Do Temporary Hit Points Stack


Rules Questions


12 people marked this as FAQ candidate. Answered in the FAQ.

Vampiric Touch gives the caster Temporary Hit points, but if the caster uses Vampiric Touch on first round, and than uses Vampiric Touch again on the second round. Would the Temp HP from Vampiric Touch 1 stack with Temp HP from Vampiric Touch 2.

Grand Lodge

Generally speaking, no. You take the higher total, and lesser amounts are superseded.

Paizo Employee Developer

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If they are from different sources, they stack. If they are from the same source (the same spell or ability), they don't stack (unless the spell/ability says they do).

Shadow Lodge

Sorry to necro this thread, but where is the official source saying that temp hit points don't stack? I've been searching for a while now and am coming up dry.


CFet wrote:
Sorry to necro this thread, but where is the official source saying that temp hit points don't stack? I've been searching for a while now and am coming up dry.

Ya know...I couldn't find anything. Check Combat, Add'l Rules, Magic, and Glossary. Could not find one instance of anything saying Temp HP do not stack. The only thing is the normal bonus stacking language, which I do not think applies to temporary HP as it's not a typed bonus.

Only thing I can see is this:

"Combining Magic Effects

Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:

Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).

Different Bonus Types: The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus.

Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies.

Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts."

Shadow Lodge

CFet wrote:


Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).

Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts."

These two sort of explain it in a roundabout way.

With False Life, say you roll 8hp and then 3hp. Is it 11hp? No.

The 3hp would be in effect, then you'd get hit for 4hp, and the "final" spell would expire, and the 8hp would come into immediate effect. So you'd have 7 temp hp left, right?

No - because they don't stack. You've taken 4 damage, and the second spell of 3hp is gone, so you have 4 temp hp left.

The easiest way to think of it is that only the highest applies as TriOmegaZero said.

Grand Lodge

This isn't a bonus, in the general sense of game terms.


caith wrote:


Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).

Reading that, I imagine this is one of those "We didn't spell out something specifically in the rules (in this case, HP) because it's under something general already" and "We assumed common sense would tell people that's why we put a catch-all wording in." situations.

I cannot imagine, for example, vampric touch fully stacks with itself over and over. I don't know if I'd say game breaking, but it definitely seems... off of the general way the rules say to apply by default.

(That said, if someone proves how RAW it clearly does stack, you just made my Kensai Magus for an upcoming one-off game, with magical lineage vampric touch, VERY happy.)


1 person marked this as FAQ candidate.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm pretty certain I read somewhere that temporary hit points DO stack.


I don't think it is very clear at all. The Temporary Hit Point section is vague and talks about how they are similar to hit points, though it doesn't say they entirely act like hit points.

Oddly enough, the 3.5 text was clearer on how to handle it. The PF text leaves unanswered questions regarding multiple Temporary Hit Point effects.

PFSRD wrote:

Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points.

When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.

3.5SRD wrote:

Certain effects give a character temporary hit points. When a character gains temporary hit points, note his current hit point total. When the temporary hit points go away the character’s hit points drop to his current hit point total. If the character’s hit points are below his current hit point total at that time, all the temporary hit points have already been lost and the character’s hit point total does not drop further.

When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.

PF seems to say temporary hit points aren't part of your current total...maybe. How does this play with Power Words? No idea. Does dispelling ONE temporary hit point effect end all such effects on someone? In terms of RAW....that seems to be what it is saying, which is weird.

Then again, it doesn't really say that Temporary hit points don't add together if you have multiple effects. Doesn't say they don't either. Overall you just can't tell.

In 3.5, as you can see it is more obvious, imho. Note current hit points. Treat THP as normal HP. Another THP effect? Note total again, and add the THP. A bit paperworky, but clear enough.

Grand Lodge

If they don't stack, then multiple castings of Cure Light Wounds don't stack.

Have fun with that!


blackbloodtroll wrote:

If they don't stack, then multiple castings of Cure Light Wounds don't stack.

