Thanks. I don't have that book.Nikosandros said:R&C confirmed a single progression (+1/2 per level) for AC, defenses, skill checks and attacks.
Did they also confirme the change on the ability scores modifiers?
Thanks. I don't have that book.Nikosandros said:R&C confirmed a single progression (+1/2 per level) for AC, defenses, skill checks and attacks.
Sadrik said:I think second wind should not heal "bloodied" damage but rather only the "luck" portion of HP. Also, how did you figure out how many HP it gives back?
Sadrik said:Here is some skill stuff.
I named it Occult as a counter to Arcana sort of the Divine ancient knowledge folklore and cults and obscure religions etc.theredrobedwizard said:They've said that Religion is a skill, specifically, which would cover most of the stuff that your Occult skill would cover.
Well I would not be so sure with using Iron Heroes too closely for specific info. Because, I can totally see the whole thing getting rearranged not necessarily by how 3.5 did it. Ie jump = strength skill. I think Jump is a more acrobatic thing. I can also see encumbrance and breaking down doors and the like being applied to Athletics. I would throw ride in there too.theredrobedwizard said:Again, most of my skill assumpions are based off of SWSE and Iron Heroes (lumping Jump with Climb and Swim was basically because all three work off of Strength).
I remember a post in the skill thread where somebody just threw that number out there, There very well could be more or less.theredrobedwizard said:I don't remember where, but I swear I remember reading something about 18 skills. *shrug* I could be wrong.
I suspect they will be lumped like I have done. Pilot makes sense. Build, craft, finery were my best gueses at them, I can also see an alchemy skill. Music and Act quite honestly I dont like. They are pretty useless fluff skills but they seem to occupy a niche especially with the bard and somebody who want to impersonate or disguise themselves etc. So very use rope like.theredrobedwizard said:Also, they've said that Craft and Profession skills are either going to be lumped together or cut entirely; so dividing them into Pilot, Build, Craft, Finery, Music, and Act seems to be counter to design philosophy.
I like this approach. Nice. Sort of like a language skill where you can get additional languages, you can get an "perform" or an "art".theredrobedwizard said:Really, Art/Music/Oratory is a form of expression used to persuade people to feel a certain way. Hence why I've lumped it together under Persuasion/Diplomacy.
Sadrik said:Greataxe is 1d12 + str x2?
I suppose this makes sense if you dual wield so you can get rid of that annoying 1/2 str in the off hand- str x1 in both hands.
Are you supposed to get stat +1/2 level to damage too.
So for instance, the warlocks eldritch blast should do 1d6 + stat + 1/2 level.
The STAT + 1/2 level to damage in all cases -> including the warlocks eldritch blast. You forgot the stat.theredrobedwizard said:The +1/2 level damage bonus will factor in later, when the pregens are above level 1.
Sadrik said:The STAT + 1/2 level to damage in all cases -> including the warlocks eldritch blast. You forgot the stat.
Race: Elf
Class / Level: Cleric of Corellon 1
Ability Scores -
Strength 14 [+2]
Dexterity 20 [+5]
At Will:
Basic Ranged Attack (Longbow): [Standard Action] - d20+5 to hit, d8 damage. Range 18.
Basic Melee Attack (Mace): [Standard Action] - d20+2 to hit, d8 damage.
Sadrik said:The bow should do d8+2, and the mace d8+2.
Or if you like the bow could be d8+5 I personally like d8+2 but who knows how they will do it.