Okay, so after figuring how the show button works and how to format it, here’s Moreen’s character sheet. I used the generator found here
http://www.pathguy.com/cg4.htm to do everything. Am I missing something on hit points? By my understanding of the rules, Moreen should have 28 hit points: 15 + 2 (con) + 5 (toughness) + 6 (level 2). But this generator gives me 40 and other characters I’ve seen have more hitpoints than they’d have based on how I understand the rules. What am I missing?
The generator also gave me +1 to fort, ref, and will for being a paladin. I don’t think that’s right.
[sblock=Moreen Lantra]Initiative: +1 = + 1 (half level) + 0 (dexterity)
Senses: Perception ++3 = 2 (wisdom) + 1 (half level)
Alignment: Unaligned
Languages: Common, Supernal
Diety: Erathis
Str 14 (+2)
Dex 10 (+0)
Con 14 (+2)
Int 11 (+0)
Wis 14 (+2)
Cha 16 (+3)
HP 40 (includes toughness); Bloodied 20; Healing Surge 10 (12/day)
AC 22 = 10 + 1 (half level) + 9 (Dwarven plate +1) + 2 (if carrying heavy shield)
Fort 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (constitution)
Ref 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (if carrying heavy shield)
Will 16 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 3 (charisma)
Speed 5 squares (includes armor penalty)
Action Points 1
Skills:
Code:
Acrobatics:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield)
Arcana:+1 = 0 (intelligence) + 1 (half level)
Athletics:-1 = 2 (strength) + 1 (half level)-2 (armor)-2 (shield)
Bluff:+4 = 3 (charisma) + 1 (half level)
Diplomacy:+9 = 3 (charisma) + 1 (half level) + 5 (class training)
Dungeoneering:+3 = 2 (wisdom) + 1 (half level)
Endurance:+5 = 2 (constitution) + 1 (half level) + 5 (class training)-2 (armor)-2 (shield) +1 (dwarven plate)
Heal:+8 = 2 (wisdom) + 1 (half level) + 5 (class training)
History:+1 = 0 (intelligence) + 1 (half level)
Insight:+8 = 2 (wisdom) + 1 (half level) + 5 (class training)
Intimidate:+4 = 3 (charisma) + 1 (half level)
Nature:+3 = 2 (wisdom) + 1 (half level)
Perception:+3 = 2 (wisdom) + 1 (half level)
Religion:+6 = 0 (intelligence) + 1 (half level) + 5 (class training)
Stealth:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield)
Streetwise:+4 = 3 (charisma) + 1 (half level)
Thievery:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield)
Feats:
Healing Hands - When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier.
Human Perseverance (already included)
Toughness (already included)
Gear:
Code:
70 lb Weapons / Armor / Shield (from above)
Longsword
Dwarven Plate +1
Heavy shield
Dagger
2 lb Backpack
5 lb Bedroll
0 lb Flint and steel
1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50’, hempen) x1
2 lb Sunrods x2
4 lb Waterskins x1
1 lb Holy Symbol
12 lb Fine Clothing x2
_____
117 lb Total
Riding Horse
39 gold
Human
One extra at-will power from your class (already included)
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses (already included)
Paladin
Channel Divinity -- Divine Strength
Channel Divinity -- Divine Mettle
Divine Challenge
Lay On Hands
Powers
[sblock=At Will]
Basic Melee Attack
Strength vs AC +3 = +2 (strength) +1 (half level)
By weapon, damage 1(W)+2 (strength)
Basic Ranged Attack
Dexterity vs AC +1 = +0 (dexterity) +1 (half level)
By weapon, damage 1(W)
Bull Rush
Strength vs Fortitude +3 = +2 (strength) +1 (half level)
Grab
Strength vs Reflex +3 = +2 (strength) +1 (half level)
Move grabbed target
Strength vs Fortitude +3 = +2 (strength) +1 (half level)
Escape
Acrobatics vs reflex -3 / Athletics vs fortitude -1
Divine Challenge (Paladin)(minor action)
Divine, Radiant
Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
Lay On Hands (Paladin)(minor action)(2/day)
Divine, Healing
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Melee
touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Bolstering Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC +7 = +3 (charisma) +1 (half level) +3 (proficiency bonus)
Hit: 1d8 + 3 (charisma) damage, and you gain temporary hit points equal to your Wisdom modifier.
Holy Strike (Level 1)
Divine, Radiant, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +6 = +2 (strength + 1(half level) +3 (proficiency bonus)
Hit: 1d8 + 2 (strength) radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.
Valiant Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC +6 = +2 (strength) +1 (half level) +3 (proficiency bonus)
Hit: 1d8 + 2 (strength) damage.
[/sblock]
[sblock=Encounter]
Channel Divinity - Divine Mettle (minor action)
Divine
Minor Action
Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Channel Divinity - Divine Strength (minor action)
Divine
Minor Action
Personal
Effect: Apply your Strength modifier as extra damage on
your next attack this turn.
Piercing Smite (Level 1)
Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. Reflex +6 = +2 (strength + 1(half level) +3 (proficiency bonus)
Hit: 2d8 + 2 (strength) damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.
[/sblock]
[sblock=Daily Powers]
Paladin’s Judgment (Level 1)
Divine, Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +6 = +2 (strength + 1(half level) +3 (proficiency bonus)
Hit: 3d8 +2 (strength) damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.
Sacred Circle (Level 2 Utility)
Divine, Implement, Zone
Standard Action
Close burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.
Dwarven Plate +1
Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.
[/sblock]
[/sblock]