Have fun with that!

Temporarily Hit Points are not spell out as hit points per se. They only have some properties of hit points. So I don't think that comparison works, rules-wise.

I'd say it shouldn't stack from the same source. Otherwise I think you can get an arbitrary high amount of THP.

I would say the Ioun Stone that gives temporary HP is an example of how the same source doesn't stack...but there are feats and such that "grant" abilities you already have, so I don't like using something obscure like that as evidence.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Seems like Paizo hasn't answered this one yet, explicitly. But they have hinted at it in published material

But...they do have an encounter designed and published in Skulls and Shackles involving

Spoiler:
an NPCs use of two spells that grant temporary hit points. The NPC uses both False Life before combat in its tactics and then has numerous ways of using Vampiric Touch during combat. She orders her familier to go use share spells (from which I think she could gain temp HPs from). She has a spell tatoo of Vampiric Touch and of course several castings left over.

SO, it certainly suggests in the tactics that temp hp from different sources stack.

One could even read the additional of the orders of the familier to use Vampiric Touch and the equipment of a Spell Tatoo of Vampiric Touch suggests that temporary HP even stack from the same source.

Added spoiler tag. --Jessica


They don't stack. Not referencing rules, but just this possibility:

10th level summoner before entering the final boss' chambers, says "I'm using SM5 to summon 1d3+1 Lantern Archons. The 3 of them spend 10 rounds casting Aid on me over and over - 30d8+90 temporary hit points for the next 2-3 minutes. So instead of 74 hp, I've got... (Dice rolls)... 329. Ok! Let's go!"


"When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire."


Ninja in the Rye wrote:
"When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire."

Yeah, and the summoner's Archons would stick around 10 minutes, longer than the 3 minutes Aid would last


Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).

The max you can get from Aid is 18. Specifically stated in the spell. False Life is good for 20. I don't see why spells with no stated limit don't stack, but those that do have a stated limit can't exceed it.


Different sources would stack imo. So virtue would add 1 temp hp to a Synthesists huge to hp and so on, but you wouldn't be able to stack multiple false life's.

My opinion anyways.


That only specifies that 1d8+10 is the maximum you can get from a single casting, in the same way that 1d8+5 is the maximum healing you can get from a single Cure Light Wounds. You can still cast CLW multiple times to get back more than 13HP.
(Not that I think it's a good idea to make temporary hit points from a single source stack.)


KBrewer wrote:
Ninja in the Rye wrote:
"When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire."
Yeah, and the summoner's Archons would stick around 10 minutes, longer than the 3 minutes Aid would last

Oh, you were talking about the actual summoner class. Carry on then.


FAQing this thread. We always played that VT stacked, but I'd never considered doubling up on Aid.


Different sources stack, same sources only stack if they say so (e.g. silly Paladin spell that gives you temps when you hit something).

I swear that is recorded somewhere, other than the rules quoted above regarding stacking. Though that is all that is needed really.


Well Righteous Vigor is a super spell for martials that allows Temp hitpoints to a maximum of 20, ( Full attacking martials should be able to top this up every round). A Cruel weapon also gives Temp hitpoints every time a foe is knocked unconscious or killed. There is no limit on listed on the weapon special ability for Temp hitpoint stacking. The Lifesurge weapon special ability grants a bonus on temp hit points received from any source equal to the weapons enhancement bonus(which DOESNT stack for multiple sources, and no mention is made of multiple weapons...eg TWF).

For Martials in combat these spells/abilities in combat would, on stacking, act as very potent source of damage mitigation.


Hmm, on reflection, the Lifesurge weapon ability may answer the question as it gives a boost to temp hitpoints "from any source". This possibly being an implication that you can indeed have stacking.


It sounds like the Cruel ability would not stack with itself.


In 3.5 they definitely did [b]not[/i] stack, regardless of whether they were from different sources or not.

With that in mind Riggler's cite proves nothing. Having multiple sources of gaining temp hp is still very useful. Each time the temp hp are burned off the caster can simply gain more.

