Temporary Hp. Question.


Rules Questions


I seem to remember reading that if an attack only deals temp HP it doesn't add on extra effects.

For example. I have 10 temp HP and get hit by a poisoned dagger that deals 6 dmg. So i have 4 temp hp left. then i would not get effected buy the poison. is this correct or am i miss remembering thing?

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I think you may be mis-remembering, Zautos.

It is the case that n attack doesn't deliver carrier effects, like poison, unless it delivers 1 hp of damage, but that could be temporary hit points or permanent. (But non-lethal damage doesn't count.)


Temporary HP are like normal HP for all effects. The only difference is that they are spent first and that they are... well... temporary.
I had a similar question some time ago so I know it can be confusing.

Scarab Sages

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The only time temp hp stops effects from happening is for an ether kineticist using the defense talent, and only because that specifically states that if the damage doesn't go through the temporary hp granted by the power it's treated as a miss.


Life Shaman have a similar ability:

Shell of Succor (Su):
The shaman surrounds one touched creature with a ward of succoring energy, granting the target a number of temporary hit points equal to her Wisdom bonus + an additional 1d6 temporary hit points per 2 shaman levels she has (maximum 10d6). These temporary hit points last a number of minutes equal to the shaman’s level.

The target always loses these temporary hit points first, even before other temporary hit points (including those from a kineticist’s force ward defense wild talent).

If an attack deals fewer points of damage than the target’s temporary hit points from this shell of succor ability, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. The shaman can use this hex a number of times per day equal to 1 + her Charisma bonus.


Imbicatus wrote:
The only time temp hp stops effects from happening is for an ether kineticist using the defense talent, and only because that specifically states that if the damage doesn't go through the temporary hp granted by the power it's treated as a miss.

This is probably where i got it from.


If you didn't get it from the Shaman's special ability, then it's possible it got mixed up with the special ability of DR:

"Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease."

You were hit, your ability reduced the damage to naught. You negated the effect of poison.

Dark Archive

JTDIV wrote:

If you didn't get it from the Shaman's special ability, then it's possible it got mixed up with the special ability of DR:

"Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease."

You were hit, your ability reduced the damage to naught. You negated the effect of poison.

Would this also include precision-based damage?


Wouldn't precision damage be added to the damage total to start with, not after dr or temp hp are applied?


Java Man wrote:
Wouldn't precision damage be added to the damage total to start with, not after dr or temp hp are applied?

Yup. Precision damage is just more damage. The only way it's unique is that it's "extra dice", so not multiplied on a critical hit.

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