How to increase HP


Advice


I have an alchemist who has sky high AC and good saving throws but my HP is very low.

I've currently got a belt of dex +6. I'm eventually going to upgrade it to a best of Dex & Con +6.

In the meantime I'm planning on grabbing a Pink Rhomboid Ioun Stone: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun- stones/pink-rhomboid-ioun-stone/ Which will give me 1 HP per level.

I'm also going to use the Alchemist 4 spell False Life: http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/falseLife.html

Which will give me an average of 23 temporary HP at level 12.

Do you guys know of any other means where I can increase my HP for my squishy alchemist?

thanks!


You don't have to wait until you can get +6 Con added, get +2 or +4 Con in the meantime and upgrade to +6 later. 6000gp to add +2 or 24000gp to add +4, versus the 54000gp to get +6 added. That would get you either 12 or 24 hp.

Grand Lodge

Dip Unchained Barbarian?


Since we're talking about a Belt of Dex +6, I'm assuming it's not Society play.

Have you considered Retraining? The Retraining rules allows you to spend three days and (30xlevel) gp to raise your HP by 1, to your maximum HP from hit dice. This would be more economical than buying a bunch of Ioun Stones.

Edit:

A-ha! Get ninja:d!


Does your GM allow the retraining rules? If so, you can use downtime to improve your HP up to the max you could have rolled.


If you have good AC and saves, what damage are you taking where this is an issue?

Consider resist/protect spells, stoneskin and other sources of DR as well as sources of miss chances such as blur and displacement.

If your game allows item stacking, a belt of stoneskin and a minor cloak of displacement are good pickups.

Tumor familiar with the protector archetype gives you an HP battery with fast healing. Can also give you healing/buffing infusions with poisoner's gloves (Extra Item Slots to get hands slot if needed).

Determination on armor or a shield/buckler is good if all else fails.


Also, are you actually crafting items? Like craft wondrous item?


I guess I'll have to retrain HP. 1 HP for 3 days of training. Being level 12 I guess that will take 36 days and 4320 GP.

I didn't see any belts where they gave a +6 on 1 ability score and a +4 or +2 on another. I thought you had to buy them so they'd have a +4/+4 dex/con or a +6/+6 dex/con. I'll definitely go from +6/+2 to +6/+4 then +6/+6, didn't know I had that option.

Damage usually taken is when we are spending the whole day travelling and creatures surprise us and we only have max 1 round to buff ourselves, that's when I'm most at risk with low AC/ no time for buffs and very low HP.

Yes one in our party has craft wondrous items. I've got a +6 headband of int, +6 belt of dex, cloak of protection +5 and few other things.

GM Rednal: I didn't roll for HP, I took half + 1. So 5 for a d8 alchemist. I was under impression I could only increase my HP via retraining by 1 HP per level (so max 12 at level). You seem to be saying that I could increase my HP to a max of what I could roll which would be 8 on a d8. Not sure what is right here.


To clarify, if you're a lv 12 alchemist who rolled average for all your levels (+ the full first hit die), you can retrain to get 38.5 extra HP. Not one per level, but all the HP you could have gotten, for every level.


While this Aegis doesn't increase health, it will help you from dying due to HP loss... Other than that, you just need Con, and it sounds like you already know how you're going to increase it.

.

Aegis of Recovery, Greater

Price 3,750 gp; Slot neck; CL 9th; Weight —; Aura moderate abjuration and conjuration

DESCRIPTION

This aegis has a thick medallion that is typically carved with the image of bared fangs or a poisoned dagger.

It functions as an aegis of recovery, except it grants the wearer a +5 resistance bonus on all saving throws to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. Should the wearer drop below 0 hit points, the greater aegis of recovery heals the wearer for 5d8+7 points of damage and then crumbles to dust.


Ok, in the case of having a crafter in your party, it's only 3000gp to add +2 Con, 12000gp to add +4 Con, and 27000gp to add +6 Con.

In general, you can add any ability that costs less than the most expensive ability on the item by taking that ability's price, multiplying it by 1.5, and in the case of someone with the crafting feat, divide the cost by half.

Example. A +6 belt of Con costs 36000gp. 36000gp*1.5 is 54000gp. Now since you have someone with the crafting feat, you get to divide it by half. 54000gp/2 is 27000gp. This method works for most items, but there can be exceptions.


That Greater Aegis of Recovery seems pretty cool. Very much worth.

Genoin: Thanks for the math, I will start adding con to my dex belt immediately.

Wonderstell: If I'm level 12 and I took full 8 HP (D8) at first level. And 5 hp every level after 1st. Wouldn't the max HP for a level 12 alchemist be 3 HP per level? 3 hp x 11 levels = 33 HP total retraining possible? Seems very strong, I'm being told that most DM's would only allow you to retrain 1 extra HP per level. I suppose it's up to the DM, but he generally runs the campaigns as RAW.

Grand Lodge

Do you have a familair? If you can get a non tumor familair you can increase your hp by 50%.

Silver Crusade

1. Toughness feat.

2. Spontaneous Healing discovery. Increase the rnds/day with the Healing Touch discovery.


I have a tumor familiar and I also have a second tumor familiar through a magic item that was attained:

"Second familiar: So long as the bottle is held, you gain a second weaker tumor familiar, if you have the tumor familiar discovery. This familiar has 1/4 your max hp rather than half, and only has a standard action."

How do I increase my HP by 50% though?

That spontaneous healing discovery looks good to go. At level 12 I can get fast healing 5 as free action 6x a day - probably worth.


