Starling has been asking me some question by PM, but I thought they might help other players too, so (with her permission) I'm posting them here to continue the conversation.
Starling said:
I've made some progress creating my character, but I realize I don't know which method everyone else used to calculate their ability scores. I used classic and got 15, 16, 7, 14 and 9. I figured since half-elfs can add +2 to any stat, I'd use it to make the 7 another 9 so my lowest stats won't be that bad to start. I'm having a bit of trouble finding all the spells, particularly the level 0 ones that get mentioned from time to time.
As I mentioned in my tutorial, we're using the classic method, so those scores are fine. As for turning your 7 into a 9, I can see why you'd want to do that, but it probably isn't a good idea.
I know you're interested in multiclassing, but ask yourself, what can you gain from taking cleric levels that you can't gain from druid levels? Druids already gain access to all the main healing spells (the list is on
this page). The danger with multiclassing is that you end up spreading yourself too thin - in a party of many talents, it's better to be really good at one thing than quite good at two or more things.
If you have a story hook for your character that relies on them multiclassing, then by all means, go for it, but if you're only doing it for gameplay reasons, I honestly wouldn't bother.
Anyway, if you do want to play a druid/cleric, then Int isn't really important to either class, so you won't be losing much (except a couple of skill ranks per level, which can be mitigated by the favored class bonus) by putting that 7 to Int and turning your 15 into a 17 or your 16 into an 18 for something you really do need, like Wis.
I found 5 or so different spell pages on that site, none of which were that one. It gets rather confusing when you're not used to navigating it. What do the schools matter for? I don't really see any mention of restrictions on those spell sheets like the domain and alignment info suggested there would be, but that might be from not being that far into the list yet.
There's more information on Arcane Schools on the
wizard page. I know the site can be difficult to navigate, but don't be afraid to use its search function!
Basically, a wizard has to choose which school to specialise in (if any), and which schools to oppose. This grants them various benefits in their chosen school. It doesn't really matter very much for other classes, except for things like the Spell Focus feat, which makes saving throws against the spells you cast from a particular school more difficult for your opponents.
I figured I'd probably be better off with higher hp than 7 to start, considering what happened in the previous session. I got the impression high Dex would also benefit my character because of the armour restrictions and how armour doesn't seem to count in animal form. All the stats are clearly important in their own way so it's a matter of figuring out which ones are the least important for my character, since Wis and Cha seem to be the more important ones in this case.
HP is always good. If you're worried about it, you can make sure you have a positive Con modifier, take the bonus HP from your
favored class, or take the Toughness
feat.
I figured multiclassing would be useful to either complement your main abilities or help balance your character out to avoid issues resulting from overspecialization. As long as I stick with classes that use stats I have decent numbers in and keep my main class well levelled, I figure it could work. I wanted to get the gameplay stuff sorted out before putting that much thought into the character's personality, as my main focus right now is to make a character I'll enjoy playing as from a gameplay aspect. One of the reasons I'm fond of the druid class is the neutrality though, which I feel suits me. I haven't quite decided which neutral I'm gonna go for but I've narrowed it down to either chaotic neutral, neutral good or true neutral.
As I said, you'll be a much more powerful character if you specialise in one thing rather than many. Your concern about overspecialisation would be more valid if you were expecting to be on your own for much of the adventure, but since there are eight other characters available to partner you (of which you'll be playing with up to four in any given session), I really wouldn't worry about it.
Think of it this way: A level 20 wizard would completely and utterly annihilate a party of 20 level 1 characters, every single time. The level 1 characters wouldn't even be able to hit him. By specialising, you're gaining more powerful abilities, while by diversifying, you're only gaining
more abilities. I would have thought the former would be more enjoyable, but I won't stop you from making your own decision.
As for what I'd get from cleric I wouldn't get from druid, selecting a nature deity could give me another weapon proficiency and the channel energy ability could be useful as another healing option. Now that I have the proper spell list, I'd have to look into it some more to be sure. The only info I found on multiclassing was the one paragraph in the class page.
Channel energy is certainly a useful ability to have, but you can always take weapon proficiency as a feat.
Judging by the character sheet, are we limited to 5 classes with only 3 for magic? Because the half-elf page says I get access to a feat that makes all my classes favoured once I reach level 5, with bonuses retroactively added to levels that didn't get favoured bonuses yet. This of course requires the starting trait that gives me 2 favoured classes to begin with.
You can have as many classes as you like. If they don't fit onto the character sheet, we'll improvise. But even if you decide to multiclass after reading my above answer, then I strongly recommend sticking to two or three classes at the most.
Edit: just for clarity, you get
all of the racial traits listed on the
races page for your chosen race, so you don't have to pick and choose.
