ability mods [Archive] - Wizards Community

Post/Author/DateTimePost
malhovek

03-02-04, 08:38 PM
ok what if i have a character that doesnt have an ability mod for like lets say str. What should i put it as 0 or should i just leave it blank? becuse i noticed alot of things require you to add the con modifyer and was wundering what you would do if you didnt have a con mod?
Heron_Marked_Blade

03-02-04, 08:46 PM
Your modifier is always a number. In the case of having an ability of 10 or 11, your modifier is always +0. So if you have a CON 10, you add +0 to everything that asks you to add your CON mod.

When you roll HP, you roll your die and add your CON modifier. As a fighter, I roll d10+Con. If my CON is 10 and I roll a '6' on the d10, my HP gain for that level is 6.

I add my CON modifier to Concentration checks. If I have 6 ranks in it, I add +0 for my CON modifier and have a total Concentration skill check of +6.
Edymnion

03-02-04, 10:05 PM
Yes, you'd keep track of it as +0, because there are spells/monster-abilities that can drain your Con, meaning they can change your modifier.

The only way to not have a modifier is to not have an ability score, like how undead have a Con of --. It isn't Con 0 (which is a -5 modifier), its non-existant, which means they don't have a modifier either.