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Theory Crafting fun: Max HP with standard array (no magic items or GM hand outs like Epic boons)
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<blockquote data-quote="ClaytonCross" data-source="post: 7914236" data-attributes="member: 6880599"><p>Standard Array: Str 14 , Dex 12, Con 15, Int 8, Wiz, 13, Cha 10</p><p><strong>Hill Dwarf</strong>, +2 Con, +1 Wiz, Dwarven Toughness +1 per level (<strong>+20</strong>)</p><p>Standard Array: Str 14 , Dex 12, Con 17, Int 8, Wiz, 14, Cha 10</p><p><strong>Barbarian lvl 20</strong></p><p> 1d12 hit dice x20 (<strong>31 min | 135.5 average roll | 145 take static 7 | 240 max</strong>)</p><p> ASI/Feat lvl 4: Dwarven Fortitude: +1 constitution (18 total constitution) and Whenever you take the Dodge action in combat, you can spend one Hit Die to heal</p><p> yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).</p><p> ASI/Feat lvl 8: +2 con for Constitution 20</p><p> Primal Champion lvl 20 capstone Str and Con increased by +4, max increased to 24.</p><p> Constitution modifier for 24 Constitution is +7 per level (<strong>+140</strong>)</p><p> ASI lvl 12 tough feat: +2 Per level (<strong>+40</strong>)</p><p><strong>Actual Total HP:</strong> 231 min | 335.5 average roll | 345 take static 7 | <strong>440 max</strong></p><p> Path of the Totem Warrior: lvl 3 feature Totem Spirit: While raging, you have resistance to all damage except psychic damage.</p><p> The spirit of the bear makes you tough enough to stand up to any punishment.</p><p><strong><u>Effective</u>* total HP (excluding psychic enemies): </strong>462 min | 671 average roll | 690 take static 7 | <strong>880 max</strong></p><p> ASI/Feat lvl 16: Durable Feat - short rest hit dice can't be below 7+7 constitution modifier</p><p> - Assuming your damaged on the first round and ever round after with substantial damage but survive while raging, you can use your bonus action to trigger Dwarven Fortitude to heal 1 hit dice each turn, combine with the durable for a minimum of 14HP and max of 19HP.</p><p> - Considering large scale combat, likely around 10 rounds. 140HP - 190HP</p><p><strong><u>Effective</u>* total HP (excluding psychic enemies) over 10 round: </strong>602-612 min | 811-861 average roll | 83<strong>0</strong>-880 take static 7 | 1,020 - <strong>1,070 max</strong></p><p></p><p>*While damage resistance and healing with hit dice are not strictly HP they are both an extension of the life of HP that don't use healing magic of any kind or any outside magic or player interaction. So you can take 420 max as accurate, but in my opinion 790HP is the actual play guarantied number with this build and 1,030 is the theoretical maximum damage within the 10 round limit. Which, yes is half the Hit dice possible but I don't remember having a fight where we did not win or die in 10 rounds or less. If some one thinks they could go 20 rounds 790 / 1,030 changes to <strong>930 / 1,220 HP</strong>.</p><p></p><p>I am pretty sure this is the worst or best depending on how you look at it, but if you have any improvements or alternates I would love to see them.</p><p></p><p>Edit: Fix for Tough Feat being +2HP per level instead of +1HP per level.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7914236, member: 6880599"] Standard Array: Str 14 , Dex 12, Con 15, Int 8, Wiz, 13, Cha 10 [B]Hill Dwarf[/B], +2 Con, +1 Wiz, Dwarven Toughness +1 per level ([B]+20[/B]) Standard Array: Str 14 , Dex 12, Con 17, Int 8, Wiz, 14, Cha 10 [B]Barbarian lvl 20[/B] 1d12 hit dice x20 ([B]31 min | 135.5 average roll | 145 take static 7 | 240 max[/B]) ASI/Feat lvl 4: Dwarven Fortitude: +1 constitution (18 total constitution) and Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). ASI/Feat lvl 8: +2 con for Constitution 20 Primal Champion lvl 20 capstone Str and Con increased by +4, max increased to 24. Constitution modifier for 24 Constitution is +7 per level ([B]+140[/B]) ASI lvl 12 tough feat: +2 Per level ([B]+40[/B]) [B]Actual Total HP:[/B] 231 min | 335.5 average roll | 345 take static 7 | [B]440 max[/B] Path of the Totem Warrior: lvl 3 feature Totem Spirit: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. [B][U]Effective[/U]* total HP (excluding psychic enemies): [/B]462 min | 671 average roll | 690 take static 7 | [B]880 max[/B] ASI/Feat lvl 16: Durable Feat - short rest hit dice can't be below 7+7 constitution modifier - Assuming your damaged on the first round and ever round after with substantial damage but survive while raging, you can use your bonus action to trigger Dwarven Fortitude to heal 1 hit dice each turn, combine with the durable for a minimum of 14HP and max of 19HP. - Considering large scale combat, likely around 10 rounds. 140HP - 190HP [B][U]Effective[/U]* total HP (excluding psychic enemies) over 10 round: [/B]602-612 min | 811-861 average roll | 83[B]0[/B]-880 take static 7 | 1,020 - [B]1,070 max[/B] *While damage resistance and healing with hit dice are not strictly HP they are both an extension of the life of HP that don't use healing magic of any kind or any outside magic or player interaction. So you can take 420 max as accurate, but in my opinion 790HP is the actual play guarantied number with this build and 1,030 is the theoretical maximum damage within the 10 round limit. Which, yes is half the Hit dice possible but I don't remember having a fight where we did not win or die in 10 rounds or less. If some one thinks they could go 20 rounds 790 / 1,030 changes to [B]930 / 1,220 HP[/B]. I am pretty sure this is the worst or best depending on how you look at it, but if you have any improvements or alternates I would love to see them. Edit: Fix for Tough Feat being +2HP per level instead of +1HP per level. [/QUOTE]
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