Character Creation Question. [Archive] - Wizards Community

Post/Author/DateTimePost
lilrodie

01-31-07, 05:45 PM
Okay, I have just got the Player's Handbook today, so please don't bite my head off if this is a easy question, but when figuring up things (such as initiative, armour class, saving throws, ect.) what is a misc. roll? like miscelaneaous(Sp?) roll? If so, what do I do just roll a random d6? Please Help. I'm very confused. Actually if anyone has MSN Messenger, or would reply here, I could really use a guide through this process. Thanks in advance, Cougar.
Crimson_Concerto

01-31-07, 05:52 PM
You don't roll for armor class, but otherwise everything you've mentioned is rolled on a D20. Does that answer your question? Sorry, but I can't help too much more unless you tell me what exactly you're rolling for.
lilrodie

01-31-07, 05:58 PM
O.K, For Armour Class for example, it says "10+Armour Bonus+Sheild Bonus+Dex Modifier+Size modifier+Natural armour+ Misc modifier" Ok. so.. my armour bonus is +3 from studded leather. I have no shield. Dex modifier is +2. I'm an elf so no size modifier. I'm not certain, but I'm assuming Elves don't have natural armour so.... and that leaves misc modifer. Thanks ahead.
Crimson_Concerto

01-31-07, 06:01 PM
Misc. Modifiers are simply things that don't belong in any other category. An example of this is a deflection bonus to AC or the WIS mod the a monk gets to add to his AC. If you have nothing else that specifically says it adds to AC, then nothing goes in that Misc. box.
Oh, and your hunch is correct: Elves have no natural armor.

Your total AC appears to be 15?
lilrodie

01-31-07, 06:10 PM
O.K. If you'd possibly help a little more You would be most appreciated, but.. Initiative. I have +2 Dex bonus. Am I to assume My initiative is just 2?
Salla

01-31-07, 06:16 PM
O.K. If you'd possibly help a little more You would be most appreciated, but.. Initiative. I have +2 Dex bonus. Am I to assume My initiative is just 2?

Technically, your initiative modifier is +2. Your actual initiative placing is determined at the start of a battle by rolling 1d20+Your initiative modifier (2 in your case), for a result between 3-22.
lilrodie

01-31-07, 06:22 PM
O.K. Thanks, Salla, last thing I hope, how do I figure hit points?
Genetic

01-31-07, 06:28 PM
You automatically start with full HP for your class and then you add your Con modifier.
Novabomb

01-31-07, 06:40 PM
You automatically start with full HP for your class and then you add your Con modifier.
but only for first level. Every level after that, you roll a dice of the type indicated by your class, and add your con modifier.
Eikre

01-31-07, 06:42 PM
O.K. Thanks, Salla, last thing I hope, how do I figure hit points?

Ok, every level you gain gives you a roll on a so-called "Hitdie," and you add your CON modifier to that. On the first level, you get the max on your hitdie.

Let's say you're a level 3 fighter with 14 con. At the first level, you get 12 HP, because the maximum you can roll on a d10 is 10, and you have a +2 CON modifier. For the two levels after that, you get two more rolls on a d10 and 4 more hp from CON.

If you raise your CON modifier with Magic or something, it retroactively gives you HP. If you lose a bit of your con modifer, from something like poison, you loose HP retroactively.

There are a few small ways to gain more HP, too, like the Toughness feat, but they usually aren't worth it.

By the way, while we're on the subject of HP, you should know that being at 0 doesn't mean you've died, just that you're disabled. You can go as low as -10 without actually giving up the ghost. So don't worry about it too much if your character only has, for example, about 8 HP.

Later on, you'll realize that some monsters and stuff have less HP then the characters they're supposed to be facing. There's a sort of level called LA (level adjustment) that gives abilities, but not hitdice. That's sort of an advanced concept though, so unless you get bitten by a vampire, you shouldn't worry about it.