| Bharaz Silverhelm |
Did another look over of the rules. Trying to get APR down. Someone help me out?
Fighter Base Attacks per Round (no specialization)
* Levels 1–6: 1 APR
* Levels 7–12: 1.5 APR (one extra attack every other round)
* Levels 13+: 2 APR
Weapon Specialization Attacks (PHB p. 52–53)
* Levels 1–6: 1.5 APR (instead of 1)
* Levels 7–12: 2 APR (instead of 1.5)
* Levels 13+: 2.5 APR (instead of 2)
So…at lvl 1, when unarmed, Bharaz would get 1 attack. But with his warhammer 1.5. Because weapon specialization replaces normal APR, right?
Also, on weapon categories.
“Equipment: A Champion is allowed one weapon specialization (this is an exception to the restriction against multi-class characters).”
Is this in one weapon (warhammers) or is it for the weapon group? I currently have it as just warhammers.
Finally, traps:
We don’t have a thief. Is there any way we can handle traps and locks without one?
| Akkramar |
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I will reshuffle my character as a Fighter/Thief, as it was my original idea. I really like it for Dwarves. Problem solved ;)
And then I can also maybe specialize in Crossbows, even if XBows suck in 2e.
EDIT: As for specialization, 3/2 means you have 1 attack in the first round of combat, and two attacks on the second round of combat. rinse and repeat. Done ;)
(Then 2 per round, and after that 5/2 means two in the first and three in the second, etc)
And yes, the Champion Specialization is in one specific weapon, not a weapon group. They are a great kit, I have played one in the past.
| Bharaz Silverhelm |
With 5 APR you might as well just call it an artificer with a gun. :p
In this campaign how does weapon specialization work? If it is core rules, then am I correct that it’s just weapon specialization as above, without grand mastery or anything like that which came later? And likewise weapon proficiencies are just that, without any fighting styles?
Critzible
|
I have always wanted to play a dart thrower. But I simply cannot fathom how they would carry around enough ammunition to last them a day..? Unless they only pack darts ‘of returning’ :)
Strapped to arms, legs, two bandoleers, behind the shield, hip quivers belt. On your bracers, shoulder pads. Like a Rob Liefeld Drawing except replace the Pouches with Darts!!!!
| Akkramar |
Akkramar wrote:I have always wanted to play a dart thrower. But I simply cannot fathom how they would carry around enough ammunition to last them a day..? Unless they only pack darts ‘of returning’ :)Strapped to arms, legs, two bandoleers, behind the shield, hip quivers belt. On your bracers, shoulder pads. Like a Rob Liefeld Drawing except replace the Pouches with Darts!!!!
I like that!
You can kinda do a similar thing with daggers right (just a reduced RoF)? Because I was considering going Ghetto Fighter kit (for dwarven Fighter/Thief), dual wielding maybe two daggers in melee, and then throwing daggers in ranged.I know other weapons are better for melee, but it feels kinda cool :)
| Bharaz Silverhelm |
That would be a great choice. Thematically it fits the sundered dwarf very well. And as only single class fighters can get weapon specialization, getting +1 hit and damage with better dual wielding is a great boost. Plus…I think throwing daggers adds your strength bonus? So when making ranged attacks it seems pretty optimal.
Speaking of which, I’m somewhat confused by weapons. Is there, in core, hammers (thrown that do 1d4 damage in melee and range) and warhammers (1d4+1 melee only)? Because if so I’ll just use regular hammers. If not, I’ll stick with warhammers, and will be proficient in hand axes for throwing .
| Tommy Boyd |
I have to pick my extra two NWP and spend the additional 20 gold Tommy has for being a fighter/druid instead of a druid.
As well as whether or not I want to move any of my ability scores around.
I will have the above done by tonight for you.
edited:
Going to keep his abilities as down the line.
Caught a mistake: Farming (which I had as a NWP) is for using secondary skills, not NWP, so slotting in Agriculture where I had Farming listed as a NWP.
Critzible
|
That would be a great choice. Thematically it fits the sundered dwarf very well. And as only single class fighters can get weapon specialization, getting +1 hit and damage with better dual wielding is a great boost. Plus…I think throwing daggers adds your strength bonus? So when making ranged attacks it seems pretty optimal.
