Not Another [FL] Players Guide

Moderators: DM Symphony, Active DMs, Forum Moderators

Post Reply
User avatar
RockandRollOutlaw
Arelith Gold Supporter
Arelith Gold Supporter
Posts: 135
Joined: Thu Sep 11, 2014 10:40 am
Location: Rural Minnesota (GMT -6ish)

Not Another [FL] Players Guide

Post by RockandRollOutlaw » Mon Oct 13, 2014 10:37 pm

Welcome to Arelith Fixed Level
Direct Connect at: game.arelith.com:5126

The Goal
Trying to achieve a world which removes system segregation from all the players. This allows every single player to be able to explore together, role-play together, to take part in events, and to engage players in story lines and have comparable ability to everyone else from the very beginning. It has been designed to keep all players reasonably balanced within the same scale, so that they can all each individually pose a threat. The dangers of the environment can then also be catered towards that set scale offering you a more intense and challenging experience.

Arelith Fixed Level Server has been designed as a new role-playing adventure concept, a dangerous world where all characters have scale. Where even an inexperienced cutthroat can pose a threat. A world with risks that influences group role-play towards dangerous adventures, for either exploration or hidden discoveries, with rare and unique treasures to be found. Where the role-play of a guild, a settlement's diplomacy and a characters reputation would develop power rather than an epic characters build.

Campaign Setting
Set back on Arelith in past, when the land was cruel and savage. Fort Cordor has just recently been established by the Cordor Family and is calling out for soldiers, adventurers, and merchants to aid in the colonization.

Off the western coast of Arelith is the dangerous, lawless desert island of Sibayad. Live in Sibayad and you'll learn to either love or hate the desert. The incredible heat will kill you if you're not prepared but the men and beasts who call the desert wastes home can kill you even if you are.

Many years before the arrival of the chaotic human expansion, the civilized elves of Arelith established a sanctuary in the valley of Minmir to serve has an outpost and staging ground for travelers to and from Evermeet. They are distant, mysterious, and ever elusive.

All the while, deep within the Underdark the city of Udith Che is currently in the state of civil war. Once wholly Llothite, the temple of Ghaunaduar has established itself through conflict which has caused anarchy. The mostly drow dominated noble houses scramble to gain control but other races have their own plans for the future of Udith Che.

Unique Features
Tiger Eye Gems:
Every six minutes your food/water/rest/piety meter will appear. A tiger eye gem will also be placed into your inventory as long as you have at least 1 square in available space. Everyone begins with tiny tiger eyes which can be turned into gems scales for 60 coins. As your role play rating increases, so too will the size and value of tiger eye gems you collect.
Enhanced Item Casting:
The caster level of wands are the same caster level of their creator. Furthermore, when using any item that casts a spell it is possible to use metamagic with that item. First the caster must cast a known spell with the desired metamagic, such as an extended resistance or maximized ray of frost. From that point until another spell is cast, all items used will retain the metamagic effect. Potions and items can be used with greater effectiveness as well by taking the Increased Caster Level feat
Death:
All characters start with a mandatory Mark of Destiny with 10 lives on it. These lives are only lost when you are killed by another player. Death is serious on FL and characters will think twice before getting cut down by opponents blades, everyone dies eventually.
Epic Sacrifice:
System Level 26-30 - 5% chance at a Minor award.
System Level 31-35 - 5% chance at a Normal award and a 45% chance at a Minor award.
System Level 36+ - 5% chance at a Major award, 45% Normal and 50% Minor



Character Creation
Characters begin at level 9 and no longer need a minimum of 3 levels in a class. Prestige class tokens have also been removed.

You are to be reminded that this is a role-playing server. You may be asked to justify a characters reasons as to why they should be their chosen classes, paths, and background. Players caught abusing the system may be subject to DM authority.

Gifts and Backgrounds
While most work the same, a few have a slightly different effect and impact on a character due to the nature of the setting and leveling system.
Backgrounds
Dauntless: The additional 5 hit points has much greater benefit due to lower total hit points of characters.
Gladiator: Unique to Fixed Level, characters start in the Sibayad gladiator pit and must earn their freedom.
Outcast: Has no effect.
Gifts
Gift of Wealth: A way to progress your character even when not playing as often.
Gift of Stardom: The Bard Progression Feat greatly diminishes the usefulness.
Gift of Craftsmanship: Crafting is a vital part of FL and can give your character a much easier time, especially starting out.
Gift of Humility: Combined with additional ECL reductions characters can actually gain the first feat or two for free.


Classes
The requirements of prestige classes have been changed to allow a flexible character build system due to the level 9 limit. Classes and their requirements are below.

Arcane Archer
Requirements: Elf/Half-Elf, Base Attack Bonus 3, Weapon Focus (Longbow or Shortbow)
Proficiencies: Light and Medium Armor, Simple and Martial Weapons, Shields
Class Skills: Craft Armor, Craft Trap, Craft Weapon, Heal, Hide, Listen, Lore, Move Silently, Ride, Spot
Base Attack Bonus: 1
Base Skill Points: 4
Base Hit Points: 8
Primary Saves: Fortitude, Reflex
Level Progression:
1. Enchant Arrow +1
2. Imbue Arrow
3. Enchant Arrow +2
4. Seeker Arrow I
5. Enchant Arrow +3
6. Seeker Arrow II
Class Specific Feats:
Enchant Arrow I-VI: (Taken Sequentially)
Imbue Arrow:
Seeker Arrow I-II: (Taken Sequentially)
Hail of Arrows: SL 13
Arrow of Death: SL 16
Notes, Tips, and Interesting Bits:
:arrow: Enchant arrow adds to both attack bonus and damage, allowing Arcane Archer to obtain the highest attack bonus of all classes.


Assassin
Requirements: Evil, Hide 8, Move Silently 8
Proficiencies: Light Armor, Simple Weapons
Class Skills: Appraise, Bluff, Craft Armor, Craft Trap, Craft Weapon, Disable Trap, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Pick Pocket, Search, Set Trap, Spot, Tumble, Use Magic Device
Base Attack Bonus: 3/4
Base Skill Points: 4
Base Hit Points: 6
Primary Saves: Reflex
Level Progression:
1. Death Attack (1d6), Use Poison
2. Ghostly Visage, Poison Save +1, Uncanny Dodge I
3. Death Attack (2d6)
4. Poison Save +2
Class Specific Feats:
Ghostly Visage
Poison Save
Darkness
Invisibility
Improved Invisibility: Invisibility
Notes, Tips, and Interesting Bits:
:arrow: The DC for death attack is based off of intelligence and increases by 1 for each level of assassin.
:arrow: Death attack will stack with sneak attack granted from other classes as well as items.


