Character creation question

Discussion in 'The Temple of Elemental Evil' started by NoxNoctum, Oct 22, 2013.

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  1. NoxNoctum

    NoxNoctum Member

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    So I have a human fighter with 14 CON, and a dwarf cleric with 19 and they both have 12 HP. Am I missing something or is there a maximum HP level at level one?
     
  2. sirchet

    sirchet Force for Goodness Moderator Supporter

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    A fighter gets 1d10 plus his constitution modifier, so that's 10 base class HP plus 2 for his +2 constitution.
    This equals 12, (you get max HP at first level so 1d10 always equals 10).

    A cleric gets 1d8 plus his constitution modifier, so that's 8 base class HP plus 4 for his +4 constitution.
     
    Last edited: Nov 9, 2013
  3. NoxNoctum

    NoxNoctum Member

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    Ah ok, thank you.

    Another question when I'm creating a char I was wondering about, was if I want a sorcerer and a wizard both in my party, what should I focus on spellwise with each? Maybe sorcerer damage spells and wizard aoe? Any tips would be appreciated.
     
  4. Holywhippet

    Holywhippet Member

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    Personally I'd take one or the other, but most likely I'd just take a wizard as you can learn more spells during the game and if you know what is coming up you can prepare better. Sorcerers get more spells per day but less spells known which means you are either a lot more focused or aren't as good at being a generalist.

    If you do grab both, I'd focus on getting direct damage and AoE damage spells for the sorcerer since you'll pretty much always be able to damage your enemies with something. Mind effecting spells like hideous laughter and sleep won't work on certain enemies.
     
  5. Gehennis

    Gehennis Established Member

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    I usually take both- the wizard to help craft and for general purpose spells while the sorcerer is the heavy artillery- concentrate on getting Spell Focus Evocation, Greater Spell Focus Evocation, Spell Penetration and Greater Spell Penetration for the sorcerer. While you naturally focus on damage spells with the sorcerer don't forget to add some defensive spells as well- Greater Invisibility, Mirror Image, Blur, etc.
     
  6. Prologue

    Prologue Member

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    I am playing with a Wizard and a Sorcerer. I find my Sorc more useful as a buffer (because of the much higher spells/day) and my Wizard is the crowd control. At level 1, my Sorcerer had Mage Armor (used on self, the wizard, the animal companion and/or the monk) and Enlarge Person, while my Wizard basically only carried two Geases. Sorc didn't start blasting until Scorching Ray (and I learned to hurry and get Precise Shot), while Wizard was distributing Glitterdust. Only with 3rd level spells do both carry a same spell, since only one Fireball makes the Bugbear waste all the potions I want to loot while two consecutive generally knocks them out. And even then, I had my Sorc learn Haste before Fireball.

    Plus, I have my Sorcerer scribe all spells so the Wizard can get a more complete book. It does delay spell learning for a few levels though. All crafting handled by the Wizard, if Meleny can't handle it.


    (Greater) Spell Focus (Evocation) doesn't really have any use until maybe level 6 and up. Evocations that allow saves:
    • 1st level: Burning Hand
    • 2nd level: Gust of Wind, Shatter
    • 3rd level: Fireball, Lightning Bolt, Wind Wall (if the disarm is even implemented)
    • 4th level: Ice Storm, Shout
    • 5th level: Cone of Cold.
    Burning hand is hard to use to some effect without dying. I never used Gust of Wind. Shatter very circumstantially has any effect (and Earth Elementals have very high Fort SV anyway). Not spells I'd give a Sorcerer. Ice Storm does weak damage in the first place, and Shout is a Fort SV, which most enemies are strong against.
     
  7. sirchet

    sirchet Force for Goodness Moderator Supporter

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    If you have a spell caster cast improved invisibility on your rogue every attack she makes is a sneak attack.
     
  8. Prologue

    Prologue Member

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    Have the Sorc cast Great Invisibility on the Rogue, and then just keep spamming Haste (the extra attacks stack). I'll try that on Iuz with the Answering Swords.
     
  9. maalri

    maalri Immortal

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    That seems like an exploit. It is a wonderful idea, mind you, but if I were adjucating that in PnP, that rogue would age tremendously, possibly to the point of dying from old age, if they were Hasted more than a few times.
     
  10. Prologue

    Prologue Member

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    Haste isn't supposed to stack in RAW anyway :mrhappy:
    Though... I'm now picturing houseruling Haste's stackability, with the caveat of shortening your life span. Or maybe a one time use, an XP cost, a permanent ability damage... Got to make it hurt of course. Even in ToEE, I've only stacked Haste in the big boss fights in which my arcanists are useless against the SR.
     
  11. zugschef

    zugschef Established Member

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    That aging drawback is outdated ad&d stuff.
     
  12. maalri

    maalri Immortal

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    Nothing is out-dated if it was cool, and made sense in some way :)

    Not in PnP, anyway, which is what I was talking about. In ToEE, it is just an exploit, like so many others that allow people to cheat to victory instead of using their cunning and many, many back up saves to succeed. ;)
     
  13. zugschef

    zugschef Established Member

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    What? 3rd Edition flat out doesn't have that part in the haste description. So it is out-dated in every sense of the word.
     
  14. Prologue

    Prologue Member

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    I believe maalri means that he houserules in cool stuff even if it's not written in the newer rulebooks.
     
  15. maalri

    maalri Immortal

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    Bingo. :thumbsup:

    Of course, any good House Rules ruling takes into consideration game balance. Anyone Hasted to the point of dozens of attacks per round SHOULD age drastically, as they are moving at such an accelerated rate.
     
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