Announcement

Collapse
No announcement yet.

PnP ADnD character creation

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    I really would go for a pure spellcaster then Jon.

    If you're starting at level 5, your wizard has 3 level 1, 2 level 2 and 1 level 3 spell memorised per day - without the bonuses for intelligence.

    Adding just one level from another class and you say goodbye to the level 3 spell, and one of the level one spells. Your magic missiles will only be 2 instead of 3...

    Come on, it IS roleplaying for a Wizard to stick with one class - years of study and dedication - magic is nothing to mess around with etc.

    -Jam
    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
    Taht 'ventisular link be woo to clyck.

    Comment


    • #17
      all of them but the artificer and spellsword can cast level 9 wizard spells

      the other nonpure spellcasters (ones that have levels of rogue/fighter/cleric only have 3 nonarcane spell caster levels)

      Jon Miller
      Jon Miller-
      I AM.CANADIAN
      GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

      Comment


      • #18
        Your party definitely needs a mage.
        (\__/) 07/07/1937 - Never forget
        (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
        (")_(") "Starting the fire from within."

        Comment


        • #19
          yah

          but a full mage

          or can I play the artificer?

          jon Miller
          Jon Miller-
          I AM.CANADIAN
          GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

          Comment


          • #20
            I don't know much about artificers... but your party can the punch of offensive magic only that a full mage can provide.
            (\__/) 07/07/1937 - Never forget
            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
            (")_(") "Starting the fire from within."

            Comment


            • #21
              all of them but the artificer and spellsword can cast level 9 wizard spells
              If they live to epic levels, yes

              Who's going to provide the Fireball, Knock, Levitate, Invisibility etc that a 5th level party needs though? A Wizard is like a Swiss Army Knife - he should have a spell for every job, and as many spells as possible, if he wants to help the party properly. As a "regular rogue" I get mad if the party Wizard wants to fight in melee, or open MY locks. I want him to turn me invisible and then fireball the room full of trolls I just discovered while scouting unseen...

              Just my idea of a Wizard - tool set

              BTW, for crafting stuff its better to stay single classed in 3.5 to get the decent effects faster. Get to level 10 to make keen weapons and the party will LOVE you.

              -Jam
              1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
              That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
              Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
              Taht 'ventisular link be woo to clyck.

              Comment


              • #22
                no

                they all get to 9th level spells at level 20 or before (except the spellsword and artificer)

                and how does single class have anything to do with crafting? that is a skill (unless it is special things like what an artificer can do)

                Jon Miller
                Jon Miller-
                I AM.CANADIAN
                GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                Comment


                • #23
                  at level 20

                  4-3 will have a caster level of 20

                  4-2 will have an arcane caster level of 17, and a divine caster level of 13

                  4-1 will have an arcane caster level of 20

                  3 wlil have an arcane caster level of 17

                  2-1 will have an arcane caster level of 17 (And a BAB of 16)

                  2-2 will have an arcane caster level of 12 (And BAB of 17 and be able to cast arcane spells in armor)

                  1 will be able to make 4th level spell-items, but couldn't have much magic (at most caster level of 13)

                  Jon Miller
                  Jon Miller-
                  I AM.CANADIAN
                  GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                  Comment


                  • #24
                    I think you have misunderstood casting level, Jon.
                    For example 4-3 will have a casting level of 5 as a mage, 10 as an alienist and 5 as a thaumaterge. Each class has different spell lists. A Cleric10/Druid10 doesn't have a casting level of 20, but of 10. The enemies a 20th level character faces will save all the time.

                    Yes, with some prestige classes you gain spell levels as if a mage or whatever - but IIRC, your caster level (for DC) stays the same.

                    Crafting items is a FEAT, well a number of different feats. You need x levels of wizard or x levels of cleric to use them. If you multi then you may never be able to make +5 flaming swords for example. (15 levels of wizard required)

                    -Jam
                    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                    Taht 'ventisular link be woo to clyck.

                    Comment


                    • #25
                      no

                      you dont know the prestige classes

                      your caster level goes up at +1

                      Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.

                      and none of the prestige classes I looked at has a different spell list or anything like that

                      Jon Miller
                      Jon Miller-
                      I AM.CANADIAN
                      GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                      Comment


                      • #26
                        feats like

                        CRAFT WAND [ITEM CREATION]
                        Prerequisite: Caster level 5th.
                        Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x ?the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
                        Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.


