The oddity of your magic armor feeding in to it... is kind of jarring though. Perhaps it is like the warriors who over time learns to make their weapons a part of them.
I haven't crunched the numbers. I was waiting for y'all to do that for me

The oddity of your magic armor feeding in to it... is kind of jarring though. Perhaps it is like the warriors who over time learns to make their weapons a part of them.
Using the lesser of real hit point loss or <the normal amount> without any other changes already allows even 1 minion to eventually get through if he lasts long enough and multiple ones to get through proportionately faster (because of more attacks), shrug.If an enemy damages you with a melee or close attack, you may gain <the normal amount> of temporary hp
(as an immediate reaction)
(at the start of your next turn)
(at the end of your next turn)
If you want to change it to 1/round, pick one of the above - deals with immunity to many minions, though one is still screwed (but, really, that's okay).
I am a concept cruncher and number absorber... It isnt that Con goes up fast.. its that it tends to start too high with people wanting to optimise for this build in some ways that is ok. (Remember because it is tied to CON it means they dont pump points in to a DEX based armor class. ) Your adjusted BRV'ers would be high AC by a different route they would stick it in to DEX, because they dont need to put it in to con I think.I haven't crunched the numbers. I was waiting for y'all to do that for me![]()
I am a concept cruncher and number absorber... It isnt that Con goes up fast.. its that it tends to start too high with people wanting to optimise for this build in some ways that is ok. (Remember because it is tied to CON it means they dont pump points in to a DEX based armor class. ) Your adjusted BRV'ers would be high AC by a different route they would stick it in to DEX, because they dont need to put it in to con I think.
This just made me realise that we're going about this the wrong way; we're finding solutions and then trying to make them balanced.
Instead, we should be working out what is a balanced and reasonable amount of THP to gain throughout the levels that keeps the class interesting and yet doesn't overshadow the other build choices.
It would seem that we've identified all the key issues, so first we should probably try to collate them as a reference. I'll try and put a few out there to start:
- Strength should be the primary stat and they shouldn't have a motivation for it not to be.
- Con should be the secondary stat and they shouldn't have a motivation for it not to be.
- Minions need to be a threat, not a speed-bump.
- Needs to maintain the feel of an adrenaline-charged defender.
- Should scale appropriately throughout the levels. Highs and lows are ok, but it should never be so powerful that it's a no-brainer choice or weak that it's not a contender.
- Solve the issue of out of combat THP stacking.
EDIT: Hmm, this made me think of another possible solution: scaling the amount of THP to the threat. Minions are a low-level of threat so they don't get much benefit against them, standard creatures are a medium level threat so they get a medium level of THP, etc.
Say, fighter hits 80% of the time and gains 5 temp HP each time. The monster hits 10% of the time and does 10 damage each time. So the fighter gains 4 expected temp HP per round and only loses 1.
However, this type of situation seems rare. You'd have to be using awfully weak monsters.
The errata is very close to my suggestion - invigorating on the miss instead of double is probably a smarter idea, and I still am not a fan of all this advocating hammers and axes things as part of the class, but eh.
So, yeah, problem solved. Go home?