help a noob starter box


Beginner Box


I received the starter box yesterday an started work on a level one Rogue. It told me a got 8hp is that all or do I add anything to it. Also with the attack bonus the first box before strength and dexterity mod were do I get this numbers.


I don't have the box and thus don't know what things look like, specifically, but I can address the general math.

First, the concept on an ability modifier. This is the +X after the ability score. It is equal to (Score - 10 / 2), rounded down. So a Constitution score of 14 is an ability modifier of +2. It is very rare for the rules to use the ability score (only case I know of is that you die for real at negative hitpoints equal to your constitution score).

Hit Point gained per level = Constitution modifier + Hit Die + favored class bonus (don't know if this is in the beginner box rules...)

A hit die is the type of die (the number of sides) that you roll for hit points on leveling up. Rogues use a 1d8.

At first level, you start with maximum value of the hit die. So a rogue gets 8 hit points + Constitution modifier.

Melee Attack Bonus = Base Attack Bonus + Strength modifier + Feat bonuses + Weapon bonuses.

Base Attack Bonus (also known as BAB, which is probably the "first box before strength and dexterity mod" to which you refer in your post) is class level dependent. Check the class level chart to see the value for your level. For level 1 rogues, it is +0. There are some feats, such as Weapon Focus, that grants a +1 to attack. There are some weapon bonuses, such as masterwork weapons or magical weapons, that can give you a +1 as well.

To see if you hit, roll 1d20, add melee attack bonus, and if it is greater than or equal to the target's Armor Class (AC), then you hit!

Melee Damage = Strength modifier + Weapon damage die + Magic weapon bonuses

If you're using a ranged weapon, like a bow, use your Dex modifier instead of your Strength modifier for the attack bonus. You do not add any ability modifiers to this damage. It is a trade off for doing a bit less damage, but at range so the enemy can't hit right back.


Slayerofundead wrote:
I received the starter box yesterday an started work on a level one Rogue. It told me a got 8hp is that all or do I add anything to it. Also with the attack bonus the first box before strength and dexterity mod were do I get this numbers.

Add your Con stat modifier at 1st level and every level after that when you gain more hit points.

The stat modifiers are +1 for every 2 full points over 10, or -1 for every 2 full points under 11, if the stat sucks.

example:
Stat(Modifier)
6-7(-2)
8-9(-1)
10-11(+0)
12-13(+1)
14-15(+2)
16-17(+3)
18-19(+4)
20-21(+5)

and so on.


MurphysParadox wrote:

I don't have the box and thus don't know what things look like, specifically, but I can address the general math.

First, the concept on an ability modifier. This is the +X after the ability score. It is equal to (Score - 10 / 2), rounded down. So a Constitution score of 14 is an ability modifier of +2. It is very rare for the rules to use the ability score (only case I know of is that you die for real at negative hitpoints equal to your constitution score).

Hit Point gained per level = Constitution modifier + Hit Die + favored class bonus (don't know if this is in the beginner box rules...)

A hit die is the type of die (the number of sides) that you roll for hit points on leveling up. Rogues use a 1d8.

At first level, you start with maximum value of the hit die. So a rogue gets 8 hit points + Constitution modifier.

Melee Attack Bonus = Base Attack Bonus + Strength modifier + Feat bonuses + Weapon bonuses.

Base Attack Bonus (also known as BAB, which is probably the "first box before strength and dexterity mod" to which you refer in your post) is class level dependent. Check the class level chart to see the value for your level. For level 1 rogues, it is +0. There are some feats, such as Weapon Focus, that grants a +1 to attack. There are some weapon bonuses, such as masterwork weapons or magical weapons, that can give you a +1 as well.

To see if you hit, roll 1d20, add melee attack bonus, and if it is greater than or equal to the target's Armor Class (AC), then you hit!

Melee Damage = Strength modifier + Weapon damage die + Magic weapon bonuses

If you're using a ranged weapon, like a bow, use your Dex modifier instead of your Strength modifier for the attack bonus. You do not add any ability modifiers to this damage. It is a trade off for doing a bit less damage, but at range so the enemy can't hit right back.

Thank you so much. I think I understand it know I think the bb left out adding the modifier

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