                        depend on casterlevel

                        not class level

                        Jon Miller
                        Jon Miller-
                        I AM.CANADIAN
                        GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                        Comment


                        • #27
                          check it

                          ARCANE TRICKSTER
                          Hit Die: d4.
                          Requirements
                          To qualify to become an arcane trickster, a character must fulfill all of the following criteria.
                          Alignment: Any nonlawful.
                          Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.
                          Spells: Ability to cast mage hand and at least one arcane spell of 3rd level or higher.
                          Special: Sneak attack +2d6.
                          Class Skills
                          The arcane trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
                          Skill Points at Each Level: 4 + Int modifier.

                          Table: The Arcane Trickster
                          Level Base
                          Attack
                          Bonus Fort
                          Save Ref
                          Save Will
                          Save Special Spells per Day
                          1st +0 +0 +2 +2 Ranged legerdemain 1/day +1 level of existing class
                          2nd +1 +0 +3 +3 Sneak attack +1d6 +1 level of existing class
                          3rd +1 +1 +3 +3 Impromptu sneak attack 1/day +1 level of existing class
                          4th +2 +1 +4 +4 Sneak attack +2d6 +1 level of existing class
                          5th +2 +1 +4 +4 Ranged legerdemain 2/day +1 level of existing class
                          6th +3 +2 +5 +5 Sneak attack +3d6 +1 level of existing class
                          7th +3 +2 +5 +5 Impromptu sneak attack 2/day +1 level of existing class
                          8th +4 +2 +6 +6 Sneak attack +4d6 +1 level of existing class
                          9th +4 +3 +6 +6 Ranged legerdemain 3/day +1 level of existing class
                          10th +5 +3 +7 +7 Sneak attack +5d6 +1 level of existing class

                          Class Features
                          All of the following are Class Features of the arcane trickster prestige class.
                          Weapon and Armor Proficiency: Arcane tricksters gain no proficiency with any weapon or armor.
                          Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.
                          Ranged Legerdemain: An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
                          An arcane trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.
                          Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.
                          Impromptu Sneak Attack: Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
                          At 7th level, an arcane trickster can use this ability twice per day.

                          ARCHMAGE
                          Hit Die: d4.
                          Requirements
                          To qualify to become an archmage, a character must fulfill all the following criteria.
                          Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
                          Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic.
                          Spells: Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from at least five schools.

                          Class Skills
                          The archmage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).
                          Skill Points at Each Level: 2 + Int modifier.

                          Table: The Archmage
                          Level Base
                          Attack
                          Bonus Fort
                          Save Ref
                          Save Will
                          Save Special Spells per Day
                          1st +0 +0 +0 +2 High arcana +1 level of existing arcane spellcasting class
                          2nd +1 +0 +0 +3 High arcana +1 level of existing arcane spellcasting class
                          3rd +1 +1 +1 +3 High arcana +1 level of existing arcane spellcasting class
                          4th +2 +1 +1 +4 High arcana +1 level of existing arcane spellcasting class
                          5th +2 +1 +1 +4 High arcana +1 level of existing arcane spellcasting class

                          Class Features
                          All the following are Class Features of the archmage prestige class.
                          Weapon and Armor Proficiency: Archmages gain no proficiency with any weapon or armor.
                          Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.
                          High Arcana: An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
                          An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.
                          Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
                          Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
                          Mastery of Counterspelling: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
                          Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
                          Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
                          Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.
                          Spell-Like Ability: An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.
                          The spell-like ability normally uses a spell slot of the spell’s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
                          The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.
                          If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.


                          Jon Miller
                          Jon Miller-
                          I AM.CANADIAN
                          GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                          Comment


                          • #28
                            I was talking about crafting weapons and armour. Sure - wands depend on the spells you know etc... but the "plus" enchantment on an item comes from level. 3 levels per +1, IIRC.

                            The comparison at level 20 is a bit silly anyway. If you get enough levels you can get decent casting skills with any multiclass. (and a caster PrC isn't a real multiclass - its a kit)

                            How do your characters compare at level 11 to a straight mage? The mage is MUCH more powerful IMO, not to mention more believable than a dabbler.

                            -Jam
                            1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                            That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                            Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                            Taht 'ventisular link be woo to clyck.

                            Comment


                            • #29
                              but things like an incantrix and alienist are mages

                              they are just specialised

                              Jon Miller
                              Jon Miller-
                              I AM.CANADIAN
                              GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                              Comment


                              • #30
                                (and a caster PrC isn't a real multiclass - its a kit)
                                As I said.

                                Its the rogue/trickster/illusionist combinations that bother me.

                                -Jam
                                1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                                That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                                Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                                Taht 'ventisular link be woo to clyck.

                                Comment

                                Working...