Twilight is out of something like Book of Exalted Deeds or what not. As it is, the Twilight quality reduces arcane failure chance by 10% and costs a +1 bonus to apply.
3.0 is almost entirely compatible with 3.5, though, especially when it comes to equipment. The only thing that doesn't jive is damage reduction / +X. We've used the AEG in all our 3.5 games with great success.
Another way to lower ASF is by taking levels in certain classes. Warmage and Duskblade come to mind immediately. Not always an appealing course of action, but if it fits your character concept I say go for it =)
If you take the Warmage route, you can take Battle Caster, and then at 8th level you can cast spells wearing any armor and ignore all arcane spell failure.
It works quite well if you enjoy blowing stuff up with your spells (and not much else).
I only recently started personally dealing with spell casters, I am usually a rogue, and I only just realized that I do not understand how you learn new spells. I also did not know about being allowed to create your own spells how exactly do both of these work?
How would a character protect themself from the deadly amounts of energy in the Positive and Negitive plane?
@Learning spells: Well, with 3.5 rules you simply learn spells as you gain levels in a spellcasting class. As you level up you check your spells per day table and learn as many new spells from your spell list as you're allowed.
You can also learn spells from scrolls or other casters' spellbooks by making Spellcraft checks and devoting some time to researching the spell.
As for researching and creating spells, it can turn into a pretty long and complicated process. Most spell research sessions involve weeks and sometimes months of uninterrupted meditation and experimentation, and usually your character will have to pay gold and/or experience to obtain the new spell. You'll be required to make Spellcraft and probably Knowledge (Arcana) or (Divine) checks regularly. It usually takes less time if you work with a spell that already exists - one your character already knows - and go for a modified version of it. This costs less time, money, and experience in the long run.
On the note about spellcasters learning spells, it depends on the spellcaster really. For simplicity sake, I'm just going over the core examples, any other base spellcasters usually have their spellcasting circumstances explained.
Sorcerers have a list of known spells that they can cast spontaneously from, they don't need to prepare their spells beforehand. They learn new spells each time they get another sorcerer casting level as per their spells known progression. Bardic casting works in the same fashion as it does for sorcerers.
Wizards use spellbooks to store their spells for their use. After resting, they go through their spellbooks and decide which spells they want to make available to cast for the day. They can choose to memorize a spell more than once, so that if they chose to memorize magic missile twice, they can cast it twice. They get two free spells to add to their spellbook everytime they level, and in addition, they can copy spells from scrolls or other spellbooks into their spellbooks for their use. Until default rules, this process takes 24 hours and costs 100 gp of ink per page used in the spellbook. Spells take one page per spell level in the spellbook, and 0th level spells take one page.
All the above examples are of arcane spellcasters. Regardless of race, an arcane spellcaster must rest 8 hours before preparing their spells.
Clerics and druids have their entire casting list available to them, and at a desginated time that is spiritually important to him (sunrise or dusk, etc). Like a wizard, they go through their spelllist and they prepare their spells ahead of time, deciding on what they may want for the rest of the day.
Sorry, I don't know much about the planes.
Ok Ethersphere, I don't know what you're talking about in the druid/monk example. Druids have no multiclassing restriction, they can multiclass freely and don't lose their druidic abilities as long as they stay neutral in some aspect. (Neutral Good, Lawful Neutral, Neutral, Chaotic Neutral, and Neutral Evil). Secondly, while a monk who multiclasses cannot advance any furthur as a monk, they still retain all their abilities regardless. They can even turn non-lawful and still retain their abilities, albeit that also means they can't level as monk furthur.
Basically, you can do the monk/druid thing and you would still retain your wisdom bonus to AC when wildshaping.
Well really, the monk/druid multiclass is really nice for a combat build, becuase normally when wildshaping, your AC suffers. So this will help and as a druid, you're most likely raising your wisdom anyways.
True. For a combat Druid that build is ideal because you're not really giving anything up. Combat Druids only need to keep a few Cure spells around for when they're in trouble.
Actually, if you're going for that kind of build I will highly recommend taking a peek at the Complete Warrior book. It has a couple of Druid-specific prestige classes that make combat a lot of fun.
So how would a character survive on the +/- planes?
Positive-dominant: Positive Energy Protection, or, alternatively:
Minor: You sit around and heal, so quite easily.
Major: You make your DC 20 Fortitude saves.
Negative Dominant: Death Ward, or:
Minor: You have obscene fast-healing (enough to negate 1d6 damage per round).
Major: You make your DC 25 Fortitude saves.
Also, based on the descriptions, most of the time you won't be spending much time on positive- or negative-dominant planes (especially the negative ones because not much lives on those).
Doesn't the Positive Plane over fill you with + until you burst?
You get 1d6 temporary HP every round, and every round that your temporary HP is greater than your regular HP, you have to make a DC 20 Fortitude save. You only explode (and die) if you fail that save.
Okay.. I know this is a major shock to many, but it's been forever since I played d20 Modern. I need to know how wealth works, exactly. Getting it, and buying equipment with it.
The last d20 Modern game I ran didn't use wealth. It was special.
Okay, as silly as I feel answering a question here, the SRD (http://www.wizards.com/d20/files/msrd/msrdwealth.rtf) is very descriptive. I feel like I know how it works and I have never even actually been in a d20 modern campaign.
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Quote from Mal Reynolds »
"Now, you could luxuriate in a jail cell for a while. But if your hand touches metal, I swear by my pretty floral bonnet, I will end you."
