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Posted: Sat Feb 21, 2015 11:25 am
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Posted: Sat Feb 21, 2015 3:14 pm
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Posted: Sat Feb 21, 2015 3:59 pm
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Posted: Sat Feb 21, 2015 4:10 pm
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Kowsauni Here's Ambra Goldstar, Tiefling Wizard extraordinaire! Here is also a little sketch my wife did up of her!
Ambra has a face that screams mischief gonk
The only thing I can think of, is Hellfire Blood is Fire AND Fear. Though you have no Fear attacks, you have your attack space as 'fire'. I doubt it will come up with the planned duration of the game, but my instinct is to make sure you don't short yourself 3nodding
Also, could you check off the daily power you don't have prepared? You guys will be starting off game arriving in a town (looking for work or excitement or adventure, but there was no guarantee of it), so whichever one you think you would have traveled with would probably be best.
Mik, Flame, just to let you know, Wizards get 2 daily powers, but they can only prepare 1 or the other each day, to make them a bit more versatile. 3nodding
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Posted: Sat Feb 21, 2015 4:36 pm
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Posted: Sat Feb 21, 2015 8:30 pm
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Posted: Sat Feb 21, 2015 9:59 pm
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Mik4ilah Rain Yupa You keep forgetting those skill bonuses and total surges. gonk I'll run through everyone's backgrounds after, since that is easy peasy to fix if needed, though it rarely is. wait what skill bonuses?
From being a Half-Elf ^-^ I mentioned them a couple times. +2 Racial bonus to Diplomacy, +2 Racial bonus to Insight (just list them under 'Misc') :3
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Posted: Sat Feb 21, 2015 10:20 pm
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Rain Yupa Mik4ilah Rain Yupa You keep forgetting those skill bonuses and total surges. gonk I'll run through everyone's backgrounds after, since that is easy peasy to fix if needed, though it rarely is. wait what skill bonuses? From being a Half-Elf ^-^ I mentioned them a couple times. +2 Racial bonus to Diplomacy, +2 Racial bonus to Insight (just list them under 'Misc') :3
Oh ok, i already added them to the common stats so i thought that was enough.
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Posted: Sat Feb 21, 2015 10:40 pm
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Mik4ilah Rain Yupa Mik4ilah Rain Yupa You keep forgetting those skill bonuses and total surges. gonk I'll run through everyone's backgrounds after, since that is easy peasy to fix if needed, though it rarely is. wait what skill bonuses? From being a Half-Elf ^-^ I mentioned them a couple times. +2 Racial bonus to Diplomacy, +2 Racial bonus to Insight (just list them under 'Misc') :3 Oh ok, i already added them to the common stats so i thought that was enough.
Oh no no no no, I see what you did now. That's not it. You don't have a TOTAL bonus of +2 to any diplomacy or insight skill checks you make. You have a bonus of 2 HIGHER. +2 to your other bonuses.
What you did was basically replace your skill bonus with "2", meaning you are denying yourself your charisma and wisdom bonuses, as well as 1/2 your level (which is rounded down, so when you hit level 2, you would actually get +1 more).
Your current Diplomacy and Insight should be +3 total. +1 from your Charisma and Wisdom, respectively, and +2 from your race. ^-^
And I see what you did with your healing surge thing too. That likewise is incorrect. 'H. Surge' (above the box, not below) is 1/2 your bloodied value. Basically, your total hit points (26) means you are bloodied when you reach half of that (13 hit points). Your healing surge value is half of THAT (so 1/4 your maximum HP). Half of 13 is 6.5, rounded down to 6.
Every time you spend a healing surge, you regain 6 hit points.
Your Surges/Day (the box below) is how many surges you can spend in a day. 6 + your Constitution modifier for a ranger... so 8 for you. That means you can spend 8 surges a day before you are unable to heal yourself.
To heal yourself in combat, you can use a Standard Action to use your "second wind" (something everyone can do) to spend a healing surge and get +2 bonus to all defenses until your next turn. Basically, you hunker down and compose yourself. You can spend as many healing surges as you want outside of combat, but only one in combat.
The exception to this is if a power allows you to spend a healing surge. More often than not, it will be in the form of a Leader-type character (here, Plainsfox's Warlord) using a power to allow you to spend a healing surge. This is separate from your healing wind, and a free action for you to do so. Some classes (like fighters) have a couple powers here and there that might let them heal themselves, but the leader-type classes are good at healing anybody!
(Note: Dwarves, like Flames, can spend a Second Wind as a minor action, meaning they can heal themselves and get a defense bonus, and still attack that same turn!)