@Crexis: Rules as Written, "You can retrain hit points only if your maximum hit point total is less than the maximum possible hit point total for your character." It's not just one point per level. ^^ You do need a teacher a level higher than you are, though.

Grand Lodge

Protector archetype. Can absorb half your damage. Tumours can not be protectors though.


Pink Rhomboid does not stack with belt, they both give enhancement bonus.

Toughness and retraining for HP is what i know, but that is already said.


If all you need/want is HP, why not False Life or its greater kin? 1d10+10, or 2d10 + 12 w/ greater, temporary HP is nothing to sneeze at.

Silver Crusade

With Greater Mutagen you can get up to +6 to Constitution (or +4 if you want to put the +6 on Dex/Str).

Honestly I don't see the problem. Let's say you have base Con 10. d8 HD means 8hp + 4.5hp-per-level, that is ~57.5hp (which over 12 levels is pretty much accurate even if you rolled instead of taking the rounded-up average). Throw in 12hp from the ioun stone, at least 24hp from Greater (or normal) Mutagen, 23 temporary hp from False Life replenishable at each cast, and you get a total of 116.5hp, which is not squishy at all! And this is a very conservative estimate: for example, you could throw in an additional 12hp from FCB, or 1 extra hp per level in case you have higher base Con.

For comparison, a 12th level Fighter with Con 14, Toughness, +2 Con ioun stone will have an average of 118.5hp, which is pretty much the same. Sure, the Fighter will probably use his FCB on hp for an extra 12hp, but you can too and, even if not, the Fighter will probably have a lower AC, will be the primary target more than the Alchemist, and won't be able to heal himself.

Grand Lodge

My unkillable alchemist had one level of bloodrager for a familair with boon companion to make it a protector.

HP + 2 per level + 50%

Greater mutagen, (Elemental body optional)

Resinous skin dr 5

Ablative Barrier turns spontanious heal from fast healing 5 to effectively fast healing 10.

Then toss in a extract of phantom blood for safey.


Thanks for the info. I decided to get a cognatogen over the mutagen since I'm a grenadier bomber from the backline. I also took the teifling favored class bonus which gives my bombs extra damage.

Will definitely get a belt of con (and dex), retrain for more HP and take greater false life, false life and aid to increase my temp HP.

Might also take the fast healing discovery so my tumor familiars can give me more HP.


Grandlounge wrote:
Do you have a familair? If you can get a non tumor familair you can increase your hp by 50%.

There's no harm in asking his GM. And if this is a PFS Character, last I checked, Ultimate Wilderness has not been allowed as an Additional Resource (Has it yet?), so Protector Tumor Familiar is still PFS Legal.

Grand Lodge

Worth asking. Ultimate wilderness just became PFS legal along with an updated campaign clarification document.


If your character can mix up Level 4 Extracts, I think he can whip up an Extract of Echolocation, which gives you Blindsight. Get an Eversmoking Bottle, and everyone around you will be Blinded, and you will enjoy a 50% Miss Chance. You could also gain Scent with Alter Self and take the Blind Fighting Feat

There is a Goblin Feat, Roll with It, that sort of gives you a Saving Throw vs. Melee hits.

Levels in Living Monolith will give you DR/-, immunity to Bleed, fortification from crits, and auto-stabilize after 0 hp.

I'm thinking Defense in Layers: Miss Chance, high AC, DR, Shield Other Protector Familiar, and maybe gift yourself Infernal Healing Somehow for Fast Healing.


Would I be eligable to use the extract phantom blood?

Phantom Blood:
http://www.d20pfsrd.com/magic/all-spells/p/phantom-blood

I need some clarification about that phantom blood spell and using it on myself.

Grand Lodge

It's only good if you have rage.


Scott Wilhelm wrote:

If your character can mix up Level 4 Extracts, I think he can whip up an Extract of Echolocation, which gives you Blindsight. Get an Eversmoking Bottle, and everyone around you will be Blinded, and you will enjoy a 50% Miss Chance. You could also gain Scent with Alter Self and take the Blind Fighting Feat

There is a Goblin Feat, Roll with It, that sort of gives you a Saving Throw vs. Melee hits.

Levels in Living Monolith will give you DR/-, immunity to Bleed, fortification from crits, and auto-stabilize after 0 hp.

I'm thinking Defense in Layers: Miss Chance, high AC, DR, Shield Other Protector Familiar, and maybe gift yourself Infernal Healing Somehow for Fast Healing.

How would my allies be able to see if I used an eversmoking bottle?

Also I was looking at the eversmoking bottle item - I'm unsure one thing- does it last forever? Can I keep reusing it?

thanks


Crexis wrote:
How would my allies be able to see if I used an eversmoking bottle?

They couldn't. Unless they could. There are lots of ways to be competent while Blinded. Greater Blindfighting. Scent+Blind Fighting. Tremorsense + Blind Fighting. Blind Fighting is a Feat. Gaining the Scent Ability can be done in a few ways. As a level 2 Spell: Bloodhound and Alter Self to name 2. Half Orcs can gain Scent as a Feat. Catfolk as a Class Ability. Barbarians as a Rage Power.

If someone in your party--it could be you--takes 3 levels in Bard with the Flame Dance Archetype, they gain the ability to see through smoke, and give their whole party the ability to see through smoke.

Crexis wrote:

Also I was looking at the eversmoking bottle item - I'm unsure one thing- does it last forever? Can I keep reusing it?

thanks

There isn't a limit to how many times you can use an Eversmoking Bottle. It's reusable.


Grandlounge wrote:
Worth asking. Ultimate wilderness just became PFS legal along with an updated campaign clarification document.

Aw, shucks. Well, thanks for the heads-up.

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