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<blockquote data-quote="Aura" data-source="post: 6604110" data-attributes="member: 6747658"><p>Looking at Heinrich:</p><p>I made some minor fixes, neutral or in his favor:[sblock=disclosure]Specified your Ablative Armor bonus as type Armor.</p><p>Credited with Int 24 (not 22), Int Mod still +7.</p><p>Spell DC’s all increased by 1 (they were stilll based on +6).</p><p>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]</p><p>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:</p><p></p><p>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.</p><p></p><p>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="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />ungeoneering and Kn<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />lanes as your headband skills (so I tagged the Kn<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />lans appropriately), but the latter can still be re-allocated. I imported the number of skill ranks in Kn<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />lanes 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.</p><p></p><p>I’d like to recommend changing the second granted skill from the headband from Kn<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />lanes 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Aura, post: 6604110, member: 6747658"] 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. [/QUOTE]
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