fatal flaw: low hitpoints

Funny how the same conversation you are having on a board can come over much more reasonable and civilized when you hold it in real life.

After asking around here, I got the chance to talk to some of my friends and fellow players about this. They are basically giving me similar advice.....
So I guess I owe some of you an apology.

That said, here's some info update that will probably bring joy to the hearts of some of you, and some info that will probably make some of your cry....

Joy:
-I've decided to spend my 4th lvl stat increase on Con after all. That in combination with an amulet of health +2 increases my hp to 25. Still not much, but a significant improvement. I'm also considering Draconic Toughness (which gives +2 hp per draconic feat). Not as good as Improved toughness, but better than regular toughness. Won't be able to take that one before lvl 9 though....

Cry:
-It looks like the amount of money I will be able to spend on magic items will be somewhere in the 7000-8000 gp range. Less then half of what the DMG proposes for characters of that lvl. This is mostly because the DM has been a bit reluctant in giving out treasure up to now, so the other characters don't have that much money either. (my previous character was an artificer, and this was a real pain to deal with) So no ring of regeneration, or even an amulet of health+4

Thanks everyone for thinking about this with me.
Any further improvement spells and items appreciated!

Glad to hear you have moderated the build. Your character and his extended life thanks you. ;-)
 

log in or register to remove this ad

MIC has amulet of tears, which you can use 3/day to get 12 temp hp each time. Only bummer is that activating it is a swift (and not immediate action), so the timing can be dicey.

I used them to help improve the staying power of those drow mages in the city of spider queen module. I disliked the original necklace they came with as the PCs were typically destroying their own treasure. Conversely, that amulet gave them something to loot after the fight.

You may also need to change the way you play. Since you don't want enemies targeting you, the best way to avoid this is to disable them first. Focus on battlefield control and remove them from the fight altogether. If they are not doing damage, it doesn't matter if you have 100hp or 1hp. :cool:

Your DM might also wish to change the makeup of battle by favouring targeted attacks over AoE ones (so defensive spells like mirror image can serve their purpose). I have read about wizards who get hit like only twice up to lv10+, and this is with their AC only at 11.
 

You should try to get deathward from a source. The most obvious is as armor entchantment, but you guess you can't wear any without penalty. So try and get it somehow.
At level 7 the enemy spellcasters could have enervation, which is at the moment 50% likely to bring you to negative hitpoints ( if you have no SR ) .
 

Is the party Cleric willing to keep a Delay Death spell on hand for you? That spell doesn't really care what your max hp is. Just as long as he has a wand of cure light, or the healing touch feat, that spell will let you go as far into the negatives as you like. Of course, you need Die Hard feat to still act while in the negatives, but...you could use the Heroics spell to grant it to yourself? :)
 

Another possible spell for the party cleric is Close Wounds - immediate action to cure d4+5 hit points. So, if you're dropped to -15, the cleric could cast it and you'd be somewhere between -9 and -6
 


Remove ads

Top