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Re: Dungeons & Dragons: Tyria

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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 12:06 AM
Admins: PurelyRandom, Nightfox530, Walyn

(After hours of typing, and aching hands, I have finished this guide. Well, not quite "finished", but almost.)

Dungeons & Dragons
Dungeons & Dragons is a game made by a group of friends who were bored, and decided to make this game. It is a game that relies purely on imagination. There are many complicated details to the game itself, so you'd best read everything.

[How to determine an action.]
Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:
- Roll a d20
- Add any relevant modifiers
- Compare the result to a target number

If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

[Dice]
Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result.
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[Modifiers]
A modifier is any bonus or penalty applying to a die roll. A positive modifier is a bonus, and a negative modifier is a penalty.

[Modifiers (Sub-Topic: Stacking)]
In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.

[Modifiers (Sub-Topic: Modifier Types)]
[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic B: Ability Modifier)]
The bonus or penalty associated with a particular ability score. Ability modifiers apply to die rolls for character actions involving the corresponding abilities.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic C: Alchemical Bonus)]
An alchemical bonus is granted by the use of a nonmagical, alchemical substance such as antitoxin.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic D: Armor Bonus)]
An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to Armor Class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn't apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic E: Circumstance Modifier)]
A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic F: Competence Modifier)]
A competence bonus (or penalty) affects a character's performance of a particular task, as in the case of the bardic ability to inspire competence. Such a bonus may apply on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren't related to a character's level or skill ranks. Multiple competence bonuses don't stack; only the highest bonus applies.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic G: Deflection Bonus)]
A deflection bonus affects Armor Class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic H: Dodge Bonus)]
A dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character's Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic I: Enhancement Bonus)]
An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor's bonus to AC, they don't apply against touch attacks.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic J: Insight Bonus)]
An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic K: Luck Modifier)]
A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic L: Morale Modifier)]
A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Nonintelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic M: Natural Armor Bonus)]
A natural armor bonus improves Armor Class resulting from a creature's naturally tough hide. Natural armor bonuses stack with all other bonuses to Armor Class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature's existing natural armor bonus, which has the effect of increasing the natural armor's overall bonus to Armor Class. A natural armor bonus doesn't apply against touch attacks.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic N: Evil Modifier)]
An evil bonus (or penalty) stems from the power of evil. Multiple evil bonuses on the same character or object do not stack. Only the highest evil bonus applies.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic O: Racial Bonus)]
A bonus granted because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature's race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic P: Resistance Bonus)]
A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic Q: Sacred Modifier)]
A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic R: Shield Bonus)]
A shield bonus improves Armor Class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield's shield bonus, which has the effect of increasing the shield's overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn't apply against touch attacks.

[Modifiers (Sub-Topic A: Modifier Types: Sub-Topic S: Size Modifier)]
A size bonus or penalty is derived from a creature's size category. Size modifiers of different kinds apply to Armor Class, attack rolls, Hide checks, grapple checks, and various other checks.

[Modifiers (Sub-Topic: Rounding Fractions)]
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

[Modifiers (Sub-Topic: Multiplying)]
Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).


[Will be posting in several pieces. I don't know what I'm posting that is against the rules.]
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 12:07 AM
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[Ability Scores]
[Ability Scores (Sub-Topic: Ability Modifiers)]
Each ability, after changes made because of race, has a modifier ranging from -5 to +5.

The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Table: Ability Modifiers and Bonus Spells
Score: 1....Modifier: -5....Extra Spells at 1st Level: N/A for all levels
Score: 2-3....Modifier: -4....1st Level: N/A for all levels
Score: 4-5....Modifier: -3....1st: N/A for all levels
Score: 6-7....Mod: -2....1st: N/A for all levels
Score: 8-9....Mod: -1....1st: N/A for all levels
Score: 10-11....Mod: 0....1st: N/A for all levels
Score: 12-13....Mod: +1....1st: 1....2nd: N/A for levels 2nd and past
Score: 14-15....Mod: +2....1st: 1....2nd: 1....3rd: N/A for levels 3rd and past
Score: 16-17....Mod: +3....1st: 1....2nd: 1....3rd: 1
Score: 18-19....Mod: +4....1st: 1....2nd: 1....3rd: 1....4th: 1
Score: 20-21....Mod: +5....1st: 2....2nd: 1....3rd: 1....4th: 1....5th: 1
Score: 22-23....Mod: +6....1st: 2....2nd: 2....3rd: 1....4th: 1....5th: 1....6th: 1
Score: 24-25....Mod: +7....1st: 2....2nd: 2....3rd: 2....4th: 1....5th: 1....6th: 1....7th: 1
Score: 26-27....Mod: +8....1st: 2....2nd: 2....3rd: 2....4th: 2....5th: 1....6th: 1....7th: 1....8th: 1
Score: 28-29....Mod: +9....1st: 3.... 2nd: 2....3rd: 2....4th: 2....5th:2....6th: 1....7th: 1....8th: 1....9th: 1
Score 30-31....Mod: +10....1st: 3....2nd: 3....3rd: 2....4th: 2....5th: 2....6th: 2....7th: 1....8th: 1....9th: 1
Score 32-33....Mod: +11....1st: 3....2nd: 3....3rd: 3....4th: 2....5th: 2....6th: 2....7th: 2....8th: 1....9th: 1

You should be able to figure out the rest of the table, if you're smart. If not, ask me.

[Ability Scores (Sub-Topic: Abilities and Spellcasters)]
The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level.

[Ability Scores (Sub-Topic: The Abilities)]
Each ability partially describes your character and affects some of his or her actions.

[Ability Scores (Sub-Topic A: The Abilities: Sub-Topic B: Strength {Str})]
Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.

You apply your character's Strength modifier to:
- Melee attack rolls.
- Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
- Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
- Strength checks (for breaking down doors and the like).

[Ability Scores (Sub-Topic A: The Abilities: Sub-Topic C: Dexterity {Dex})]
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.

You apply your character's Dexterity modifier to:
- Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
- Armor Class (AC), provided that the character can react to the attack.
- Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
- Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.

[Ability Scores (Sub-Topic A: The Abilities: Sub-Topic D: Constitution {Con})]
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.

