Moderators: ehiker133, waysoftheearth
I thought I'd just been playing someone a bit Joan of Arc!waysoftheearth wrote: (Hmm, they are some challenging numbers there DocX; those three 8s lend themselves to a boyish or girlish figure; I can see I fighter or cleric in there... with 16 charisma you could do a Joan d'Arc type figure? Let us know your thoughts...)
waysoftheearth wrote:Todd; do you now have the necessary permissions to edit Fendrel's Goldenrod sheet?
Clerics begin play with a spellbook containing 2 spells plus one additional spell for every point of wisdom above 12.heartless wrote:Can I find out how Clerics work in the rules
- Do they get a spell book with WIS-2 spells to start with ie., WIS=12 gives 10 spells.
- In the Rules v4 table 1.7 the cleric needs to be 2nd level to cast a spell, is this right? What does a Cleric do at 1st level with no spells.
Yes, a dual-classed character always divides earned XP exactly evenly between his classes. He also sums his two possible PR bonuses to XP. A (theoretical) fighter/cleric with with +10% XP due to high strength and +5% XP due to high wisdom would have a total +15% to overall XP earned.heartless wrote:- Do dual class characters advance at XP/2 in each class to determine the class levels?
Alas, there are no Elvish Fighter/Clerics.heartless wrote:I am considering a Elf Fighter/Cleric or Fighter/Magic-user
Those numbers look about right to me. 12 wisdom adds +1 to PR scores for each class, so this character would effectively have 10 str, 13 int, and 13 wis for the purpose of calculating XP adjustments. That's +5% XP as a F/M-U, or +10% as a F/M-U/Cleric.heartless wrote:Str 9 [2,4,6 => 1,3,5] -3 even
Int 12 [2,5,3=>2,6,4] +2 odd <4 languages>
Wis 12 [6,1,3=>6,2,4] +2 odd
Con 11 [4,6,3=>3,5,3] -2 even
Dex 10 [3,2,4 => 4,2,4] +1 odd
Chr 9 [4,4,1]
Mny 8 [2,5,1] = 80sp
heartless wrote:Thanks for the tip waysoftheearth, I like the rule about "14 wisdom adds +2 to PR scores for each class", I will go with these rolls:
g.p. 120
Str 10 (with +2 PR)
Int 14 (with +2 PR)
Wis 16 (with +2 PR)
Con 7
Dex 10
Cha 8
I am ready to create a character sheet, I will need to think up a name next.
So a treble-class character divides XP/3 for each class (but the +15% XP would help), which would advance slower than a dual-class character.
I am trying to find the rules on this, but what are the limitations to the armour/shield/helmet and weapons a F/M-U/Cleric character could use? Is leather armour okay not to effect spells?
heartless wrote:what are the limitations to the armour/shield/helmet and weapons a F/M-U/Cleric character could use?
Dual/Treble-classed Magic-Users and Armour
A dual/treble-classed M-U can act as a M-U while wearing magical armour.
While wearing non-magical armour any attempt to invoke a spell from memory will fail on a throw of 1-2 on a six-sided die. Scrolls, however, can be read while wearing non-magical armour without any chance of failure.