Oh no, it's terrible to hear that your computer crashed. How long will that computer be out of commission for, or will you need to replace it?
I actually don't know what the Divine Metamagic feat does, I just keep reading on guides that it is a great feat.
Do you know what it does?
Lol, I like the name of that magic book xD
Since I have bullets I may as well get a sling so I can use them.
However, according to table 7-5 in the manual slings don't cost any money. I guess that means you have to make them? If I find/purchase wood, leather, and string/rope can I make one?
The gear I want to purchase are as follows:
Bedroll sack
Caltrops
Case with 10 crossbow bolts
Flask
Flint and steel
Inkpen
Ink (but not the 1 oz. vial)
Rope, hempen (50ft)
Trail rations for 2 days
Torches x3
Waterskin
Total = 7gp 2sp 6cp
I have another question.
A level 3 cleric can prepare 2 level 1 spells a day. Does that mean I can cast 'Cure light wounds' twice in a day?
Also, when I prepare my level 0 spell does it take up a 1st level spell slot, or is it something that is always automatically prepared and can be cast once or multiple times a day?
Btw, I changed my 3rd level spell to 'Summon Monster III' because I just noticed that 'Animate Dead' has a material component that is quite expensive.
I also added a light crossbow to my starting equipment.
Last edited by M i n u x e; 08-25-2016 at 12:24 AM..
So am I also rolling for magic items or is that for magic users?
If so I'll roll in spoilers so you can ignore them if they're not intended:
SPOILERX
The 100-sided dice lands on 88 The 100-sided dice lands on 53 The 100-sided dice lands on 58 The 100-sided dice lands on 3 The 100-sided dice lands on 22 The 100-sided dice lands on 37 The 100-sided dice lands on 11 The 100-sided dice lands on 56 The 100-sided dice lands on 83 The 100-sided dice lands on 98
You can just have a sling. that's perfectly fine by me. xD
Good selection of gear. :]
It means that whatever spells of second level you can use. you can prepare 2. So if you wanted to prepare both slots with cure light wounds you are more than welcome to do so :]
Level 0 spells should be the same way. You have a certain number of slots and you prepare them for the day. No they do not take up a level 1 slot. they only take up a level 0 slot. they're cantrips I believe is the official name.
Yes you also roll for magic items Poet. Let me get right on that in between event posting. xD
Ok, thanks for answering my questions. I understand the whole preparing spells process now.
I now see on the table that I can prepare 4 level 0 spells each day, for some reason I skipped that column the first time I looked at the table.
I will make my first post in the roleplay thread now. Sorry that it took so long, my family was entertaining relatives for the past 3 days and I have been prioritizing what little computer time I have to the summer games event.
i have been to if you didn't notice my sporadic posting during it. xD things are a little hectic in my little household right now. Just unpacked all my dungeons and dragons books though last night. so i can look things up a lot faster now. xDseeing as I have most of it marked and i much prefer the books to the PDF...
oh extrememly easier. I've been having a great time :] Pulling inspiration out finally now that I have quite a few chores done. today was rather productive!
Magic Item 2:
A 9 inch metal wand win an engraving on the side that those experienced in the language of the divine can read as "Dispel magic" I can tell you that it has 42 charges left.
Magic Item 3:
Requires one more percentile roll please :D The Wandering Poet:
Last edited by Inspiration; 09-04-2016 at 08:19 PM..
stat 1:
The 20-sided dice lands on 5
The 6-sided dice lands on 1
The 6-sided dice lands on 2
The 6-sided dice lands on 6
The 6-sided dice lands on 5
stat 2:
The 20-sided dice lands on 15
The 6-sided dice lands on 4
The 6-sided dice lands on 3
The 6-sided dice lands on 1
The 6-sided dice lands on 2
stat 3:
The 20-sided dice lands on 10
The 6-sided dice lands on 6
The 6-sided dice lands on 4
The 6-sided dice lands on 5
The 6-sided dice lands on 6
stat 4:
The 20-sided dice lands on 13
The 6-sided dice lands on 2
The 6-sided dice lands on 1
The 6-sided dice lands on 6
The 6-sided dice lands on 2
stat 5:
The 20-sided dice lands on 1
The 6-sided dice lands on 3
The 6-sided dice lands on 1
The 6-sided dice lands on 5
The 6-sided dice lands on 6
stat 6:
The 20-sided dice lands on 5
The 6-sided dice lands on 4
The 6-sided dice lands on 2
The 6-sided dice lands on 1
The 6-sided dice lands on 6
---------- Post added 09-04-2016 at 04:25 PM ----------
Rerolls
stat 1: The 20-sided dice lands on 18
stat 2: The 6-sided dice lands on 2
stat 6: The 6-sided dice lands on 6 The 6-sided dice lands on 1
Your third magical item is a glass staff with metalwork twining around its outside like fines, shielding the inner glass from shattering. Both ends are shot in medal and engraved with a small image of a shield on the tips. It is about 5 feet long and 2 inches thick.
It is a staff of defense with the following spells stored within it.
Shield (1 charge)
Shield of Faith (1 charge)
Shield other (1 charge)
Shield of Law (3 charges)
haven't decided on the code words yet. This will be the magic item you just received so you may not know its secrets yet.
Last edited by Inspiration; 09-05-2016 at 12:29 AM..
Starting gold i think is 6d4 * 10
The 4-sided dice lands on 2
The 4-sided dice lands on 2
The 4-sided dice lands on 2
The 4-sided dice lands on 4
The 4-sided dice lands on 3
The 4-sided dice lands on 3
---------- Post added 09-05-2016 at 10:25 AM ----------
so only 110gp for poor me
Last edited by Jaijin; 09-05-2016 at 02:59 PM..
Reason: ease of reading the rolls, addition fails me
jaijin has pointed out that i messed up on the starter gold guys.
Cleric: 5d4 x10
Ranger 6d4 x10
so you have a bit more than I accidentally went off of. (looked at the wrong chart)
so looks like you can purchase some more and go ahead and roll and see how much gold you start with.
The 100-sided dice lands on 10
The 100-sided dice lands on 62
The 100-sided dice lands on 57
The 100-sided dice lands on 24
The 100-sided dice lands on 47
The 100-sided dice lands on 83
The 100-sided dice lands on 69
The 100-sided dice lands on 25
The 100-sided dice lands on 37
The 100-sided dice lands on 71
First Magical Item:
A metal rod about 2 and a half feet long. It has enscriptions all along its length that depict monstrous creatures, and on each end is an eye.
It is a Rod of detection and can be used 3x a day for 10 minutes each use.
Second magical Item:
A silver ring , in which is set a small shield shaped diamond. It is a ring of evasion, allowing you to take no damage when reflex saving for half damage.
Cleric gold: The 4-sided dice lands on 1 The 4-sided dice lands on 4 The 4-sided dice lands on 4 The 4-sided dice lands on 1 The 4-sided dice lands on 1 x10 = (Way more than 12, lol)
Health: 3d10 + con modifier right?
The 10-sided dice lands on 3 The 10-sided dice lands on 2 The 10-sided dice lands on 5 +2 (con modifier)
---------- Post added 09-06-2016 at 02:12 AM ----------
Since I have more gold now I will buy the following items:
Acid (flask) = 10gp
Alchemist's Fire (flask) = 20gp
Lantern, hooded = 7gp
Oil (1 pint) x2 = 2sp
Parchment (sheet) = 2sp
I have already added all of them to my character sheet.