You apply your character's Constitution modifier to:
- Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level).
- Fortitude saving throws, for resisting poison and similar threats.
- Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.

If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.

[Ability Scores (Sub-Topic A: The Abilities: Sub-Topic E: Intelligence {Int})]
Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.

You apply your character's Intelligence modifier to:
- The number of languages your character knows at the start of the game.
- The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
- Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability.

A wizard gains bonus spells based on her Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's level.

An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence as a score of at least 3.

[Ability Scores (Sub-Topic A: The Abilities: Sub-Topic F: Wisdom {Wis})]
Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.

You apply your character's Wisdom modifier to:
- Will saving throws (for negating the effect of charm person and other spells).
- Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability.

Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.

[Ability Scores (Sub-Topic A: The Abilities: Sub-Topic G: Charisma {Cha})]
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score.

You apply your character's Charisma modifier to:
- Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks. These are the skills that have Charisma as their key ability.
- Checks that represent attempts to influence others.
- Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.

Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell’s level.

When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.
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coolredpanda10 is not online. coolredpanda10
Joined: 09 Apr 2010
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04 Feb 2012 12:08 AM
WAAAY too descriptive. I'm out.
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
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04 Feb 2012 12:09 AM
@coolred; Lazy hobo.
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 12:09 AM
[Race and Languages]
All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.

[Race and Languages (Sub-Topic: Literacy)]
Any character except a barbarian can read and write all the languages he or she speaks.

[Race and Languages (Sub-Topic: Class-Related Languages)]
Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:

Cleric: Abyssal, Celstial, Infernal

Druid: Sylvan

Wizard: Draconic

[Race and Languages (Sub-Topic: Small Characters)]
A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.

A Small character generally moves about two-thirds as fast as a Medium character.

A Small character must use smaller weapons than a Medium character.

[Race and Languages (Sub-Topic A: Small Characters: Sub-Topic B: Humans)]
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

[Race and Languages (Sub-Topic A: Small Characters: Sub-Topic C: Dwarves)]
- +2 Constitution, -2 Charisma.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground.
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

[Race and Languages (Sub-Topic A: Small Characters: Sub-Topic D: Elves)]
- +2 Dexterity, -2 Constitution.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

[Race and Languages (Sub-Topic A: Small Characters: Sub-Topic E: Gnomes)]
- +2 Constitution, -2 Strength.
- Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Gnome base land speed is 20 feet.
- Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
- +2 racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
- +1 racial bonus on attack rolls against kobolds and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Listen checks.
- +2 racial bonus on Craft (alchemy) checks.
- Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
- Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
- Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

[Race and Languages (Sub-Topic A: Small Characters: Sub-Topic F: Half-Elves)]
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

[Race and Languages (Sub-Topic A: Small Characters: Sub-Topic G: Half-Orcs)]
- +2 Strength, -2 Intelligence, -2 Charisma. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
- Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
- Half-orc base land speed is 30 feet.
- Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
- Orc Blood: For all effects related to race, a half-orc is considered an orc.
- Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
- Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.

[Race and Languages (Sub-Topic A: Small Characters: Sub-Topic H: Halflings)]
- +2 Dexterity, -2 Strength.
- Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Halfling base land speed is 20 feet.
- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
- +1 racial bonus on all saving throws.
- +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
- +1 racial bonus on attack rolls with thrown weapons and slings.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
- Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
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Joined: 05 Mar 2011
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04 Feb 2012 12:10 AM
[Alignment]
A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.

Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.

[Alignment (Sub-Topic: Good Vs. Evil)]
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.

"Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

"Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.

Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good-evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.

Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior.

[Alignment (Sub-Topic: Law Vs. Chaos)]
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

"Law" implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

"Chaos" implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.

Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful-chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks.

Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

[Alignments (Sub-Topic: The Nine Alignments)]
Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

[Lawful Good, "Crusader"]
A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion.

[Neutral Good, "Benefactor"]
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

[Chaotic Good, "Rebel"]
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

[Lawful Neutral, "Judge"]
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

[Neutral, "Undecided"]
A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

[Chaotic Neutral, "Free Spirit"]
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.

[Lawful Evil, "Dominator"]
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil.

Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

[Neutral Evil, "Malefactor"]
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

[Chaotic Evil, "Destroyer"]
A chaotic evil character does whatever his greed, hatred, and need for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil.

Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.
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awesomenessthethird is not online. awesomenessthethird
Joined: 14 Aug 2010
Total Posts: 1892
04 Feb 2012 12:22 AM
(I'm scared by this wall of text, but it seems interesting.)
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 12:26 AM
(Ugh, Roblox keeps blocking me from posting the next part. WHAT IS WRONG WITH THE BLOODY POST?!)
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soggypen15 is not online. soggypen15
Joined: 06 Feb 2012
Total Posts: 63
04 Feb 2012 12:28 AM
I got a 25 kill steak and nuked whole eerything and i win and you lose and haha
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 09:56 AM
[Vital Statistics]
[Vital Statistics (Sub-Topic: A.ge)]
You can choose or randomly generate your character’s a.ge. If you choose it, it must be at least the minimum a.ge for the character’s race and class (see Table: Random Starting A.ges). Your character’s minimum starting a.ge is the adulthood a.ge of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Random Starting A.ges.

Alternatively, refer to Table: Random Starting A.ges and roll dice to determine how old your character is. (This table can be found by searching "d20srd" in any web browser, such as google, and clicking the first link. Then click 'Basics, Races, & Descriptions" underneath "Core Rules". Then look to the far right until you see the column "Description". Look under that column and click on "Vital Statistics." The rest should be easy, if you're smart.)

With a.ge, a character’s physical ability scores decrease and his or her mental ability scores increase. The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.

When a character reaches venerable a.ge, secretly roll his or her maximum a.ge, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum A.ge column on that table, and records the result, which the player does not know. A character who reaches his or her maximum a.ge dies of old a.ge at some time during the following year.

The maximum a.ges are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable a.ge.
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 09:58 AM
__________________________________________________________________
[Height And Weight]
The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.