Barbarian
Available Paths: Kensai, Tribesman
Requirements: Non-Lawful
Proficiencies: Light and Medium Armor, Simple and Martial Weapons, Shields
Class Skills: Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Intimidate, Listen, Lore, Parry, Ride, Taunt
Base Attack Bonus: 1
Base Skill Points: 4
Base Hit Points: 12
Primary Saves: Fortitude
Level Progression:
1. Barbarian Rage I, Barbarian Speed Increase, Drunken Barbarian Bonuses
2. Uncanny Dodge I
3.
4. Barbarian Rage II
5. Uncanny Dodge II
6.
7.
8. Barbarian Rage III
9.
Class Specific Feats:
Barbarian Rage II-III: (Taken Sequentially)
Barbarian Rage IV-VI: SL 11/14/15/19, (Taken Sequentially)
Barbarian DR I-IV: SL 10/13/16/19, (Taken Sequentially)
Mighty Rage: 21 Strength, 21 Constitution, SL 31 *removed ~Symphony
Thundering Rage: 21 Strength, SL 31
Terrifying Rage: Epic Skill Focus (Intimidate), SL 31
Notes, Tips, and Interesting Bits:
:arrow: Barbarian grants the most hit points per level and access to the highest amount of non-magical damage reduction making them excellent at taking a beating. Utilizing drunken and rage strength bonuses also allows you to focus your equipment on other means of increasing this survivability even further.
:arrow: Taking a level of barbarian is not only for the melee tank. The excellent defense it provides can be invaluable to nearly any class, especially spellcasters.
:arrow: The power of your tribal warriors depends on how many class levels you have. With enough barbarian levels your tribal warriors will even be granted epic feats. This can be a great help starting out especially.
:arrow: Tribal warriors are great for simulating bodyguards, family, or crowds. While a single level of barbarian will hurt the actual strength and combat usefulness of your tribal warriors, they can grant you a useful tool for enhancing roleplay. Polymorphing before summoning your tribal warriors can bring the possibilities even further.


Bard
Available Paths: Warlock (Non-Good), Favored Soul
Requirements: None
Proficiencies: Light and Medium Armor, Simple Weapons, Shields
Class Skills: Appraise, Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Perform, Persuade, Pick Pocket, Spellcraft, Taunt, Tumble, Use Magic Device
Base Attack Bonus: 3/4
Base Skill Points: 4
Base Hit Points: 6
Primary Saves: Reflex, Will
Level Progression:
1. Bard Song, Bardic Knowledge
2. 1st Circle Spells
3.
4. 2nd Circle Spells
5.
6.
7. 3rd Circle Spells
8.
9.
Class Specific Feats:
Artist
Bonus Spell Slot (Bard) I-III
Improved Caster Level +2
Bard Song Progression (+4 Bard Song Level / +4 Perform Skill)
Warlock Progression (+2 Warlock Levels): Warlock Only
Curse Song
Extra Music
Lingering Song
Lasting Inspiration: Lingering Song, Epic Skill Focus (Perform), SL 31
Notes, Tips, and Interesting Bits:
:arrow: The bonus to perform from bard song is a soft bonus. It is counted along side equipment, gifts, and other buffs but caps at +50. This in addition to your maximum charisma modifier will determine your characters cap for bard song. 25th level bard song and 75 perform is a typical ceiling, though higher is possible.
:arrow: Warlocks will still need to add bonus spell slots through items and feats to be able to cast higher level spells when taking the Warlock progression feat.


Blackguard
Requirements: Evil, Base Attack Bonus 3
Proficiencies: Light, Medium, and Heavy Armor, Martial and Simple Weapons, Shields
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Intimidate, Lore, Parry, Persuade, Ride, Taunt
Base Attack Bonus: 1
Base Skill Points: 2
Base Hit Points: 10
Primary Saves: Fortitude
Level Progression:
1. Use Poison
2. Bulls Strength, Dark Blessing, Smite Good
3. Create Undead, Turn Undead
4. Sneak Attack (1d6)
5. Fiendish Servant
6. Inflict Serious Wounds
Class Specific Feats:
Dark Blessing
Smite Good
Bulls Strength
Turn Undead
Fiendish Servant
Inflict Serious Wounds
Contagion
Inflict Critical Wounds: Inflict Serious Wounds
Divine Might: 13 Charisma, 13 Strength, Power Attack
Divine Shield: 13 Charisma, 13 Strength, Power Attack
Improved Fiend: Fiendish Servant, SL 21
Greater Smiting: 20 Charisma, SL 31
Notes, Tips, and Interesting Bits:
:arrow: Create undead is only obtainable by having 3 blackguard levels. It cannot be purchased later from the trainer.
:arrow: The Blackguard's version of Bull's Strength will stack with other Bull's Strength spells.
:arrow: Blackguard sneak attack will stack with any sneak attack or death attack granted by other classes or items.


Cleric
Available Paths: Healer (Non-Evil)
Requirements: None
Proficiencies: Light and Medium Armor, Simple Weapons, Shields
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Parry, Persuade, Spellcraft
Base Attack Bonus: 3/4
Base Skill Points: 2
Base Hit Points: 8
Primary Saves: Will
Level Progression:
1. 1st Circle Spells, Domain Powers, Turn Undead
2.
3. 2nd Circle Spells
4.
5. 3rd Circle Spells
6.
7. 4th Circle Spells
8.
9. 5th Circle Spells
Class Specific Feats:
Bonus Spell Slot (Cleric) I-V: (Taken Sequentially)
Improved Caster Level +2 (Max +12)
Extra Turning
Divine Might 13 Charisma, 13 Strength, Power Attack
Divine Shield 13 Charisma, 13 Strength, Power Attack
Notes, Tips, and Interesting Bits:
:arrow: Divine casters already know all spells for every circle of spells. They only need added spell slots through equipment or feats to have access to them.


Divine Champion (Champion of Torm)
Requirements: Non-Evil, Base Attack Bonus 3
Proficiencies: Light and Medium Armor, Martial and Simple Weapons, Shields
Class Skills: Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Lore, Parry, Ride, Spot
Base Attack Bonus: 1
Base Skill Points: 2
Base Hit Points: 10
Primary Saves: Fortitude, Reflex
Level Progression:
1. Lay On Hands
2. Bonus Feat, Sacred Defense I
3. Smite Evil
4. Bonus Feat, Sacred Defense II
5. Divine Wrath
6. Bonus Feat, Sacred Defense III
Class Specific Feats:
Sacred Defense I-V: (Taken Sequentially)
Smite Evil
Divine Wrath
Greater Smiting: 20 Charisma, SL 31
Notes, Tips, and Interesting Bits:
:arrow: Divine Wrath must be earned through class levels to have any benefit.


