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[OOC] The Missing Warlock [4e, closed]
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<blockquote data-quote="BlueLotus" data-source="post: 4405434" data-attributes="member: 74623"><p>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 <a href="http://www.pathguy.com/cg4.htm" target="_blank">http://www.pathguy.com/cg4.htm</a> 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?</p><p></p><p>The generator also gave me +1 to fort, ref, and will for being a paladin. I don’t think that’s right.</p><p></p><p>[sblock=Moreen Lantra]Initiative: +1 = + 1 (half level) + 0 (dexterity)</p><p>Senses: Perception ++3 = 2 (wisdom) + 1 (half level)</p><p>Alignment: Unaligned</p><p>Languages: Common, Supernal</p><p>Diety: Erathis</p><p></p><p>Str 14 (+2) </p><p>Dex 10 (+0) </p><p>Con 14 (+2)</p><p>Int 11 (+0) </p><p>Wis 14 (+2) </p><p>Cha 16 (+3)</p><p></p><p>HP 40 (includes toughness); Bloodied 20; Healing Surge 10 (12/day)</p><p>AC 22 = 10 + 1 (half level) + 9 (Dwarven plate +1) + 2 (if carrying heavy shield)</p><p>Fort 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (constitution)</p><p>Ref 15 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 2 (if carrying heavy shield)</p><p>Will 16 = 10 + 1 (half level) + 1 (Human) + 1 (paladin) + 3 (charisma)</p><p>Speed 5 squares (includes armor penalty)</p><p>Action Points 1</p><p></p><p>Skills:</p><p>[code]Acrobatics:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield) </p><p>Arcana:+1 = 0 (intelligence) + 1 (half level) </p><p>Athletics:-1 = 2 (strength) + 1 (half level)-2 (armor)-2 (shield) </p><p>Bluff:+4 = 3 (charisma) + 1 (half level) </p><p>Diplomacy:+9 = 3 (charisma) + 1 (half level) + 5 (class training) </p><p>Dungeoneering:+3 = 2 (wisdom) + 1 (half level) </p><p>Endurance:+5 = 2 (constitution) + 1 (half level) + 5 (class training)-2 (armor)-2 (shield) +1 (dwarven plate)</p><p>Heal:+8 = 2 (wisdom) + 1 (half level) + 5 (class training) </p><p>History:+1 = 0 (intelligence) + 1 (half level) </p><p>Insight:+8 = 2 (wisdom) + 1 (half level) + 5 (class training) </p><p>Intimidate:+4 = 3 (charisma) + 1 (half level) </p><p>Nature:+3 = 2 (wisdom) + 1 (half level) </p><p>Perception:+3 = 2 (wisdom) + 1 (half level) </p><p>Religion:+6 = 0 (intelligence) + 1 (half level) + 5 (class training) </p><p>Stealth:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield) </p><p>Streetwise:+4 = 3 (charisma) + 1 (half level) </p><p>Thievery:-3 = 0 (dexterity) + 1 (half level)-2 (armor)-2 (shield)[/code]Feats:</p><p>Healing Hands - When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier.</p><p>Human Perseverance (already included)</p><p>Toughness (already included)</p><p></p><p>Gear:</p><p>[code]70 lb Weapons / Armor / Shield (from above)</p><p> Longsword</p><p> Dwarven Plate +1</p><p> Heavy shield</p><p> Dagger</p><p>2 lb Backpack</p><p>5 lb Bedroll</p><p>0 lb Flint and steel</p><p>1 lb Pouch (belt) x1</p><p>10 lb Rations (1 day) x10</p><p>10 lb Rope (50’, hempen) x1</p><p>2 lb Sunrods x2</p><p>4 lb Waterskins x1</p><p>1 lb Holy Symbol</p><p>12 lb Fine Clothing x2</p><p>_____</p><p>117 lb Total</p><p></p><p></p><p> Riding Horse</p><p> 39 gold</p><p>[/code]Human</p><p>One extra at-will power from your class (already included)</p><p>One bonus feat at 1st level (already included)</p><p>One bonus skill from the skill class list (already included)</p><p>+1 to fortitude, reflex, and will defenses (already included)</p><p></p><p>Paladin</p><p>Channel Divinity -- Divine Strength</p><p>Channel Divinity -- Divine Mettle</p><p>Divine Challenge</p><p>Lay On Hands</p><p></p><p></p><p></p><p>Powers</p><p></p><p>[sblock=At Will]<span style="color: green">Basic Melee Attack</span></p><p>Strength vs AC +3 = +2 (strength) +1 (half level)</p><p>By weapon, damage 1(W)+2 (strength)</p><p></p><p><span style="color: green"> Basic Ranged Attack</span></p><p>Dexterity vs AC +1 = +0 (dexterity) +1 (half level)</p><p>By weapon, damage 1(W)</p><p></p><p><span style="color: green">Bull Rush</span></p><p>Strength vs Fortitude +3 = +2 (strength) +1 (half level)</p><p></p><p><span style="color: green">Grab</span></p><p>Strength vs Reflex +3 = +2 (strength) +1 (half level)</p><p></p><p><span style="color: green">Move grabbed target</span></p><p>Strength vs Fortitude +3 = +2 (strength) +1 (half level)</p><p></p><p><span style="color: green">Escape</span></p><p>Acrobatics vs reflex -3 / Athletics vs fortitude -1</p><p></p><p><span style="color: green">Divine Challenge (Paladin)(minor action)</span></p><p>Divine, Radiant</p><p>Close burst 5</p><p>Target: One creature in burst</p><p>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.</p><p>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.</p><p>You can use divine challenge once per turn.</p><p>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.</p><p></p><p></p><p><span style="color: green">Lay On Hands (Paladin)(minor action)(2/day)</span></p><p>Divine, Healing</p><p>Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.