From what others have said it definitely could use clarification in Pathfinder, though.


One thing I'm thinking - If temp HP does stack regardless of source could one imagine how much HP a high level wizard/sorcerer could have by casting false life over and over again.

Personally I'd go with different sources stack.


Has there been any clarification on this issue?


An interesting case to note is the bones of founder Raccona. Each bone (an item in itself) adds 1 temporary HP, and stacks with additional bones, but does not stack with any other source...


Even more interesting...Synthesist with active lantern archons nearby commanded to heal his eidolon via Aid each round, every round, is the infinite damage engine. Aid adds temporary hit points, which is all the eidolon ever gets, so it looks like there is a separate class/pool of hit points characters can have.


Marking the OP as FAQ. I still think it's already in RAW (per Caiths 5th post and my 8th post here) (temp hp stack from multiple sources, as it isn't called out as a Type, but not from the same specific source (I.E. an individual spell), as the general rule is written catch-all. So no to say VT+VT, but yes to FL+VT), will admit though if it was spelled out definitively in 3.5 it would be cleaner if it were spelled out in PF the same way, to prevent this question being asked or people trying for hundreds- of-hitpoint illegal exploits.

Paizo Employee Official Rules Response

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FAQ: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9r43

Temporary Hit Points: Do temporary hit point from the same source stack?

No. Generally, effects do not stack if they are from the same source (Core Rulebook page 208, Combining Magical Effects). Although temporary hit points are not a "bonus," the principle still applies.

This prevents a creature with energy drain (which grants the creature 5 temporary hit points when used) from draining an entire village of 100 people in order to gain 500 temporary hit points before the PCs arrive to fight it.

Temporary hit points from different sources (such as an aid spell, a use of energy drain, and a vampiric touch spell) still stack with each other.


Dotting for my GM!

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Ravingdork wrote:
I'm pretty certain I read somewhere that temporary hit points DO stack.

And I'm fairly certain you did not.

On the other hand we do have definite rules that say identical spell effects DO NOT STACK. I'd go with that over some text you think you might have read which might have just been another board post from someone who wanted the spell to read that way.

By the same nature, False Life and Greater False Life don't stack either.


LazarX, you just answered a comment that dated from more than a year ago and which was later answered by an official FAQ (see 2 posts ago)

Said FAQ clearly indicated that temporary hp from different sources (such as spells) DO stack.

So unless a spell and a greater version are considered the same source (which I don't think), then they do stack.

Please let me know if they are considered same source....


Pathfinder Design Team wrote:

FAQ: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9r43

Temporary Hit Points: Do temporary hit point from the same source stack?

No. Generally, effects do not stack if they are from the same source (Core Rulebook page 208, Combining Magical Effects). Although temporary hit points are not a "bonus," the principle still applies.

This prevents a creature with energy drain (which grants the creature 5 temporary hit points when used) from draining an entire village of 100 people in order to gain 500 temporary hit points before the PCs arrive to fight it.

Temporary hit points from different sources (such as an aid spell, a use of energy drain, and a vampiric touch spell) still stack with each other.

So this means Righteous Vigor spell is an exception to this rule? Since it says the temp

Hp gained is 1d8 per hit, maximum +20 temp hp


yes


GMs who allow the kind of exploits you are mentioning via lantern archon aid bombs can just as easily use these to ruin your day. Anyone who tried to pull something like this at my table would die so fast you would be shamed from my game forever. Every source of THP has a fairly short duration, max being an hour for VT. And as a DM with many years under my belt in both society and home games this falls under that "don't try and break the game" rule. If you walk into an encounter with 329 THP I guarantee you're not getting any xp since the encounter wasn't a challenge. aside from that rock it.

The Cruel weapon ability grants 5 THP for 5 minutes if you kill an enemy with at least 1/2 your HD, so if you kill a 2nd enemy that fits and still have some of the originals why is it bad if you have more than 5thp?