Druid
Available Paths: Totemic Druid
Requirements: Any Neutral
Proficiencies: Light and Medium Armor, Druid Weapons, Shields
Class Skills: Animal Empathy, Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Parry, Persuade, Spellcraft
Base Attack Bonus: 3/4
Base Skill Points: 4
Base Hit Points: 8
Primary Saves: Fortitude, Will
Level Progression:
1. 1st Circle Spells, Animal Companion, Nature Sense
2. Woodland Stride
3. 2nd Circle Spells, Trackless Step
4. Resist Nature's Lure
5. 3rd Circle Spells, Wildshape I
6. Wildshape II
7. 4th Circle Spells, Wildshape III
8.
9. 5th Circle Spells, Venom Immunity
Class Specific Feats:
Bonus Spell Slot (Druid) I-V
Improved Caster Level +2 (Max +12)
Wildshape II-VI: (Taken Sequentially), Druid 5
Elemental Shape I-III: (Taken Sequentially), Wildshape VI, SL 15/16/18
Totem Level +2 (Max +12): Totemic Druid
Notes, Tips, and Interesting Bits:
:arrow: Divine casters already know all spells for every circle of spells. They only need added spell slots through equipment or feats to have access to them.
:arrow: Druids have access to many unique feats which can not be learned from the trainer and only obtained by taking enough levels at creation.


Dwarven Defender
Requirements: Dwarf, Lawful, Base Attack Bonus 3
Proficiencies: Light, Medium, and Heavy Armor, Martial and Simple Weapons, Shields
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Listen, Lore, Spot
Base Attack Bonus: 1
Base Skill Points: 2
Base Hit Points: 12
Primary Saves: Fortitude, Will
Level Progression:
1. Defensive Stance (1/day)
2. Defensive Awareness I
3. Defensive Stance (2/day)
4.
5. Defensive Awareness II, Defensive Stance (3/day)
6. Damage Reduction
Class Specific Feats:
Defensive Awareness I-III: (Taken Sequentially)
Damage Reduction: Defensive Awareness III
Notes, Tips, and Interesting Bits:


Fighter
Available Paths: Kensai
Requirements: None
Proficiencies: Light, Medium, and Heavy Armor, Martial and Simple Weapons, Shields
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Lore, Parry, Ride
Base Attack Bonus: 1
Base Skill Points: 2
Base Hit Points: 10
Primary Saves: Fortitude
Level Progression:
1. Fighter Bonus Feat
2. Fighter Bonus Feat
3.
4. Fighter Bonus Feat
5. Fighter Equipment Bonuses
6. Fighter Bonus Feat
7.
8. Fighter Bonus Feat
9.
Class Specific Feats:
Weapon Specialization
Epic Weapon Specialization: SL 31
Notes, Tips, and Interesting Bits:
:arrow: Currently fighters can only achieve a +1 to their equipment bonus. A fighter progression feat is likely to be added in the future.


Harper Scout
Requirements: Non-Evil, Lore 4, Discipline 4
Proficiencies: Light Armor, Simple Weapons
Class Skills: Appraise, Bluff, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Hide, Listen, Lore, Move Silently, Persuade, Pick Pocket, Tumble
Base Attack Bonus: 3/4
Base Skill Points: 4
Base Hit Points: 6
Primary Saves: Reflex, Will
Level Progression:
1. Bardic Knowledge, Bonus Feat (Curse Song, Favored Enemy)
2. Deneir's Eye, Sleep
3. Cat's Grace, Tymora's Smile
4. Eagle's Splendor, Lliira's Heart
5. Bonus Feat (Curse Song, Favored Enemy), Craft Harper Item, Invisibility
Class Specific Feats:
Favored Enemy
Deneir's Eye
Sleep
Cat's Grace
Tymora's Smile
Eagle's Splendor
Lliira's Heart
Craft Harper Item: SL 12
Invisibility: SL 12
Bane of Enemies: SL 31
Notes, Tips, and Interesting Bits:
:arrow: The Harper Scout's version of the Cat's Grace and Eagle's Splendor spells will stack with other versions of the same spells.
:arrow: Granting access to Bane of Enemies gives a sizable damage boost once epic levels are reached.
:arrow: Harper Scout allows a Kensai to gain access to Bane of Enemies

Monk
Available Paths: Kensai
Requirements: Lawful
Proficiencies: Cloth Armor, Monk Weapons
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Persuade, Tumble
Base Attack Bonus: 3/4
Base Skill Points: 4
Base Hit Points: 8
Primary Saves: Fortitude, Reflex, Will
Level Progression:
1. Cleave, Evasion, Flurry of Blows, Improved Unarmed Strike, Stunning Fist
2. Deflect Arrows
3. Monk Speed, Still Mind
4. Unarmed Damage Increase
5. Purity of Body
6. Monk AC Bonus, Knockdown, Improved Knockdown, Increased Monk Speed
7. Wholeness of Body
8. Unarmed Damage Increase
9. Improved Evasion, Increased Monk Speed
Class Specific Feats:
Ki Strike I-III: (Taken Sequentially)
Purity of Body
Still Mind
Wholeness of Body
Diamond Body: SL 10
Diamond Soul: SL 11
Quivering Palm: SL 14
Empty Body: SL 17
Perfect Self: SL 19
Improved Stunning Fist: 17 Dexterity, 17 Wisdom, SL 31
Improved Spell Resistance: Diamond Soul, SL 31
Notes, Tips, and Interesting Bits:
:arrow: Monks receive their AC bonus at level 6, not level 1.


Paladin
Requirements: Lawful Good Only
Proficiencies: Light, Medium, and Heavy Armor, Martial and Simple Weapons, Shields
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Lore, Parry, Persuade, Ride, Taunt
Base Attack Bonus: 1
Base Skill Points: 2
Base Hit Points: 10
Primary Saves: Fortitude
Level Progression:
1. Divine Grace, Divine Health, Lay On Hands
2. Aura Of Courage, Smite Evil
3. Remove Disease, Turn Undead
4. 1st Circle Spells
5. Summon Mount
6.
7.
8. 2nd Circle Spells
9.
Class Specific Feats:
Aura of Courage
Smite Evil
Remove Disease
Turn Undead
Bonus Spell Slot (Paladin) I-II
Improved Caster Level +2
Divine Might: 13 Charisma, 13 Strength, Power Attack
Divine Shield: 13 Charisma, 13 Strength, Power Attack
Summon Mount
Greater Smiting: 20 Charisma, SL 31
Notes, Tips, and Interesting Bits:
:arrow: Unlike most divine caster paladins must be at least level 4 to gain access to their spells. Beyond that they work like all other divine casters and already know all spells for every circle of spells. They only need added spell slots through equipment or feats to have access to them.


