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<blockquote data-quote="nittanytbone" data-source="post: 3136839" data-attributes="member: 35709"><p>Your 8 CON is quite possibly crippling. Seriously, you'll be running around with the same HP as sub-par wizard, and with your 8 str, you can't carry heavy armor for decent AC either. Beg your DM to let you shuffle a 10 or 12 into there. When you change systems, you can't necessarily convert stats directly and end up with viable characters -- in 1E and 2E, there isn't much difference between an 8 and a 14, but in 3.5, there's a huge difference. With 8 con, a level 3 cleric has <strong>10.5 HP </strong> on average. <em>That is cripplingly poor.</em></p><p></p><p>Here are some examples:</p><p></p><p><strong>Death by level 1 Warrior</strong></p><p></p><p>With such poor HP and light armor, I'll assume you can stay out of melee, somehow, because if you get in melee, you're likely dead soon. Example: Level 1 half-orc warrior with Power Attack hits you with a greatclub. He does 5.5 base damage+3 from his 14 str+2 from power attack = 10.5 total damage. You're dead.</p><p></p><p><strong>Death by Wand of Fireballs/AoE</strong></p><p></p><p>Another big risk is Area of Effect spells. Don't bother with Lightning Reflexes; you need Resist Elements and Protection from Elements to soak up damage, because even passing the save you'll likely die (a 6d6 fireball does 20 damage on average; your cleric has 10.5 HP on average. Even half damage = death.).</p><p></p><p><strong>Death by Magic Missiles</strong></p><p></p><p>Say three magic missiles get thrown at you -- not unreasonable, either from one BBEG or 2-3 witch doctor type humanoids. You'll take 3d4+3 damage, which is 10.5 on average. You die.</p><p></p><p>Frankly, I would be frustrated with having so few HP myself. It will likely lead to quick death unless your GM takes it easy on you or your game involves very little combat. And who likes playing a character that has little long-term potential?</p><p></p><p><strong>Steps to mitigate this VERY LOW HP weakness: </strong></p><p></p><p>If he still doesn't let you shuffle after you politely point out the difficulties of changing systems and the short life expectacy that an 8 con dooms any character to, I'd take Craft Wondrous Item so as to be able to make an Amulet of +2 con as cheaply as possible. Divine Vigor would also be good. Improved Toughness can shore up the weakness some as well.</p><p></p><p>I'd also be dumping stat boosts into con to get it up to 10 by level 8.</p><p></p><p>Also, carry some Smokesticks and retreat behind them after sending forth summoned monkeys of doom or casting buffs for your friends. If you hide and have total concealment the bad guys can't target you with magic missile, which will also kill you rapidly.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 3136839, member: 35709"] Your 8 CON is quite possibly crippling. Seriously, you'll be running around with the same HP as sub-par wizard, and with your 8 str, you can't carry heavy armor for decent AC either. Beg your DM to let you shuffle a 10 or 12 into there. When you change systems, you can't necessarily convert stats directly and end up with viable characters -- in 1E and 2E, there isn't much difference between an 8 and a 14, but in 3.5, there's a huge difference. With 8 con, a level 3 cleric has [B]10.5 HP [/B] on average. [I]That is cripplingly poor.[/I] Here are some examples: [B]Death by level 1 Warrior[/B] With such poor HP and light armor, I'll assume you can stay out of melee, somehow, because if you get in melee, you're likely dead soon. Example: Level 1 half-orc warrior with Power Attack hits you with a greatclub. He does 5.5 base damage+3 from his 14 str+2 from power attack = 10.5 total damage. You're dead. [B]Death by Wand of Fireballs/AoE[/B] Another big risk is Area of Effect spells. Don't bother with Lightning Reflexes; you need Resist Elements and Protection from Elements to soak up damage, because even passing the save you'll likely die (a 6d6 fireball does 20 damage on average; your cleric has 10.5 HP on average. Even half damage = death.). [B]Death by Magic Missiles[/B] Say three magic missiles get thrown at you -- not unreasonable, either from one BBEG or 2-3 witch doctor type humanoids. You'll take 3d4+3 damage, which is 10.5 on average. You die. Frankly, I would be frustrated with having so few HP myself. It will likely lead to quick death unless your GM takes it easy on you or your game involves very little combat. And who likes playing a character that has little long-term potential? [B]Steps to mitigate this VERY LOW HP weakness: [/B] If he still doesn't let you shuffle after you politely point out the difficulties of changing systems and the short life expectacy that an 8 con dooms any character to, I'd take Craft Wondrous Item so as to be able to make an Amulet of +2 con as cheaply as possible. Divine Vigor would also be good. Improved Toughness can shore up the weakness some as well. I'd also be dumping stat boosts into con to get it up to 10 by level 8. Also, carry some Smokesticks and retreat behind them after sending forth summoned monkeys of doom or casting buffs for your friends. If you hide and have total concealment the bad guys can't target you with magic missile, which will also kill you rapidly. [/QUOTE]
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