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Posted: Sun Feb 22, 2015 6:49 am
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Rain Yupa Mik4ilah Rain Yupa Mik4ilah Rain Yupa You keep forgetting those skill bonuses and total surges. gonk I'll run through everyone's backgrounds after, since that is easy peasy to fix if needed, though it rarely is. wait what skill bonuses? From being a Half-Elf ^-^ I mentioned them a couple times. +2 Racial bonus to Diplomacy, +2 Racial bonus to Insight (just list them under 'Misc') :3 Oh ok, i already added them to the common stats so i thought that was enough. Oh no no no no, I see what you did now. That's not it. You don't have a TOTAL bonus of +2 to any diplomacy or insight skill checks you make. You have a bonus of 2 HIGHER. +2 to your other bonuses. What you did was basically replace your skill bonus with "2", meaning you are denying yourself your charisma and wisdom bonuses, as well as 1/2 your level (which is rounded down, so when you hit level 2, you would actually get +1 more). Your current Diplomacy and Insight should be +3 total. +1 from your Charisma and Wisdom, respectively, and +2 from your race. ^-^ And I see what you did with your healing surge thing too. That likewise is incorrect. 'H. Surge' ( above the box, not below) is 1/2 your bloodied value. Basically, your total hit points (26) means you are bloodied when you reach half of that (13 hit points). Your healing surge value is half of THAT (so 1/4 your maximum HP). Half of 13 is 6.5, rounded down to 6. Every time you spend a healing surge, you regain 6 hit points. Your Surges/Day (the box below) is how many surges you can spend in a day. 6 + your Constitution modifier for a ranger... so 8 for you. That means you can spend 8 surges a day before you are unable to heal yourself. To heal yourself in combat, you can use a Standard Action to use your "second wind" (something everyone can do) to spend a healing surge and get +2 bonus to all defenses until your next turn. Basically, you hunker down and compose yourself. You can spend as many healing surges as you want outside of combat, but only one in combat. The exception to this is if a power allows you to spend a healing surge. More often than not, it will be in the form of a Leader-type character (here, Plainsfox's Warlord) using a power to allow you to spend a healing surge. This is separate from your healing wind, and a free action for you to do so. Some classes (like fighters) have a couple powers here and there that might let them heal themselves, but the leader-type classes are good at healing anybody! (Note: Dwarves, like Flames, can spend a Second Wind as a minor action, meaning they can heal themselves and get a defense bonus, and still attack that same turn!)
oh ok, sorry i didn't got it earlier. thank you!
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Posted: Sun Feb 22, 2015 11:44 am
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Mik4ilah oh ok, sorry i didn't got it earlier. thank you!
Almost sweatdrop You just replaced "2" with "3" - which, while technically correct, isn't listed correctly. If you look, the number on the far left equals all the numbers to the right of it (a checked box, meaning a skill you are trained in, counts as "+5"). Acrobatics is 4 = 4. Stealth is 9 = 5 + 4.
Currently, you have both Diplomacy and Insight as 3 = 1. Instead of 3 = 1 + 2.
If you look at any of the others' character sheets, you will see how they have their racial bonuses listed (Flames has +2 Dungeoneering, +2 Endurance; Plains has +2 Arcana, +2 History; Kow has +2 Bluff, +2 Stealth).
Here's an example of a higher level character with a bunch of modifications to the skill list. This Paladin is a tiefling, so has +2 to Bluff and Stealth, but also a feat that grants a +2 bonus to all unchecked skills ("untrained skills"), and a heavy armor modification to skills that are hindered by being in heavy armor. If you look, all the numbers on the left equal the sum of all numbers after it. The only things that the player modified in that whole list, was entering numbers into the Misc column, and checking boxes. ^-^ The ability modifiers and the heavy armor penalty are automatically fed into the grid from elsewhere in the sheet. 3nodding
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Posted: Sun Feb 22, 2015 11:59 am
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Posted: Sun Feb 22, 2015 9:34 pm
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Rain Yupa Mik4ilah oh ok, sorry i didn't got it earlier. thank you! Almost sweatdrop You just replaced "2" with "3" - which, while technically correct, isn't listed correctly. If you look, the number on the far left equals all the numbers to the right of it (a checked box, meaning a skill you are trained in, counts as "+5"). Acrobatics is 4 = 4. Stealth is 9 = 5 + 4. Currently, you have both Diplomacy and Insight as 3 = 1. Instead of 3 = 1 + 2. If you look at any of the others' character sheets, you will see how they have their racial bonuses listed (Flames has +2 Dungeoneering, +2 Endurance; Plains has +2 Arcana, +2 History; Kow has +2 Bluff, +2 Stealth). Here's an example of a higher level character with a bunch of modifications to the skill list. This Paladin is a tiefling, so has +2 to Bluff and Stealth, but also a feat that grants a +2 bonus to all unchecked skills ("untrained skills"), and a heavy armor modification to skills that are hindered by being in heavy armor. If you look, all the numbers on the left equal the sum of all numbers after it. The only things that the player modified in that whole list, was entering numbers into the Misc column, and checking boxes. ^-^ The ability modifiers and the heavy armor penalty are automatically fed into the grid from elsewhere in the sheet. 3nodding
Oh! ok, I fixed it properly now, thanks a lot.
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