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Thread: 3.5 questions.
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2010-10-26, 04:51 AM (ISO 8601)
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3.5 questions.
D&D 3.5
Multiclassing.
When you take a new level of another class, Suddenly all your other saves and attack bonuses just vanish ? wtf?
Correct? [ ] Incorrect? [ ]
I can't remember the other questions I had atm. for 3.5 at least.
Another question, for the Rose Gunner found here
How would that play out if you became undead? Having no Con, no Fort saves, and larger hitpoints.
and could you become a Lich using your "soul gun" as the housing for your soul. meaning you become a Lich and a Rose Gunner at the same time, transferring your soul not into a amulet or something, but into the gun. just forging that same link to it.
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2010-10-26, 04:54 AM (ISO 8601)
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2010-10-26, 05:05 AM (ISO 8601)
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Re: 3.5 questions.
Now show a higher level example. 15-20.
*Gotta learn'em all.
I knew you shouldn't lose them all, but the advancement is what gets me.
So Mr Rogue hits level 15. for bab 11/6/1 fort 5 ref 9 will 4
He then takes up Monk and gets to level Five to now have:
Bab ???? Fort 9 ref 13 will 8 ?
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2010-10-26, 05:11 AM (ISO 8601)
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Re: 3.5 questions.
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2010-10-26, 05:20 AM (ISO 8601)
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Re: 3.5 questions.
BaB +14/+9/+4, Fort +9, Ref +13, Will +9. Easy.
Remember that when BaB gets added together, it can give you iterative attacks - a Rogue 4/Monk 4 will have a BaB of +6/+1.
I've seen this actually catch a few people out. You always get an extra attack at BaB +6, BaB +11 and BaB +16, no matter where you got them from.
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2010-10-26, 05:29 AM (ISO 8601)
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2010-10-26, 05:32 AM (ISO 8601)
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2010-10-26, 05:37 AM (ISO 8601)
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Re: 3.5 questions.
Halfling Monks : Even better for Saving Throws.
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2010-10-26, 06:27 AM (ISO 8601)
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Re: 3.5 questions.
For BAB, you only add up the first number and ignore all additional attacks. When you got the final BAB, you calculate the additional attacks by substracting -5 steps from the main BAB number until you have no number smaller than +1.
Rogue 8: +6/+1
Fighter 8: +8/+3
+6 +8 = +14
And then you count down in -5 stepps:
+14/+9/+4We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
Spriggan's Den Heroic Fantasy Roleplaying
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2010-10-26, 06:35 AM (ISO 8601)
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Re: 3.5 questions.
Special: Character must be living and have a soul.
http://www.d20srd.org/srd/typesSubtypes.htm#undeadType:
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
# Uses its Charisma modifier for Concentration checks.
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2010-10-27, 10:58 AM (ISO 8601)
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Re: 3.5 questions.
Ah.
Summoning.
What does it mean when it says summoned minions share your move pool.
Is it really You don't do anything so they do something?
You use your own move action to move it? your attack for it to attack?
{{scrubbed}}
please clarify.Last edited by LibraryOgre; 2010-10-27 at 11:32 AM.
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2010-10-27, 11:05 AM (ISO 8601)
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2010-10-27, 11:08 AM (ISO 8601)
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Re: 3.5 questions.
In 4e, yes that is typically how it works (I think). In 3.5, summoned monsters usually have the same initiative as you do, so they act at the same time, but they have their own set of actions.
Where, exactly, did you find this "share your move pool" rule? My best guess is that you read someone else commenting about 4e and couldn't tell which edition he was referring to. If you read it directly in the rules, I'm not sure what you could have read that might be interpreted that way. Maybe a poorly translated foreign language version?Last edited by LibraryOgre; 2010-10-27 at 11:32 AM.
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2010-10-27, 11:09 AM (ISO 8601)
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Re: 3.5 questions.
Just want to say, be careful with your wording. There's a lot of people who don't appreciate the word gay being used in a negative connotation.
To answer your question : That's a very strange way of putting it. The summoned monsters act on your initiative - that is, they take their turn at the same time you take yours. Both you and your summoned monster get full turns.Last edited by LibraryOgre; 2010-10-27 at 11:33 AM.
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2010-10-27, 11:17 AM (ISO 8601)
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Re: 3.5 questions.
It was from a 3.5 book.
Well, thats cleared up.
hm... I had a bunch of questions before. can't seem to remember them all...
if your starting out on level one, can you use a race with a LA of +1/2/3 ect?
how does LA work. (Level Adjustment?)
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2010-10-27, 11:18 AM (ISO 8601)
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Re: 3.5 questions.
please keep things civil.
You can always use a race with Level Adjustment. Level Adjustment adds to your ECL (Effective Character Level), making you effectively a higher level. There's also a method to remove LA at higher levels (which for some reason I can't find right now), but it requires your DM to okay it first.Last edited by LibraryOgre; 2010-10-27 at 11:33 AM.
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2010-10-27, 11:20 AM (ISO 8601)
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Re: 3.5 questions.
Last edited by Cipher Stars; 2010-10-27 at 11:25 AM.
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2010-10-27, 11:31 AM (ISO 8601)
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Re: 3.5 questions.
Yes and no.