Speaking of which, I’m somewhat confused by weapons. Is there, in core, hammers (thrown that do 1d4 damage in melee and range) and warhammers (1d4+1 melee only)? Because if so I’ll just use regular hammers. If not, I’ll stick with warhammers, and will be proficient in hand axes for throwing .
Actually you can specialize as a Multiclass fighter, but only Specialization, you can get mastery or grand mastery and only in one weapon.
| Bharaz Silverhelm |
Bharaz Silverhelm wrote:Actually you can specialize as a Multiclass fighter, but only Specialization, you can get mastery or grand mastery and only in one weapon.That would be a great choice. Thematically it fits the sundered dwarf very well. And as only single class fighters can get weapon specialization, getting +1 hit and damage with better dual wielding is a great boost. Plus…I think throwing daggers adds your strength bonus? So when making ranged attacks it seems pretty optimal.
Speaking of which, I’m somewhat confused by weapons. Is there, in core, hammers (thrown that do 1d4 damage in melee and range) and warhammers (1d4+1 melee only)? Because if so I’ll just use regular hammers. If not, I’ll stick with warhammers, and will be proficient in hand axes for throwing .
Cool!
“ Weapon Proficiencies: He may have any weapon proficiency. Unlike other warrior/priests, he may specialize in one weapon. This weapon must be chosen when the kit is taken and cannot be changed. He may never specialize in any other weapon.”
So with 4 proficiency points…how many can I put into warhammers? Can it be all 4? I think that means +2 hit and +3 damage? And are you ruling that mastery / grand mastery is allowed outside of single class fighter?
Also, are there hammers which can be thrown and used in melee that do 1d4 damage? I looked online and saw talk of it but I’m not sure if those are official or not. Right now my default is basic warhammer (1d4+1 damage)
Critzible
|
Critzible wrote:Bharaz Silverhelm wrote:Actually you can specialize as a Multiclass fighter, but only Specialization, you can get mastery or grand mastery and only in one weapon.That would be a great choice. Thematically it fits the sundered dwarf very well. And as only single class fighters can get weapon specialization, getting +1 hit and damage with better dual wielding is a great boost. Plus…I think throwing daggers adds your strength bonus? So when making ranged attacks it seems pretty optimal.
Speaking of which, I’m somewhat confused by weapons. Is there, in core, hammers (thrown that do 1d4 damage in melee and range) and warhammers (1d4+1 melee only)? Because if so I’ll just use regular hammers. If not, I’ll stick with warhammers, and will be proficient in hand axes for throwing .
Cool!
“ Weapon Proficiencies: He may have any weapon proficiency. Unlike other warrior/priests, he may specialize in one weapon. This weapon must be chosen when the kit is taken and cannot be changed. He may never specialize in any other weapon.”
So with 4 proficiency points…how many can I put into warhammers? Can it be all 4? I think that means +2 hit and +3 damage? And are you ruling that mastery / grand mastery is allowed outside of single class fighter?
Also, are there hammers which can be thrown and used in melee that do 1d4 damage? I looked online and saw talk of it but I’m not sure if those are official or not. Right now my default is basic warhammer (1d4+1 damage)
Just Two. it goes Profiency, Specialzation, Mastery, Grand Mastery. No one can be past Specialization at 1st level. Fighters can only Master 1 weapon but spexialize in a few,
Multiclass fighters can only have 1 Specialization. Unless a Kit says otherwise.
| Tommy Boyd |
Weapon Profiencies (2 for priest, 4 for warrior ==> 4) (gain additional one at every level divisible by 3)
sickle
sling
club
dagger
NonWeapon Proficiencies (4 for priest, 3 for warrior ==> 4) (gain additional one at every level divisble by 3)
Homesteader Kit Bonus NWPs:
Agricuture (Int) (75% success rate)
Fishing (Wis -1) (60% success rate)
4 baseline NWP slots:
Brewing (general) (1 slot) (Int) (75% success rate)
Cooking (general) (1 slot) (Int) (75% success rate)
Herbalism (priest) (2 slots) (Wis -2) (55% success rate)
4 bonus NWP slots from Int bonus:
Animal Handling (general) (1 slot) (Wis) (65% success rate)
Carpentry (general) (1 slot) (Str) (65% success rate)
Hunting (warrior) (1 slot) (Wis -1) (60% success rate while solo hunting)
Weather Sense (general) (1 slot) (Wis -1) (60% base success rate)
| Bharaz Silverhelm |
Re-worked Bharaz abit given that fighting styles are allowed. He now is using this as his weapon. Proficiency points are **punching and **one weapon style.
