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  #901 (permalink)  
Old 06-20-2005, 10:15 AM
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I got it. give me a sec.
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  #902 (permalink)  
Old 06-20-2005, 10:17 AM
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Detect Magic

Identify

Magic Missle

Shield.

Mage Armor

Ray of Enfeeblement

Ray of Exhaustion

Acid Arrow

Darkness

Blindness/Deafness

Scorching Ray

Haste

Fireball
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Last edited by Siberys; 06-20-2005 at 10:34 AM..
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  #903 (permalink)  
Old 06-20-2005, 10:22 AM
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Finished.
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  #904 (permalink)  
Old 06-20-2005, 10:23 AM
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Ok, then while he's doing that, I can teach you skills.

Skills, you get extra for being a Human. Here's how it breaks down.

Wizard- 2+Int bonusx4 for 1st level.

Human- +4 at 1st level. +1 per level after that.

Total- 2+3x4=20+4 for being human.

We picked you 6 skills. Divided that pool by six, and alloted that number to each, 4. Which, is the max skill points you can have at 1st.

That looks like

Alchemy- 4
Concentration- 4
Knowledge Arcana- 4
Knowledge Religion- 4
Spellcraft- 4

Then we increase that every level you have. You get 2+3+1=6 (Standard Class +Int Bonus+1 human bonus.) So,

Wait...syb, did the skills get done right??
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  #905 (permalink)  
Old 06-20-2005, 10:24 AM
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Hehehe
You only picked 5

Add on knoweldge the planes
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  #906 (permalink)  
Old 06-20-2005, 10:27 AM
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Alright, stupid me.

Well, then you add 1 to each of your six skills each level (4 levels so +4 to each skill).

So we go from 4 to 8 in each. Then, each skill has an attribute tied to it. Most of yours are Intelligence. Concentration is the only one that isn't, thats Constitution. So, we add the bonus in to each skill for that as shown here:

Alchemy- 8+3=11
Concentration- 8+2=10
Knowledge Arcana- 8+3=11
Knowledge Religion- 8+3=11
Knowledge The Planes- 8+3=11
Spellcraft- 8+3+2(synergy)=13

Then, Spellcraft gets a bonus when you have a high enough Knowledge Arcana skill, that explains the +2 (synergy) there.
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  #907 (permalink)  
Old 06-20-2005, 10:27 AM
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didn't get Fireball or Acid arrow, it went to haste.
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I decend from grace in arms of undertow...

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Originally Posted by Magrus
I think you and I would end up in the hospital trying to drink together... Oh its a shame you live so far away man. We could have so much fun! Well... maybe. We might end up in jail after we get out of the hospital.
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  #908 (permalink)  
Old 06-20-2005, 10:29 AM
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Gotta fix the links.

Those numbers for your skills are your "bonus". When you need to do a "skill check" you roll 1d20, add that number, and that's the result.

So if you did a concentration check while casting a spell if you get hit, you'd roll, and lets say you got a 5. You'd add 5+11=16. That's your skill check result.
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  #909 (permalink)  
Old 06-20-2005, 10:29 AM
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Alright, off-topic (for the one at hand)

we currently have none of these knowledges

Architecture
Dungeoneering
History
Nobility/Royalty

Dungeoneering is VERY important and I suggest that you skip alchemy and get that instead. Dungeoneering inculdes Abberations, the UNDERDARK with the garout assassins and other useful knowledge.
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  #910 (permalink)  
Old 06-20-2005, 10:31 AM
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What is that?
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I decend from grace in arms of undertow...

Quote:
Originally Posted by Magrus
I think you and I would end up in the hospital trying to drink together... Oh its a shame you live so far away man. We could have so much fun! Well... maybe. We might end up in jail after we get out of the hospital.
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  #911 (permalink)  
Old 06-20-2005, 10:31 AM
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We could switch that out if that's ok with DZ.
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  #912 (permalink)  
Old 06-20-2005, 10:32 AM
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Well, what is it?
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I decend from grace in arms of undertow...

Quote:
Originally Posted by Magrus
I think you and I would end up in the hospital trying to drink together... Oh its a shame you live so far away man. We could have so much fun! Well... maybe. We might end up in jail after we get out of the hospital.
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  #913 (permalink)  
Old 06-20-2005, 10:33 AM
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The spells are fixed now.

Dungeoneering is the knowledge of dungeons, cavers, and the monsters that live there such as Mind flayers, driders, Chaos beasts, and the like
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  #914 (permalink)  
Old 06-20-2005, 10:34 AM
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Allright, I'll have that instead.
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I decend from grace in arms of undertow...

Quote:
Originally Posted by Magrus
I think you and I would end up in the hospital trying to drink together... Oh its a shame you live so far away man. We could have so much fun! Well... maybe. We might end up in jail after we get out of the hospital.
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  #915 (permalink)  
Old 06-20-2005, 10:34 AM
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Saving throws:

Anytime you are presented with a "dangerous situation" chances are you'll have a saving throw. A trap you walk into, a spell cast at you, extreme damage, a fall, poison, etc. Your Saves is the bonus you get to your 1d20 roll, just like skills. If you get higher than the "DC" you save. If you get lower, bad things happen.

Saves-
Fortitude- 1+2(Con)=3
Reflex- 1+2(dex)=3
Willpower- 4 +0(Wis)=4

He broked down the bonus and the attribute for you already. Same as skills, except you don't get to choose how to put your points. They go up by class and are fixed. You have one good one, Willpower being a wizard. The rest arent so good. That will show more later in the game though as right now, the bonuses from your attributes on the other two make things pretty even.
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