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fatal flaw: low hitpoints
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<blockquote data-quote="frankthedm" data-source="post: 4962378" data-attributes="member: 1164"><p>Not at the cost of their life.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> sacrificing HP off an arcane caster without con bonus before rolling HP falls outside of what I'd call "calculated".</p><p></p><p>Rebuilding the character somewhat will dramatically increase survivability. Otherwise</p><p>it sounds like you are gambling your life for power when you know you've already rolled snake eyes. <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /></p><p></p><p>Improved toughness wont work until level 9. At level 6, the character won't have a +2 Fort save. </p><p></p><p>If the cleric's player agrees with you that the character is interesting, then see if they are willing to keep this spell on you <a href="http://www.d20srd.org/srd/spells/shieldOther.htm" target="_blank">Shield Other</a>. You'll HAVE to stay within 40' / 8 squares range at all times to keep the spell from ending prematurely though, so expect "anchor" jokes at the gametable.</p><p></p><p></p><p><span style="font-size: 9px"><strong>Shield Other</strong></span></p><p><span style="font-size: 9px">Abjuration</span></p><p><span style="font-size: 9px">Level: Clr 2, Pal 2, Protection 2</span></p><p><span style="font-size: 9px">Components: V, S, F</span></p><p><span style="font-size: 9px">Casting Time: 1 standard action</span></p><p><span style="font-size: 9px">Range: <strong>Close (25 ft. + 5 ft./2 levels)</strong></span></p><p><span style="font-size: 9px">Target: One creature</span></p><p><span style="font-size: 9px">Duration: <strong>1 hour/level (D)</strong></span></p><p><span style="font-size: 9px">Saving Throw: Will negates (harmless)</span></p><p><span style="font-size: 9px">Spell Resistance: Yes (harmless)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">If you and the subject of the spell move out of range of each other, the spell ends.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Focus</span></p><p><span style="font-size: 9px">A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.</span></p><p></p><p>...</p></blockquote><p></p>
[QUOTE="frankthedm, post: 4962378, member: 1164"] Not at the cost of their life. :hmm: sacrificing HP off an arcane caster without con bonus before rolling HP falls outside of what I'd call "calculated". Rebuilding the character somewhat will dramatically increase survivability. Otherwise it sounds like you are gambling your life for power when you know you've already rolled snake eyes. :1: :1: Improved toughness wont work until level 9. At level 6, the character won't have a +2 Fort save. If the cleric's player agrees with you that the character is interesting, then see if they are willing to keep this spell on you [url=http://www.d20srd.org/srd/spells/shieldOther.htm]Shield Other[/url]. You'll HAVE to stay within 40' / 8 squares range at all times to keep the spell from ending prematurely though, so expect "anchor" jokes at the gametable. [SIZE="1"][B]Shield Other[/B] Abjuration Level: Clr 2, Pal 2, Protection 2 Components: V, S, F Casting Time: 1 standard action Range: [B]Close (25 ft. + 5 ft./2 levels)[/B] Target: One creature Duration: [B]1 hour/level (D)[/B] Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject. If you and the subject of the spell move out of range of each other, the spell ends. Focus A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.[/SIZE] ... [/QUOTE]
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fatal flaw: low hitpoints
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