Yeah, it’s only a 1d3 damage die. But I love the idea of using gauntlets for punching/blocking. And with his high strength roll, it’s alright to lower the damage per punch.
Malinor.
|
I'll give you guys a Bullet Point of options for yout first missions.
I'll have 4 simple quests to start out.
1st- Quarry needs investigated about its night crew
2nd- Investigate the Old Shrine to a long forgotten God
3rd-A Dwarven Expedition
4th-A Kobold Hold
All not far from Restenford
I would vote for the following order:
3, 2, 4, 1
@Critizible I do need you to tell me how many spells are in my spellbook and one more language that I can know as I have all the languages lised for Dwarf characters.
Burning Hands and Armor would be great.
| Bharaz Silverhelm |
Critzible wrote:I'll give you guys a Bullet Point of options for yout first missions.
I'll have 4 simple quests to start out.
1st- Quarry needs investigated about its night crew
2nd- Investigate the Old Shrine to a long forgotten God
3rd-A Dwarven Expedition
4th-A Kobold Hold
All not far from Restenford
I would vote for the following order:
3, 2, 4, 1
@Critizible I do need you to tell me how many spells are in my spellbook and one more language that I can know as I have all the languages lised for Dwarf characters.
Burning Hands and Armor would be great.
I’ve no issue with the order presented :)
| Akkramar |
I'll give you guys a Bullet Point of options for yout first missions.
I'll have 4 simple quests to start out.
1st- Quarry needs investigated about its night crew
2nd- Investigate the Old Shrine to a long forgotten God
3rd-A Dwarven Expedition
4th-A Kobold Hold
All not far from Restenford
I am going with 1-2-4-3 :)
Critzible
|
Critzible wrote:I'll give you guys a Bullet Point of options for yout first missions.
I'll have 4 simple quests to start out.
1st- Quarry needs investigated about its night crew
2nd- Investigate the Old Shrine to a long forgotten God
3rd-A Dwarven Expedition
4th-A Kobold Hold
All not far from Restenford
I would vote for the following order:
3, 2, 4, 1
@Critizible I do need you to tell me how many spells are in my spellbook and one more language that I can know as I have all the languages lised for Dwarf characters.
Burning Hands and Armor would be great.
Been looking at what spells you get.you aytomatically get Read Magic and Write
Also you could just adjust and make it a NWPrpfiency
Malinor.
|
Also you could just adjust and make it a NWPrpfiency
Would you be ok with Survival as a NW Proficiency sine he was training to go find a new place for a forge?
I think I need a fire spell as a fire elementalist. I believe that list of level 1 Fire spells is:
Affect Normal Fires
Burning Hands
Dancing Lights
Fire Burst
Fire Quill
Flamespin
I would also really appreciate some defensive spell so that I can live long enough to see future spells.
| Tommy Boyd |
So Do you want to learn to Read and Write.
as in Second Edition you have to use Proficiency slots into Languages and Reading Writing Seperately
I did not add the languages from my notes to my profile, which I chose Common, Halfling (to gain literacy in his racial tongue), Dwarf, Gnome.
Clarify for us, please.
On page 16 of the Player's Handbook, the blue 'sidebar' for Intelligence has "also indicates the number of extra proficiency slots the character gains due to his Intelligence."
Are you treating the extra languages as two separate bonus allotments like the wording suggests: a number of bonus languages equal to the Int bonus and a number of bonus NWPs equal to the Int bonus?
If yes, how are you handling the bonus languages? Just for speaking and not reading/writing; you can use one to gain speaking fluency and another if you already have fluency in a given language; or you can only gain literacy in the language by taking the modern languages NWP?
I had originally used two of my Int bonus proficiencies on weapon proficiencies because the sidebar in the Intelligence write-up only refers to proficiencies without distinguishing between WP and NWP.
