Myth-weaver character sheet trick:
If my character have got some bonus for one of save,skill,.. just in certain situations I used the following method to help me remember that:
For example Eran have got a +1 trait bonus to his Will save and a +2 trait bonus vs. divination effect.
The characters can avoid every divination effect (as I know) with their Will save.
So I put a 1|3 to his Misc mod field. The program uses the first number in front of pipe for his calculations and the second, third, ... number help me and my DM to remember this partial situation modifier.
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Andra:
You didn't spend one skill point (INT+6+1(human)).
You must modify some other parts because you modifed stats.
The following line is absolute wrong, so delete it: Alchemy: 1 + Int mod extracts per day (4)
The spell DC for your 1st level extract is 15 = 10 + 1 (extract lvl) + 4 (your new INT bonus)
The bonus spell number is not equal your INT bonus. You should find it in Ability Modifiers and Bonus Spells table.
For example:
A 4th level Investigator with 18 INT should "cast" 3+1 1st level extract and 1+1 2nd level extract
A 4th level Investigator with 20 INT should "cast" 3+2 1st level extract and 1+1 2nd level extract
(X+Y format where X is his normal daily number end Y is his bonus spell number for that level.)
Your inspiration number is 4 = 0 (1/2 class lvl) + INT
Your trapfinding is 1, because it is minimum 1.
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Nexendia:
There is a Hero Point field under the stat block.
"A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools)"
" Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below)."
If my character have got some bonus for one of save,skill,.. just in certain situations I used the following method to help me remember that:
For example Eran have got a +1 trait bonus to his Will save and a +2 trait bonus vs. divination effect.
The characters can avoid every divination effect (as I know) with their Will save.
So I put a 1|3 to his Misc mod field. The program uses the first number in front of pipe for his calculations and the second, third, ... number help me and my DM to remember this partial situation modifier.
--
Andra:
You didn't spend one skill point (INT+6+1(human)).
You must modify some other parts because you modifed stats.
The following line is absolute wrong, so delete it: Alchemy: 1 + Int mod extracts per day (4)
The spell DC for your 1st level extract is 15 = 10 + 1 (extract lvl) + 4 (your new INT bonus)
The bonus spell number is not equal your INT bonus. You should find it in Ability Modifiers and Bonus Spells table.
For example:
A 4th level Investigator with 18 INT should "cast" 3+1 1st level extract and 1+1 2nd level extract
A 4th level Investigator with 20 INT should "cast" 3+2 1st level extract and 1+1 2nd level extract
(X+Y format where X is his normal daily number end Y is his bonus spell number for that level.)
Your inspiration number is 4 = 0 (1/2 class lvl) + INT
Your trapfinding is 1, because it is minimum 1.
--
Nexendia:
There is a Hero Point field under the stat block.
"A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools)"
" Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below)."