Levelling up Coradwin
First the Attribute increases
STR d10 Rolled a 5 so the increase was +5
INT d12 Rolled a 12 and then a 2 so the increase was +13
WIS d4 Rolled a 2 so the increase was +2
CON d8 Rolled a 1 so the increase was +1
DEX d20 Rolled a 3 so the increase was +3
CHA d6 Rolled a 5 so the increase was +5
I allocated these this way not because they are the "best" for a Magic user but because I felt this reflected the attributes he had exercised during the previous two adventures.
Re rolled his hit points getting a four when I had got a two before so his hit points went up by +2 over all
which is to be honest more like it especialy given how physical he tends to be.
Then I rolled for a spell and got
"summon warrior Avatar"which I thought really did not fit him so I spent a precious build point and got
"Illusionary leather armour" which I felt did as Coradwin is quite likely to get stuck in and mix it with his sword
On the subject of Spells I also need to roll and see if his levelling up has given him any more insight into
"Fire Finger" which he got from the gnome tinkerer and has now seen in action
during his last adventure.
Spending the build points Had a real struggle about what to do with this one and for a while I was going to spend most of them on Attribute increases indeed I even did this on the Roll d20 character sheet until I retired hurt my fatigue and my dyslexia making continuation impossible as I could not type coherently, let alone think.
Having slept on it now I have decided to go with the plan I came up with at work this morning. Which is to say let the dice sort the Attributes out as he levels up for now and to concentrate on improving the things he relies on whilst adventuring. So this is what we get.
first level of specialisation with Broadsword - Speed I agonised over this and it could just as easily gone on any of them , However in the end the quicker you strike the better especially given Coradwin tends to be slow on realizing there is a fight on ie he has a whopping +5 initiative mod and once he hits Coradwin does a fairly acceptable amount of damage as a broadsword is a viscous weapon
the rest go on Artistry - sketching and drawing 2bp Craft Calligrapher 1bp and Gambling 1bp all skills he used and practised over the recent adventures.
First the roll for Spell cognition for Fire finger -well its a 97! when I needed 50 or less so another level before I can try again
then for the Master Levels we have
Artistry sketching and drawing - base 9 (Dex) roll 11 on a d12 so with the -1 penalty having a nine base Attribute imposes on the roll that ends up as a 10 so the final skill is 19 so not bad for a begginerCraft Calligrapher - base 9 again for the same reason roll 3 on a d12 and with so with the -1 penalty having a nine base Attribute imposes on the roll that ends up as a 2 so a final skill of 11
Gambling - which I only took because I had a spare Build point if I had not had felt pressed to spend on re rolling the spell earlier it would have gone on improving his language Kalamarian with that one if I am honest. but even so it started at 24 so improvement die was a d12 still just with no bonuses or penalties. Rolled a d12 - got a 12 so +12 rolled again got a 12 so +11 so I rolled again and got a 3 so +2 all of which added up to a masive +25 to Coradwin's Gambling skill
and thats it done