One of the things I really liked about this expansion is that the anemic level 10 cap was doubled... now we can go up to level 20! But now that I am around level 9 in my party, I'm starting to wonder if the next ten levels will do much good. If memory serves, there's a point in D&D where you dont get any more hitpoints, other than 1 or 2 per level. And I couldn't help but notice that all the level perks in my classes seem to stop at level 10. So even though I can now go up levels 11-20, does it even get me anything if I am putting it all into one class? Of course the option remains to multiclass. But from what I'm reading around, you get big penalties unless the classes are within one level of each other. With my guy around level 9, it occurred to me that I'm going to have to max out all the XP the game has to offer (with lots of grinding) before that's even close to feasible at this point. Furthermore, do all the multiclass abilities work harmoniously? Waaay back in second edition, if you changed your class, you couldnt use the abilities of your old class (at least not without a massive XP hit) until the new class surpassed it. Plus the equipment limitations always applied... that is, if you were a level 5 mage who switched to fighter, then grinded up to fighter 6, you still were not allowed to cast while wearing armor. Or do you simply get the benefits of all classes at your disposal when you are multiclassing? I assume you use the more favorable combat to-hit rolls? ie a 3rd level fighter that switched from a 5th level cleric would get the fighter to-hit?
In AD&D 2e, your HP maxed when your HD did at level 9 or 10. In D&D 3.x and beyond, people realized that was stupid and gave people 1 HD per level with the associated HP.
They now use a basic attack bonus instead of thaco. so a 5th level cleric who switched to fighter and became level 3 would have the attack bonus of a level 5 cleric PLUS the bonus for a level 3 figter ie. +7/+2 foe 2 attacks. You now have a favored class and as long as that is 1 of 2 classes no problem, otherwise to take an experience earned penalty. A for armor, you need proficiency and armor now has an arcane caster penalty witch can cause spell failure.
I also am curious about the spell memorizations after level 10. Lets face it, that's really the only reason I would go past level 10 for a mage anyway. Unless I get some majorly good slots added to the wad, I'm better off turning Fighter and beefing up those HP. Is there a chart showing the memorization tables for levels 11-20? The TOEE wiki only has them up to level 10.
Keep with the Wizard. Lots of good spells have been modded in for levels 6,7,8, and 9. And it will make Hickory Branch load of fun. Just to name a few: 6th Level spells, attained at wizard level 11: Chain Lightning Circle of Death Disintegrate 7th Level, attained at wizard level 13: Delayed Blast Fireball Finger of Death Mass Hold Person Prismatic Spray (my favorite go-to spell for high level crowd control ) 8th Level, attained at wizard level 15: Mass Charm Monster Horrid Wilting Polar Ray 9th Level, attained at wizard level 17: Dominate Monster Mass Hold Monster Power Word Kill Summon Monster 9 Here's the progression: Code: Table 3–18: The Wizard ——––————————— Spells per Day ——————————— Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 4 1 — — — — — — — — 2nd 4 2 — — — — — — — — 3rd 4 2 1 — — — — — — — 4th 4 3 2 — — — — — — — 5th 4 4 3 2 1 — — — — — 6th 4 3 3 2 — — — — — — 7th 4 4 3 2 1 — — — — — 8th 4 4 3 3 2 — — — — — 9th 4 4 4 3 2 1 — — — — 10th 4 4 4 3 3 2 — — — — 11th 4 4 4 4 3 2 1 — — — 12th 4 4 4 4 3 3 2 — — — 13th 4 4 4 4 4 3 2 1 — — 14th 4 4 4 4 4 3 3 2 — — 15th 4 4 4 4 4 4 3 2 1 — 16th 4 4 4 4 4 4 3 3 2 — 17th 4 4 4 4 4 4 4 3 2 1 18th 4 4 4 4 4 4 4 3 3 2 19th 4 4 4 4 4 4 4 4 3 3 20th 4 4 4 4 4 4 4 4 4 4
Thank you! Do you also have Cleric handy? Also, couldnt help but notice in my current Wizard's screen the spell slots only go up to 6, even though I have a level 7 slot. Is that a known issue? PS to all: My mage's name is Dracandros. Big props if you know where I got that name
