| Post/Author/DateTime | Post |
|---|---|
| nullsystems05-16-07, 08:02 PM | Hi, Complete beginner here really... My PC's wizard has come out with HP 3, at lvl 1. They are Elf, so they have a -2 Con, but they have a +1 modifier Is this wrong ? What have I done wrong, it says in the Players handbook Wizards start at HP4. Perhaps ive gone wrong, because even if it was HP 4 this seems like she could die in one hit from a goblin! Please a little help ? |
| AGM Illmater05-16-07, 08:11 PM | If you ended up with a plus 1 modifier (at least a 12 in your Con stat) then you should have 5 HP at first level. |
| Fencerboy05-16-07, 08:17 PM | It seems you have misunderstood the -2 Con. This applies to the score, not the modifier. For instance, if on the players 4d6 ability score generation they put a 14 (modifier +2) into Constitution, with their elves racial -2, that score would be 12, with a modifier of +1. By the way, Welcome to D&D and the boards! |
| Chimaera200005-16-07, 09:01 PM | Unfortunately, wizards do have a lot of trouble in the defense department at low levels. For this reason, Improved Initiative is an extremely good level one feat; if you can go before the goblins do, a sleep or color spray spell can keep them from attacking you at all or toss on a shield spell to improve your defenses. If aren't confident about your wizard's survival, try putting on some armor. Leather is a reasonable compromise between offense, spellcasting and defense, since it gives you +2 AC in exchange for only 10% spell failure. You can toss on heavier armor if you'd like (for example, you could use scale mail and a heavy shield), but you'll have to weigh the cost of giving up spellcasting and incurring arcane spell failure. Sometimes it can work out, though; my level 5 wizard had a habit of casting one or two big spells to swing the tide in the party's favor, then grabbing a tower shield and hiding behind it. Proficiency didn't matter, since I was just using total defense instead of attacking! Don't worry about it for the most part, though. Rely on your glorious meat shields.... I mean, fellow party members to protect you while you do your thing. Once you get out of the low levels, your survivability will be quite a bit better. Welcome to D & D and the message boards. :) |
| Nadaka05-16-07, 10:09 PM | You don't actually die at 0 hp, so as long as you have some other party members the 3 or 4 hp of a wizard are sufficient. a wizard starts with 4+con modifier hp. If you put a 10 in your constitution, and then subtract 2 from being an elf you would have a con of 8 with a -1 modifier, you would start with 3 hp. |
| jeffepp05-16-07, 10:22 PM | Basically, hide behind the meat shield, and avoid meele combat like the plague. For a 1st level wizard (in a non max starting hp game), 3 hp is average. |
| Kouk05-16-07, 10:36 PM | It always helps answer these questions when you post all the relevant information about the character in question as well. That way we might see more problems, or bonuses you have forgotten to add. |
| nullsystems05-17-07, 03:18 AM | Thanks guys, I knew I wasnt far off :) Also, I have seen " Strenth Bonus ".....and " Strenth Modifier " are these the same thing? For example: " Add your strenth bonus to your attack score " I presume so. But I guess it might need a full quote for you to understand fully. It could mean, a total of modifiers is now your new " bonus " or simply a modifier itself. Also, just to make something clear 100% for me. If a set of stats is above average, eg: Int 10-11. Such as Int 12, is that 11+1? or 12+1? |
| Heros_Backpack05-17-07, 03:56 AM | Thanks guys, I knew I wasnt far off :) Also, I have seen " Strenth Bonus ".....and " Strenth Modifier " are these the same thing? For example: " Add your strenth bonus to your attack score " I presume so. But I guess it might need a full quote for you to understand fully. A Modifier is the +/- number you get with a score above or below average. It is also called a bonus if it is positive and a penalty if it is negative. Also, just to make something clear 100% for me. If a set of stats is above average, eg: Int 10-11. Such as Int 12, is that 11+1? or 12+1? With the above average ability, your Int 12 is 12 and the modifier you get from it is +1. For every 2 points above (or below) 10, add (or subtract) 1 to your modifier. |
| Escef05-17-07, 04:49 AM | Just as a quick formula, to determine the bonus or penalty given by an ability score, divide the score by two, drop fractions, and subtract 5. For example, a Strength score of 6 gives a modifier to relevant die rolls of (6/2=3, 3-5=) -2. A Strength of 17 is a modifier of (17/2=8.5, drop fraction=8, 8-5=) +3. Strength modifies melee attack rolls and most weapon damage rolls. Dexterity modifies your ranged attack rolls and (no roll required on this) your Armor Class. Constitution gives a bonus or penalty to every single HD your character has, changes in constitution are retroactively applied. E.g.: Tordek is a 4th level fighter and has a 15 Con, giving him a total of 8 bonus hps from his con score. If Jozan casts a Bear's Endurance spell on him, his Con goes up by 4 to 19, which changes his modifier to +4, thus giving him 8 more bonus hps (an additional +2 modifier times his current HD). When the spell wears off these hps go away, even if this leaves Tordek with fewer than -10 hps. |