The Height and Weight deciders can be found by searching "d20srd" in any web browser, such as google, and clicking the first link. Then look under "Core Rules" and click "Basics, Races, & Descriptions". Finally, look to the far right, under the column "Description" and click "Vital Statistics". Scroll down until you see the table for "Height And Weight".
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[Using Skills]
When your character uses a skill, you make a skill check to see how well he or she does. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. The harder the task, the higher the number you need to roll.

Circumstances can affect your check. A character who is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail.

[Using Skills (Sub-Topic: Skill Checks)]
A skill check takes into account a character’s training (skill rank), natural talent (ability modifier), and luck (the die roll). It may also take into account his or her race’s knack for doing certain things (racial bonus) or what armor he or she is wearing (armor check penalty), or a certain feat the character possesses, among other things.

To make a skill check, roll 1d20 and add your character’s skill modifier for that skill. The skill modifier incorporates the character’s ranks in that skill and the ability modifier for that skill’s key ability, plus any other miscellaneous modifiers that may apply, including racial bonuses and armor check penalties. The higher the result, the better. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.

[Using Skills (Sub-Topic: Difficulty Class)]
Some checks are made against a Difficulty Class (DC). The DC is a number (set using the skill rules as a guideline) that you must score as a result on your skill check in order to succeed.

Table: Difficulty Class Examples
Difficulty (DC) | Example (Skill Used)
Very Easy (0)...|...Notice something large in plain sight (Spot)
Easy (5)........|...Climb a knotted rope (Climb)
Average (10)....|...Hear an approaching guard (Listen)
Tough (15)......|...Rig a wagon wheel to fall off (Disable Device)
Challenging (20)|...Swim in stormy water (Swim)
Formidable (25).|...Open an average lock (Open lock)
Heroic (30).....|...Leap across a 30-foot chasm (Jump)
Nearly Impossible (40)|...Track a squad of orcs hard ground after 24 hours of rainfall

[Using Skills (Sub-Topic: Opposed Checks)]
An opposed check is a check whose success or failure is determined by comparing the check result to another character’s check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie.

Table: Example Opposed Checks
Task.......................| Skill (Key Ability) | Opposing Skill (Key Ability)
Con someone................|...Bluff (Cha).......|...Sense Motive (Wis)
Pretend to be someone else.|...Disguise (Cha)....|...Spot (Wis)
Create a false map.........|...Forgery (Int).....|...Forgery (Int)
Hide from someone..........|...Hide (Dex)........|...Spot (Wis)
Sneak up on someone........|...Move Silently (Dex)|...Listen (Wis)
Steal a coin pouch.........|...Sleight of Hand (Dex)|..Spot (Wis)
Tie a prisoner securely....|...Use Rope (Dex)....|...Escape Artist (Dex)

[Using Skills (Sub-Topic: Trying Again)]
In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. A few skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.

[Using Skills (Sub-Topic: Untrained Skill Checks)]
Generally, if your character attempts to use a skill he or she does not possess, you make a skill check as normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check.

Many skills can be used only by someone who is trained in them.

[Using Skills (Sub-Topic: Favorable And Unfavorable Conditions)]
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier for a skill check or a change to the DC of the skill check.

The chance of success can be altered in four ways to take into account exceptional circumstances.

1) Give the skill user a +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character (see Combining Skill Attempts), or possessing unusually accurate information.

2) Give the skill user a -2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or having misleading information.

3) Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience or doing work that can be subpar.

4) Increase the DC by 2 to represent circumstances that make the task harder, such as having an uncooperative audience or doing work that must be flawless.

Conditions that affect your character’s ability to perform the skill change the skill modifier. Conditions that modify how well the character has to perform the skill to succeed change the DC. A bonus to the skill modifier and a reduction in the check’s DC have the same result: They create a better chance of success. But they represent different circumstances, and sometimes that difference is important.

[Using Skills (Sub-Topic: Time And Skill Checks)]
Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actions, move actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action.

These skill checks are not actions. Other skill checks represent part of movement.

[Using Skills (Sub-Topic: Ability Checks)]
Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a roll of 1d20 plus the appropriate ability modifier. Essentially, you’re making an untrained skill check.

In some cases, an action is a straight test of one’s ability with no luck involved. Just as you wouldn’t make a height check to see who is taller, you don’t make a Strength check to see who is stronger.

A full list of the skills can be found by searching "d20srd" on any web browser, and clicking the first link. Look under 'Core Rules' and click 'Skills'. To the right, there should be 3 columns all under 'Skill Descriptions'. These are the skills.
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[Feats]
[Feats (Sub-Topic: Prerequisites)]
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.

A character can’t use a feat if he or she has lost a prerequisite.

[Feats (Sub-Topic: Fighter Bonus Feats)]
Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.

The full list of Fighter Bonus Feats can be found by searching "d20srd" on any web browser, and clicking the first link. Then look under 'Core Rules' and click 'Feats'. Finally, click 'Fighter Bonus Feats' under 'Prerequisites' and 'Types of Feats'.

[Feats (Sub-Topic: Item Creation Feats)]
An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.

The full list of Item Creation Feats can be found by searching "d20srd" on any web browser, and clicking the first link. Then look under 'Core Rules' and click 'Feats'. Finally, click any of the links under 'Item Creation Feats', which should be located at the far right.

[Feats (Sub-Topic A: Item Creation Feats: Sub-Topic B: XP Cost)]
Experience that the spellcaster would normally keep is expended when making a magic item. The XP cost equals 1/25 of the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.

[Feats (Sub-Topic A: Item Creation Feats: Sub-Topic C: Raw Materials Cost)]
The cost of creating a magic item equals one-half the sale cost of the item.

Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.

[Feats (Sub-Topic A: Item Creation Feats: Sub-Topic D: Time)]
The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.

[Feats (Sub-Topic A: Item Creation Feats: Sub-Topic E: Item Cost)]
Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:

Scrolls: Base price = spell level x caster level x 25 gp.
Potions: Base price = spell level x caster level x 50 gp.
Wands: Base price = spell level x caster level x 750 gp.

A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.

[Feats (Sub-Topic A: Item Creation Feats: Sub-Topic F: Extra Costs)]
Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item.

For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.

Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.

[Feats (Sub-Topic Metamagic Feats)]
As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.