With Tommy's 15 Int, that gives Tommy 4 bonus languages....so which of the following options is the way you are using with NWP:
Option 1: Tommy has 4 bonus langage slots and 4 bonus NWP slots. He can use his extra language bonus slots to gain full fluency in a language he selects (including literacy in the language). He can also spend NWP slots to take the modern language NWP, read/write NWP and/or ancient language NWP.
Option 2: As Option 1, except the bonus language slots can only be used to gain the ability to speak/converse in the language and must spend NWP slots to gain literacy in a language he can speak.
Option 3: As Option 1, except the bonus language slots can only be used to gain literacy in languages the character has gained speaking fluency in from NWPs.
Option 4: The number in the bonus languages column is only used for bonus NWPs and the only way to gain fluency in other languages (and literacy in your native tongue) is to take the Modern Languages NWP.
If you are using one of the first 3 options, are we starting with the bonus languages already known or are they open language starts that we fill up via the campaign?
I will adjust his NWP as needed after your clarification.
Regarding Secondary Skills, the homesteader kit states farming is the secondary skill most necessarily to the homesteader. Should I just take that instead of rolling for a secondary skill?
If yes, as the farming secondary skill covers basic agriculture, for the bonus NWP between agriculture or animal handling (which I chose agriculture for) I will use for animal handling and I will used the freed up NWP slot to gain the Read/Write NWP for the halfling racial tongue.
Would the journeyman's carpentry tools fit in the pack saddle bags on the mule?
As for the 4 adventure options, my vote of which one to investigate in descending order is as follows:
A Dwarven Expedition
Quarry needs investigated about its night crew
Investigate the Old Shrine to a long forgotten God
A Kobold Hold
Critzible
|
Critzible wrote:So Do you want to learn to Read and Write.
as in Second Edition you have to use Proficiency slots into Languages and Reading Writing Seperately
I did not add the languages from my notes to my profile, which I chose Common, Halfling (to gain literacy in his racial tongue), Dwarf, Gnome.
Clarify for us, please.
On page 16 of the Player's Handbook, the blue 'sidebar' for Intelligence has "also indicates the number of extra proficiency slots the character gains due to his Intelligence."
Are you treating the extra languages as two separate bonus allotments like the wording suggests: a number of bonus languages equal to the Int bonus and a number of bonus NWPs equal to the Int bonus?
If yes, how are you handling the bonus languages? Just for speaking and not reading/writing; you can use one to gain speaking fluency and another if you already have fluency in a given language; or you can only gain literacy in the language by taking the modern languages NWP?
I had originally used two of my Int bonus proficiencies on weapon proficiencies because the sidebar in the Intelligence write-up only refers to proficiencies without distinguishing between WP and NWP.
With Tommy's 15 Int, that gives Tommy 4 bonus languages....so which of the following options is the way you are using with NWP:
Option 1: Tommy has 4 bonus langage slots and 4 bonus NWP slots. He can use his extra language bonus slots to gain full fluency in a language he selects (including literacy in the language). He can also spend NWP slots to take the modern language NWP, read/write NWP and/or ancient language NWP.
Option 2: As Option 1, except the bonus language slots can only be used to gain the ability to speak/converse in the language and must spend NWP slots to gain literacy in a language he can speak.
Option 3: As Option 1, except the bonus language slots can only be used to gain literacy in languages the character has gained speaking fluency in from NWPs.
Option 4: The number in...
I know it waswhen Profiencies where option it can also be used for them is how I always remember playing it. And know it wqs cleared up in the Skills and Powers
I do know you cant read or write unless you take profiency in it. Langauge is spoken only.
Hmmm I perfer Either or.
Though we can do Languages spoken and NWP bonus. Thiugh just spoken languages
Critzible
|
Critzible wrote:
Also you could just adjust and make it a NWPrpfiencyWould you be ok with Survival as a NW Proficiency sine he was training to go find a new place for a forge?
I think I need a fire spell as a fire elementalist. I believe that list of level 1 Fire spells is:
Affect Normal Fires
Burning Hands
Dancing Lights
Fire Burst
Fire Quill
FlamespinI would also really appreciate some defensive spell so that I can live long enough to see future spells.
Ill have to look at some though those are great choices..also you can learn second level fire spells at first level.
