A curious question with absolutely no ulterior motives


Advice


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I wish to know what the highest possible amount of Negative hp someone could go to without dying is- and the breakdown of all the sources of negative hp threshold they are getting. I have no ulterior motives whatsoever and can be trusted with forbidden knowledge.


Technically Infinity ...

(Blood of the Moon pg. 13): While raging, you ignore the effects of being at 0 or fewer hit points until you have been at 0 or fewer hit points for 1 round, at which point the appropriate consequences for your current hit point total take effect. Even death can be postponed this way, potentially allowing you to survive if you receive sufficient healing before the round is up. You must be at least 12th level to select this rage power.

It only lasts for 1 round, but if your allies can heal you back to the point you won't die before the end of that round you can keep going. I'm sure someone can come up with some more useful solutions.

Dark Archive

Humans can take the alt racial ability Heart of the Wilderness:
Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

And the feat racial heritage. Pick orc.
Be a fighter. Take orc favored class bonus:
Add +2 to the fighter’s Constitution score for the purpose of determining when he dies from negative hit points.

You now add 2.5 to the total every level, or an extra 50 at 20th level


The spell Deathless from Mythic Adventures also allows you to have an infinite number of negative HP. It lasts 1 round per level, so the character can reach a higher negative them with the Deathless Frenzy.

Scarab Sages

One of my Pathfinder Society characters has the following bonuses to his threshold, but you have to belong to the Osirion/Scarab Sages faction to (which is no longer active, so you can't do it with a brand-new character):

+3 from completing the Destiny of the Sands trilogy (Osirion faction only).

+4 from a reward on the Season 8 Scarab Sages faction goal card.


Plant Shape III and Giant Form II grant regeneration, which prevents death, and with the right archetype (Treesinger, Leshy Warden, Goliath or Mountain Druid, or Shaman with Wood spirit) you can get them for multiple hours.


Name Violation wrote:

Humans can take the alt racial ability Heart of the Wilderness:

Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

And the feat racial heritage. Pick orc.
Be a fighter. Take orc favored class bonus:
Add +2 to the fighter’s Constitution score for the purpose of determining when he dies from negative hit points.

You now add 2.5 to the total every level, or an extra 50 at 20th level

I have a build floating around that outlines how to get your 'die at' value to -52, and I am sure someone could take a look at it and figure a way to push it lower.


easy access cracked to Regeneration $3400 for that extra round before expiring AND high Con $1000 for dying. Aegis of Recovery and Talismans allow for "instant" healing. Contingency allows for some tricky uses.

Of course Magic Jar is the normal method as then someone else dies... so as many HPs as your minions and critters with lousy Will saves allow?

For negative HPs, Polymorph Any into a troll (or previous editon Nilbog) and wait it out. Magic Jar allows this body switch also.

Smelling Salts can give you an action while you're at negatives.


DeathlessOne wrote:
Name Violation wrote:

Humans can take the alt racial ability Heart of the Wilderness:

Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

And the feat racial heritage. Pick orc.
Be a fighter. Take orc favored class bonus:
Add +2 to the fighter’s Constitution score for the purpose of determining when he dies from negative hit points.

You now add 2.5 to the total every level, or an extra 50 at 20th level

I have a build floating around that outlines how to get your 'die at' value to -52, and I am sure someone could take a look at it and figure a way to push it lower.

Multiclass for 4 levels of alchemist to gain access to a mutagen (+4 alchemical bonus to CON) and the Lingering Spirit discovery (+10 to CON for purpose of death).


Name Violation wrote:

{ed!} Heart of the Wilderness Alt Race trait Req:Human, replaces Skilled(+1 Skl rank per level).

And Racial Heritage(Genrl) feat, Req:Human. Pick orc.
Be a fighter. Take orc favored class bonus:
Add +2 to the fighter’s Constitution score for the purpose of determining when he dies from negative hit points.

You now add 2.5 to the total every level, or an extra 50 at 20th level

Orc isn't available in PFS, yeah, Half-Orc is where it is just to Stabilize.

so combining both essentially at 20th level down 20 skill points and 20 real HPs from Fvd Cls bonuses for an extra buffer while unconscious and dying. It does meet the original question.
20*(+2) Con +(20/2) Con for HotW = +50 Con for determining point of death... no actual HPs added but an impressive total.

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