Having a problem with 329thp? Just paralyze that character, drag them to the water barrel at the corner of any building in town and drown them in 3 rounds... who cares?

Temporary HP stacking should not even be an issue, because they come and go.


Temporary hit points from the same source do not stack, e.g. no benefiting from multiple False Life spells.

Temporary hit point from multiple sources do stack, e.g. the unchained barbarian can benefit from False Life while raging.


Holy necro, batman!

One remaining question, in my mind, is whether False Life stacks with Greater False Life...


I've always had different sources stack. That false life + vamp touch is a pretty typical combo I've seen used at various stages.

Feel free to try to use stacking multiple temporary hitpoints to break the game, I can't imagine it not being sub-optimal compared to other options in most situations.


Paizo FAQ:

Quote:


FAQ: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9r43

Temporary Hit Points: Do temporary hit point from the same source stack?

No. Generally, effects do not stack if they are from the same source (Core Rulebook page 208, Combining Magical Effects). Although temporary hit points are not a "bonus," the principle still applies.

This prevents a creature with energy drain (which grants the creature 5 temporary hit points when used) from draining an entire village of
100 people in order to gain 500 temporary hit points before the PCs arrive to fight it.

Temporary hit points from different sources (such as an aid spell, a use of energy drain, and a vampiric touch spell) still stack with each other.

Originally Posted by 3.5 FAQ:

Quote:


Do temporary hit points from two applications of the same effect stack? What about from different effects? If I have temporary hit points from multiple sources, how should I apply damage?

Temporary hit points from two applications of the same effect don’t stack; instead, the highest number of temporary hit
points applies in place of all others. Temporary hit points from different sources stack, but you must keep track of them
separately.

For example, imagine a character who gained 15 temporary hit points from an aid spell. After taking 8 points of damage, she has 7 temporary hit points left from the spell. If another aid spell were cast on the same character granting 12 temporary hit points, this total would replace the other spell’s total, meaning the character would now have 12 temporary hit points (rather than 19). If the character then cast false life on herself, she would add the full benefit of that spell to the temporary hit points from the aid spell.

This also applies to temporary hit points gained from energy drain and similar special abilities. Each successful attack counts as one application of the effect (meaning that an attack that bestows 2 or more negative levels still counts as only one application of the effect). For example, a wight gains 5 temporary hit points each time it bestows a negative level with its slam attack. If it bestows another negative level while it has 2 temporary hit points remaining from the first attack, the new temporary hit points would replace the old ones.

Temporary hit points are “first-in, first-out.” Damage should be taken off the oldest temporary-hit-point-granting effect first; when that effect is exhausted, apply damage to the next oldest effect. For this reason, you must track each supply of temporary hit points separately.

Unfortunately the FAQ doesn't go far enough with stacking rules. I wish they would be a bit more specific. Like, do different arcane spells count as different sources? Does it basically come down to 1 divine source, 1 special ability, and 1 arcane source as being able to stack? Or are we saying that each class is a different source?

But this is what I've been able to dredge up, because the Life School Necromancer relies heavily on Temp HP spells.

Sovereign Court

Pathfinder Starfinder Society Subscriber
CloudCobra wrote:

Unfortunately the FAQ doesn't go far enough with stacking rules. I wish they would be a bit more specific. Like, do different arcane spells count as different sources? Does it basically come down to 1 divine source, 1 special ability, and 1 arcane source as being able to stack? Or are we saying that each class is a different source?

But this is what I've been able to dredge up, because the Life School Necromancer relies heavily on Temp HP spells.

The Paizo FAQ does say that temporary hit points stack if they come from different spells or effects.

It is specifically clarifying this line in Combining Magical Effects:

Stacking Effects wrote:
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).

The FAQ says that the first sentence applies to temporary hit points, but the second does not.


Well, it's simply because 3.5 rules didn't allow temporary hit points to stack, they overlapped.
PF allows stacking of temporary hit points if they come from different sources, so have fun with False Life and Vampiric Touches.

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