Phillip0614 |
I don't know if this is the right place to ask this question or not but it was the closest I could identify. If it needs to be moved by an admin somewhere else, please feel free.
I'm currently in a WotR PbP playing a Stonelord Guardian and I (and my DM) had a question regarding HP calculation for the character in HeroLab. Upon leveling from Stonelord 6/Guardian 1 to Stonelord 7/Guardian 1, my HP in HeroLab went from 121 to 141. That seemed like a significant jump to me and I just can't for the life of me figure out where it came from. Nearest I can figure is it should've gone up by 16 and not 20 and, even then, I had some other questions about how HeroLab was figuring my HP. I asked it in the Discussion thread of that game already and am going to just paste it over here, too, hoping to get the questions answered so I can give an answer to my DM as quickly as I can. Thanks in advance for your help! Here's the original post:
I've been examining it to try and figure that out myself. I use HeroLab to handle all my leveling up stuff and that's the info it gave me.
I know that 14 of it has to come from the HD roll and the Con modifier, so there's 6 more to figure out. I'm pretty sure it comes from Toughness/Mythic Toughness, but I'm honestly not sure how it breaks down and I can't figure out how to get HL to tell me.
My understanding of the way that Toughness/(M)Toughness interact is that I should get +1 HP from Toughness, which (M)Toughness doubles to +2 HP. That still would only give me +16 HP and not +20.
I'm still trying to figure it out so if anybody else has any ideas, please let me know. I want to be sure I've got all my stats right.
EDIT: Removing the (M)Toughness feat reduces my HP total by 7, so that should be right, shouldn't it? I'm still trying to figure it out, but removing Toughness also takes some of the bonus HP from (M)Toughness out and that makes it hard to tell where one stops and the other begins.
If I completely get rid of the Mythic thing, then my HP bonus is a total of +56, which breaks down to +8 per level. That works out right because it's +6 from Con, +1 from Favored class, +1 from Toughness for seven levels (HP Total: 108).
Adding the Guardian path in gives me an HP total of 134, with 82 of that being non-HD; a jump of 26 HP. Sheesh, where does that come from? I can't figure it out. Putting the Mythic Toughness back in is a +7 HP bonus, which is also correct.
The extra that I can't find the source of has to come from the first tier of Guardian but I can't figure out where, specifically, it comes in. I should only get +5 HP from the first tier, not +26.
I'm also going to spoiler a copy of the character sheet for everyone to look at just in case that would help, too:
Male dwarf paladin (stonelord) 7/Guardian 1 (Pathfinder RPG Advanced Race Guide 16)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+9 armor, +1 Dex, +2 natural, +3 shield)
hp 141 (7d10+89)
Fort +11, Ref +3, Will +6; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, fortification 25%, hard to kill, stoneblood; DR 3/adamantine; Immune fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee radiance +10/+5 (1d8+3/×3)
Ranged throwing axe +8 (1d6+2)
Special Attacks hatred, mythic power (5/day, surge +1d6), stonestrike
Paladin Spell-Like Abilities (CL 0th; concentration -1)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 22, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +9; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Elemental Channel, Lunge, Shield Focus, Steel Soul[APG], Toughness[M]
Traits exposed to awfulness
Skills Acrobatics -5 (-9 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Diplomacy +5, Heal +6, Knowledge (nobility) +4, Knowledge (religion) +5, Perception +1 (+3 to notice unusual stonework), Sense Motive +5, Spellcraft +8, Survival +1 (+3 to avoid becoming lost when using this); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ defensive stance, lay on hands 3/day (3d6), legendary power, legendary surge, mercy (fatigued), mythic bond, stone servant
Combat Gear potion of cure light wounds (3), potion of cure moderate wounds, potion of invisibility; Other Gear mwk full plate, mwk heavy steel shield, radiance, throwing axe (2), belt of mighty constitution +2, bedroll, belt pouch, belt pouch, chalk, compass, flint and steel, grappling hook, hemp rope (50 ft.), masterwork backpack, tindertwig (5), trail rations (7), twine (50') (2), waterskin (2), weapon cord, wooden holy symbol of Torag, 38 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Reduction (3/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Stance (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel (Earth) Channel Energy can affect a chosen elemental subtype of outsiders.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Fortification 25% You have a chance to negate critical hits on attacks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Shield Focus +1 Shield AC
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stone Servant (Small, 1/day) (Su) Summon an earth elemental to fight beside you.
Stoneblood (25% fortification, +7 to stabilize) (Ex) 25% fortification, +7 to stabilize.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonestrike +2 (7 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 14 hardness & if on earth/stone add to CMD.
Sudden Block (Su) As an imm action, use 1 power to add +1 to own/adj ally AC vs a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Weapon cord Attached weapon can be recovered as a swift action.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
I think you're forgetting your mythic campaign trait. If you have Exposed to Awfulness, and you take Guardian as your mythic path, you get an extra +3 hp each level.
.
.
.
.
+14 from d10+Con Mod
+ 2 from Mythic Toughness
+ 1 from Favored Class?
+ 3 from your Mythic Campaign trait
=20
This is why applying the Guardian path gives you a bump of 26 hp. 5 from your first tier, 21 from 3 * 7 (your level)