MedievalMan's forum for his PbP game Chronicles of Amherth.
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Joe the Rat
Posts: 1242 Joined: Fri Mar 11, 2011 12:28 am
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by Joe the Rat » Fri Jul 13, 2012 10:39 am
jcm wrote: Can anyone tell me or help me find the rules about multi-classed characters' saving throws?
It's on the bottom of page 6 of the core rules, under "Combination Classes"
Combination class characters use the best attack bonus and the best saving throw values of their original two classes.
You get to take the best from each table.
Go with a smile!
MedievalMan
Posts: 1305 Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA
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by MedievalMan » Fri Jul 13, 2012 11:07 am
Yeah jcm you get all the class feature of both classes so you get both eldritch bolt and weapon specialization.
Also latent magic rolls for everyone in the game so far.
...
Ok that was pretty definitive, no latents in the group so far.
Rejoice none of you are mutant freaks!
jcm
Posts: 422 Joined: Tue Apr 24, 2012 10:39 am
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by jcm » Fri Jul 13, 2012 11:09 am
Thanks guys. Posting my char sheet for review in a minute.
Ok that was pretty definitive, no latents in the group so far.
Rejoice none of you are mutant freaks!
Joe the Rat
Posts: 1242 Joined: Fri Mar 11, 2011 12:28 am
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by Joe the Rat » Fri Jul 13, 2012 11:13 am
Hey, I'm doing pretty well in that department, except for the mutant part.
Go with a smile!
MedievalMan
Posts: 1305 Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA
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by MedievalMan » Fri Jul 13, 2012 11:15 am
We are all freaks on the inside. Its not really a bad thing
It was funny the dice went 5, 4, 3 and I almost expected a 2 after that but it rolled another 3.
I will post a character sheet section shortly.
MedievalMan
Posts: 1305 Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA
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by MedievalMan » Fri Jul 13, 2012 11:21 am
Added in the amount of money hirelings get in their budget. So if your smart enough to have a handful of them you can now properly equip them.
EDIT
Added in the morale rules for hirelings.
MedievalMan
Posts: 1305 Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA
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by MedievalMan » Fri Jul 13, 2012 12:07 pm
One final rules addition based on a suggestion I got.
11: A subsystem called "the fear factor" will be used. Every time a character encounters a member of the undead or an otherworldly entity they gain a single "fear point", when a characters fear points reaches an amount equal to their Wisdom score they drop whatever they are holding and flee in terror for 1d10 rounds. Their fear points are then reduced to 0. A character witnessing an ally flee in such a manner immediately gains 3 fear points. Every day of rest in town or camp removes 1 fear point.
dymondy2k
Posts: 1709 Joined: Wed Jun 29, 2011 12:56 am
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by dymondy2k » Fri Jul 13, 2012 12:38 pm
Crap guys.. I am so sorry but we have been gettin prepped for vacation and I just spaced coming on here.. plus I'll be offline for over a week so if you guys want to start without me I'll totally understand..
MedievalMan
Posts: 1305 Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA
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by MedievalMan » Fri Jul 13, 2012 12:44 pm
Ok do you know what class you wanted to be? Just so I know?
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