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[PR] S.T. Cooley Publishing releases "Buy the Numbers"
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<blockquote data-quote="The Sigil" data-source="post: 1632611" data-attributes="member: 2013"><p>Everything is completely "unbundled." You may have to check to see how many of the "things" you already have when you want to buy another one, but other than that, every "thing" is separate.</p><p></p><p>Here are a list of things you can buy:</p><p></p><p>1 - Hit Dice</p><p></p><p>2 - BAB</p><p></p><p>3 - Saving Throw Bonuses (for each save)</p><p></p><p>4 - Feats</p><p></p><p>5 - Skill Ranks (these actually come in pairs to make the math work, so I guess that's bundling a little bit)</p><p></p><p>6 - Proficiencies (well, some of these come in bundles, such as "all simple weapons" but you can buy "one weapon at a time" as well)</p><p></p><p>7 - Individual "Simple" Class Abilities that are either on or off (e.g., the paladin's Divine Grace ability - either you have it or you don't)</p><p></p><p>8 - Individual "Complex" Class Abilities that either have daily uses, have some dependence upon level, or both (e.g., Turning Undead)</p><p></p><p>9 - "Levelling up" the power of a complex class ability under #8 above (you want to "max out" your turning level based on your current earned XP Total? Go for it!)</p><p></p><p>10 - A daily use of a power of a complex class ability under #8 above (you want a cleric who can turn undead exactly 11 times per day? Sure!)</p><p></p><p>11 - Caster level (including such parameters as divine/arcane, prepared/spontaneous, and key ability - picking up spellcaster levels with multiple parameters is a little more expensive, but handles "multiclassed" casters. You do have to purchase access to spells - see below - separately from caster level; you could have a caster level of 15, for instance, with access to no spells. Why would you want to have a caster level of 15 with access to no spells? Well, since caster level 15 is a prerequisite to make a +5 magic sword, maybe you're a dwarf who hates spells but wants to make magic swords, thus you'll want to have a caster level of 15.)</p><p></p><p>12 - Access to (insert class here) spells of level X (though this has a prerequisite that you must have a caster level that allows you to cast spells of level X)</p><p></p><p>13 - Y Spell Slots of level X (you want a sorcerer who can cast 15 cantrips per day? Go for it!)</p><p></p><p>14 - Z Spells Known of level X (you want a sorcerer who knows 12 cantrips? Go for it!)</p><p></p><p>15 - Access to domains and domain abilities (the more domains you have, the more expensive it becomes to add a new one, though - but if you really want it, and the GM allows it, you could have 15 domains).</p><p></p><p>Each and every one of these can be purchased separately from all the others. Hope that whets your appetite. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 1632611, member: 2013"] Everything is completely "unbundled." You may have to check to see how many of the "things" you already have when you want to buy another one, but other than that, every "thing" is separate. Here are a list of things you can buy: 1 - Hit Dice 2 - BAB 3 - Saving Throw Bonuses (for each save) 4 - Feats 5 - Skill Ranks (these actually come in pairs to make the math work, so I guess that's bundling a little bit) 6 - Proficiencies (well, some of these come in bundles, such as "all simple weapons" but you can buy "one weapon at a time" as well) 7 - Individual "Simple" Class Abilities that are either on or off (e.g., the paladin's Divine Grace ability - either you have it or you don't) 8 - Individual "Complex" Class Abilities that either have daily uses, have some dependence upon level, or both (e.g., Turning Undead) 9 - "Levelling up" the power of a complex class ability under #8 above (you want to "max out" your turning level based on your current earned XP Total? Go for it!) 10 - A daily use of a power of a complex class ability under #8 above (you want a cleric who can turn undead exactly 11 times per day? Sure!) 11 - Caster level (including such parameters as divine/arcane, prepared/spontaneous, and key ability - picking up spellcaster levels with multiple parameters is a little more expensive, but handles "multiclassed" casters. You do have to purchase access to spells - see below - separately from caster level; you could have a caster level of 15, for instance, with access to no spells. Why would you want to have a caster level of 15 with access to no spells? Well, since caster level 15 is a prerequisite to make a +5 magic sword, maybe you're a dwarf who hates spells but wants to make magic swords, thus you'll want to have a caster level of 15.) 12 - Access to (insert class here) spells of level X (though this has a prerequisite that you must have a caster level that allows you to cast spells of level X) 13 - Y Spell Slots of level X (you want a sorcerer who can cast 15 cantrips per day? Go for it!) 14 - Z Spells Known of level X (you want a sorcerer who knows 12 cantrips? Go for it!) 15 - Access to domains and domain abilities (the more domains you have, the more expensive it becomes to add a new one, though - but if you really want it, and the GM allows it, you could have 15 domains). Each and every one of these can be purchased separately from all the others. Hope that whets your appetite. ;) --The Sigil [/QUOTE]
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[PR] S.T. Cooley Publishing releases "Buy the Numbers"
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