[Feats (Sub-Topic A: Metamagic Feats: Sub-Topic B: Wizards and Divine Spellcasters)]
Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

[Feats (Sub-Topic A: Metamagic Feats: Sub-Topic C: Sorcerers and Bards)]
Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.)

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

[Feats (Sub-Topic A: Metamagic Feats: Sub-Topic D: Spontaneous Casting and Metamagic Feats)]
A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.

[Feats (Sub-Topic A: Metamagic Feats: Sub-Topic E: Effects of Metamagic Feats on a Spell)]
In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

[Feats (Sub-Topic A: Metamagic Feats: Sub-Topic F: Multiple Metamagic Feats on a Spell)]
A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.

[Feats (Sub-Topic A: Metamagic Feats: Sub-Topic G: Magic Items and Metamagic Spells)]
With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.

[Feats (Sub-Topic A: Metamagic Feats: Sub-Topic H: Counterspelling Metamagic Spells)]
Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.

The full list of Metamagic Feats can be found by searching "d20srd" on any web browser, and clicking the first link. Then look under 'Core Rules' and click 'Feats'. Finally, click any of the links underneath 'Metamagic Feats', which should be somewhere on the far right.
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[Classes]
To find the list of classes, search "d20srd" on any web browser, and click the first link. Look under 'Core Rules' and click 'Classes'. Finally, click any of the classes under 'Base Classes'.

[Classes (Sub-Topic: Class Skills)]
A character may only choose to put skill points inside certain skills. These skills are listed under 'Class Skills' on the Class page.

To determine your number of skill points (points to assign to your skills), look under 'Skill Points at 1st Level' on your class page. It should say something like (# + Int modifier) x #. The '#' stands for any number. This will determine your skill points. Assign as many skill points as you want to any class skill(s) you decided to choose. Choose wisely.

If you have any questions about anything on the class page, feel free to ask me or Walyn. Though I feel Walyn knows a bit more than I do, so it's best to ask him first.
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[Etcetera, etcetera, etcetera]
There are many other concepts in Dungeons & Dragons. There are far too many to post here, obviously. What I have posted isn't even half, probably not even a quarter, of what is needed to play D&D. To finish the task of reading, search "d20srd" on google, bing, or any other web browser. Click the top link, and read as much as you can under "Core Rules".
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 10:12 AM
[Casting Spells]
[Casting Spells (Sub-Topic: Choosing a Spell)]
First you must choose which spell to cast. If you’re a cleric, druid, experienced paladin, experienced ranger, or wizard, you select from among spells prepared earlier in the day and not yet cast (see Preparing Wizard Spells and Preparing Divine Spells).

If you’re a bard or sorcerer, you can select any spell you know, provided you are capable of casting spells of that level or higher.

To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.

If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell.

Once you’ve cast a prepared spell, you can’t cast it again until you prepare it again. (If you’ve prepared multiple copies of a single spell, you can cast each copy once.) If you’re a bard or sorcerer, casting a spell counts against your daily limit for spells of that spell level, but you can cast the same spell again if you haven’t reached your limit.

[Casting Spells (Sub-Topic: Concentration)]
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must make a Concentration check or lose the spell. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC is. If you fail the check, you lose the spell just as if you had cast it to no effect.

[Casting Spells (Sub-Topic A: Concentration: Sub-Topic B: Injury)]
If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you’re casting). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

If you are taking continuous damage half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + the level of the spell you’re casting). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.

Repeated damage does not count as continuous damage.

[Casting Spells (Sub-Topic A: Concentration: Sub-Topic C: Spell)]
If you are affected by a spell while attempting to cast a spell of your own, you must make a Concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + points of damage + the level of the spell you’re casting.

If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed.

[Casting Spells (Sub-Topic A: Concentration: Sub-Topic D: Grappling or Pinned)]
The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a Concentration check (DC 20 + the level of the spell you’re casting) or lose the spell.

[Casting Spells (Sub-Topic A: Concentration: Sub-Topic E: Vigorous Motion)]
If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the spell you’re casting) or lose the spell.

[Casting Spells (Sub-Topic A: Concentration: Sub-Topic F: Violent Motion)]
If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the spell you’re casting) or lose the spell.

[Casting Spells (Sub-Topic A: Concentration: Sub-Topic G: Violent Weather)]
You must make a Concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you’re casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you’re casting. In either case, you lose the spell if you fail the Concentration check. If the weather is caused by a spell, use the rules in the Spell subsection above.

[Casting Spells (Sub-Topic A: Concentration: Sub-Topic H: Casting Defensively)]
If you want to cast a spell without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + the level of the spell you’re casting) to succeed. You lose the spell if you fail.

[Casting Spells (Sub-Topic A: Concentration: Sub-Topic I: Entangled)]
If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you’re affected by a spell with similar effects, you must make a DC 15 Concentration check to cast the spell. You lose the spell if you fail.

[Casting Spells (Sub-Topic: Counterspells)]
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.

[Casting Spells (Sub-Topic A: Counterspells: Sub-Topic B: How Counterspells Work)]
To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.)

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.

To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

[Casting Spells (Sub-Topic A: Counterspells: Sub-Topic C: Counterspelling Metamagic Spells)]
Metamagic feats are not taken into account when determining whether a spell can be countered.

[Casting Spells (Sub-Topic A: Counterspells: Sub-Topic D: Specific Exceptions)]
Some spells specifically counter each other, especially when they have diametrically opposed effects.

[Casting Spells (Sub-Topic A: Counterspells: Sub-Topic E: Dispel Magic as a Counterspell)]
You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, dispel magic doesn’t always work as a counterspell.

[Casting Spells (Sub-Topic: Caster Level)]
A spell’s power often depends on its caster level, which for most spellcasting characters is equal to your class level in the class you’re using to cast the spell.

You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.

In the event that a class feature, domain granted power, or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to your caster level check to overcome your target’s spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check).

[Casting Spells (Sub-Topic A: Caster Level: Sub-Topic B: Caster Level Checks)]
To make a caster level check, roll 1d20 and add your caster level (in the relevant class). If the result equals or exceeds the DC (or the spell resistance, in the case of caster level checks made for spell resistance), the check succeeds.

[Casting Spells (Sub-Topic: Spell Failure)]
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.

Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.

