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Character Level Up Approvals

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Looking at Heinrich:[sblock]<br>
I made some minor fixes, neutral or in his favor:[sblock=disclosure]Specified your Ablative Armor bonus as type Armor.<br>
Credited with Int 24 (not 22), Int Mod still +7.<br>
Spell DC’s all increased by 1 (they were stilll based on +6).<br>
Added one 3rd, 5th and 6th level spells to daily allotment, corrected math in total lines below. You can pick which spells to prepare.[/sblock]<br>
Then I ran into a problem with his skills and Headband of Vast Intellect. It appears you got a little tripped up in the math on how the extra skills from a magical device are accounted. Not to worry, it's kinda a pain, but it's fixable. Allow me to explain:<br>
<br>
Skill Ranks granted by the headband do not stack with your native skills. The simplest way of thinking of a +4 Int headband is not that it increases your Int Mod from +5 to +7 for number of skill ranks received, but rather that it grants two skills at max rank separate from normal skill point allocations. Treating it as a bonus to your skill rank total can be done, but it gets particularly messy if you already have skill ranks in the skills the headband grants—you then have to depreciate the number of skill ranks granted by the headband by the number of skill ranks you have in each of the skills it grants. It’s up there with about as much fun as doing taxes.<br>
<br>
Reverting your Int Mod to +5 for purposes of native skills yields 108 skill points to play with (more than the 99 native skill points you had at 11th level). It looks like you’ve chosen Kn<img src="http://www.enworld.org/forum/images/smilies/biggrin.png" alt="" title="Big Grin" smilieid="4" class="inlineimg" border="0">ungeoneering and Kn:planes as your headband skills (so I tagged the Kn:plans appropriately), but the latter can still be re-allocated. I imported the number of skill ranks in Kn:planes from your level 11 build (9 on that). This puts you at 120-something native skill ranks before the extra ranks from the headband are added in. You’ll have to decide how you want to balance them and then we can proceed.<br>
<br>
I’d like to recommend changing the second granted skill from the headband from Kn:planes to Kn:Nobility. Reduce the number of native skill ranks in Kn:Nobility to 0, your level 11 value. That will help trim things down. Kn:Local may also be a good choice as your second headband skill, even though you’ve got one native point there already. It gets asked for by DMs more than Kn:Nobility in most cases.<br>
<br>
See if working with just your native skill points (108) first and then adding the two max skills from the headband makes it more direct.[/sblock]
Okaaaay. This has put me in a [former induced coma] mental fizzy fuzz. I am going to think on this for a bit.
 
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Aura

Explorer
Sorry to cause you to have to re-figure, Scott. If you wish, you can look at jbear's Relic as an example, he is in pretty much the same boat you are.
 


Aura

Explorer
Francis John is APPROVED for his rebuild (level 2). There were some minor changes:[sblock=Disclosure]Clarified Class as Rogue (Rake).
Clarified Bravado’s Blade. Tried to keep it short—came out just slightly longer than original.
Noted gear as 1841 gp in mount gear total.[/sblock]It's worth noting your stat build is only 18 points, leaving you 2 points to spend if you want to. You'll end up with one or two odd numbers (depending on how you go about it), which will come in handy at level 4 when you get your first +1.
 


FrancisJohn

Explorer
Thank, Aura! I added the extra 2 point-buys to make INT 15.

I also want to commend you on suggesting more well-rounded stat-builds. I think the odds of surviving against any random encounter is much greater than a min/maxer. In addition, min-maxers are really boring to play (re: Siddhartha). So thank you for that too!
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Looking at Heinrich:
I made some minor fixes, neutral or in his favor:[sblock=disclosure]Specified your Ablative Armor bonus as type Armor.
Credited with Int 24 (not 22), Int Mod still +7.
Spell DC’s all increased by 1 (they were stilll based on +6).
Added one 3rd, 5th and 6th level spells to daily allotment, corrected math in total lines below. You can pick which spells to prepare.[/sblock]
Then I ran into a problem with his skills and Headband of Vast Intellect. It appears you got a little tripped up in the math on how the extra skills from a magical device are accounted. Not to worry, it's kinda a pain, but it's fixable. Allow me to explain:

Skill Ranks granted by the headband do not stack with your native skills. The simplest way of thinking of a +4 Int headband is not that it increases your Int Mod from +5 to +7 for number of skill ranks received, but rather that it grants two skills at max rank separate from normal skill point allocations. Treating it as a bonus to your skill rank total can be done, but it gets particularly messy if you already have skill ranks in the skills the headband grants—you then have to depreciate the number of skill ranks granted by the headband by the number of skill ranks you have in each of the skills it grants. It’s up there with about as much fun as doing taxes.

Reverting your Int Mod to +5 for purposes of native skills yields 108 skill points to play with (more than the 99 native skill points you had at 11th level). It looks like you’ve chosen Kn: Dungeoneering and Kn:planes as your headband skills (so I tagged the Kn:plans appropriately), but the latter can still be re-allocated. I imported the number of skill ranks in Kn:planes from your level 11 build (9 on that). This puts you at 120-something native skill ranks before the extra ranks from the headband are added in. You’ll have to decide how you want to balance them and then we can proceed.

I’d like to recommend changing the second granted skill from the headband from Kn:planes to Kn:Nobility. Reduce the number of native skill ranks in Kn:Nobility to 0, your level 11 value. That will help trim things down. Kn:Local may also be a good choice as your second headband skill, even though you’ve got one native point there already. It gets asked for by DMs more than Kn:Nobility in most cases.

See if working with just your native skill points (108) first and then adding the two max skills from the headband makes it more direct.

Ok, I have read this over several times. Is this what you are saying:

A) There are two knowledge skills associated with a headband of intellect.

B) It does not grant the bonus to skill points

C) It gives a bonus = to the level of the wearer to each skill associated with it.

D) The ranks attributed to the skills associated to the headband are to be reassigned.

is this what you are trying to get through my thick scull?
 

Aura

Explorer
Yes, correct or nearly correct on all counts. Some minor nuances:

(1) Yes, your headband has two skills associated with it. (A +2 Int has one, a +4 Int has two).
(2) It does not *directly* give you the skill points, anyway. At least, the simplest way to account it is to not increase your skill points for the headband.
(3) Bonus = Level of wearer, up to the regular max (1 rank per wearer level). If you have points in the skill natively, use the headband rank instead of your own.
(4) You don't HAVE to reassign the second headband skill (Kn:planes) which came into being when you switched from the +2 to the +4 headband. I'm saying you may, now that you understand the situation and it seems like an unwise choice.

Go ahead and give it a shot.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
So I miss wrote a bit there. It is a bonus = to level of wearer, as max number to bonus on each of the two skills.

I leave the assigned ranks from previous levels in the skill.

do I have that right?
 

Aura

Explorer
Yes, that sounds right, SdW. Go ahead and give it a go, and just send me a message when you're done. It sounds like you're on the right track.
 

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