Energy / Ability Drain, how is it handled?


Rules Questions


Reading through the bestiary made me know of some low CR creatures that have energy and ability drain, which are quite powerful. After 24 hours if they're not restored, they're subject to a saving throw roll for each level. Players could potentially lose 2 levels or more without help. Is this true? How do you go about a game when some players are 1 or even 3+ levels behind the rest?


Negative levels don't actually reduce levels, even when they're permanent. They only provide certain penalties. And even permanent negative levels can be removed with spells such as restoration.


Energy Drain.


Oh, so then somebody with a permanent negative level doesn't lose HP and abilities? How about drained abilities, would HP and bonuses be affected as a result or do they fall in the same rule?


Just read the above on level drain, thanks. But how about ability loss?


From the PRD Glossary (also in the Core Rulebook Glossary):

Ability Score Damage, Penalty, and Drain wrote:

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense.

Dexterity: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense.

Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed.

Intelligence: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. This penalty also applies to any spell DCs based on Intelligence.

Wisdom: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will saving throws. This penalty also applies to any spell DCs based on Wisdom.

Charisma: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy.

Ability Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.

Energy Drain and Negative Levels wrote:

Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful attack results in "negative levels." These cause a character to take a number of penalties.

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.

A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.

Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Crimson Sword wrote:
Just read the above on level drain, thanks. But how about ability loss?

Ability damage, drain and penalities are on the same link provided. Just scroll up


Those creatures are very weak, except for the ability / level drain/damage. It's what makes them their challenge rating. Their HP, AC, attack bonus are usually very low, but if the heroes don't take them down quick, or if the monsters get in a lucky shot, watch out, because the consequences can be BAD.


Thank you much for the explaination.


Rocky Williams 530 wrote:
Their HP, AC, attack bonus are usually very low, but if the heroes don't take them down quick, or if the monsters get in a lucky shot, watch out, because the consequences can be BAD.

And be cautious with Shadows who IMHO scale a bit too well for their CR in larger groups. Just a few shadows making good use of their incorporeal ability can kill a modestly leveled PC in a single round since they bypass Armor and HP to attack Strength. Followed by the victim rising very soon as a shadow themselves.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Energy / Ability Drain, how is it handled? All Messageboards

Want to post a reply? Sign in.