep in mind my house rules. All NWPs cost 1 slot, although you can put additional slots into them for a +2 to rolls.
It's 40,000 XP, actually. And that depends. How many levels of thief did you want?
I don't have a link. They are found in the Planewalker's Handbook.
Air Genasi can resemble any normal race (human, elf, dwarf, etc.). They often display one or more of the following traits: * Light blue skin or hair * A constant light wisp of a breeze about them at all times, even while indoors * A distinctive breathy voice, with strange inflections and accent * Flesh that is very cool to the touch
They can use Levitate on themselves as the spell once a day, and this is called 'mingling with the wind.' They also get a +1 to all saving throws vs. air based attacks every 5 levels.
That's correct. So your character would be level 5 in both classes.
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Post by GreyWolfVT on Jan 7, 2018 14:13:23 GMT -8
Thanks for the Reply Daos I had forgotten that each NWP is one slot. I edited my post with WP and added Staff Sling. I also added two more NWP.
HP Rolls 6 + yKIIW1S84d104d8 /2 = 21
4d4·4d8
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Post by GravityEmblem on Jan 7, 2018 14:40:55 GMT -8
I was thinking...three. It feels like the right amount.
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Post by Daos on Jan 7, 2018 15:04:36 GMT -8
Alright. To reach level 3 as a thief, it costs 2,500 XP. That leaves 37,500 XP for druid, which puts you at level 7. So Druid 7/Thief 3.
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Post by GravityEmblem on Jan 7, 2018 16:15:17 GMT -8
So, what do I get for that.?
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Post by Daos on Jan 7, 2018 16:47:26 GMT -8
As a level 3 thief, you get the standard thief skills, backstab (x2 damage) and Thieves Cant.
Your base thief scores are:
Pick Pockets: 20% Open Locks: 10% Find/Remove Traps: 5% Move Silently: 20% Hide in Shadows: 10% Detect Noise: 15% Climb Walls: 70% Read Languages: 0%
At 1st level you get 60 points to distribute above. You cannot put more than 30 points into any one skill, and you cannot put any points into Read Languages. At 2nd and 3rd level, you get 30 points each, cannot put more than 15 points into one skill, and cannot put any into Read Languages (RL is not unlocked until 4th level).
As a level 7 druid, you get the ability to cast up to 4th level drudic spells. I've also modified the class abilities for a sea druid here:
*A +2 bonus to saves vs. water and air attacks. *A secret language (druidic) that only druids know. *The ability to identify marine plants/animals and pure water with perfect accuracy (3rd level) *The ability to move freely while underwater (3rd level) *Learn the languages of the merfolks (undine, nixies, sirines, tritons, etc.). He gets one of these free languages at 3rd level, then once a level after that). So at level 7 that is 5 bonus languages *Immune to charm spells cast by merfolk creatures (nixies, sirines, etc.) (7th level) *The ability to shapechange into any marine animal up to three times a day (7th level)
For HP, you get 2d6+6 as a thief, then add that to 4d8 for a druid.
For proficiencies, you'd have 3 WP and 6 NWP. You'd get 1 language (not including your bonus languages from being a druid).
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Post by GravityEmblem on Jan 7, 2018 17:54:06 GMT -8
For Thief skills, I'll have:
Pick Pockets: 20%
Open Locks: 40%
Find/Remove Traps: 35%
Move Silently: 20%
Hide in Shadows: 10%
Detect Noise: 45%
Climb Walls: 100%
Read Languages: 0%
For HP: 3YW9e0hQ2d6+6+4d8
For NWPs:
Animal Handling 16 Animal Training 17 Fishing 16 Herbalism 5 Navigation 5 Firebuilding 16 Rope Use 152-12·4-32
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Post by GravityEmblem on Jan 7, 2018 18:00:39 GMT -8
Oh, and...
WPs:
Dagger/Dirk Shortbow Harpoon
Languages:
Whatever the local language is. (Like Tardish for Gontoria)
Bonus Languages:
Druidic Undine Nixie Triton ...something else...
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Post by Daos on Jan 7, 2018 18:09:23 GMT -8
Ah, sorry, I forgot to mention. No thief skill can be improved beyond 95%. So you'll need to move that last 5% in Climb Walls elsewhere.
I fixed your HP dice rolls. It's better to put in 2d6 and 4d8 into the commands, as opposed to 2-12 and 4-32, because doing the latter just picks a random number between those two, and so the odds of them being low are much higher than if you roll multiple dice and add them up together.
Do you need me to compose a list of all the intelligent marine creatures that have languages?
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