Adrian T. said: I looked around players handbook and the site. I am confused as to how many exploits I get per type. I would like to try and get some time the next couple days to discuss. I am in the US EST timezone. Updated Char Sheet: <a href="https://www.myth-weavers.com/sheet.html#id=1695281" rel="nofollow">https://www.myth-weavers.com/sheet.html#id=1695281</a>
1. Your hit points seem of, can you show me the math? Same
goes for your defenses and attack and damage workspaces Hitpoint Match: Hit Points at 1st Level : 12+ Constitution Score.
Hit Points per Level Gained : 5 Level 1:12 Level 2:12=5=17 Level 3: 17=5=22 Level 4: 22+5=27 Level 5:27+5=32
2. You seem to have one too many feats and are missing the
free expertise feat this campaign allows. You have no use for melee
training, because Thief's Weapon Finesse is better, which you already have. I updated feats
3. Please put your base speed into the made for it, special
movement are for different movement modes. Base
Speed of 6 with no Armor penalties Your weapon and armor
enhancements needs to be labeled what weapon or armor they are. Additionally,
the armor enhancement in missing the + symbol (replace the word
"Weapon" with the appropriate name and add the appropriate name in
front of "Armor"). Additionally, the correct spelling is
"Duelist's" Sylvan Armor +1 Level
3+ This brown and gray armor is favored by those who want to move like a leaf
carried along on a forest breeze. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2
3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Armor:
Cloth, Leather, Hide Enhancement:
AC Property: Gain an item bonus to Athletics checks and Stealth checks equal to
the armor’s enhancement bonus. Duelist’s Weapon +1 Enhancement Bonus: Attack rolls
and damage rolls Critical: +1d6 damage per plus Property You
gain resist 1 to all damage while you are holding the weapon.
Level 14 or 19: Resist 2 to all damage.
Level 24 or 29: Resist 3 to all damage. Utility Power Daily (Immediate Interrupt) Trigger: You take damage from a melee attack that hits you. Effect: You take only half of the damage. Power
(Daily): Minor Action. You have combat advantage against the next creature you
attack with this weapon on this turn. Weapon of Defense +1 Enhancement Bonus: Attack rolls and damage rolls Critical: +1d6 damage per plus Property You
gain resist 1 to all damage while you are holding the weapon.
Level 14 or 19: Resist 2 to all damage.
Level 24 or 29: Resist 3 to all damage. Utility Power Daily (Immediate Interrupt) Trigger: You take damage from a melee attack that hits you. Effect: You take only half of the damage.
4. While not mandatory, I would strongly suggest you to
consider a race that boosts your primary ability. Whether you change or not,
you always want to use your level boosts to attributes in the highest ones, this post explains why. My suggestion is to go with 17 DEX, 14
CON and WIS, 10 INT and CHA and 8 STR. 4th Edition is, as our video guide says,
a game of specialists, two high attributes is better than four medium and one
good. If you want to keep your current attributes, you take the LV4 boost in
STR instead of INT, you can get one additional point in either CON, INT, WIS or
CHA without losing anything (the relevant arrays being 17/13/13/12/10/10 or
17/13/12/12/11/10) Changed Class to Halfling (+2 DEX/CHA) Array 16/16/13/10/10/9 +1 WIS/STR
5. Please label your attack and damage workspaces with the
powers you counted them for.
6. Please include an expenditure.
7. Optional: You are allowed the benefit of a theme which can bring
your character more power/flavor. Note that the theme powers that have a level
are additional options granted at that level and are taken instead of normal
powers and the powers without level are usually additional powers gained
through features of the theme. For characters without high CON, Auspicious
Birth and Arcane Student Who Saw Too Much are quite common background choices,
though you could also consider Gritty Sergeant for Rapier Proficiency.
Guttersnipe
Package
Please take your time to review the above. When you are ready,
please use the Quote function to include this message in your response. Let us
know what, if anything, you changed about the sheet. Using phrasing like
"Fixed" or "Done" is not recommend as it still forces a DM
to search through your sheet to see what was changed. 0. I don't know what you mean by exploits, but since you are a Rogue (Thief) you get what and when the class entry says you get something (except for feats, which you gain on all even levels and 1, 11 and 21 and if the class entry gives you a power with a level, you may replace it with another power of the same level from Rogue or your Theme). I'm in EST+7 Timezone. 1. So HP should be 12 + 10 (Con Score) (LV1) + 5 (LV2) + 5 (LV3) + 5 (LV4) + 5 (LV5) = 42. Try to remember to adjust the score even after updating attributes. You currently don't have anything that would give a feat bonus to AC and Reflex (Two-Weapon Defense is a shield bonus) so the feat boxes for AC and Reflex should be 0 and the shield box (next to the armor box) should be 1. Your Attack and Damage workspaces need to show what powers you have used to calculate those, I suggest Melee Basic Attack and Ranged Basic Attack for which the power cards can be found on page 287 in Player's Handbook 1. Your attack workspaces should have a 1 in the enhancement box for being a +1 weapon and possibly a 1 in the class box for Thief Weapon Talent. Your damage workspace uses the same ability modifier as the attack calculation, should include the enhancement bonus of the weapon you use, the bonus from Two-Weapon Fighting and possibly a 2 bonus from Weapon Finesse. 2. Since you are a Rogue (Thief) instead of a Rogue (Scoundrel) you can't gain the benefits of Artful Dodger. 3. Under your skills, all Arm. field should be either 0 or -. All bonuses are summed together in the misc field. You currently have showing 2 Acrobatics, 1 Athletics, 1 Bluff, 1 Diplomacy, 3 Stealth and 3 Thievery (after you move the ones from armor fields to the appropriate fields). +2 to Stealth is something I don't find the cause to, probable reason is that your Gloaming Shroud should not be added to skills because you don't always meet the condition for gaining it. Note that Wildrunners only gives a bonus to speed when running, so you can remove the 4 from item box in speed because that calculation is used for base speed. You could put under Conditional modifiers something like "When running, you move speed +4". You still need to note down what armor (Cloth, Leather, Hide, Chain, Scale or Plate armor) and weapons (club, dagger, javelin, mace, sickle, spear, greatclub, morningstar, quarterstaff, scythe, battleaxe, handaxe, flail, throwing hammer, warhammer, war pick, scimitar, longsword, short sword, greataxe, heavy flail, glaive, halbert, maul, longspear, greatsword, rapier, falchion, spiked gauntlet, broadsword, khopesh, light war pick, scourge, trident, heavy war pick) you are wielding 4. Since Dex and Cha are your highest stats, your LV4 boost go to those stats. If you want more Str or Wis instead, you pick a different array at level one with more Str and Wis and put the LV4 boosts in Dex and Cha. This is to stop you from shooting yourself in the foot. Where as having an Array of 10/10/18/10/14/18 is legal, you could pick 11/10/15/10/14/15 at level 1 for you array and end up with scores 11/10/18/10/14/18. Additionally, Rogue is your class and halfling is your race 5. You didn't do anything about this 6. Your expenditure for Burglar's Gloves is miscalculated. 7. I don't see you choosing a background. It is not mandatory so no need to pick one, you can take one later if you feel like it 8. New: Infuriating Taunt is an option that replaces Fleeting Ghost, so only one of those can stay. Your Enhancement bonus to Fort, Ref and Will do not match the item enhancement bonus as you have listed the Gloaming Shroud. Set your Exp to 5500 Please use the Quote function to reply