[Casting Spells (Sub-Topic: The Spell's Result)]
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.

[Casting Spells (Sub-Topic: Special Spell Effects)]
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.

[Casting Spells (Sub-Topic A: Special Spell Effects: Sub-Topic B: Attacks)]
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.

[Casting Spells (Sub-Topic A: Special Spell Effects: Sub-Topic C: Bonus Types)]
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.

[Casting Spells (Sub-Topic A: Special Spell Effects: Sub-Topic D: Bringing Back the Dead)]
Several spells have the power to restore slain characters to life.

When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature’s deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead means retrieving his or her soul and returning it to his or her body.

[Casting Spells (Sub-Topic A: Special Spell Effects: Sub-Topic D: Bringing Back the Dead: Sub-Topic 1A: Level Loss)]
Any creature brought back to life usually loses one level of experience. The character’s new XP total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of Constitution instead of losing a level.

This level loss or Constitution loss cannot be repaired by any mortal means, even wish or miracle. A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of Constitution by improving his or her Constitution score when he or she attains a level that allows an ability score increase.

[Casting Spells (Sub-Topic A: Special Spell Effects: Sub-Topic D: Bringing Back the Dead: Sub-Topic 1B: Preventing Revivification)]
Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released.

[Casting Spells (Sub-Topic A: Special Spell Effects: Sub-Topic D: Bringing Back the Dead: Sub-Topic 1C: Revivification against One's Will)]
A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.

[Casting Spells (Sub-Topic: Combining Magical Effects)]
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:

[Casting Spells (Sub-Topic A: Combining Magical Effects: Sub-Topic B: Stacking Effects)]
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).

[Casting Spells (Sub-Topic A: Combining Magical Effects: Sub-Topic C: Different Bonus Names)]
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.

[Casting Spells (Sub-Topic A: Combining Magical Effects: Sub-Topic D: Same Effect More than Once in Different Strengths)]
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.

[Casting Spells (Sub-Topic A: Combining Magical Effects: Sub-Topic E: Same Effect with Differing Results)]
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.

[Casting Spells (Sub-Topic A: Combining Magical Effects: Sub-Topic F: One Effect Makes Another Irrelevant)]
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.

[Casting Spells (Sub-Topic A: Combining Magical Effects: Sub-Topic G: Multiple Mental Control Effects)]
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

[Casting Spells (Sub-Topic: Spells With Opposite Effects)]
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description.

[Casting Spells (Sub-Topic: Instantaneous Effects)]
Two or more spells with instantaneous durations work cumulatively when they affect the same target.
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soar2344 is not online. soar2344
Joined: 11 Sep 2009
Total Posts: 8785
04 Feb 2012 10:31 AM
Now I need to look up a wiki XD can I still join
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McJuke is not online. McJuke
Joined: 05 Jun 2011
Total Posts: 4622
04 Feb 2012 10:35 AM
I might join if cs is up.... just gotta read the mountain over here.
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 10:44 AM
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[Attack Roll]
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.

[Attack Roll (Sub-Topic: Automatic Misses and Hits)]
A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit.

[Attack Roll (Sub-Topic: Attack Bonus)]
Your attack bonus with a melee weapon is:

Base attack bonus + Strength modifier + size modifier

With a ranged weapon, your attack bonus is:

Base attack bonus + Dexterity modifier + size modifier + range penalty

[Attack Roll (Sub-Topic: Base Attack Bonus)]
A base attack bonus is an attack roll bonus derived from character class and level or creature type and Hit Dice (or combinations thereof). Base attack bonuses increase at different rates for different character classes and creature types. A second attack is gained when a base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different sources, such as when a character is a multiclass character, stack.

[Attack Roll (Sub-Topic: Damage)]
When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Effects that modify weapon damage apply to unarmed strikes and the natural physical attack forms of creatures.

Damage reduces a target’s current hit points.

[Attack Roll (Sub-Topic A: Damage: Sub-Topic B: Minimum Damage)]
If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.

[Attack Roll (Sub-Topic A: Damage: Sub-Topic C: Strength Bonus)]
When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow.

Off-Hand Weapon
When you deal damage with a weapon in your off hand, you add only ½ your Strength bonus.

Wielding a Weapon Two-Handed
When you deal damage with a weapon that you are wielding two-handed, you add 1½ times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands.

[Attack Roll (Sub-Topic A: Damage: Sub-Topic D: Multiplying Damage)]
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.

Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.

[Attack Roll (Sub-Topic A: Damage: Sub-Topic E: Ability Damage)]
Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score).

[Armor Class]
Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following:

10 + armor bonus + shield bonus + Dexterity modifier + size modifier

Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC.

Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC. (If you don’t have a Dexterity bonus, nothing happens.)

[Armor Class (Sub-Topic: Other Modifiers)]
Many other factors modify your AC.

[Armor Class (Sub-Topic A: Other Modifiers: Sub-Topic B: Enhancement Bonuses)]
Enhancement effects make your armor better.

[Armor Class (Sub-Topic A: Other Modifiers: Sub-Topic C: Deflection Bonus)]
Magical deflection effects ward off attacks and improve your AC.

[Armor Class (Sub-Topic A: Other Modifiers: Sub-Topic D: Natural Armor)]
Natural armor improves your AC.

[Armor Class (Sub-Topic A: Other Modifiers: Sub-Topic E: Dodge Bonuses)]
Some other AC bonuses represent actively avoiding blows. These bonuses are called dodge bonuses. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.

[Armor Class (Sub-Topic: Touch Attacks)]
Some attacks disregard armor, including shields and natural armor. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.

[Hit Points]
When your hit point total reaches 0, you’re disabled. When it reaches -1, you’re dying. When it gets to -10, you’re dead.

[Speed] (This will generally NOT be used in this roleplay)
Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your race and what armor you’re wearing.

Dwarves, gnomes, and halflings have a speed of 20 feet (4 squares), or 15 feet (3 squares) when wearing medium or heavy armor (except for dwarves, who move 20 feet in any armor).

Humans, elves, half-elves, and half-orcs have a speed of 30 feet (6 squares), or 20 feet (4 squares) in medium or heavy armor.

If you use two move actions in a round (sometimes called a "double move" action), you can move up to double your speed. If you spend the entire round to run all out, you can move up to quadruple your speed (or triple if you are in heavy armor).

