| Ganryu |
Because of really bad luck when rolling HP for my wizard I ended up with low rolls:
We're starting at level 9, and the rolls are (without con added)
6, 1, 1, 1, 2, 2, 3, 4, 5
Only two rolls above the expected value. This adds up to 25. With my 12 in constitution that gets me 34 hit points and when I add 8 points for favoured class I have 42.
Expected value for a wizard's HP with 12 con at level 9 is
7 + 4.5 * 8 = 43
51 with favoured class bonuses included.
Captain K.
|
Tough it out. Just don't get hit.
It's a drag, I know, but you have already used a Feat and your Favoured Class to jack it up, it seems a shame to spend even more resources.
Starting at level 9, it doesn't matter any more. It mattered at low levels, but not now. Anything that hits you will one-shot you, so don't worry about it. Just don't get hit.
You are a Wizard casting 5th level spells. Not getting hit is your thing. At this stage, spending 4k on a Belt of Mighty Constitution is probably better for the +2 Fort save than the 18 HP.
| Ganryu |
Good idea!
The spell cap is not clear though. It says there's a max cap on part or the whole of the spell.
There are two interpretations.
1: The cap in on the total HP gained such that it cannot exceed 10.
2: The cap is on the bonus part to the roll such that you always gain 1d10 + lvl where lvl is capped at 10. (but a 10 + 10 roll is possible)
| Ganryu |
You're at the point where hit points can matter a lot. Lots of AoE attacks.
If you haven't taken Toughness then I'd recommend that. And Con boosting items. Emergency Force Sphere as a spell.
Or if alignment, group and campaign allows maybe Magic Jar is your friend.
I'm already extremely strained on feats so I would prefer not to.
Magic Jar is a confusing spell. I know how it works, but how do you handle it practically? You have someone carry your real body while you possess some monster?
How do you actually possess a monster anyway? It seems that you can't actually directly target a creature. The target is determined randomly, so you could just as likely target your own fighter?
| Kayerloth |
| 1 person marked this as a favorite. |
Good idea!
The spell cap is not clear though. It says there's a max cap on part or the whole of the spell.
There are two interpretations.
1: The cap in on the total HP gained such that it cannot exceed 10.
2: The cap is on the bonus part to the roll such that you always gain 1d10 + lvl where lvl is capped at 10. (but a 10 + 10 roll is possible)
Don't see an answer to this in the thread yet so yes it is number 2. The cap refers to the caster level portion of the spell not the grand total.
pauljathome
|
Magic Jar is a confusing spell. I know how it works, but how do you handle it practically? You have someone carry your real body while you possess some monster?
How do you actually possess a monster anyway? It seems that you can't actually directly target a creature. The target is determined randomly, so you could just as likely target your own fighter?
Its one of those spells best discussed with your GM as its optimal use is very cheesy. Enough so that many will forbid it.
You put your soul in jar. Protect your body (bag of holding is good). Then take over the body of the hill giant/6th level barbarian/etc slave that your companions brought close.
| Wheldrake |
Our team just cuts to the chase and gives max hp per hit dice. It gives our GM (who's never played pathfinder before) a bit more breathing room as far as challenges are concerned, as we don't die outright if he miscalculates a fight.
I agree low hit points are frustrating. Low stats too. When we started our current campaign, my character's highest stats were 16, 13 and 12, and it went downhill from there. Not so shabby, I hear you say, but the other players were way beyond my pay grade. Two had 2 stats above 17. I was a little frustrated, but now, four years later, my character is the only one who has never died. Go figure.
You could ask your DM to let everyone reroll "1"s or "1"s and "2"s. on hit points. Or just live with it. Working around a drawback or limitation can make playing your character a lot more interesting.
This said, it looks like your hit point total is only one below average. <shrug>
| Corodix |
You might also want to put an extra focus on improving your reflex save and possibly get a ring of evasion. AoE damage is likely your biggest threat, without evasion you take half damage even if you save, a couple of AoE spells could take you down.
Blink could also be an interesting spell, while it certainly has some hefty disadvantages (20% chance that your spells fail), it reduces AoE damage by half and reduces the chance of being hit by spells and physical attacks. Being able to go through walls can also be handy when you need to get out of a tough spot. I've used it with great success on a dragon disciple character, combined with mirror image.
ProfPotts
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Make sure the spell Shadow Projection is in your spellbook. Never physically go on adventures. Have your monkey (or improved) familiar standing by next to your physical body (in the 'panic room' vault you've stashed it in) with a potion of cure light wounds to revive you if your shadow-self's hit points are destroyed and you end up back in your body. Rise, repeat.
| Draco18s |
| Corvino |
My favorite solution to the Hit Point rolls thing is to just count all rolls of 1 as 2s. This barely affects the average roll (average total at level 10 is 1HP difference for a d6 HD) but really mitigates against a series of minimum rolls.
With d8s or d10s you could even count 1s and 2s as 3s and still only increase the average hit point tally by 3-4 over 10 levels.
1+2+3+4+5+6+7+8 = 36 Avg 4.5 - Mean HP at level 10 with no bonuses: 45
3+3+3+4+5+6+7+8 = 39 Avg 4.875 - Mean HP at level 10 with no bonuses: 48-49
Serious mitigation against low rolls with little change to overall mean scores and no difference to maximums.
(*Edit* NB - rerolling low numbers instead of just counting them as the next highest does significantly change the mean)