Grunt's Ghosts wrote: »
Also: I was reflavoring the claws as dual wielding daggers at 1d4 and use the dual wielding rules on page 168. But I'll take a d8 weapon die!
astrobstrd wrote: »
@ Grunt's Ghosts - I am fine with tying weapons to class, especially if we roll through Temple of Elemental Evil. As a barbarian with two weapons, go ahead and consider your claws a light 2H weapon, so you can use 1d8 for dmg. I would say to use the martial dmg., but I think inability to be disarmed, ability to hide weapons, and close quarter ability (easier to use to cut out of a tight jam) give enough advantage to lose a die.
@ DevoutlyApathetic - Like I told dracil and boozer, Temple of Elemental Evil may require at least one natural 14 for a main stat. Feel free to try one re-roll for the good professor or use a 28-point buy.
DevoutlyApathetic wrote: »
Alright, sheet is updated with newer improved stats since Geth decided to stop being a jerk.
Boozer wrote: »
I had a question about the Wizard talent High Arcana. You get a bonus spell counter-magic. Does that take a spell slot to prepare? I had assumed it was a bonus spell that didn't take a slot. After googling it sounds similar to the bonus cleric spell Heal, which in the faq was clarified to not take up a spell slot.https://www.pelgranepress.com/forum/comments.php?DiscussionID=778http://forum.rpg.net/showthread.php?662669-13th-Age-Wizards-and-spell-use-I-m-confused/page2http://pelgranepress.com/site/?p=12062
Ardent wrote: »
@astrobstrd Are you cool with me just taking 25gp and "I have all the requisite spell components" Wizard option? I don't really want to get deep down the well with Fultur's gear list.