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<blockquote data-quote="KarinsDad" data-source="post: 7167137" data-attributes="member: 2011"><p>You consider this a super powerful ability for a 20th level PC? Besides, a party Cleric at 20th level could create a chest full of scrolls of Death Ward and Revivifies and protect the entire party anyway.</p><p></p><p>Since the vast majority of attacks do not kill PCs outright, this doesn't seem earthshaking.</p><p></p><p>For example, Death Ward. Monster hits Wizard for 15 hit points when he has 10 hit points remaining. Wizard is at 1 hit point instead. Monster hits again and Wizard is still unconscious. So for a 4th level spell, the Wizard might sometimes last a fraction of a round longer. If the monster has no more attacks that round or misses with follow up attacks and/or another monster doesn't attack and hit the Wizard before the Wizard's init, sure, it might significantly help.</p><p></p><p>Contingency Revify? Sure, it sounds great on paper, but the Wizard is now conscious instead of dead. Yes, he is alive, but at 1 hit point and probably not conscious for long.</p><p></p><p>PS. DM ruling as to whether both Contingency and Death Ward both trigger when the Wizard dies from massive damage (course, that's not the only way to die). I would rule that both triggers fire off.</p><p></p><p>And how many 20th level PCs do people play?</p><p></p><p></p><p>The earliest level that a Wizard could get Death Ward is level 8 (Cleric 1 Wizard 7, 4 SP out of 27). He would have to cast one of his 2 4th level slots to protect himself. In our game, Wizards (even ones in heavier armor) don't often go unconscious unless the entire party is at risk. Sure, once in a blue moon, but Misty Step and Greater Invisibility and a group of PCs in front of them and such keeps them mostly out of harms way. So yes, he gains this cool ability, but most days it doesn't do anything other than use up a 4th level spell slot because most Wizards are rarely in real harms way. Oh and he cannot do any healing at ALL because he already used up all of his Cleric SPs for the day. Even at level 9, 4 SP out of 36 (1/9th). He can never cast both Death Ward and any other Cleric spell unless he takes a second level in Cleric. Even at level 20, 5% of 89 points = 4.45 SP or 4 SP.</p><p></p><p>He never gains more than 4 SP with a single level dip of Cleric.</p><p></p><p></p><p>Then again, that's the point of the thread. Is there a way to make such multiclassing viable? Your contingency example here, while cool and awesome sounding, is probably not that useful or potent in actual game play because there are SO many other things that a 20th level party can do. Or even a level 11 party, the first level at which a Cleric 1 / Wizard 10 could do this (fairly pricey at level 11 at 1800 GP and the PC might never die). Even if he dies from death saving throws, he comes back to life and 1 hit point will kill him again (since he failed 3 death saving throws already this encounter).</p><p></p><p>Yeah, I don't see where this is game breaking.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7167137, member: 2011"] You consider this a super powerful ability for a 20th level PC? Besides, a party Cleric at 20th level could create a chest full of scrolls of Death Ward and Revivifies and protect the entire party anyway. Since the vast majority of attacks do not kill PCs outright, this doesn't seem earthshaking. For example, Death Ward. Monster hits Wizard for 15 hit points when he has 10 hit points remaining. Wizard is at 1 hit point instead. Monster hits again and Wizard is still unconscious. So for a 4th level spell, the Wizard might sometimes last a fraction of a round longer. If the monster has no more attacks that round or misses with follow up attacks and/or another monster doesn't attack and hit the Wizard before the Wizard's init, sure, it might significantly help. Contingency Revify? Sure, it sounds great on paper, but the Wizard is now conscious instead of dead. Yes, he is alive, but at 1 hit point and probably not conscious for long. PS. DM ruling as to whether both Contingency and Death Ward both trigger when the Wizard dies from massive damage (course, that's not the only way to die). I would rule that both triggers fire off. And how many 20th level PCs do people play? The earliest level that a Wizard could get Death Ward is level 8 (Cleric 1 Wizard 7, 4 SP out of 27). He would have to cast one of his 2 4th level slots to protect himself. In our game, Wizards (even ones in heavier armor) don't often go unconscious unless the entire party is at risk. Sure, once in a blue moon, but Misty Step and Greater Invisibility and a group of PCs in front of them and such keeps them mostly out of harms way. So yes, he gains this cool ability, but most days it doesn't do anything other than use up a 4th level spell slot because most Wizards are rarely in real harms way. Oh and he cannot do any healing at ALL because he already used up all of his Cleric SPs for the day. Even at level 9, 4 SP out of 36 (1/9th). He can never cast both Death Ward and any other Cleric spell unless he takes a second level in Cleric. Even at level 20, 5% of 89 points = 4.45 SP or 4 SP. He never gains more than 4 SP with a single level dip of Cleric. Then again, that's the point of the thread. Is there a way to make such multiclassing viable? Your contingency example here, while cool and awesome sounding, is probably not that useful or potent in actual game play because there are SO many other things that a 20th level party can do. Or even a level 11 party, the first level at which a Cleric 1 / Wizard 10 could do this (fairly pricey at level 11 at 1800 GP and the PC might never die). Even if he dies from death saving throws, he comes back to life and 1 hit point will kill him again (since he failed 3 death saving throws already this encounter). Yeah, I don't see where this is game breaking. [/QUOTE]
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