Gary M said: Luca R. said: Gary M said: Check Check Check Bald answered this. Basically I would ignore the spellbook stuff and have 4 cantrips, 2 at-wills, 2 encounter powers, 1 utility, 2 dailies and then possibly an extra power from theme/feat. Check Check **Expertise** feat is the important part. You get 1 free expertise feat from the list provided on the new player checklist. It would also help if you labeled where you got your feats (Class, Lv1, Free, Lv4, etc). Check Check You need to assign a cost and bonus to the items you select. That is where you will be getting your math from. If your implement is a Holy Healer's Staff +1 for example the +1 is the big important part for the math. Look up "Implement" in the compendium. The last paragraph should tell you what you need to do for your implement as far as math is concerned. That being said you also need to do the same for your Robe and Deep-pocket cloak. I can maybe assume that the robe is +1 and then the neck is +2 (cause the minimum the neck can be is +2) which means you have spent pretty much all your money (which is good). Check the items to see what you are supposed to do with them as far as equipping is concerned. Quick Beam staff will do nothing for you if you do not have the required feat in order to use it. Your weapon can still be Quick Beam but you will not get any of the additional benefits from wielding it. You picked Holy Healer's Weapon which boosts your healing word and you don't have healing word. There are not a lot of items in the game that are very specifically for a certain class and that is one of them. You also have access to buying things from the guild. While there are no good staff or robe options up for grabs, if you want a good teleportation item there is a +2 Cape of the Mountebank on the thread you could buy instead of your Deep-Pocket Cloak. There is nothing wrong with deep-pocket I just wanted to make sure you knew buying from guild members was an option. Once we get all this stuff sorted we can start working on your attack bonuses. It would greatly benefit you to read through the combat chapter in the PHB (If you need a copy let someone know, but google 4e PHB PDF will get you one). Specifically there is a section there for clearing up how you calculate your attack and damage bonuses. Thanks again for the detailed help, 4. Removed and added Powers so that I have a total 4 Cantrips, 2 At-Will, 2 Daly, 2 Encounter and 1 Untiliy Power. 7. Changed Arcane Familiar to the Staff Expertise feats 10. added the Cost typ to each of my equipments. Read over the Attack and Defense chapter of the PHB again and added the attack value of my Staff. Changed the Healer Staff + 1 to the utility Staff + 1. 4. Check 7. Check 10. Check. Last thing you need to do is to actually equip your magic armor and neck. You do this by putting the enhancement bonus to defenses (Abbreviated Enh on mythweavers) in the appropriate places for your armor and neck. Once you got that squared away repost and I'll get you a journal entry. ok, Equipped my Staff, Robe, Neck and boots, by writing behind it where I equipped it and also added the values to the Enh. on my Sheet.