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Well that HP bonus sucks. I applied the +2 and now have 18 strength! I'm using the table from Dungeons & Dragons Fighter - Dungeons & Dragons 3.5 Play By Post Role-playing Game to make the adjustments, please tell me if it is all good. I'm sure I messed up something like I usually do.
Is the manual a one reading thing or can it be passed to another to get the same benefit?
Everyone please note - Make sure to put your saving throws in you combat stats area. Plus your main weapons (Melee and range). Zork - Make sure to change you level in the main stats where it shows your still listed as a level 1 fighter.
All manuals are good for one time only. Once a person uses the manual it becomes a useless book. Edited: KNtoran on 13th Sep, 2016 - 2:24pm
I only mentioned two-handed fighting because of the quarterstaff's Double quality. But ignore it all, I'm not going that route.
Perhaps I could get my +2 quarterstaff shortened into a club? Is it possible, who would I ask in town?
I made the changes to my character, except because I'm a filthy optimiser, I decided not to increase Move Silently and Concentration, and instead put 3 ranks into Search. This unlocks the skill synergy to give me a +2 when using Survival for tracking.
I've added the equipment to my character sheet and adjusted AC. I assume we are back to full hit points now? I'm going to roll a 1D10 now for extra hit points. How much experience do I have left after the level up?
I added 2 to intimidate and 1 to weapon focus.
I'm rolling my hit dice at D8.
I do not have the manuals, how many spells do I have now at level 2? Any recommendations from others?
As a cleric 2, you get 1 more of each spell slot. With a 15 Wisdom, that brings you to 4 0-level spells and 3 1-level spells + 1 domain spell.
As far as suggestions, I am partial to the Summon Monster 1, as the more creatures we can have on the battlefield, the tougher we will be. But as a Druid, I always enjoy summon X. I am not sure what would be most useful to the group overall.