Pale Master
Requirements: Non-Good, 3 Levels of an Arcane Spellcasting Class
Proficiencies: None
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Hide, Listen, Lore, Move Silently, Persuade, Spellcraft
Base Attack Bonus: 1/2
Base Skill Points: 2
Base Hit Points: 6
Primary Saves: Fortitude, Will
Level Progression:
1. Additional Spell Slots, Bone Skin (+2 AC)
2. Animate Dead
3. Additional Spell Slots, Darkvision
4. Summon Undead, Bone Skin (+4 AC)
5. Additional Spell Slots, Deathless Vigor (+3 HP)
6. Undead Graft, Deathless Vigor (+6 HP)
Class Specific Feats:
Animate Dead
Darkvision
Deathless Vigor
Summon Undead: Animate Dead
Summon Greater Undead: Summon Undead
Tough as Bone: SL 15
Deathless Touch: SL 15
Deathless Mastery: Tough as Bone, SL 20
Notes, Tips, and Interesting Bits:
:arrow: Deathless Vigor only increases hit points if obtained through class levels. Buying the feat from the trainer will not grant additional hit points.
:arrow: Wizards who take only a single level of pale master still earn the ability to cast 5th circle spells but will need to memorize those spells from scrolls. This is the only multi-class combination which retains the ability to cast 5th circle without taking bonus spell slots.
:arrow: Having hide and move silently as class skills enables a spellcaster to qualify for assassin or shadowdancer.


Ranger
Available Paths: Archer, Sniper
Requirements: None
Proficiencies: Light and Medium Armor, Martial and Simple Weapons, Shields
Class Skills: Animal Empathy, Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Ride, Search, Set Trap, Spot
Base Attack Bonus: 1
Base Skill Points: 4
Base Hit Points: 10
Primary Saves: Fortitude
Level Progression:
1. Duel-Wield, Trackless Step, Favored Enemy (+1)
2.
3.
4. 1st Circle Spells
5. Favored Enemy (+2)
6.
7. Animal Empathy: Animal Henchman Ability
8. 2nd Circle Spells
9. Improved Two-Weapon Fighting
Class Specific Feats:
Favored Enemy
Improved Duel-Wield: Duel-Wield (Works exactly like Two-Weapon Fighting)
Ranger Progression (+2 Ranger Tracking Levels / +2 Animal Empathy)
Bonus Spell Slot (Ranger) I-II
Improved Caster Level +2
Bane of Enemies: SL 31
Notes, Tips, and Interesting Bits:
:arrow: Taking the Sniper path results in losing more feats than are gained.
:arrow: Unlike most divine caster rangers must be at least level 4 to gain access to their spells. Beyond that they work like all other divine casters and already know all spells for every circle of spells. They only need added spell slots through equipment or feats to have access to them.
:arrow: The tracking progression feat will also increase your bonus against favored enemies.


Red Dragon Disciple
Requirements: Sorcerer or Bard, Lore 8
Proficiencies: None
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Listen, Lore, Parry, Persuade, Search, Spellcraft, Spot
Base Attack Bonus: 3/4
Base Skill Points: 2
Base Hit Points: 6
Primary Saves: Fortitude, Will
Level Progression:
1. Draconic Armor (+1 AC)
2. Draconic Abilities (+2 Strength)
3. Dragon Breath (2d10)
4. Draconic Abilities (Additional +2 Strength), Hit Die Increase (d8)
Class Specific Feats:
Draconic Strength
Dragon Breath
Darkvision
Fire Immunity: SL 14
Sleep Immunity: SL 14
Paralysis Immunity: SL 20
Notes, Tips, and Interesting Bits:
:arrow: The strength bonus is only applied if it is obtained through class levels. Purchasing it from the trainer has no effect


Rogue
Available Paths: Kensai
Requirements: None
Proficiencies: Light Armor, Rogue Weapons
Class Skills: Appraise, Bluff, Craft Armor, Craft Trap, Craft Weapon, Disable Trap, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Persuade, Pick Pocket, Search, Set Trap, Spot, Tumble, Use Magic Device
Base Attack Bonus: 3/4
Base Skill Points: 8
Base Hit Points: 6
Primary Saves: Reflex
Level Progression:
1. Sneak Attack (1d6), Trap Sense
2. Evasion
3. Sneak Attack (2d6), Uncanny Dodge I
4.
5. Sneak Attack (3d6)
6. Uncanny Dodge II
7. Sneak Attack (4d6)
8.
9. Sneak Attack (5d6)
Class Specific Feats:
Crippling Strike: SL 10
Defensive Roll: SL 10
Opportunist: SL 10
Skill Mastery: SL 10
Slippery Mind: SL 10
Notes, Tips, and Interesting Bits:
:arrow: Rogues get the most skill points of any class.
:arrow: Rogues are the only class that can detect and disable traps over DC 35.
:arrow: A rogues sneak attack damage will not stack with items providing sneak attack damage.


Shadowdancer
Requirements: Hide 8, Move Silently 8, Tumble 5
Proficiencies: Light Armor, Simple Weapons
Class Skills: Heal, Hide, Listen, Lore, Move Silently, Persuade, Pick Pocket, Search, Spot, Tumble
Base Attack Bonus: 3/4
Base Skill Points: 6
Base Hit Points: 8
Primary Saves: Reflex
Level Progression:
1. +1 Hide Bonus
2. +2 Hide Bonus, Darkvision, Evasion, Uncanny Dodge I
3. +3 Hide Bonus, Shadow Daze, Summon Shadow
4. +4 Hide Bonus, Shadow Evade
Class Specific Feats:
Darkvision
Shadow Daze
Shadow Evade
Summon Shadow
Defensive Roll
Slippery Mind
Hide in Plain Sight: SL 21
Notes, Tips, and Interesting Bits:
:arrow: Shadow daze and shadow evade only grant benefits when taken by class levels. They have no effect if purchased from the trainer.


Shifter
Requirements: Druid 5
Proficiencies: None
Class Skills: Animal Empathy, Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Hide, Listen, Lore, Persuade, Spot
Base Attack Bonus: 3/4
Base Skill Points: 4
Base Hit Points: 8
Primary Saves: Fortitude, Reflex
Level Progression:
1. Greater Wildshape I
2.
3. Greater Wildshape II
4. Infinite Greater Wildshape I
Class Specific Feats:
Greater Wildshape II
Greater Wildshape III: Infinite Greater Wildshape I
Greater Wildshape IV: Infinite Greater Wildshape II
Infinite Greater Wildshape I: Greater Wildshape II
Infinite Greater Wildshape II: Greater Wildshape III
Infinite Greater Wildshape III: Greater Wildshape IV
Infinite Greater Wildshape IV: Humanoid Shape
Humanoid Shape: Infinite Greater Wildshape III
Infinite Humanoid Shape: Infinite Greater Wildshape IV
Notes, Tips, and Interesting Bits:
:arrow: The abilities of many shapes increase in effectiveness as more SLs are gained.

Sorcerer
Available Paths: True Flame, Weave Mastery
Requirements: None
Proficiencies: Cloth Armor, Simple Weapons
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Spellcraft
Base Attack Bonus: 1/2
Base Skill Points: 2
Base Hit Points: 4
Primary Saves: Will
Level Progression:
1. Summon Familiar, 1st Circle Spells
2.
3.
4. 2nd Circle Spells
5.
6. 3rd Circle Spells
7.
8. 4th Circle Spells
9.
Class Specific Feats:
Bonus Spell Slot (Sorcerer) I-V
Improved Caster Level +2
Notes, Tips, and Interesting Bits:
:arrow: All non true flame sorcerers are weave masters whether they select the path or not.