I will probably give you Armor.
| Tommy Boyd |
Though we can do Languages spoken and NWP bonus. Thiugh just spoken languages
Okay.
So bonus spoken languages as well as bonus NWP.
Tommy's Spoken Languages: Halfling plus Druidic. Int bonus spoken languages are Common, Dwarf, Gnome and Elf.
I will swap out his Hunting NWP (warrior, 1 NWP slot) for Read/Write (Halfling) (Priest, 1 NWP slot).
If yes to farming as secondary skill, which would give him the equivalent of the agriculture NWP, will shift animal handling as the first free homesteader kit NWP (instead of agriculture) and put hunting back in for the non-free slot that animal handling was using.
Think just need to spend the additional gold - journeyman carpentry tools, swapping fishing hook for fishing net, and adding additional animals (and related gear) so he has enough to breed the goats and chickens.
| Tommy Boyd |
I still need to update his profile with the updated gear;
removed fishing hook and added fishing net
journeyman carpentry tools
pack animal is donkey instead of mule.
additional donkey (so one male and one female - Tommy alternates which one is used as the pack animal each day.
total 6 milking goats and 1 male goat, and goat halter for each of them
total 6 hens and 1 rooster, and chicken halter for each of them
1 pound of herbs
1 pound of salt
1 pound of nuts
1 gallon of small beer
| Bharaz Silverhelm |
Int 12. So 3 languages?
* Spoken Languages:
- From Race: Common and Dwarven
- From Int: Gnome, Halfling (from growing up in a settlement living alongside them) and kobold (it seems like they are common enemies of gnomes? Seems like they would be around)
* Written Languages:
- Dwarven from Dwarf Runes
——-
Also saw this rule…
“Weapons in Defense: A character attempting to punch, wrestle, or overbear an armed opponent can do so only by placing himself at great risk. Making matters worse, an armed defender is automatically allowed to strike with his weapon before the unarmed attack is made, regardless of the initiative die roll. Furthermore, since his opponent must get very close, the defender gains a +4 bonus to his attack and damage rolls. If the attacker survives, he can then attempt his attack.”
So not going for the punching gauntlet route. Damn, 2e is different from later editions!
Critzible
|
Int 12. So 3 languages?
* Spoken Languages:
- From Race: Common and Dwarven
- From Int: Gnome, Halfling (from growing up in a settlement living alongside them) and kobold (it seems like they are common enemies of gnomes? Seems like they would be around)* Written Languages:
- Dwarven from Dwarf Runes——-
Also saw this rule…
“Weapons in Defense: A character attempting to punch, wrestle, or overbear an armed opponent can do so only by placing himself at great risk. Making matters worse, an armed defender is automatically allowed to strike with his weapon before the unarmed attack is made, regardless of the initiative die roll. Furthermore, since his opponent must get very close, the defender gains a +4 bonus to his attack and damage rolls. If the attacker survives, he can then attempt his attack.”
So not going for the punching gauntlet route. Damn, 2e is different from later editions!
Yeah though FIghting Monks get special treatment, as does the Monk Class. THough none of those are available
Critzible
|
Critzible wrote:
Also you could just adjust and make it a NWPrpfiencyWould you be ok with Survival as a NW Proficiency sine he was training to go find a new place for a forge?
I think I need a fire spell as a fire elementalist. I believe that list of level 1 Fire spells is:
Affect Normal Fires
Burning Hands
Dancing Lights
Fire Burst
Fire Quill
FlamespinI would also really appreciate some defensive spell so that I can live long enough to see future spells.
Spells: Detect Magic, Read Magic, Write, Identify, Armor, Cantrip will not count against your spells known
Affect Normal Fires, Butning Hands, Dancing Lights, Fire Burst,Fist of Stone, Feather Fall, Find Familiar, Grease,Alarm
2nd-Flaming Sphere
Atleast for now
Malinor.
|
Spells: Detect Magic, Read Magic, Write, Identify, Armor, Cantrip will not count against your spells known
Affect Normal Fires, Butning Hands, Dancing Lights, Fire Burst,Fist of Stone, Feather Fall, Find Familiar, Grease,Alarm
2nd-Flaming Sphere
Atleast for now
Sounds good, and I will pick up the Survival skill.