| Oliver McShade |
Ok, my Search Fu is just off tonight, because i could not find it while searching the message boards backfiles.
Vampiric Touch Spell page 364 PF phb
So my question is how does these temporary hit points work ??
(example. Wizard with 30 hp. Takes -5 hp damage, now down to 25hp. Cast spell and gains +10 hp.)
Now after the hour has worn off, does it drop back down to 25 hp or does he drop down to 30. ??
| Father Dale |
He'd drop back down to 25. The temporary hit points will have expired at that point, and he will be at his current total hitpoints as if he never had any temporary hit points.
Keep track of temporary hitpoints in a separate column from regular hitpoints. Any damage taken would come off of the temporary hitpoints first, and then if all the temp hps are gone you would start into the regular hitpoints. If any temporary hitpoints are remaining whenever the temp hps expire, they are lost.
The big use for temp hps is as a hitpoint 'buffer.' Since they come off first you don't have to worry about getting them healed...the temp hps absorb damage in place of your regular hitpoints, keeping them from going down and requiring healing.
In your example, if after the wizard gained the +10 temporary hitpoints he took 12 damage, then he would lose all his temp hps and alos 2 regular hps, leaving him with 23 total hps.
If instead he took 7 damage he would still keep 3 temp hitpoints until the duration of the spell expired. Then he would lose the 3 remaining hitpoints and be back at 25.
| Oliver McShade |
ok, so unlike 2nd Ed where one tires to hold off using vampire touch until near the end of combat. Under PF rules, your better off just opening up with Vampire Touch as your first spell, to gain the buffer.
One last question, does Temporary HP stack, or would you only gain the best buffer out of say 2 uses of Vampire Touch ?
Snorter
|
One last question, does Temporary HP stack, or would you only gain the best buffer out of say 2 uses of Vampire Touch?
You'd take the better of the two results.
In addition to the general rule, about no two bonuses of the same type stacking with each other, there is also the rule that no spell or effect stacks with itself.
Don't have a page ref, but...
Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.
The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.
This prevents spamming of the same spell or effect on a single target, even if the bonuses are dodge, circumstance, racial or untyped, which can stack.
So, for example, you can't get the benefits of 'double-Haste', for 2 bonus attacks, +2 attack bonus/dodge AC/Reflex save, even though those are dodges and untyped bonuses.
Beckett
|
PFSRD wrote:Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.Which for Temp Hp actually kind of means yes, more or less they stack.
Lets say Spell 1 gives you 15 Temp HP and Spell 2 gives you 10 Temp HP. Spell 1 is the larger number, so it overrides Spell 2. But then you take 6 damage, dropping Spell 1's Temp HP down to 9. Well now Spell 2 has the greater benefit, so it takes over and you now have 10 Temp HP. However, they do not stack in the sense that the durations get extended. So if both Spell 1 and 2 each had 5 round durations, you would not get Temp HP for 10 rounds now. They are also dispelled seperately, and everything along those lines.
It is generally better to get the Temp HP one after another though, because the duration would be more important in most cases than the seperate Dispels.