Weapon Master
Requirements: Base Attack Bonus 3, Dodge, Expertise, Weapon Focus
Proficiencies: None
Class Skills: Discipline, Heal, Intimidate, Listen, Lore, Spot
Base Attack Bonus: 1
Base Skill Points: 2
Base Hit Points: 10
Primary Saves: Reflex
Level Progression:
1. Ki Damage (1/Day), Weapon of Choice
2.
3.
4.
5. Increased Multiplier, Superior Weapon Focus (+1 AB)
6.
Class Specific Feats:
Weapon of Choice
Increased Multiplier: SL 15
Ki Critical: SL 15
Notes, Tips, and Interesting Bits:
:arrow: Superior weapon focus can only be obtained by taking class levels. You cannot purchase the feat later from the trainer


Wizard
Requirements: None
Proficiencies: Cloth Armor, Wizard Weapons
Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Spellcraft
Base Attack Bonus: 1/2
Base Skill Points: 2
Base Hit Points: 4
Primary Saves: Will
Level Progression:
1. 1st Circle Spells, Scribe Scroll, Summon Familiar
2.
3. 2nd Circle Spells
4.
5. 3rd Circle Spells, Bonus Wizard Feat, Reduced Item Creation Cost
6.
7. 4th Circle Spells
8.
9. 5th Circle Spells
Class Specific Feats:
Bonus Spell Slot (Wizard) I-V
Improved Caster Level +2
Notes, Tips, and Interesting Bits:
:arrow: All items not just wizard items have a reduced cost when made by a wizard with 5 levels or more.



Skills
The use of skills points have been adjusted and increased, to promote the use of full classes such as rogues, assassins, and bards as they will now have a larger role to play.
Animal Empathy:
:arrow: At least 1 skill point must be invested unlock the ability.
:arrow: There are plenty of animals, some quite powerful additions to your party.
:arrow: Even weaker animals can provide an extra target for an enemy spell or attack.
:arrow: The ranger progression feat adds a cumulative +2 soft bonus to animal empathy.
Appraise:
:arrow: As a general rule, if you are able to sell items for 300gp you are getting the best possible appraise roll from the shop. The further from 300gp a shop is offering for valuable items the worse your appraise roll was.
:arrow: Raising your intelligence and re-speaking with a vendor will grant you another appraise roll. Ion stones, fox cunning, and bard song can be especially useful for this.
Concentration:
:arrow: With defensive casting mode active and at least 23 concentration to ensure success on the concentration check, allows casting spells without receiving attacks of opportunity.
Craft Armor:
:arrow: Currently has no use.
Craft Trap:
:arrow: At least 1 skill point must be invested unlock the ability.
:arrow: Equipment can be used to increase the quality of traps you can create without investing more skill points.
:arrow: Materials are not lost if you fail to make a trap simply retry.
:arrow: Daily crafting points are not used in making traps and none of the tradeskills aid in trap creation.
Craft Weapon:
:arrow: Currently has no use.
Disable Trap:
:arrow: At least 1 skill point must be invested unlock the ability.
:arrow: Only rogues can disable traps of DC 35 or higher.
:arrow: All classes can recover traps of any difficulty if able to pass the DC.
Discipline:
:arrow: The increased number of dragons in the world, some with very powerful wing buffets, make a high discipline especially important.
Heal:
:arrow: Due to the lower number of hit points characters have, a high heal skill can bring someone near death back to full health in only one or two healing kits.
:arrow: Being one of their only sources of reliable ways to restore hit points or remove disease and poison, kensai and true flame characters value heal especially high.
Hide:
:arrow: Sneaking to chests or to pick pocket enemies provides characters with another method to progress.
Intimidate:
:arrow: Increases the DC for terrifying rage.
Listen:
:arrow: A good way to detect hidden creatures or players who have neglected move silently over hide.
:arrow: Clairvoyance/Clairaudience (+10) and Amplify (+20) can work as a large temporary boost.
Lore:
:arrow: 10 points will typically be enough to identify most common items.
:arrow: Having a set of rings or clothing with lore on them help to identify items without investing points into lore.
Move Silently:
:arrow: Sneaking to chests or to pick pocket enemies provides characters with another method to progress.
Open Lock:
:arrow: At least 1 skill point must be invested unlock the ability.
:arrow: Allows access to secret areas and shortcuts.
:arrow: The Knock spell will only substitute the open lock skill for chests and some doors.
Parry:
:arrow: Effectiveness is increased due to the lower number of attacks per round characters and enemies have.
Perform:
:arrow: The cumulative +4 bonus from the bard song progression feat also applies towards disguise checks making them very difficult to see through.
Persuade:
:arrow: Increases the bounty you collect for turning in heads, helping quicker character progression.
Pick Pocket:
:arrow: At least 1 skill point must be invested unlock the ability.
:arrow: Stealing from enemies gives characters another method to progress rather than having to kill them.
Ride:
:arrow: Must invest 1 point at character creation to have access to Mounted Combat and Mounted Archery.
Search:
:arrow: Only rogues can detect traps with DC 35 or higher, other classes must rely on the Find Traps spell.
Set Trap:
:arrow: At least 1 skill point must be invested unlock the ability.
:arrow: Traps are more effective due to the lower amount of hit points characters and enemies have.
Spellcraft:
:arrow: At least 1 skill point must be invested unlock the ability.
:arrow: Spellcraft on equipment will count towards the +1 bonus to saves against spells for every 5 spellcraft.
Spot:
:arrow: Clairvoyance/Clairaudience provides a temporary +10 bonus to spot.
Taunt:
:arrow: Especially effective when fighting other characters due to the gap between attack bonus and armor class commonly found.
Tumble:
:arrow: At least 1 skill point must be invested unlock the ability.
:arrow: Investing more than 10 points in tumble has no benefit to a character.
:arrow: Skill focus and epic skill focus will not increase the armor class bonus.
:arrow: Items increasing tumble do not count towards the armor class bonus.
Use Magic Device:
:arrow: At least 1 skill point must be invested unlock the ability.
:arrow: Kensai and true flames can gain access to important equipment options they could normally not wear, they are still unable to use wands or similar items.
:arrow: The ability to use more powerful magical items only increases every 5 points of total skill, numbers in between have no effect on the characters ability.



Feats
All characters can pay gold coins to trainers in exchange for learning a new feat The trainer will give you the selection of feats that you currently qualify for and are able to select. When you have decided on which feat to purchase your the feat your System Level (SL) will increase and you will also receive an additional crafting point to allocate to a tradeskill The higher a character's ECL adjustment the more expensive the first feat will cost them, while lower ECL characters will get to spend less. From then on every feat will cost 1,000 coins more than the last feat you purchased and there is no limit to the amount of feats you can buy. Once you become SL 31 you will be allowed to begin purchasing epic feats.