[Saving Throws]
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:

Base save bonus + ability modifier

[Saving Throws (Sub-Topic: Base Save Bonus)]
A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.

[Saving Throws (Sub-Topic: Saving Throw Types)]
The three different kinds of saving throws are Fortitude, Reflex, and Will:

[Saving Throws (Sub-Topic A: Saving Throw Types: Sub-Topic B: Fortitude)]
These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.

[Saving Throws (Sub-Topic A: Saving Throw Types: Sub-Topic C: Reflex)]
These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.

[Saving Throws (Sub-Topic A: Saving Throw Types: Sub-Topic D: Will)]
These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.

[Saving Throws (Sub-Topic: Saving Throw Difficulty Class)]
The DC for a save is determined by the attack itself.

[Saving Throws (Sub-Topic: Automatic Failures and Successes)]
A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw). A natural 20 (the d20 comes up 20) is always a success.
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[The Combat Round]
Each round represents 6 seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take an action.

Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)

For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

[Action Types]
An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are six types of actions: standard actions, move actions, full-round actions, free actions, swift actions, and immediate actions.

In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.

In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.

[Action Types (Sub-Topic: Standard Action)]
A standard action allows you to do something, most commonly make an attack or cast a spell. See Table: Standard Actions for other standard actions.

[Action Types (Sub-Topic: Move Action)]
A move action allows you to move your speed or perform an action that takes a similar amount of time. See Table: Move Actions.

You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.

[Action Types (Sub-Topic: Full-Round Action)]
A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).

Some full-round actions do not allow you to take a 5-foot step.

Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option.

[Action Types (Sub-Topic: Free Action)]
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.

[Action Types (Sub-Topic: Swift Action)]
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.

[Action Types (Sub-Topic: Immediate Action)]
An immediate action is very similar to a swift action, but can be performed at any time — even if it's not your turn.

[Action Types (Sub-Topic: Not an Action)]
Some activities are so minor that they are not even considered free actions. They literally don’t take any time at all to do and are considered an inherent part of doing something else.

[Action Types (Sub-Topic: Restricted Activity)]
In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).

[Standard Actions (Sub-Topic: Attack)]
Making an attack is a standard action.

[Standard Actions (Sub-Topic A: Attack: Sub-Topic B: Melee Attacks)]
With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.) Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away, but you can’t strike adjacent foes (those within 5 feet).

[Standard Actions (Sub-Topic A: Attack: Sub-Topic C: Unarmed Attacks)]
Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:

[Standard Actions (Sub-Topic A: Attack: Sub-Topic C: Unarmed Attacks: Sub-Topic 1A: Attacks of Opportunity)]
Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes nor does it provoke an attack of opportunity from an unarmed foe.

An unarmed character can’t take attacks of opportunity (but see "Armed" Unarmed Attacks, below).

[Standard Actions (Sub-Topic A: Attack: Sub-Topic C: Unarmed Attacks: Sub-Topic 1B: "Armed" Unarmed Attacks)]
Sometimes a character’s or creature’s unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed.

Note that being armed counts for both offense and defense (the character can make attacks of opportunity)

[Standard Actions (Sub-Topic A: Attack: Sub-Topic C: Unarmed Attacks: Sub-Topic 1C: Unarmed Strike Damage)]
An unarmed strike from a Medium character deals 1d3 points of damage (plus your Strength modifier, as normal). A Small character’s unarmed strike deals 1d2 points of damage, while a Large character’s unarmed strike deals 1d4 points of damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).

[Standard Actions (Sub-Topic A: Attack: Sub-Topic C: Unarmed Attacks: Sub-Topic 1D: Dealing Lethal Damage)]
You can specify that your unarmed strike will deal lethal damage before you make your attack roll, but you take a -4 penalty on your attack roll. If you have the Improved Unarmed Strike feat, you can deal lethal damage with an unarmed strike without taking a penalty on the attack roll.

[Standard Actions (Sub-Topic A: Attack: Sub-Topic D: Ranged Attacks)]
With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is ten range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.

[Standard Actions (Sub-Topic A: Attack: Sub-Topic E: Attack Rolls)]
An attack roll represents your attempts to strike your opponent.

Your attack roll is 1d20 + your attack bonus with the weapon you’re using. If the result is at least as high as the target’s AC, you hit and deal damage.

[Standard Actions (Sub-Topic A: Attack: Sub-Topic F: Automatic Misses and Hits)]
A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit.

[Standard Actions (Sub-Topic A: Attack: Sub-Topic G: Damage Rolls)]
If the attack roll result equals or exceeds the target’s AC, the attack hits and you deal damage. Roll the appropriate damage for your weapon. Damage is deducted from the target’s current hit points.

[Standard Actions (Sub-Topic A: Attack: Sub-Topic H: Multiple Attacks)]
A character who can make more than one attack per round must use the full attack action in order to get more than one attack.

[Standard Actions (Sub-Topic A: Attack: Sub-Topic I: Shooting or Throwing into a Melee)]
If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a -4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the -4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.

Precise Shot
If you have the Precise Shot feat you don’t take this penalty.

[Standard Actions (Sub-Topic A: Attack: Sub-Topic J: Fighting Defensively as a Standard Action)]
You can choose to fight defensively when attacking. If you do so, you take a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.

[Standard Actions (Sub-Topic A: Attack: Sub-Topic K: Critical Hits)]
When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a threat. The hit might be a critical hit (or "crit"). To find out if it’s a critical hit, you immediately make a critical roll—another attack roll with all the same modifiers as the attack roll you just made. If the critical roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit. It doesn’t need to come up 20 again.) If the critical roll is a miss, then your hit is just a regular hit.

A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

Exception: Extra damage dice over and above a weapon’s normal damage is not multiplied when you score a critical hit.

Increased Threat Range
Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn’t result in a hit is not a threat.

Increased Critical Multiplier
Some weapons deal better than double damage on a critical hit.

Spells and Critical Hits
A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit.

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For the rest of the Combat guide, please search "d20srd" on google, or any web browser and click the first link. Then look under "Core Rules" and click "Combat". Read anything below what I have posted above.

