Any items that boost hit points? [Archive] - Wizards Community

Post/Author/DateTimePost
blope

02-13-05, 07:42 PM
Does anyone know of any items which boost hit points? :confused:
Santrilla

02-13-05, 07:47 PM
You'd probably be better off getting an item that boosts constitution, of which there are many. The increase in constitution will directly affect your hitpoints, as well as fort saves and numerous skills and environmental stuff (like running/hustling or holding your breath). :D
misanthropictodd

02-13-05, 07:55 PM
You'd probably be better off getting an item that boosts constitution, of which there are many. The increase in constitution will directly affect your hitpoints, as well as fort saves and numerous skills and environmental stuff (like running/hustling or holding your breath). :D
i totally agree. however if blope just wants hit points for whatever reason magic of faerun has an item that grants 24 temporary hit points for 1200gp :heehee
HomebrewedMonster

02-14-05, 02:53 AM
amulet of health +2, +4, and +6. Also if your a rogue with a decent use magic device check or a wizard a wand of false life is a nice item.
ninja1

02-14-05, 01:19 PM
however if blope just wants hit points for whatever reason magic of faerun has an item that grants 24 temporary hit points for 1200gpWhat's the item's name?
blope

02-14-05, 03:57 PM
What about a permanent item that grants the false life spell?
Yak of Darkness

02-14-05, 04:21 PM
The heartening shield enhancement from the Expanded Psionics Handbook gives you five temporary hit points once per day.

But yeah, an amulet/manual that gives you a Con boost is your best bet.
kjenks

02-14-05, 05:01 PM
Wand of Empowered False Life, 21,000 gp, caster level 7, (1d10 + 7 HP) * 1.5, duration 7 hours.

Roll HP
=====
1 12
2 13
3 15
4 16
5 18
6 19
7 21
8 22
9 24
10 25

Use Magic Device DC 20 to activate the wand. If it doesn't work the first time, keep tryng until it works or you fail on a natural 1.

If you're long on cash yet short on charisma, a Circlet of Persuasion (4,500 gp) will give you a +3 on that UMD check.


Or, if you're a chaotic evil cleric, two wands: Summon Monster I (750 gp), Death Knell (4,500 gp). Summon a Fiendish octopus (2 HD) and have your evil minions ready actions to knock it unconcious (-1 to -9 range, but no more, and make it snappy, at caster level 1, it will only be around for one round). On your turn, after the octopus appears, tell it (speaking in Infernal) to hold still, accept its beating and let you cast a spell on it, then (as your standard action) ready an action to cast Death Knell when the octopus drops. Now your minions beat it unconcious.

Death Knell will suck the life out of the summoned octopus. It's willing (and unconcious) so it won't get a Will save (normally DC 13).

Now it's dead (well, no longer summoned) and you have 1d8 temporary HP for 20 minutes, plus a +2 unnamed bonus to Strength (stacks with everything) and +1 caster level.

Real, live donkeys are cheaper (8 gp for 2 HD vs. 15 gp for a wand charge), but less portable than a Wand of Summon Monster I. Chickens are dirt cheap (2 cp) and reasonably portable, but they only have one HD (use stats for raven, Death Knell lasts for 10 minutes).

Remember that a cleric can't cast a spell opposed to his alignment and Summon Monster (fiendish octopus) is a [Chaotic] and [Evil] spell. Death Knell is an [Evil] spell.

Temporary HP from different sources stack. It's up to your DM to determine if sucking the life out of two different creatures with two Death Knell spells is one source or two.


Naturally, a chaotic evil cleric would prefer to sacrifice intelligent, high-HD hostages in a dramatic ritual rather than a choke-the-chicken/Death Knell kind of thing.
blope

02-16-05, 08:25 PM
thanks, I like the wand however my wizard has necromancy for one of his opposed schools :weep:
kjenks

02-16-05, 10:31 PM
thanks, I like the wand however my wizard has necromancy for one of his opposed schools :weep:

Bah. Specialists stink on ice. Don't you kick yourself again each time a new book comes out with new spells?

Okay, if you're going to make it hard...

First, buy yourself some cross-class ranks in UMD. Swap your usual Headband of Intellect with the Circlet of Persuasion just before you prepare spells for the day, activate the wand, then swap headgear back.

Second, get your cleric buddy to cast Hero's Feast. Everybody digs in. Lasts a long time. Everyone in the party gets temp HP, +1 morale bonus on attacks and some saves, is immune to poison and fear.

Third, have another wizard -- one not crippled by specialization -- cast Magic Jar. You voluntarily blow your Will save. Then you buddy casts Empowered False life and goes on to do the same to other party members. Hopefully, your party has Pearl of Power (2nd) for each person and a Lesser Rod of Empower or two hanging around.
tarkin

02-17-05, 11:39 AM
Or he could just take one level of Sorceror and use wands/scrolls via the Sorceror level.
kjenks

02-17-05, 03:02 PM
What? And lose a caster level? That compounds the suck factor of being a specialist. "I can't cast those spells, and the few I can cast aren't as good."

Any wizard should have enough Int to cross-class into UMD, at least enough ranks to activate a stinking wand. Or he could even get a real wizard to scribe scrolls of False Life; that UMD check is pretty easy, too.
Xanthia

02-17-05, 03:13 PM
Does anyone know of any items which boost hit points? :confused:
Sword and Fist has an item called the Vest of False Life which adds 10 temporary hit points.
sollmn

02-17-05, 03:50 PM
Or get into Loremaster, which has UMD as a class skill, and blow all your first ranks (should be around 10) on UMD. From then on, max it out. You'll have enough UMD for all sorts of abusive tricks.
blope

02-17-05, 04:07 PM
Is use magic device usable untrained? I like the vest - is there a 3.5 version of it? I think its a little cheesy to use use magic device to skirt around the fact that you have 2 opposition schools. I think it gives character to the character to hve some drawbacks. Yes, every time I get a new book the first thing I look at is all the new spells and think about which to add to my spellbook first (and which ones I can't), but I still think the extra spell /level for specializing is well worth it.
Patrick Draken-Korin

02-17-05, 10:44 PM
just make a magical item calculation type: Hp bonus squared X 120 (straight from sword and fist), vest of false life- this is 3.0 (and definetly contived), maximum hit point bonus of +40 hit points (costing 192,000 Gp)

3.5 version: Hp bonus squared x 200 Gp, max of +30 hit points (costing 180,000 Gp). this is for an enhancment bonus to hit points. a different bonus (if possible) would cost double, and max at +20)

i don't see why this wouldn't work (it isn't even unprecidented, the vest of false life came first).
Keenath

02-18-05, 09:48 AM
Seriously, just get an amulet of health. The CON bonus is what you're looking for, since it boosts your HP, and as a little bonus, your worst save gets a nice boost.

Once I played a gnomish illusionist, who managed to roll two 16s and a 15, so the 15 went into CON. Then I boosted that at 4th level, and with the racial bonus, I had an 18 Con. I had a better fort save than the fighter, for a while! And enough HPs to go in for some good touch spells.

In retrospect, I shoud've moved into a PRC, but this was before the Complete books, and there weren't any good semi-caster PRCs (Arcane Trickster? Ugh!)
blope

02-18-05, 11:18 PM
Of course an amulet of health is an excellent option, I was simply trying to come up with something after you already have the amulet and which also stacks with it.