</p><p>Melee</p><p> touch</p><p>Target: One creature</p><p>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.</p><p></p><p><span style="color: green">Bolstering Strike (Level 1)</span></p><p>Divine,Weapon</p><p>Standard Action </p><p>Melee weapon</p><p>Target: One creature</p><p>Attack: Charisma vs. AC +7 = +3 (charisma) +1 (half level) +3 (proficiency bonus)</p><p>Hit: 1d8 + 3 (charisma) damage, and you gain temporary hit points equal to your Wisdom modifier.</p><p></p><p><span style="color: green"> Holy Strike (Level 1)</span></p><p>Divine, Radiant, Weapon</p><p>Standard Action </p><p>Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC +6 = +2 (strength + 1(half level) +3 (proficiency bonus)</p><p>Hit: 1d8 + 2 (strength) radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.</p><p></p><p><span style="color: green">Valiant Strike (Level 1)</span></p><p>Divine,Weapon</p><p>Standard Action </p><p>Melee weapon</p><p>Target: One creature</p><p>Attack: Strength + 1 per enemy adjacent to you vs. AC +6 = +2 (strength) +1 (half level) +3 (proficiency bonus)</p><p>Hit: 1d8 + 2 (strength) damage.</p><p>[/sblock]</p><p></p><p>[sblock=Encounter]<span style="color: red">Channel Divinity - Divine Mettle (minor action)</span></p><p>Divine</p><p>Minor Action </p><p>Close burst 10</p><p>Target: One creature in burst</p><p>Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.</p><p></p><p><span style="color: red"> Channel Divinity - Divine Strength (minor action)</span></p><p>Divine</p><p>Minor Action </p><p>Personal</p><p>Effect: Apply your Strength modifier as extra damage on</p><p>your next attack this turn.</p><p></p><p><span style="color: red">Piercing Smite (Level 1)</span></p><p>Divine, Weapon</p><p>Standard Action </p><p>Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. Reflex +6 = +2 (strength + 1(half level) +3 (proficiency bonus)</p><p>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.</p><p>[/sblock]</p><p></p><p>[sblock=Daily Powers]</p><p><span style="color: grey">Paladin’s Judgment (Level 1)</span></p><p>Divine, Healing, Weapon</p><p>Standard Action </p><p>Melee weapon</p><p>Target: One creature</p><p>Attack: Strength vs. AC +6 = +2 (strength + 1(half level) +3 (proficiency bonus)</p><p>Hit: 3d8 +2 (strength) damage, and one ally within 5 squares of you can spend a healing surge.</p><p>Miss: One ally within 5 squares of you can spend a healing surge.</p><p></p><p><span style="color: grey"> Sacred Circle (Level 2 Utility)</span></p><p>Divine, Implement, Zone</p><p>Standard Action </p><p>Close burst 3</p><p>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.</p><p></p><p><span style="color: grey"> Dwarven Plate +1</span></p><p>Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.</p><p>Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.</p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="BlueLotus, post: 4405434, member: 74623"] 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 [URL]http://www.pathguy.com/cg4.htm[/URL] 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)[/code]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 [/code]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][COLOR=green]Basic Melee Attack[/COLOR] Strength vs AC +3 = +2 (strength) +1 (half level) By weapon, damage 1(W)+2 (strength) [COLOR=green] Basic Ranged Attack[/COLOR] Dexterity vs AC +1 = +0 (dexterity) +1 (half level) By weapon, damage 1(W) [COLOR=green]Bull Rush[/COLOR] Strength vs Fortitude +3 = +2 (strength) +1 (half level) [COLOR=green]Grab[/COLOR] Strength vs Reflex +3 = +2 (strength) +1 (half level) [COLOR=green]Move grabbed target[/COLOR] Strength vs Fortitude +3 = +2 (strength) +1 (half level) [COLOR=green]Escape[/COLOR] Acrobatics vs reflex -3 / Athletics vs fortitude -1 [COLOR=green]Divine Challenge (Paladin)(minor action)[/COLOR] 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. [COLOR=green]Lay On Hands (Paladin)(minor action)(2/day)[/COLOR] 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. [COLOR=green]Bolstering Strike (Level 1)[/COLOR] 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. [COLOR=green] Holy Strike (Level 1)[/COLOR] 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. [COLOR=green]Valiant Strike (Level 1)[/COLOR] 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][COLOR=red]Channel Divinity - Divine Mettle (minor action)[/COLOR] 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. [COLOR=red] Channel Divinity - Divine Strength (minor action)[/COLOR] Divine Minor Action Personal Effect: Apply your Strength modifier as extra damage on your next attack this turn. [COLOR=red]Piercing Smite (Level 1)[/COLOR] 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] [COLOR=grey]Paladin’s Judgment (Level 1)[/COLOR] 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. [COLOR=grey] Sacred Circle (Level 2 Utility)[/COLOR] 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. [COLOR=grey] Dwarven Plate +1[/COLOR] 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] [/QUOTE]
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