For the rest of the guide itself, do the same as I said above, but instead of click "Combat", click anything under the bottom line in the column "Core Rules". Some of these topics that you may need to read are "Carrying, Movement, & Exploration", "Surroundings, Weather & Environment", "Traps", "Treasure", and "Planes". Other pages you may want to read under "Core Rules" are "Magic Items", "Equipment & Special Materials", "Monsters", and "Types & Subtypes".

Thanks for reading this guide, and spending probably half an hour reading this.

About the rules...Do I really need to explain them? I guess not.











Ah, it seems you've scrolled down all the way. Well, I suggest you read everything, or it'll affect your gameplay. ^_^
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 10:45 AM
@Soar; Yes.

@McJuke; The mountain helps. Though I'll give you a little hint. You don't need to read all if it. It's only supposed to be used as a reference, but people read it all for some reason.
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 10:46 AM
If you have any questions, feel free to ask. :P
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 10:49 AM
Oh, and I will be making a character myself, while being the DM. However, I won't interfere with the role play by making my character know every little detail, such as where a trap door is. Most of the roleplaying will be done by you guys. So, I will only accept 3 of the top CS's. And 1 has already been accepted, and that person is Walyn.
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 10:55 AM
!CHARACTER SHEET!

Name:
A/ge:
Gender:
Race:
Class:
Feats:
Spells (If necessary):
Fortitude Save:
Will Save:
Reflex Save:
Str:
Dex:
Con:
Int:
Wis:
Cha:
Height:
Weight:
Appearance:
Bio:
Personality:
Weapon:
Weapon damage:
Alignment:
Skills:
Equipment:
Level: 1
Gold: 50
Experience: 0

(Any fields that have been already filled out are meant to stay filled out. Do NOT change these fields.)
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 10:57 AM
Add one field, please. Add "Maximum A/ge:"
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 11:16 AM
I apologize for this change, but the "Level:" field must be changed to '0'. Again, please change the "Level:" to '0'.
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 11:35 AM
Name: Ivellios Velliar
A/ge: 141 years
Gender: Male
Race: Elf
Class: Wizard
Feats: Summon Familiar (Bonus Feat), Scribe Scroll (Bonus Feat), Spell Penetration
Spells (If necessary): Dancing Lights; Flare; Light; Ray of Frost; Arcane Mark; Prestidigitation; Floating Disk; Magic Missile; Burning hands
Fortitude Save: +0
Will Save: +2
Reflex Save: +0
Str: 11; Mod = +/-0
Dex: 13 + 2; Mod = +2
Con: 15 - 2; Mod = +1
Int: 17; Mod = +3
Wis: 15; Mod = +2
Cha: 8; Mod = -1
Height: 5'0"
Weight: 87 lb.
Appearance: Ivellios wears a hazel robe, outlined with exotic designs in the brown color. The robe has a large hood, able to cover his forehead. He carries a large wooden staff, the statuette of an eagle resting on top. His staff is tangled like the branches of a dead tree, and the eagle is made of bronze. He has a brown satchel around his shoulders, and four small belt pouches. Ivellios wears wooden sandals. He also wears a long necklace around his neck, reaching to the center of his chest. At the end of the necklace is another emblem, shaped like an eagle as well. Ivellios has pale skin, pointed ears, and long blond hair. He has blue-silver eyes, like a vague fog clouding the sky.
Bio: Ivellios was born of two Elven parents. Helius, his father, and Veneva, his mother. They lived simply in a large tree, surrounded by other Elven homes. At the age of 79, he decided to take Arcana, or magic classes. Arcana amazed him. He wanted to use it for both the good and bad, though his father pushes him towards the good. After Father died, he became chaotic, doing anything as he wishes. Ivellios tends not to do evil, but will do some bad things from time to time. His father died in the war between the Orcs and Elves, which became known as the Burning Forest Battle, to the Elves. His mother took care of him until she passed away of natural causes. Ivellios now lives for adventure, and has an inner hate for the Orcs. He wants to find a way to bring back his parents, but he fears it isn't possible.
Personality: Ivellios's personality is sometimes compared to his eyes. It's very gray, with just a touch of spontaneousness. He is very taciturn and only talks when he believes he needs to. Ivellios is wise, though stubborn and ignorant.
Weapon: Staff
Weapon damage: 1d4
Alignment: Chaotic Good, "Rebel"
Skills:
Knowledge (Arcana) (4 ranks, class (4 points))
Knowledge (Religion) (4 ranks, class (4 points))
Decipher Script (4 ranks, class (4 points))
Spellcraft (4 ranks, class (4 points))
Concentration (4 ranks, class (4 points))
Languages: Common, Draconic
School Specialization: Evocation
Given Up Schools: Necromancy, Transmutation
Maximum A/ge: 392
Bonus Spells: 0
Caster Level: 0
Level: 0
Extra:
+2 Caster Level Checks (Spell Penetration)
+2 Spellcraft Checks in Evocation (Specialized in Evocation)