| vonklaude05-17-07, 07:10 AM | Hi, My PC's wizard has come out with HP 3, at lvl 1. They are Elf, so they have a -2 Con, but they have a +1 modifier Assuming that what you mean is that you have a Con of 12 or 13 (+1 modifier) having rolled a 14 or 15 and taken the racial penalty, then you have done something wrong. Taking maximum HP for Lvl 1 as standard, you should have 5. |
| nullsystems05-17-07, 11:31 AM | Excellent, well i have the stats: She rolled a total of 15 for the Elf Wizard on Con. So I work this out: 15 ( minus 2 con for Elf Race ) = 13 + 1 ( since 13 is in the 13-14 bracket for modifiers, its only a +1 modifier ) Then, the standard for HP Wizards is 4HP + 1 = 5HP, am I right? |
| Escef05-17-07, 11:49 AM | Excellent, well i have the stats: She rolled a total of 15 for the Elf Wizard on Con. So I work this out: 15 ( minus 2 con for Elf Race ) = 13 + 1 ( since 13 is in the 13-14 bracket for modifiers, its only a +1 modifier ) Then, the standard for HP Wizards is 4HP + 1 = 5HP, am I right? Yes, though in general the bonus is usually seperated somehow from the ability score such as: 13 (+1) 13 [+1] 13/+1 ... my character's Con is a 13, which gives a +1 bonus... Stating it as "13 + 1" looks more like you starting an equation or demonstrating the math behind something, which screws with the heads of some posters (like me). Just a nitpick on your formatting, you seem to have it. |
| Fencerboy05-17-07, 11:49 AM | Either escef typoed his formula or you made a minor mistake, but 12-13 is the +1 bracket, 14-15 +2, 16-17 +3, etc... And be careful not to confuse Strength penalty/bonus as in another name for Modifier with the -2/+2 Racial adjustment, which is also occasionally referred to as penalty/bonus... :D |
| Escef05-17-07, 11:52 AM | Either escef typoed his formula or you made a minor mistake, but 12-13 is the +1 bracket, 14-15 +2, 16-17 +3, etc... Nah, my formula's good, you just caught him making a minor error. Good catch, I didn't see that. |
| CCS05-18-07, 11:06 AM | Excellent, well i have the stats: She rolled a total of 15 for the Elf Wizard on Con. So I work this out: 15 ( minus 2 con for Elf Race ) = 13 + 1 ( since 13 is in the 13-14 bracket for modifiers, its only a +1 modifier ) Then, the standard for HP Wizards is 4HP + 1 = 5HP, am I right? Yes. that's exactly right. Also note that all 1st level characters begin the game at their max HP. They don't roll a HD. 2nd level is when you start rolling. So this elfs HPs at 1st level should be 5 (max of 4 for the dice, +1 for the con bunus). |
| Prof. Pacali05-18-07, 11:22 AM | Here's some advice for low hp arcane types, that I've learned the hard way from playing a Sorceror: stay away from people with pointy things. Keep your friend who wears armor between you and the guy with pointy things. Buy a riding dog, especially at low levels, and train the dog with the defend trick. That way if those guys with pointy things come near you the dog will bite them. If you are a wizard scribe as many scrolls as you can, usually of the spells you don't need everyday, like comprehend languages, or mount, so you can prepare color spray, sleep, on the guys with pointy things, charm person, or prepare enlarge person and cast it on your pal with armor. At higher levels stop preparing sleep, as it has diminishing returns, replace it with magic missle which is much better at caster level three than at caster level one. Look for enemy casters' spellbooks and scrolls to add spells to your spellbook. If you are a sorceror ask your DM if you can buy low level scrolls of spells you don't know but that are on your spell list. Drop sleep at sixth level (the earliest oppurtunity to do so) if you take it at first. Don't take limited use spells as spells known, such as comprehend languages, identify, or erase, especially if the DM lets you buy scrolls of those spells, or lets you pay an NPC to cast them. Surviving low levels is hard, especially when you run out of spells. That's where scrolls come in especially handy. Also ranged weapons are essential at low levels. If you can afford it, have a light crossbow at hand for when you have no spells or scrolls. Tell the party when you run out of spells that you want to rest and regain your spells. At higher levels cast spells like False Life which add temporary hp, or Greater Mage Armor (from Spell Compendium) if you are really worried about those guys with pointy things. The best spell to defeat them is Stoneskin, since most pointy things aren't made of adamantine, but Stoneskin is very expensive. Finally don't worry about making rules mistakes. Read the glossary in the back of the Player's Handbook, and if you really need help this is the board to come to. Good luck! |
| devinmdp05-18-07, 03:48 PM | Many will decry this as heresy, but if you are really worried about 1st level wizard survival, the Toughness feat is not out of the question. Devin |
| Escef05-18-07, 04:34 PM | Many will decry this as heresy, but if you are really worried about 1st level wizard survival, the Toughness feat is not out of the question. Devin For an RPGA game, at level 1, I put together a 1st level elf sorcerer with 10 hps, who ended up being able to jack his AC up to 20. Toughness, toad familiar, picked up some masterwork studded leather during the adventure, shield spell, good dex. |
