![]() Start with an 18 in Charisma, use the two level boosts for Charisma, have an item of charisma boosting +4 along with some other items. Even alone however, particularly with the Echoblade, you will be pretty devastating. ![]() Overall, if you follow this build (and I think you need at least 3 bard levels, though maybe it is 5) your inspire courage bonus will be quite high, and you will be able to use it while using your maneuvers. See Inspire Courage Optimization Thread for more details on that. If you have more bard levels than Crusader or Warblade leves, then a Crystal Echoblade would be worth the money. bonus on Diplomacy and Perform checks, plus Bard level treated as five higher for purpose of determining the effects of inspire courage (stacks).Price: 16,000 gp. ![]() If you can afford it, a Vest of Legends item (DMG II, pg. Prerequisites: Craft Wondrous Item, remove fear, possession of a piece of the set. ![]() A Badge of Valor functions three times per day. If you have the bardic music ability to inspire courage, you can activate the Badge of Valor to increase the bonus granted by that ability by 1 for the duration of its effect (unnamed bonus). When you activate the badge of valor, you and all allies within 60 feet gain a +2 bonus on the next save you or they make against a charm or fear effect before the start of your next turn. Caster Level: 5th, Aura: Moderate (DC 17) abjuration, Activation: Immediate (mental), Weight:. Price (Item Level): 1400 gp (5th), Body Slot: Throat. It's a swift action spell that increases the morale bonus granted by your inspire courage bardic music increases by 1 (increases morale bonus).įor items, you will want the inexpensive Badge of Valor (Magic Item Compendium pg. Prereq: Bardic music class feature, inspire competence ability, Perform 6 ranks Benefit: When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1 (unnamed bonus).įor spells, you will want the first level Inspirational Boost Spell (Spell Compendium, pg. It's from the Eberron Campaign Setting, pg. Song of the Heart feat will be next on the list for feats. The Song of the White Raven feat lets you both activate inspire courage as a swift action while in a White Raven Stance, and lets your crusader and warblade levels stack with your bard levels to determine the bonus granted by your inspire courage ability. If there are decent feats that scream 'take me' from his Hellish background, please direct me! The build should be effective and plausable. I've never had a player run a Bo9S character before, but I've done some test cases and have used a Crusader 5 NPC before. The NPC will initially be low-level, but will progress at least to level 12. (I know Crusaders require a lot of management, but I think I can plan things out) The build should be group-friendly.īuild ideas. I do need an NPC that won't take a huge amount of DM effort to run. I'm leaning toward making him a Crusader/Bard or Warblade/Bard. I don't intend for the NPC to beat or 'show up' the PCs, just to be an interesting new face. I am trying to put together an interesting build for him to display some of the Bo9S stuff. He has a pseudo-established personality of a gregarious carouser. a human (born on the Material Plane) but reared in Mephistopheles' realm. His purpose is to be somewhat competitive with the PCs - not a minion or an ally, but worthy of respect. I'm trying to stat out a new NPC for my campaign.
0 Comments
![]() However, working with raw RGB values in your code can be awkward in some cases. By mixing different amounts of red, green, and blue, thousands or millions of resultant colors can be displayed. Setting HSV Colors Introduction to HSVĬRGB color objects use separate red, green, and blue channels internally to represent each composite color, as this is exactly the same way that multicolor LEDs do it: they have one red LED, one green LED, and one blue LED in each 'pixel'. Performance-minded programmers using AVR/ATmega MCUs to move large number of colors in this way may wish to use the alternative "memmove8" library function, as it is measurably faster than the standard libc "memmove". Memmove( &leds, &leds, 10 * sizeof( CRGB) ) The two pieces of code below perform the exact same function. In addition, CRGB colors can be set a number of other ways which are often more convenient and compact. ![]() Setting RGB ColorsĬRGB colors can be set by assigning values to the individual red, green, and blue channels. Often using the class methods described here is faster and smaller than hand-written C/C++ code to achieve the same thing. In addition to simply providing data storage for the RGB colors of each LED pixel, the CRGB class also provides several useful methods color-manipulation, some of which are implemented in assembly language for speed and compactness. The CRGB object "is trivially copyable", meaning that it can be copied from one place in memory to another and still function normally. This is a bit unusual for a C++ class, but in a microcontroller environment this can be critical to maintain performance. All of the methods on the CRGB class expect this, and will continue to operate normally. That is to say, there is no "CRGB::setRed( myRedValue )" method instead you just directly store 'myRedValue' into the ".red" data member on the object. You are welcome, and invited, to directly access the underlying memory of this object if that suits your needs. ![]() or, using the shorter synonyms "r", "g", and "b". The