To be more in-depth (since, no offense, but couldn't one technically answer all questions with the above response?), Wealth is a value a character has that is determined in two ways- by acquiring wealth bonuses from adventures and other acquisitions, and from gaining levels.
Each level, you make a Profession check. The DC is your current wealth score. If you succeed, your wealth increases by 1. Additionally, for every 5 that your Profession result bypasses your current wealth score, you gain an additional +1 wealth.
When it comes to making purchases, you make a check, adding your Wealth score, against a purchase DC.
For example, let's say this computer I am typing this up on has a purchase DC of 27. In order to buy it, I roll 1d20 + my wealth, and if I get 27 or higher, it's mine (unless there is some sort of gross shipping error :/ )
Got it?
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[16:23] Alacar Leoricar: maybe if you do it'll make the porn more meaningful
On the point of casting more than one spell a turn, take a look at my post about swift/immediate actions near the beginning of the thread. Some spells only need a swift or an immediate action to cast, so in that fashion you can cast another spell a turn.
I do think that blended quartz lowers ASF by a good amount, but I can't remember what it is off-hand either.
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Ryttare Kelasin Luna Orelinalei
Alot of things concider it not entirely accurate or proper.
Another way to lower ASF is by taking levels in certain classes. Warmage and Duskblade come to mind immediately. Not always an appealing course of action, but if it fits your character concept I say go for it =)
Best class to reduce ASF? Spellsword, Complete Warrior.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
It works quite well if you enjoy blowing stuff up with your spells (and not much else).
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
How would a character protect themself from the deadly amounts of energy in the Positive and Negitive plane?
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
@Learning spells: Well, with 3.5 rules you simply learn spells as you gain levels in a spellcasting class. As you level up you check your spells per day table and learn as many new spells from your spell list as you're allowed.
You can also learn spells from scrolls or other casters' spellbooks by making Spellcraft checks and devoting some time to researching the spell.
As for researching and creating spells, it can turn into a pretty long and complicated process. Most spell research sessions involve weeks and sometimes months of uninterrupted meditation and experimentation, and usually your character will have to pay gold and/or experience to obtain the new spell. You'll be required to make Spellcraft and probably Knowledge (Arcana) or (Divine) checks regularly. It usually takes less time if you work with a spell that already exists - one your character already knows - and go for a modified version of it. This costs less time, money, and experience in the long run.
Sorcerers have a list of known spells that they can cast spontaneously from, they don't need to prepare their spells beforehand. They learn new spells each time they get another sorcerer casting level as per their spells known progression. Bardic casting works in the same fashion as it does for sorcerers.
Wizards use spellbooks to store their spells for their use. After resting, they go through their spellbooks and decide which spells they want to make available to cast for the day. They can choose to memorize a spell more than once, so that if they chose to memorize magic missile twice, they can cast it twice. They get two free spells to add to their spellbook everytime they level, and in addition, they can copy spells from scrolls or other spellbooks into their spellbooks for their use. Until default rules, this process takes 24 hours and costs 100 gp of ink per page used in the spellbook. Spells take one page per spell level in the spellbook, and 0th level spells take one page.
All the above examples are of arcane spellcasters. Regardless of race, an arcane spellcaster must rest 8 hours before preparing their spells.
Clerics and druids have their entire casting list available to them, and at a desginated time that is spiritually important to him (sunrise or dusk, etc). Like a wizard, they go through their spelllist and they prepare their spells ahead of time, deciding on what they may want for the rest of the day.
Sorry, I don't know much about the planes.
Ok Ethersphere, I don't know what you're talking about in the druid/monk example. Druids have no multiclassing restriction, they can multiclass freely and don't lose their druidic abilities as long as they stay neutral in some aspect. (Neutral Good, Lawful Neutral, Neutral, Chaotic Neutral, and Neutral Evil). Secondly, while a monk who multiclasses cannot advance any furthur as a monk, they still retain all their abilities regardless. They can even turn non-lawful and still retain their abilities, albeit that also means they can't level as monk furthur.
Basically, you can do the monk/druid thing and you would still retain your wisdom bonus to AC when wildshaping.
Well in that case, go for it with the Druid/Monk hybrid. Although don't be surprised if peope call you a munchkin ^__~;;
Actually, if you're going for that kind of build I will highly recommend taking a peek at the Complete Warrior book. It has a couple of Druid-specific prestige classes that make combat a lot of fun.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Positive-dominant: Positive Energy Protection, or, alternatively:
Negative Dominant: Death Ward, or:
Also, based on the descriptions, most of the time you won't be spending much time on positive- or negative-dominant planes (especially the negative ones because not much lives on those).
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
You get 1d6 temporary HP every round, and every round that your temporary HP is greater than your regular HP, you have to make a DC 20 Fortitude save. You only explode (and die) if you fail that save.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
The last d20 Modern game I ran didn't use wealth. It was special.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Each level, you make a Profession check. The DC is your current wealth score. If you succeed, your wealth increases by 1. Additionally, for every 5 that your Profession result bypasses your current wealth score, you gain an additional +1 wealth.
When it comes to making purchases, you make a check, adding your Wealth score, against a purchase DC.
For example, let's say this computer I am typing this up on has a purchase DC of 27. In order to buy it, I roll 1d20 + my wealth, and if I get 27 or higher, it's mine (unless there is some sort of gross shipping error :/ )
Got it?
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.