Feats that stack and can be taken multiple times such as Great Strength can generally only be a maximum of four times one notable exception is Epic Toughness which can only be taken twice.

Some of the requirements for feats have been changed to allow for a more flexible character build system. All feats and their requirements are listed below.

Spellcasting Feats
Arcane Defense:Available to all classes
Brew Potion: 3 spellcaster levels
Bonus Spell Slot: Spellcasting class, (May be purchased multiple times without limit, Highest available slot depends on class)
Caster Level Increase +2:Spellcasting class, (Maximum increase of +12, increases effectiveness of potions and items as well as spells)
Combat Casting: 1st Circle Spells
Courteous Magocracy: Can be taken after level 1
Craft Wand: 5 spellcaster levels, (Wands retain the same caster level of their creator)
Craft Wondrous Item: Brew Potion, Scribe Scroll, Craft Wand, (Enables alchemists to enchant rings with 1/day spells)
Empower Spell: 2nd Circle Spells
Extend Spell: 1st Circle Spells
Greater Spell Focus: Spell Focus
Greater Spell Penetration: Spell Penetration
Maximize Spell: 3rd Circle Spells
Quicken Spell: 3rd Circle Spells
Scribe Scroll: Spellcaster Level 1
Silent Spell: 1st Circle Spells
Spell Focus: 1 Spellcraft
Spell Penetration: 1st Circle Spells
Still Spell: 1st Circle Spells

Combat Feats
Ambidexterity: 15 Dexterity
Armor Proficiency (Heavy): Armor Proficiency (Light, Medium)
Armor Proficiency (Light)
Armor Proficiency (Medium): Armor Proficiency (Light)
Blind Fight
Called Shot: Base Attack Bonus +1
Circle Kick: Base Attack Bonus +3, 15 Dexterity, Improved Unarmed Strike
Cleave: 13 Strength, Power Attack
Deflect Arrows: 13 Dexterity, Improved Unarmed Strike
Dirty Fighting: Base Attack Bonus +2
Disarm: 13 Intelligence
Divine Might: Turn Undead, 13 Charisma, 13 Strength, Power Attack
Divine Shield: Turn Undead, 13 Charisma, 13 Strength, Power Attack
Dodge: 13 Dexterity
Expertise: 13 Intelligence
Extra Stunning Attacks: Base Attack Bonus +2, Stunning Fist
Great Cleave: 13 Strength, Power Attack, Cleave, Base Attack Bonus +4
Improved Critical: Base Attack Bonus 5, Creature weapon added as a possible selection.
Improved Disarm: 13 Intelligence, Disarm
Improved Expertise: 13 Intelligence, Expertise
Improved Knockdown: Base Attack Bonus 5, 13 Intelligence, Knockdown
Improved Parry: 13 Intelligence
Improved Power Attack: 13 Strength, Power Attack
Improved Two-Weapon Fighting: Base Attack Bonus 5, Two Weapon Fighting, Ambidexterity
Improved Unarmed Strike
Knockdown
Mobility: 13 Dexterity, Dodge
Mounted Archery: Mounted Combat, (Not trainable, Must be taken at creation)
Mounted Combat: Ride 1, (Not trainable, Must be taken at creation)
Point Blank Shot
Power Attack: 13 Strength
Rapid Reload: Base Attack Bonus +2
Rapid Shot: 13 Dexterity, Point Blank Shot
Shield Proficiency
Spring Attack: 13 Dexterity, Dodge, Mobility, Base Attack Bonus +4
Stunning Fist: Base Attack Bonus 5, 13 Dexterity, 13 Wisdom, Improved Unarmed Strike
Two-Weapon Fighting
Uncanny Dodge I-VI: Available to all classes, Taken Sequentially
Uncanny Reflex: Uncanny Dodge VI
Weapon Finesse: Base Attack Bonus +1
Weapon Focus: Base Attack Bonus +1, Creature Weapon added as a possible selection.
Weapon Proficiency (Exotic): Base Attack Bonus +1
Weapon Proficiency (Martial)
Weapon Proficiency (Simple)
Whirlwind Attack: 13 Dexterity, 13 Intelligence, Expertise, Dodge, Mobility, Spring Attack, Base Attack Bonus +4
Zen Archery: Base Attack Bonus +3, 13 Wisdom

General Feats
Alertness
Artist: Can be taken after level 1, Bard
Blooded: Must be taken at character creation.
Bullheaded: Can be taken after level 1
Evasion: Available to all classes
Extra Smiting: Smite Evil or Smite Good
Extra Turning: Turn Undead
Fearless: Available to all races, No requirements
Gain Skill Points: Gain 2 + Intelligence modifier (+1 if human) skill points
Great Fortitude
Iron Will
Improved Evasion: Available to all classes, 18 Dexterity, Evasion
Improved Initiative
Lightning Reflexes
Luck Of Heroes: Can be taken after level 1
Resist Disease
Resist Energy (Type)
Resist Poison
Silver Palm: Can be taken after level 1
Skill Focus: Ability to Use Skill
Snake Blood: Must be taken at character creation, cannot be purchased later.
Stealthy
Strong Soul: Must be taken at character creation, cannot be purchased later.
Thug
Toughness

Epic Feats (All require SL 31)
Automatic Quicken Spell I-II: Quicken Spell, Epic Skill Focus (Spellcraft)
Automatic Silent Spell I-II: Silent Spell, Epic Skill Focus (Spellcraft)
Epic Dodge: 23 Dexterity, Improved Evasion, Dodge
Epic Energy Resistance (Type)I-V I & II: Taken Sequentially (Corrected, ~Symphony)
Epic Fortitude
Epic Prowess
Epic Reflexes
Epic Reputation
Epic Skill Focus: Skill Focus
Epic Spell Focus: 3rd Circle Spells, Greater Spell Focus
Epic Spell Penetration: Greater Spell Penetration
Epic Toughness I-II
Epic Weapon Focus: Weapon Focus
Epic Will
Great Charisma I-IV
Great Constitution I-IV
Great Dexterity I-IV
Great Intelligence I-IV
Great Strength I-IV
Great Smiting: 25 Charisma, Smite Good or Evil
Great Wisdom I-IV
Improved Combat Casting: Combat Casting
Improved Stunning Fist: 17 Dexterity, 17 Wisdom, Improved Unarmed Strike, Stunning Fist
Improved Whirlwind Attack: 13 Intelligence, 23 Dexterity, Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack
Overwhelming Critical: 18 Strength, Cleave, Great Cleave, Improved Critical
Perfect Health: 20 Constitution, Great Fortitude
Self Concealment 10%: 22 Dexterity, Epic Skill Focus (Hide)
Superior Initiative: Improved Initiative

Currently Unavailable Feats
Automatic Still Spell
Construct Shape
Blinding Speed
Devastating Critical
Dragon Shape
Epic Damage Reduction
Improved Sneak Attack
Outsider Shape
Planar Turning
Self Concealment II-IV
Undead Shape




Items & Crafting
The crafting system has 5 trade skills:
Alchemy: used for rings, amulets, and essences.
Cooking: used for potions, healing kits, poisons, and food.
Forging: used for metal arms and armor.
Handicrafting: used for gems, bows, staves, and placeables.
Tailoring: used for leather armors, slings, and clothing.