Tada.
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 11:36 AM
I recommend you keep your Character Sheet in a word document, such as notepad. The reason being: You will be changing some fields in your Character Sheets often, such as equipment, gold, level, experience, etc. Speaking of equipment, I forgot mine. :P
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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 11:39 AM
Name: Ivellios Velliar
A/ge: 141 years
Gender: Male
Race: Elf
Class: Wizard
Feats: Summon Familiar (Bonus Feat), Scribe Scroll (Bonus Feat), Spell Penetration
Spells (If necessary): Dancing Lights; Flare; Light; Ray of Frost; Arcane Mark; Prestidigitation; Floating Disk; Magic Missile; Burning hands
Fortitude Save: +0
Will Save: +2
Reflex Save: +0
Str: 11; Mod = +/-0
Dex: 13 + 2; Mod = +2
Con: 15 - 2; Mod = +1
Int: 17; Mod = +3
Wis: 15; Mod = +2
Cha: 8; Mod = -1
Height: 5'0"
Weight: 87 lb.
Appearance: Ivellios wears a hazel robe, outlined with exotic designs in the brown color. The robe has a large hood, able to cover his forehead. He carries a large wooden staff, the statuette of an eagle resting on top. His staff is tangled like the branches of a dead tree, and the eagle is made of bronze. He has a brown satchel around his shoulders, and four small belt pouches. Ivellios wears wooden sandals. He also wears a long necklace around his neck, reaching to the center of his chest. At the end of the necklace is another emblem, shaped like an eagle as well. Ivellios has pale skin, pointed ears, and long blond hair. He has blue-silver eyes, like a vague fog clouding the sky.
Bio: Ivellios was born of two Elven parents. Helius, his father, and Veneva, his mother. They lived simply in a large tree, surrounded by other Elven homes. At the age of 79, he decided to take Arcana, or magic classes. Arcana amazed him. He wanted to use it for both the good and bad, though his father pushes him towards the good. After Father died, he became chaotic, doing anything as he wishes. Ivellios tends not to do evil, but will do some bad things from time to time. His father died in the war between the Orcs and Elves, which became known as the Burning Forest Battle, to the Elves. His mother took care of him until she passed away of natural causes. Ivellios now lives for adventure, and has an inner hate for the Orcs. He wants to find a way to bring back his parents, but he fears it isn't possible.
Personality: Ivellios's personality is sometimes compared to his eyes. It's very gray, with just a touch of spontaneousness. He is very taciturn and only talks when he believes he needs to. Ivellios is wise, though stubborn and ignorant.
Weapon: Staff
Weapon damage: 1d4
Alignment: Chaotic Good, "Rebel"
Skills:
Knowledge (Arcana) (4 ranks, class (4 points))
Knowledge (Religion) (4 ranks, class (4 points))
Decipher Script (4 ranks, class (4 points))
Spellcraft (4 ranks, class (4 points))
Concentration (4 ranks, class (4 points))
Languages: Common, Draconic
School Specialization: Evocation
Given Up Schools: Necromancy, Transmutation
Maximum A/ge: 392
Bonus Spells: 0
Caster Level: 0
Level: 0
Equipment:
Extra:
+2 Caster Level Checks (Spell Penetration)
+2 Spellcraft Checks in



[BIG CHANGE!] [HUGE CHANGE!] [MAJOR IMPROVEMENT!]
Change "Gold:" to "Money: 5 Silver".

Here is the money scale...
Copper piece (cp) = 1 CP; 1/10 SP; 1/100 GP; 1/1000 PP
Silver piece (sp) = 10 CP; 1 SP; 1/10 GP; 1/100 PP
Gold piece (gp) = 100 CP; 10 SP; 1 GP; 1/10 PP
Platinum piece (pp) = 1000 CP; 100 SP; 10 GP; 1 PP

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PurelyRandom is not online. PurelyRandom
Joined: 05 Mar 2011
Total Posts: 36763
04 Feb 2012 11:51 AM
Ugh, forgot equipment. -_-

Name: Ivellios Velliar
A/ge: 141 years
Gender: Male
Race: Elf
Class: Wizard
Feats: Summon Familiar (Bonus Feat), Scribe Scroll (Bonus Feat), Spell Penetration
Spells (If necessary): Dancing Lights; Flare; Light; Ray of Frost; Arcane Mark; Prestidigitation; Floating Disk; Magic Missile; Burning hands
Fortitude Save: +0
Will Save: +2
Reflex Save: +0
Str: 11; Mod = +/-0
Dex: 13 + 2; Mod = +2
Con: 15 - 2; Mod = +1
Int: 17; Mod = +3
Wis: 15; Mod = +2
Cha: 8; Mod = -1
Height: 5'0"
Weight: 87 lb.
Appearance: Ivellios wears a hazel robe, outlined with exotic designs in the brown color. The robe has a large hood, able to cover his forehead. He carries a large wooden staff, the statuette of an eagle resting on top. His staff is tangled like the branches of a dead tree, and the eagle is made of bronze. He has a brown satchel around his shoulders, and four small belt pouches. Ivellios wears wooden sandals. He also wears a long necklace around his neck, reaching to the center of his chest. At the end of the necklace is another emblem, shaped like an eagle as well. Ivellios has pale skin, pointed ears, and long blond hair. He has blue-silver eyes, like a vague fog clouding the sky.
Bio: Ivellios was born of two Elven parents. Helius, his father, and Veneva, his mother. They lived simply in a large tree, surrounded by other Elven homes. At the age of 79, he decided to take Arcana, or magic classes. Arcana amazed him. He wanted to use it for both the good and bad, though his father pushes him towards the good. After Father died, he became chaotic, doing anything as he wishes. Ivellios tends not to do evil, but will do some bad things from time to time. His father died in the war between the Orcs and Elves, which became known as the Burning Forest Battle, to the Elves. His mother took care of him until she passed away of natural causes. Ivellios now lives for adventure, and has an inner hate for the Orcs. He wants to find a way to bring back his parents, but he fears it isn't possible.
Personality: Ivellios's personality is sometimes compared to his eyes. It's very gray, with just a touch of spontaneousness. He is very taciturn and only talks when he believes he needs to. Ivellios is wise, though stubborn and ignorant.
Weapon: Staff
Weapon damage: 1d4
Alignment: Chaotic Good, "Rebel"
Skills:
Knowledge (Arcana) (4 ranks, class (4 points))
Knowledge (Religion) (4 ranks, class (4 points))
Decipher Script (4 ranks, class (4 points))
Spellcraft (4 ranks, class (4 points))
Concentration (4 ranks, class (4 points))
Languages: Common, Draconic
School Specialization: Evocation
Given Up Schools: Necromancy, Transmutation
Maximum A/ge: 392
Bonus Spells: 0
Caster Level: 0
Level: 0
Equipment:
Backpack x1 (2 lb.)
Bedroll x1 (2 lb.)
Common Lamp x1 (1 lb.)
Trail Rations x5 (10 lb.)
Hempen Rope x1 (10 lb.)
Waterskin x5 (20 lb.)
Oil 1-pint flask x3 (3 lb.)
Fishhook x1 (N/A lb.)
Vial x1 (1/10 lb.)
Clay Jug (9 lb.)
Extra:
+2 Caster Level Checks (Spell Penetration)
+2 Spellcraft Checks in


[FOR EQUIPMENT] [IMPORTANT]
You may not choose any item that costs more than 2 GP. And you may only choose up to 20 items.
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