It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Yeah I figured that was about what you meant, but thought I would check. As going from 5 maximum uses to 5 maximum uses sounded rather odd.

No matter.

Yes I am ready.
avatar
Azarr: Yeah I figured that was about what you meant, but thought I would check. As going from 5 maximum uses to 5 maximum uses sounded rather odd.

No matter.

Yes I am ready.
Let's do stat points first, it's easier.

You have 10, because you increased 1 level.

If you look at this link it shows you the cost per increase for your class. In this case, you're a Mage, so you gain stats slower than other classes - but you gain skills quicker.

Here's the relevant part:

Mage, Shaman, Cleric, Sage

1 attack: 7 pts.
3 HP: 4 pts.

Ok, so here are possible ways you can go with this:

You can increase your attack by 1, which would leave you 3 stat points left over for the next time you level up.

You can increase your HP by 3 for 4 stat points, that would leave you 6 left over for the next time you level up.

You might increase your HP by 3 twice, for a total of 8 stat points, leaving you 2 points left over for the next time you level up.

I think those are really the only options at this point.
Post edited July 16, 2011 by stoicsentry
I think I'll increase HP twice.
avatar
Azarr: I think I'll increase HP twice.
Ok, I'm making note of this in my files. Your HP will increase by 6. You will have 2 extra stat points when you level up next time.

Now, on to skill points. You have 10 of these as do all classes, but you pay less for skills. As a level 2 Mage, you currently only have access to the Basic Mage spells (you gain access to new ones at level 3).

You can increase 1 *use* of any of these skills for just 2 skill points. So think of it this way: you get to add up to 5 new uses (10 skill points).

As a reminder, here are the skills you currently have access to:


1. Magic Missile: Attack replacement: you may not attack and use this ability in the same turn. Deals 1d6+X damage to a single target at a range of 4, X is your level. Requires: level 1 Mage. Maximum uses: 5.

2. Arc Lightning: Attack replacement: you may not attack and use this ability in the same turn. Deals 2 damage to each enemy on the battlefield instantly. Requires: level 1 Mage. Maximum uses: 5.

3. Craft Minor Potion: target character gains a health potion worth 5HP. Requires: level 1 Mage. Maximum uses: 5.

4. Repel: Target an enemy within a range of 2. Move that enemy 2 spaces of your choice. They must end up further away from you than where they began. Requires: level 1 Mage. Maximum uses: 5.

5. Minor Restoration: Choose a spell in your spellbook. Add an additional use to that spell for the duration of this battle/quest, even if it puts you above the maximum. Requires: level 1 Mage. Maximum uses: 5.


Now, you have Magic Missile maxed out. So you can't invest more in that.


1. Arc Lightning 1/5
2. Magic Missile 5/5
3. Repel 1/5
4. Minor Restoration 2/5
5. Craft Minor Potion 1/5

You could, for example, take 4 craft minor potion uses (increasing to the max of 5/5) for 8 pts, and take 1 use of Arc Lightning (for 2 pts, total of 10 pts.)

Or you could take 3 minor restorations (6 pts.) and 2 repel (4 pts.) increasing to 5/5 in minor restoration and 3/5 in Repel.

I hope that make sense, if not, let me know...
3 in Minor Restoration. 1 in Arc Lightning. 1 in Craft Minor Potion.
avatar
Azarr: 3 in Minor Restoration. 1 in Arc Lightning. 1 in Craft Minor Potion.
Done, done and done! You are now level 2!

When everyone else levels, and everyone says they are ready, then we can begin a new quest.
Well I am ready for the next quest when they are.
avatar
Azarr: Well I am ready for the next quest when they are.
Sounds good. It will be longer, of course! lol
Let me know if I'm not doing this correctly, but for level up Cat will:

Stat Points:
- Add 1 attack (6pts.)
- Add 3 HP (4 pts.)

That should expend all 10 stat points.

For skill point expenditure:

- 2 uses of Dual Wield (6 pts.)
- 1 use of Close Ground (3 pts.)

1 extra point to carry over for next level.

Cat will not add any weapons to his slots yet.

One question regarding the Sneak Attack: Close Ground skill. Is this in addition to the standard Close Ground ability or is it an improvement upon it?
Post edited July 16, 2011 by HomerSimpson
ok let see if I got this right:

1 attack: 5 pts.
5 HP: 5 pt. (1 HP:1pt *5)


I'm a little lost on the skills part:
Cat, to answer your question: it gives you an additional move on the close ground. So usually it's +1 move, now it's +2 moves, for a total of 3 in a turn. Trust me, that's more than you'll ever need.. it works good for you if you like the dagger too, because it can get you at 0 range PLUS give you the close ground bonus itself.

Everyone had their level ups correct. 'grats!

Harzhan +6 HP, 2 stat pts. left
3 minor restoration, 1 arc lightning, 1 craft minor potion

Cat
1 attack, 3 Hp
+2 dual wield, +1 close ground, 1 pt. remains

Barnell
1 attack, 5 HP
1 seize, 1 tank, 2 pts. left over

I will post updated character sheets for the next game. You are still 2 levels behind the others, so I would like to catch up so that all teams are on the same level.
Post edited July 16, 2011 by stoicsentry
OOC: Good luck guys!
avatar
Barnell: <snip>
Second mission here.
avatar
HomerSimpson: <snip>
avatar
Azarr: <snip>
Post edited July 17, 2011 by stoicsentry