You have a number of crafting points based on your characters SL, which you allocate between the five trade skills. The higher your crafting skill in the associated trade, the easier and cheaper it will be to create and improve items that fall under that trade. Serving a deity with the knowledge and invention aspect have a small chance of turning a failed creation into a success.

Improving Items
All improvements that can be made to items are considered either mundane or magical. Certain materials are better suited for mundane improvements while others will take magical improvements more easily.

You can improve items at any crafting station via the dialogue initiated when closing the station's inventory. Certain types of improvements can only be placed on specific types of items. How costly it is to improve an item, how powerful an improvement you can make, and the chance of success all vary based on the skill in the corresponding trade, the type of material the item being improved is made out of, and the current value of the item. Items cannot be improved beyond a maximum value of 100,000. Serving a deity with the magic aspect has a small chance of turning a failed improvement into a success but improvements with 5% chance or lower success rate are not subject to divine intervention.

Mundane Properties:
The following properties are classified as 'mundane'. The difficulty of adding these to an item will be determined by how well the material takes mundane improvements. Transmutation line of spell focus feats will also make it easier and less expensive to add mundane properties to items.
AC Bonus
AC vs Damage Type (Slashing/Piercing/Bludgeoning)
Arcane Spell Failure
Attack Bonus
Base Item Weight Reduction
Damage Bonus (Slashing/Piercing/Bludgeoning)
Damage Immunity (Slashing/Piercing/Bludgeoning)
Enhancement Bonus
Extra Melee Damage Type
Extra Ranged Damage Type
Keen
Massive Criticals
Mighty


Magical Properties:
The next following properties are classed as 'magical'. The difficulty of adding these to an item will be determined by how well the material takes magical improvements. Enchantment spell focus feats also make it easier and cheaper to add magical properties to items.
Ability Score
AC Bonus vs Racial Type
Attack Bonus vs Racial Type
Bonus Spell Slot
Damage Bonus (Elemental/Energy)
Damage Bonus vs Racial Type
Damage Immunity (Elemental/Energy)
Damage Resistance (Elemental/Energy)
Darkvision
Enhancement Bonus vs Racial Type
Light
Regeneration: Vampiric
Saving Throw Bonus
Saving Throw Bonus: Specific
Skill Bonus
Spell Resistance



Materials
Each piece of equipment has a material property. Items that do not have a material property listed are treated as being the lowest quality of material for that trade. Materials determine how easy it is to improve an item, the inherent properties an item has, as well as how easily an essence or spell will apply to the item.

Ratings, Essence/Spell Success Rates, and Weapon Properties
Material: Mundane Rating - Magical Rating - Essence/Spell % - Weapon Property
Handicrafting
Softwood: 1 - 1 - 33%
Ironwood: 2 - 2 - 66% - Massive Criticals 1, Weight Reduction: 60% of Weight
Duskwood: 3 - 3 - 100% - Massive Criticals 1d6, Weight Reduction: 40% of Weight
Forging
Bronze: 2 - 1 - 33%
Iron: 3 - 1 - 33% - +1d8 Damage vs Fey, 1 Massive Criticals
Steel: 4 - 1 - 33% - 1d4 Massive Criticals
Silver: 2 - 2 - 66% - +1d8 Damage vs Shapeshifter
Ankheg: 4 - 2 - 66%
Mithril: 4 - 3 - 100% - 1d4 Massive Criticals, 10% Weight Reduction
Alchemy
Copper: 1 - 1 - 33%
Silver: 2 - 2 - 66%
Gold: 1 - 3 - 100%
Tailoring
Cotton: 1 - 1 - 33%
Wool: 1 - 2 - 66%
Silk: 1 - 3 - 100%
Hide: 2 - 1 - 33%
Leather: 3 - 1 - 33%
Dragonhide: 3 - 3 - 100%

Inherent Armor Properties
The majority of armor in this new system will only grant a maximum base armor bonus of 3 and shields a base shield bonus of 1. Heavy armor grants large damage immunity bonuses at a cost of a higher dexterity bonus added to their armor class. A cloth vesture on the other hand will have a larger dexterity bonus added to their armor class but will have very little if any damage immunity. Though less common, blank armor without the damage immunity and armor class penalty can still be found for the players that use heavy armor and would rather have a higher armor class over damage immunity. Blank armor is considered bronze for calculating improvements through the crafting system.

Helmets:
All Materials: Bludgeoning Immunity 25%

Shields:
Small Shield: Max Base Armor 1, Piercing Immunity 10%
Large Shield: Max Base Armor 1, Piercing Immunity 25%
Tower Shield: Max Base Armor 1, Piercing Immunity 50%
(Ironwood: 20% Weight Reduction, Duskwood: 10% Weight Reduction, Silver: No Arcane Spell Failure, Mithril: 10% Weight Reduction)

Light Armor
Padded: Base Armor 1, Max Dexterity Bonus 8
Leather: Base Armor 2, Max Dexterity Bonus 6, Slashing Immunity 10%
Dragonhide: Base Armor 2, Max Dexterity Bonus 6, Slashing Immunity 10%, Spell Resistance 20
Studded Leather: Base Armor 3, Max Dexterity Bonus 4, Slashing Immunity 10%
Studded Dragonhide: Base Armor 3, Max Dexterity Bonus 4, Slashing Immunity 10%, Spell Resistance 20

Medium Armor
Bronze: Base Armor 3, Maximum Dexterity Bonus 4, Slashing Immunity 5%
Iron: Base Armor 3, Maximum Dexterity Bonus 4, Slashing Immunity 10%
Steel: Base Armor 3, Maximum Dexterity Bonus 4, Slashing Immunity 25%
Silver: Base Armor 3, Maximum Dexterity Bonus 4, Slashing Immunity 10%, No Arcane Spell Failure
Mithril: Base Armor 3, Maximum Dexterity Bonus 4, Slashing Immunity 25%, 10% Weight Reduction

Heavy Armor
Bronze: Base Armor 3, Maximum Dexterity Bonus 1, Slashing Immunity 10%
Iron: Base Armor 3, Maximum Dexterity Bonus 1, Slashing Immunity 25%
Steel: Base Armor 3, Maximum Dexterity Bonus 1, Slashing Immunity 50%
Silver: Base Armor 3, Maximum Dexterity Bonus 1, Slashing Immunity 10%, No Arcane Spell Failure
Ankheg: Base Armor 3, Maximum Dexterity Bonus 1, Slashing Immunity 50%, 20% Weight Reduction
Mithril: Base Armor 3, Maximum Dexterity Bonus 1, Slashing Immunity 50%, 10% Weight Reduction
Last edited by RockandRollOutlaw on Wed Jul 29, 2015 7:08 pm, edited 21 times in total.
Shamelessly promoting FL

User avatar
RockandRollOutlaw
Arelith Gold Supporter
Arelith Gold Supporter
Posts: 135
Joined: Thu Sep 11, 2014 10:40 am
Location: Rural Minnesota (GMT -6ish)

Re: Not Another [FL] Players Guide

Post by RockandRollOutlaw » Mon Oct 13, 2014 10:41 pm

This is an attempt to get everything FL in one spot. Parts are taken directly from previous guides (Thanks to their writers) while other parts are of my own creation. There is bound to be some mistakes in there so if you see any errors, things I missed, or suggestions please point them out. I promise to continue to edit and add (If I can stay under the 60,000 character limit) to this guide as the ever amorphous server continues to grow.

Also could we maybe get this stuckified? The other guides already have gotten buried.
Shamelessly promoting FL

User avatar
Chalan
Posts: 183
Joined: Mon Sep 08, 2014 9:13 am

Re: Not Another [FL] Players Guide

Post by Chalan » Wed Oct 15, 2014 7:44 pm

This is very useful, thank you. :)
Echoes from a shadow realm, whispers of things yet to come. Thought's strange sister dwells in night, is swept away by dawning light...
Arelith (FL)

User avatar
Midibouncer
Posts: 66
Joined: Mon Sep 08, 2014 9:39 pm

Re: Not Another [FL] Players Guide

Post by Midibouncer » Thu Oct 16, 2014 8:31 pm

You made 60k characters to research for this post?!?

Seriously though this is a very well done player guide, and I second the notion that it should get stickified!

User avatar
Chalan
Posts: 183
Joined: Mon Sep 08, 2014 9:13 am

Re: Not Another [FL] Players Guide

Post by Chalan » Fri Oct 17, 2014 1:15 pm

How about the every six minutes or so reward of a tiny tiger gem?

Is there life after tiny? In the main server you can get more xp every few minutes as a reward for good roleplaying (improve your xp rating).

How does it work here? Am I just sucking hard at it or are we simply missing DMs to hand out such rewards?
Echoes from a shadow realm, whispers of things yet to come. Thought's strange sister dwells in night, is swept away by dawning light...
Arelith (FL)

Gringat
Posts: 32
Joined: Fri Sep 12, 2014 2:47 pm
Location: England

Re: Not Another [FL] Players Guide

Post by Gringat » Fri Oct 17, 2014 3:23 pm

Missing DMs I think. In order it's

RPR=0, Tiny
RPR=1, Small
RPR=2, just "Tiger's Eye"
RPR=3, Large
RPR=4, Huge
And I'm pretty sure the value of each goes up by 20gp each time but I could be wrong.

User avatar
Chalan
Posts: 183
Joined: Mon Sep 08, 2014 9:13 am

Re: Not Another [FL] Players Guide

Post by Chalan » Fri Oct 17, 2014 8:52 pm

Oh, damn. Ok.

Thanks for the information. Perhaps it could be added to the OP.
Echoes from a shadow realm, whispers of things yet to come. Thought's strange sister dwells in night, is swept away by dawning light...
Arelith (FL)

User avatar
RockandRollOutlaw
Arelith Gold Supporter
Arelith Gold Supporter
Posts: 135
Joined: Thu Sep 11, 2014 10:40 am
Location: Rural Minnesota (GMT -6ish)

Re: Not Another [FL] Players Guide

Post by RockandRollOutlaw » Fri Oct 17, 2014 10:45 pm

Yep will do, nice catch. I have come up with a few other things to add as well, going to sit down and try to add it all at the same time in the next couple nights.
Shamelessly promoting FL

User avatar
RockandRollOutlaw
Arelith Gold Supporter
Arelith Gold Supporter
Posts: 135
Joined: Thu Sep 11, 2014 10:40 am
Location: Rural Minnesota (GMT -6ish)

Re: Not Another [FL] Players Guide

Post by RockandRollOutlaw » Thu Nov 13, 2014 1:46 am

Made some edits and have a few more additions planned once I get some time, but mostly *bump*
Shamelessly promoting FL

User avatar
RockandRollOutlaw
Arelith Gold Supporter
Arelith Gold Supporter
Posts: 135
Joined: Thu Sep 11, 2014 10:40 am
Location: Rural Minnesota (GMT -6ish)

Re: Not Another [FL] Players Guide

Post by RockandRollOutlaw » Sun Jan 04, 2015 12:50 am

*unearths the players guide from all the new topics*

Pretty please can we get a sticky? Much love!
Shamelessly promoting FL

User avatar
RockandRollOutlaw
Arelith Gold Supporter
Arelith Gold Supporter
Posts: 135
Joined: Thu Sep 11, 2014 10:40 am
Location: Rural Minnesota (GMT -6ish)

Re: Not Another [FL] Players Guide

Post by RockandRollOutlaw » Wed Mar 18, 2015 4:00 am

*bump*
Shamelessly promoting FL

User avatar
DM Symphony
Contributor
Contributor
Posts: 260
Joined: Mon Jan 25, 2016 6:16 am
Location: CA, US

Re: Not Another [FL] Players Guide

Post by DM Symphony » Tue Sep 20, 2016 6:47 pm

Nines,

Rockandrolloutlaw made a huge amount of characters for the research for this guide, and I made fun of him quite a bit for his rotating cast. However, some information on here wasn't from his testing, but rather from the original documentation from the release of the server on the old forums.

When I can, I'll put edits in his original guide for things that are either incorrect or misleading, and sign them with a ~Symphony.

Meanwhile, I may delete the http://wiki.arelith.com/Feat_changes_(FL) wiki page and replace it with this one soon. I'd rather have individual wiki pages for each subject, so that the mechanics could be explained in depth, but, I haven't decided on a clean way of doing that on top of the original Arelith Wiki.

As always, if you ever have any questions about how the game works, or something isn't clear, PM me, and I'll either PM you back or chat in game.

Grazie,
Symphony

BeaverWarrior
Posts: 4
Joined: Sat Jul 23, 2016 5:34 pm

Re: Not Another [FL] Players Guide

Post by BeaverWarrior » Thu Oct 20, 2016 6:37 pm

If you have two different caster classes will the +2 caster class feat help both of them? If not which one is it added to.

User avatar
Mithreas
Arelith Admin (Fixed Level)
Arelith Admin (Fixed Level)
Posts: 2573
Joined: Sat Sep 06, 2014 3:09 am

Re: Not Another [FL] Players Guide

Post by Mithreas » Tue Jan 03, 2017 6:42 am

It will help all caster classes.
xkcd.com is best viewed with Netscape Navigator 4.0 or below on a Pentium 3±1 emulated in Javascript on an Apple IIGS at a screen resolution of 1024x1.For security reasons, please leave caps lock on while browsing.

Post Reply