Help my 12 hp wizard (lvl 4)


log in or register to remove this ad

hey! wait a sec!

A level 4 wizard should have on average

4 +2.5 * 3 = 4 + 7.5 = 11.5 + con bonus for HP.

You have 12.

seems like it's your fault for not having a higher CON.

I know fault might not be the best word here but for lack of a better one...
 

apsuman said:
hey! wait a sec!

A level 4 wizard should have on average

4 +2.5 * 3 = 4 + 7.5 = 11.5 + con bonus for HP.

I'm not saying I'm below average, I'm just saying I'm pretty fragile. A random area effect suitable for our level could easily kill me, and you reallly couldn't blame the DM.
 

True a random area effect could kill you. I think that's the point of having d4 for hit dice. You are supposed to be fragile.

What area effects are you worried about? Is level 4 when you start getting hit with fireballs?

Given that your hp are average, you need to be proactive in dealing with those things that might kill you in a singe dice roll (like fireball). Up your saves, Cat's grace, or an item. Up your initiative, ditto the Cat again, but Improved initiative is a great feat. Make yourself harder to be grouped in the area effect. Do rings of invisibility work 24/7? Hide. Send your familiar out to scout for you *ALL* the time.
 

Hypersmurf said:
Heh. Our party recently had a 3rd level wizard with 18 hit points... and a 3rd level paladin with... 18 hit points.

One rolled really well. The other, well, didn't.

-Hyp.

And that's why I don't like rolling for Ability Scores and HP. In one (2e) game, we had a fighter 3 with 13 HP...
 

I despise random HP/ability scores. Try playing a 1HP fighter (2E days), when the DM has you roll hitpoints LAST of all, and you've kitted yourself out with platemail and a 2H sword.

Trust me, it SUCKED, and I spent the first three adventures TRYING to die, so I could make a new character (the DM spent them desperately trying to keep me ALIVE, "because I should learn to play more characters than just the powerful ones" ... so much for *fun* having been the reason I was there).
 

I've been having fun with a little trick that keeps the fun of rolling but minimizes the chance of poor HP ruining a character.

Players roll their hit die as normal but I also roll the same hit die as well, behind the DM screen. Player now gets to choose: Their roll or my concealed roll. If the player happens to roll really low they always go for my roll (which is usually better) but sometimes one of my players try to push their luck and take my roll when they get an average roll. Sometimes it pays, sometimes it doesn't LOL.

We've had fun with on both sides of the screen as I taunt my players with the possibilities unseen behind the screen and they decide to gamble or play it safe with a medocre roll. Either way low rolls aren't seen too often and besides...we figure if two seperate, unrelated dice roll THAT low it was simply meant to be! :p

It's a nice even ground between the safety nets of fixed HP and the joy of the random dice gods!

[On a side note: We roll stats for the fun but in a method that leaves poor stats a rarity and average to good stats is the norm. The same sort of balance we found with HP rolling interestingly enough.]
 
Last edited:

Hypersmurf said:
Heh. Our party recently had a 3rd level wizard with 18 hit points... and a 3rd level paladin with... 18 hit points.

One rolled really well. The other, well, didn't.

-Hyp.
Friend of mine had a level 5 paladin in 2nd ed AD&D (oldschool rolling) with 9 hitpoints :D
 

Take your next level as a cleric of a god that fits with your necromantic concept. The wizard/cleric combo is a perfect fit for the necromancer. You'll get a big boost to your Fort save and hit points, a handful of useful spells, and maybe some contacts that will turn out to be useful as you gain levels. Also, the ability to rebuke undead is actually quite nice for a wizard necromancer. Plus, if you eventually take Extra Turning and then some of the cool feats available to clerics, you can turn this character into something to be feared.

Dave
 

False life.

Get sudden empower. Suddenly empowered false life.

Get contingency. Contingent upon "when my hitpoints are below X, cast false life on me. You know, the suddenly empowered false life that I cast yesterday with the contingency".

That gives you an average of 30-60 extra hitpoints, and is the best use I can imagine for contingency when you first get it...

Pick up a cohort with devoted defender levels.

As for now? Con items, false life, elemental resistances.
 

Remove ads

Top