I was unaware of this, on top of the fact we now get the full hit dice after level 10 (instead of just a paltry +1). I'm used to the 2nd edition mechanics. I must say, this does make the characters more viable and flexible. Plus it doesnt feel like a hard truncation like the old editions had. While I'm rambling on, I must confess that I did not like the idea of levelling up in any class when 3rd edition came out. If you can do it all, why have a party? although in practice (through this game) I've found that diversifying your class has a big downside -- you will be significantly less powerful in any of the classes than if you were purely focused on one class. And I've seen that this also does wonders for making a character custom-built for what you want. For instance a Ranger-Wizard-Fighter makes a superb support archer, while a Barbarian-Fighter makes a great juggernaut
Code: Table 3–6: The Cleric ———————— Spells per Day ——–————— Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 3 1+1 — — — — — — — — 2nd 4 2+1 — — — — — — — — 3rd 4 2+1 1+1 — — — — — — — 4th 5 3+1 2+1 — — — — — — — 5th 5 3+1 2+1 1+1 — — — — — — 6th 5 3+1 3+1 2+1 — — — — — — 7th 6 4+1 3+1 2+1 1+1 — — — — — 8th 6 4+1 3+1 3+1 2+1 — — — — — 9th 6 4+1 4+1 3+1 2+1 1+1 — — — — 10th 6 4+1 4+1 3+1 3+1 2+1 — — — — 11th 6 5+1 4+1 4+1 3+1 2+1 1+1 — — — 12th 6 5+1 4+1 4+1 3+1 3+1 2+1 — — — 13th 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — — 14th 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — — 15th 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — 16th 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — 17th 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 18th 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 19th 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 20th 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1 In addition to the stated number of spells per day for 1st through 9th-level spells, a cleric gets an extra domain spell for each spell level, starting at 1st. The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score. Within the game itself, there's a decent in-game help section, click on that little blue question mark (?) at the bottom right of your screen. Also, it might be worth finding the D&D 3.5 Player's Handbook somewhere, and browsing thru the first few sections on abilities and classes. The PDF should be easily found online. Are you talking about the band at the top that looks like this? | 4/4 | 4/4 | 3/3 | 2/2 | 2/2 | 1/1 | If so, that's a holdover from the original game that only went to 5th level. Those are actually the spells for levels 0-5 (not 1-6).
HERE Has the best authorized free pdf for D&D And if anyone wants to make that a link, go ahead as the computer gremlins like messing with me on things like that EDIT: Done.
I had a long think about that and no, I don't think we should link that. Yes it may have legit pdfs but I'm not sure if they are all publically available. I was going to say, the Cleric progression is the most beautiful thing in nature. Level 1: turn undead, start progression. Level 2ff: Continue progression. That's all a cleric is. Perfection. (Ok well technically there are domains and spontaneous heals, too....)
If you want something free, there are d20srd websites that have compiled the 'open source' parts of 3.5e into nicely cross linked websites and stuff. If you type d20srd into a search engine, you'll probably find at least 2. And the open source stuff covers like 98% of what you'd need to know for ToEE. Honestly, I usually default to using one of those websites even though I have legit copies of the books, because the websites are usually easier to use due to various things being hyperlinked (instead of having to jump around and use indexes in a PDF with slow-loading pictures on every page). The main caveats are... If you're dealing with online rules 'lawyers,' the open source stuff is often stripped to the bones, while the actual books will sometimes have clarifying examples that show you that some min/maxing exploit is actually not the intended meaning of the rule (so, the official text is in some sense less ambiguous). There's like a 75% chance that some detail of anything you read is not how ToEE actually works (that's true of the books, too).
My mistake @sigofmugmort , I tried to use that link and got one of those nonsense versions of the webpage without html so I couldn't see that. Here's the link: >>>LINK<<< I'll repair your post above.