three color channel values can be referred to as "red", "green", and "blue". ![]() With all settings adjusted to your liking, you step out into the world with your sole tribe clan in the Neolithic Era. As such, you barely even get to experience the late-game aspects of Nukes and global pollution, unless you play past the turn limit. It seems that the game's pacing is in need of some strong adjustment, because 9 out of 10 times the turn limit is what ends the game even the AI opponents cannot reach their goals in time. We've played a multitude of games across a variety of speed and difficulty settings, and this problem arose every time. Even if you have multiple nations, playing at normal difficulty, and are gunning to get a specific victory conditions, the turn limit still seems to be the first thing to end the game. But no matter the speed you pick, it seems to always be a struggle to actually reach any of the end-goals before the turn limit runs out. The speed affects how quickly the world develops, from production to science research. You can choose to play a game that ends at as few as 75 turns, or last as long as 600 turns. The last key element to set before starting the game is the speed. You can thankfully keep playing afterwards, but still it's a bewildering choice, especially considering the game has odd pacing issues. This means that the game will end even if nobody actually reached the set goals. However in another strange design choice, the game enforces a turn limit no matter what victory condition you pick. Or, you can choose to set the win condition as one of those specific goals. ![]() You can choose to play a standard game where the first nation to reach any of the usual goals wins – be that having the highest Fame at the turn limit, going to Mars, annihilating/vassalizing everyone else, or making the planet uninhabitable due to pollution. It's a bit surprising there's no option to randomize opponents and/or hide them, so you don't know who you'd face in the game. Before starting the game, you also select the opposition, which are also some pre-made avatars with their own traits and personalities. ![]() The avatar creation process is fairly flexible, but the end result always looks a bit frightening, like your character is underweight and the fake facial lighting makes it look even worse at times. You also get to create an avatar for yourself, by choosing facial features, hair, and so on. The maps that the game generates seem to work out well for the most part, though occasionally you will see some oddities, such as deep Ocean water tiles directly alongside the coast. So far, so standard, for the genre.Īt the start of the game, you get to choose the size of the map as well as many typical variables, such as resource scarcity, terrain types, the number of continents, and so on. The game is played as a turn-based strategy on a hexagonal grid map, and every turn you can perform a certain amount of unit movements, actions, and decisions. Humankind is a 4X strategy game, which means you play on a randomly generated map that represents Earth, and try to guide your civilization of people to historical glory. The end result is a decent diversion that does enough things differently from Civ, but in facing many of its own challenges, it's unable to break out from the shadow of the genre's behemoth. The developers have clearly tried to thread the fine line between copying, "being inspired by", and adding some new elements to the mix. In actuality, the games are so similar in setting, gameplay, and even the UI, that it's difficult to ignore. The many comparisons that will be drawn between Civilization and Humankind are not simply because they are both 4X games and Civ happens to be the dominant force. ![]() Comprehension of Nonfiction and Informational Texts Aside from getting that extra keyboard practice in, typed answers guaranteed that student writing will be clearly legible!ģ. Open response question types will also enable students to practice attention to detail when using the keyboard to submit responses. You can use Edulastic’s Essay question type in a PARCC practice test, to practice both short answer or essay responses in class, or as outside assignments. For younger students, understanding the keyboard can be a challenge, so exposure to typing time in class will give them the extra advantage at testing time. Students should be familiar with the keyboard’s letters, numbers, delete, space bar, scrolling, etc. The assessments have free form essay and short answer questions which require typing on a keyboard. If students need a little extra practice focusing on digital assessment question types, consider giving them a fun, low-stakes assessment. ![]() By the time the students get from the PARCC practice test to the official PARCC test, they’ll be comfortable with the mechanics of the questions and can focus on the content. The tech-enhanced questions in Edulastic will give your students the opportunity to practice taking the test on a platform that mimics the test. High-stakes assessments such as PARCC require them to do things like drag and drop, fill in boxes on a table, highlight, select and de-select, use drop down menus, activate a video, and even use online calculators. ![]() Students need to know how to manipulate the mouse to perform a variety of tech-specific maneuvers. Familiarity with Technology-Enhanced Questions |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |