A friend of mine has asked me to help him create an escort mission for his April Fool's game (actually held this weekend, because, you know, scheduling). The players will be escorting a tenth-level Wizard (indeterminate race) whose magic all revolves around water and fish. To up the challenge, he's asked me to make this wizard as frail as possible, so: how can I create a tenth level wizard with the least amount of maximum hit points possible without being dead? I'm aware that the normal minimum would be 10 HP (one per level) but I believe there may be resources in 3.X that let me go below this limit - those are the resources I'm seeking.
The lowest max hp you can reach is well below -10.
Still, for practical reasons, we'll stop at -9, at which point the character is still technically alive without constant magical support.
Kobold Wizard 10
Hit Dice 10d4-40-9, hp -9.
Please note that these hit point losses are not per hit die and therefore are not subject to the minimum-per-hit-die restriction.
As for the leveling up while at negative max hp, the issue is pretty much alleviated by magic (persisted aid will do, there may be more viable solutions).
For those wanting to delve deeper (and able to afford Delay Death permanently on):
That gets us to
Hit Dice 10d4-40-87-1d4, hp -89, hp -213 with multiple legacies
For those in need of reference, Weapons of Legacy hit point costs (Weapons of Legacy p9):
Draconic Rite of Passage:
Elf Wizard 10 with 8 base Constitution: −2 brings you to 6 total, for a −2 modifier. Then take the Frail flaw:
and Quick trait:
No matter what you roll, d4−4 equals zero or less. This would result in a character with 0 max HP.
I recommend, assuming you do not literally want the character be Disabled at max HP, that you take Toughness for 3 HP. That way he’ll at least be functional.
Note that this works at any level.
I can think of a couple of non build ways to get that Wizards hit points down:
Level loss will sort out that Wizards hit points if the GM is vicious; if the Wizard was originally level 13 and had rolled 1 for every single levels hit points (13 total) then three level losses will drain 3d4 hit points, roll a 4 each time and they're down to 1 hit point.
Negative levels drain 5 hit points a time, so a couple of these could see the Wizard down to 1 hit point (if they had 11 to start with) they do however only last 24 hours and then it's level loss instead (depending on save). You can get quasi-permanant negative levels if the character is wielding a Sunblade, Nine lives stealer, Unholy, Holy, Anarchic or Axiomatic weapon (and are of the corresponding incorrect alignment)
A Bestow curse spell allows for some leeway: You may also invent your own curse Such a curse could be -9 to permanent hit point total until removed. This could also be from a cursed item of course.