Even if I decide not to go for cleric, it seems like a waste not to use the multitalented feat to favour 2 classes from the start, even if the other class is more of something to fall back on if I find myself in a situation my druid abilities aren't suited for. I guess I have a hard time letting go of possible options because I feel like I have more freedom of choice with versatility. It's not like I'm obligated to alternate levelling classes evenly, so I could focus on 1 and add to another when I feel like it's a good time for that, especially since the levels seem to cap at 20.
That is definitely the way to go. A lot of players will end up with something like sorcerer 17 / paladin 3, strongly preferring one class while still gaining the benefits of a second.
Another thing I need clarification on is that it says druids can use nature bond either to have an animal companion or take on 2 clerical domains. If I go with the clerical domains but also level as a cleric, would that give me 4? I'm considering going for the animal companion and getting the clerical domains from cleric.
I think you can choose two domains for the purposes of your druid abilities and two for the purposes of your cleric abilities; you could pick the same two domains for each class or different domains, whatever you prefer.
Wouldn't picking the same 2 clerical domains from 2 sources be redundant? I've been doing some more reading and available domains from one class aren't necessarily the same as the ones available from another. I'm still unsure whether to go for domains or an animal companion. If I go for the animal companion instead, I'd have to know where the animal companion's stats go. Is that what the NPC tab is for?
No, it wouldn't be redundant. Perhaps my previous answer wasn't very clear, so here's an example.
Imagine your character is druid 3 / cleric 1, with druid domains of Air and Fire, and cleric domains of Earth and Water. Since druids can cast level 2 druid spells at level 3, your character would be able to prepare an extra spell from the druid spell list with the Air or Fire domain for levels 1 and 2. Clerics can only cast level 1 (and 0) spells at level 1, so your character would be able to prepare an extra spell from the
cleric spell list with the Earth or Water domain for level 1 only. You might go with something like this:
Level 1: bonus Air spell (druid), bonus Earth spell (cleric)
Level 2: bonus Fire spell (druid)
If, instead, your cleric had also chosen Air and Fire, you'd be able to prepare an extra spell with one of those domains at level 1 in addition to the level 1 bonus spell you already get as a druid, giving you something like this:
Level 1: bonus Air spell (druid), bonus Air spell (cleric)
Level 2: bonus Fire spell (druid)
As for animal companions, I've been wondering the same thing myself, and I think we're going to end up having to make separate character sheets for them.
For the clerical stuff it's not really clear on deity options besides concepts being valid so I'm going to need help getting that to mesh with the domains and character alignment I settle on.
I'm not entirely sure what you mean by this, but it sounds like we can look at it together later on.
From the cleric page:
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Clerics select their domains at lvl 1, while druids start with nature bond, which allows them to do the same if they don't go for the animal companion. This means it's something that needs to be cleared up pretty early on if I go that route.
To clarify, I understand what domains and deities are, I just didn't get what you meant by "it's not really clear on deity options besides concepts being valid". I suppose by "it" you meant "the rulebook". A list of deities is one of the things sorely missing from the rulebook - I'm not really sure why - but there's plenty of information online. I suggest picking from
this list.
Does Sylvan take up a language slot for druids? Druidic is specifically noted as a bonus language, while half-elfs start with Common and Elven.
The
druid page says this:
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Therefore, you get Druidic for free, in additional to your racial languages (Common and Elven).
If you have an Int score of 12 of higher (giving you a positive Int modifier),
or if you put a skill rank into Linguistics, you can learn another language on top of that, and you can choose Sylvan if you wish. Not every class/race can choose Sylvan - dwarves can't, for example.
So my starting languages are Common, Elven and Druidic, with Sylvan as an option if I have the means of adding another language. If I don't add it on start, is there a way to add it later? How useful are the various languages? Sylvan, as the language of animals, seems like it'd be pretty useful for anyone who deals with animals a lot, such as druids.
That's right. As I mention in the other thread's house rules section, I don't mind if you want to defer your bonus language selection until a later point when you know what you might need for this adventure. Aside from that, you can always gain a new language by putting a rank into the Linguistics skill or by increasing your Int modifier (characters can level up individual ability scores by one point each time at levels 4, 8, 12, 16 and 20).
Sylvan doesn't let you universally talk to animals, however. Well, I suppose you can talk to them, but they won't talk back.
The
linguistics page says that it's the language of "centaurs, fey creatures, plant creatures, [and] unicorns".
I'm not sure how much you'll need languages in this adventure, or indeed which languages you'll need. I've only read the next couple of sessions' worth of material, so it could well be that you end up going to a land of fey creatures much later on - who knows? I wouldn't prioritise learning extra languages, though; even if you are unable to speak with a particular creature, it's not going to be a dead end for your party. Kuroto's character, Silver, already has a spell that lets her comprehend other languages, which is useful in emergencies.