Because of LA, you have to get higher ammounts of XP to gain new levels.
A character with LA +0 reaches 3rd level at 6,000 XP and 5th level at 15,000 XP.
A character with LA +2 reaches 3rd level at 15,000 XP (Level 3 + LA +2 = ECL 5).
Racial Hit Dice also count as levels.We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
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2010-10-27, 11:32 AM (ISO 8601)
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2010-10-27, 11:33 AM (ISO 8601)
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Re: 3.5 questions.
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2010-10-27, 11:37 AM (ISO 8601)
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Re: 3.5 questions.
no.
With LA of +2 you'd be level 18 when everyone else is 20
20 - (LA+2) = 18
You would 'usually' be LA# levels behind everyone else.
Reducing Level Adjustment
It is possible (and encouraged, if allowed) to buy off Level adjustments.
You will still be slightly behind in levels/experiance, but you will catch up the higher you get.Last edited by grarrrg; 2010-10-27 at 11:39 AM.
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2010-10-27, 11:52 AM (ISO 8601)
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Re: 3.5 questions.
It's still quite agreed upon, that most listed LAs are way too high to be worth it. Which ever way they used to calculate them produced much too high results.
We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
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2010-10-27, 11:53 AM (ISO 8601)
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Re: 3.5 questions.
Ah, much more sense. I just didn't do the math, I guessed because the
A character with LA +0 reaches 3rd level at 6,000 XP and 5th level at 15,000 XP.
A character with LA +2 reaches 3rd level at 15,000 XP (Level 3 + LA +2 = ECL 5).
the 15 was twice+ as much as the 6. guessed the 10/20 thing.
Another question...
Why so few spells a day ? our DM is one to have quite a bit packed in the days. He had to make spells that are two levels behind your max spell level At Will. capping at 3rd level spells.Last edited by Cipher Stars; 2010-10-27 at 11:54 AM.
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2010-10-27, 01:21 PM (ISO 8601)
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2010-10-27, 01:48 PM (ISO 8601)
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Re: 3.5 questions.
If you choose the right spells, you can get by casting 1-3 spells per encounter and still contribute quite a lot. Remember that even if you play a wizard, "cast a spell" isn't the only thing you can do on your turn.
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2010-10-27, 02:07 PM (ISO 8601)
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Re: 3.5 questions.
Theres also reserve feats you can get, that don't do magical effects without useing spell slots. If you're asking these questions you prolly don't have access to most of the splat books.
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2010-10-27, 03:55 PM (ISO 8601)
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Re: 3.5 questions.
You were also making the assumption that a level 3, LA +0, ECL character and a level 3, LA+2, ECL 5 character would be in the same party.
The second character would be in a party with Level 5, ECL 0 characters, both needing 15,000 xp to level up, and therefore holding steady at 2 levels behind. With buy-off, you end up only part of one level behind, XP-wise.
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2010-10-27, 05:16 PM (ISO 8601)
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Re: 3.5 questions.
Specifically, the lower the party level, the less spells you need. A single Entangle or Sleep or Color Spray or some such can allow you to do more than all the other party members combined on level 1. Combine this with you having upwards to 5 spells on level 1 (if you're playing an Int bonus race like Gray Elf or Tiefling [both from Monster Manual]), start with base 18 in Int and specialize, you get 2 bonus spells from high Intelligence and one from Specialization as a Wizard (as an example). You could also be an Old Human/Dwarf/whatever and get +2 to mental stats from age (but -3 to physical stats too). Either way, that leaves you with 4 spells a day as a Wizard, and if you become a Focused Specialist [Complete Mage], that's 5. Clerics can get 4 too and Druids 3.
Really, the art of making your spells last is to pick high impact spells and make the most out of them; hitting one guy (unless it's like an Ogre) with Color Spray or Sleep is rarely necessary (since you can just attack it), but if there's a group of Goblins you're fighting, catching 4-5 of them in a Color Spray could easily knock 3-4 of them down. Or even all 5 if you're lucky. And while they're stunned, someone can go finish them off. For example you. The rest of the time you just attack with a Bow of some kind or throw Alchemist's Fire (a convenient way to improve your attacks in a few levels) or so.
Combine this with eventual scrolls of spells you need rarely but that absolutely shine then; e.g. Wind Wall, Knock, Lesser Restoration, etc. - oh, and few backups of your more common spells that don't need saves or Caster Level to shine like Solid Fog and Web - and Wands of more commonly used spells with similar qualities and you should always have a card to play. In games with less magic items, you can craft scrolls and wands yourself if necessary. If that's not feasible, you'll have to make do, of course; all this means is you gotta be more stingy and careful about when to use your spells. I like to go to sleep with at least one highest level spell left.
And as your spell levels get higher, picking lower level spells that remain useful (e.g. Grease, True Strike, Magic Missile, Entangle, Glitterdust, Web, Pyrotechnics, etc.) allows you to contribute a lot higher up. Especially since instead of attacking, you can now cast a low level slot instead when the encounter isn't all that difficult. But yeah, the mindset for casting spells should always be "do we need a spell to win this encounter" or at least "is this fight so dangerous that if we don't use spells, someone might die"; just casting spells at anything that moves makes them run out real quick.Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
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