Life Surge and "regnerating" temp HP


Rules Questions

Grand Lodge

Life Surge wrote:
In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon's enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded.
Skin of Klendar the Troll King wrote:
The skin acts as a suit of +2 hide armor and grants the wearer 5 temporary hit points. These hit points regenerate at a rate of 1 hp per round.
Aether Kineticist Force Ward wrote:
These temporary hit points regenerate at a rate of 1 per minute.

How do regenerating Temp HP interact with Life Surge? Is there any reason not to read them as "gain 1 temp HP/<time period> up to <max>"?

Basically, if I've got a +2 Life Surge dagger and am wearing Klendar's skin, how many Temp HP do I get each round?

Liberty's Edge

I doubt the devs considered this interaction so there may not be any RAI.

That said, my reading of the RAW would be that you'd get life surge;

Initial state: 0 temp HP
Round 1: +1 temp from Klendar +2 temp from life surge = 3 temp hp
Round 2: +1 temp from Klendar +2 temp from life surge = 6 temp hp
Round 3: Have 5 or more temp HP, no more regeneration

In practice, I'd probably apply it that the temp HPs still cap at the regeneration limit... so the example would only get 5 temp hp on Round 2.


I would not add Life Surge to the regenerated temporary hp. I would add it to the maximum temp hp like it would for most other effects.

So the Skin of Klendar the Troll King would grant 5+enhancement temporary hp and regen 1/round as normal.


It's a strange case, but I think Gauss has it right:

The skin of Klendar the troll king grants temporary hit points, so you would add life surge's effect to the initial pool. Life surge says nothing about increasing the regeneration of temporary hit points (which admittedly is a somewhat unique effect), and so wouldn't affect the second clause.

Grand Lodge

That sounds reasonable.
So a level 2 Aetherkineticist with a +1 Life Surge weapon gets 3 Temp HP at the start of the day. But spending burn to "increase the maximum number of temporary hit points provided by your force ward" doesn't add any extra from Life Surge.

I'm trying to decide if it's worth buying a Life Surge weapon(plus Virtue spam) *and* Klendar's skin, or just one. I guess the vagueness on what order to apply damage to different types of temp HP is also an issue there.

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