| CryoSilver05-18-07, 04:56 PM | Many will decry this as heresy, but if you are really worried about 1st level wizard survival, the Toughness feat is not out of the question. Devin This is really only a good idea if the game is a one-shot, or you are using the respec rules in PHB2. |
| Nathreet05-18-07, 05:38 PM | Thanks guys, I knew I wasnt far off :) Also, I have seen " Strenth Bonus ".....and " Strenth Modifier " are these the same thing? For example: " Add your strenth bonus to your attack score " I presume so. But I guess it might need a full quote for you to understand fully. It could mean, a total of modifiers is now your new " bonus " or simply a modifier itself. Also, just to make something clear 100% for me. If a set of stats is above average, eg: Int 10-11. Such as Int 12, is that 11+1? or 12+1? Everything below is in your player's handbook somewhere. I wrote it out because it might be hard to find. Bonuses 4-5:-3, 6-7:-2, 8-9:-1 10-11:+0 12-13:+1, 14-15:+2, 16-17:+3, 18-19:+4, etc. So in the example you gave you would write INT 12 +1. You hardly ever pay attention to the 12. You usually just use the +1 for everything. When adding your ability to something, you always add the bonus, not the actual stat. So if you had 10's and 11's for all your stats, you don't have to add anything. Wherever it says "ability modifier" on your character sheet, write in the bonus for the ability shown (str, dex, con, int, wis or cha). You don't need to worry about the other modifiers unless you have a feat or something else special. Add up all the numbers and that's your score for that item. Also... Strength: Add your strength bonus to your Base Attack Bonus (BAB) to determine your attack bonus for melee attack rolls (staffs, for example). So, if you had a staff, you'd write "staff" under "attack". Under "attack bonus" you'd write your strength bonus (since your BAB is currently zero). Add your strength bonus to your damage rolls. So under "damage", you'd write "1d6 + (strength bonus)". Other weapon stats are in the equipment section of your player's handbook. Also check the adventuring chapter to see how many pounds you can carry. A light load will not slow you down, but a medium or heavy load will. The section on the wizard will give some good suggestions for what kind of equipment you want to buy. You might want to change the weapon, buy an extra weapon or two, or buy more trail rations (depending on how far your group wants to travel), but otherwise you can stick with the recommended equipment and you'll be pretty safe. Check the equipment chapter to see what's available. Strength usually isn't very important for a wizard, since most wizards want to stay away from enemies. Constitution: Add your constitution bonus to your HP at every level. At first level, you automatically get max HP. So for a wizard you get 4 + constitution bonus HP. For future levels, you roll a 4 sided die and add your constitution bonus again. You can never gain less than 1 HP per level, even if your constitution bonus makes your roll less than 1. Constitution is important for everybody, since it helps your HP. Dexterity: Add your dexterity bonus to your BAB to determine your attack bonus to ranged attack rolls (longbows, for example). For ranged weapons, just follow the example given under "Strength", except use your dexterity bonus instead. The same rule applies when shooting ray spells. So if you want to be good with ray spells or a bow, or if you just want the extra AC, dexterity might be important. Intelligence: Look up the wizard's class skills in the player's handbook. Check the little box by each skill you get. You get (2 + Intelligence Bonus) x 4 skill points to spend on any of these skills. You may not spend more than 4 skill points on any skill. 1 skill point buys you 1 rank. If you want a skill that's not on the wizard's list, it costs 2 skill points to get 1 rank and you may only get a maximum of 4 ranks. Knowledge (arcana), spellcraft and concentration are very important skills for a wizard. The first two help you recognize the magical things you find ("what spell is that baddie casting?"), while concentration helps you cast spells while being attacked or heavily distracted. I'd strongly recommend putting 4 ranks in each. The other skills you pick depends on whatever you want to be able to do. The player's handbook has more info on exactly what each skill does. You also get bonus spells based on intelligence. Look these up in the 1st chapter to see how many. Add this number to the normal wizard's spells per day to get your actual spells per day. This is the wizard's most important stat, since it determines how hard your spells are to resist. And it gives you extra spells. Wisdom, Charsima: Nothing special for these. These aren't very important for a wizard, but they do help a couple things on your character sheet. Spells: The wizard section will tell you how many spells you get in your spell book. Work with your fellow players and/or dungeon master to help you make good choices, since spells are the most important thing for the wizard. Every day you get to pick which spells from your spellbook that you want to have ready. You pick a number of spells equal to your "spells per day" for each spell level (3 0th level spells, 1 + bonus spells 1st level spells). Once you cast a spell, it is used up for the day. You can't cast it again until you choose your spells again the next day. But you may pick the same spell twice or more, if you plan on using it more than once. |