OK, the party has done enough combat and roleplaying to achieve 2nd level.
As you’ll see in the Game Thread; once you’ve been trained once, you can do your own training in future.
Here’s how it works.
All characters get extra hit points.
They use a hit dice based on their profession (and add constitution bonuses, if applicable.)
Fighters (Johannes, Quentin) use a 10 sided dice (= d10);
Clerics (Dale) use an 8 sided dice (= d8);
Scouts (Dorric) use a 6 sided dice (= d6);
Magic-Users (John, Plixican) use a 4 sided dice (= d4).
I give you a choice - you can either ask me to roll the dice for you or instead take ‘average-plus’.
(‘Average-plus’ is 6 on d10; 5 on d8; 4 on d6 and 3 on d4.)
Then add your constitution bonus:
18 constitution bonus = +4; 17 constitution bonus = +3; 16 constitution bonus = +2; 15 constitution bonus = +1, 14 or less means no constitution bonus.
Depending on your Professions, you can get bonuses to hit with all weapons (and Fighters can get Specialisation as well.)
At 2nd level: Fighters get +1 to hit.
(So Johannes and Quentin, your Base to hit on your character sheet is now 19-AC.)
(Clerics get an improvement at 4th level, Scouts at 5th and Magic-Users at 6th.)
Clerics and Magic-Users get extra spells.
Dale, you can now load and cast 4 1st level spells daily (duplicates are fine, e.g. Cure Light Wounds.)
Plixican, you choose another level 1 spell from your permitted 1st level spells. You load and cast 2 1st level spells daily (duplicates are fine.)
You can also cast as a bonus Monster Summoning 1 once per day.
John, you learn another level 1 spell from the list of 1st level Magic-User spells. (Contact me for suggestions…)
You load and cast 2 1st level spells daily (duplicates are fine.)
Other stuff
Johannes, your healing touch is now for 4 hit points.
**Dale, you turn Undead better **(as per your table.)
Dorric, you can improve your Thieving Skills. You can specialise in some at the expense of others.
(Contact me for suggestions…)
I’d prefer if you rolled for my hit points please.
As for weapon specialisations, how does that work? Can I choose anything or do I have to specialise in one of the weapons I have (the longsword, longbow and horseman’s mace)?
I rolled a 6 so you now have 18 = 10 (+1 con) @ 1st and 6 (+1 con) @ 2nd
Weapon Specialisation is only for Fighters. It gives them +5% chance to hit and +1 damage with one chosen weapon.
The bonus can be applied to the same weapon repeatedly, or to any weapon they already know how to use.
Specialist Fighters (a sub-class of Fighters like Paladins or Rangers) get a Specialisation @ 1st level.
Every type of Fighter gets the Specialisation bonus every 3 levels after 1st, i.e. @ 4th, 7th etc.
Take Lancelot the Paladin. He originally chose to learn Longsword, Dagger and Light Xbow.
At 4th level, he selects Weapon Specialisation in Longsword (bonus of +5% to hit and +1 damage.)
At 7th level, he selects Weapon Specialisation in Light Xbow (bonus of +5% to hit and +1 damage.)
At 10th level, he selects Weapon Specialisation in Longsword (now bonus of +10% to hit and +2 damage.)
Your hp are now 13 = 4 (+2 con) @1st level; 3 for Familiar; 2 (+1 con) @2nd level
You now learn one more 1st level spell. I suggest [spoiler] either Ventriloquism, which has a choice of effect:
you can make an inanimate object speak for a few seconds
you can literally ‘put words into a person’s mouth’ for a few seconds
you can distract someone in combat for one round by having a voice whisper in their ear from behind
or Unseen Servant, which lasts for an hour and can either:
open / close a door for you
carry a package for you
give you a ‘helping hand’ e.g. pull you out of a hole, or up a wall (10 feet maximum.) [/spoiler]
You now cast two 1st level spells per day - just decide what you load at the start of each day. As usual, you can use duplicates.
N.B. At 3rd level (and every further two levels upwards, you get an extra missile when using Magic Missile. Most MU’s make Magic Missile a staple because of this!
Just to clarify You can automatically put words in someone else’s mouth using your own voice. If you want to impersonate their voice, there’s a small chance it won’t work (so it will revert to your voice.) N.B. The more powewrful the victim, the bigger the chance of failure.
In any case, you can only use a language that you can speak.