Help my 12 hp wizard (lvl 4)


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welby said:
heheh, the DM will never see that coming :)

*whistles innocently

Qualen will be dead long before he starts tossing permanency on anything. And not dead in the 'Oh cool, I'm a necro so this is perfect!' kind of way.
 
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2o-Eyed Foe said:
Qualen will be dead long before he starts tossing permanency on anything. And not dead in the 'Oh cool, I'm a necro so this perfect!' kind of way.

LOL! Way to chime in at just the right time.
 

That's your DM ;)?

Shield Other: Well... we had a wizard with 22 hitpoints at level 11. Guess how he rolled. The cleric kept him alive with Shield Other... e.g. after the incoming fireball, the wizard who made his save was unconscious and the cleric who failed his save got 5/4 damage and was nearly dead :D
 




I, too, am playing a HP challenged necromancer (although a variant from a 3rd party supplement, not the PHB version).

My suggestions...

1. Get the "Die Hard" feat. It was one that I started with and I think ive had to use it in just about every adventure. I have a standing order with my party to "not worry about me dying".

2. Wand of False Life. Use it early. Use it often. You cannot stack your temp hit points, but if you have used up most of them from a previous casting you can recast it and "power up" your shields again.

3. You can summon 4HD/level of undead. They are the ultimate devoted bodyguards. Have a couple skeletal dire wolves/worgs/some other fast tough beastie at your side with orders to keep people away from you.

Good Haunting
DS
 

Yeh, Die HArd and potions of even cure MINOR wounds, in a potion belt ... excellent way to stay alive, if not active. Spend an action (taking 1hp damage), and drink a potion (healing 1hp or more). Even at break-even, you're STABILISED, and can now act w/o hitpoint loss.

And Potions fo Cure Minor Wounds only cost 50GP. Not easily doable at levels 1 and 2, but from level 3 on, should be within reach.
 

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