Blood drain


Rules Discussion


Not sure how this works as the rules offer no examples. A giant mosquito attacks and hits someone with its proboscis. It does 2d10 + 7 damage plus a grab. Next action is a drain for 3d6 plus mosquito gets temp hp or a heal, as it needs. The next turn, if it’s still attached, does 3 auto attacks of 3d6. Does it get all those hp? Does it do proboscis damage as well, since it would still be embedded in the victim?The game sorely needs examples, imho


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I wa going to say the bloodseeker might be a good reference point but it actually works slightly differently.

Regardless, you mostly have it right. I can't check the mosquito's specific mechanics rn but if the drain blood action is 1-action with the only requirement of grabbing an opponent, you can repeat it as long as those conditions remain true and you have actions to spend. It only deals the damage and healing listed in the ability, not any other--Because it auto hits and heals is why the damage is so much less than the proboscis strike.

The only other thing to add is a nod to the mechanics of grabbing--unless you take an action to maintain the grab, you automatically let go at the end of the turn, so you can spend three actions to get as much blood out as you can, but at the cost of ditching the hold.

Theoretically you can mix in strikes against the grabbed creature, too, but I'm pretty sure you can't make strikes with the body part that is performing the grab, which seems like the proboscis in this context.


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If the Giant Mosquito hits and use the Grab action, it will be attached until the end of next round. During the next round, it can use as many actions it wants to Drain Blood. It will automatically inflict 3d6 damage and gain the same amount as temporary HPs. Be careful that temporary hit points don't stack, you only get the highest value you have drained. Also, if you don't use the Grab action during the round, you'll let the victim free. And you don't do the 2d10+7 damage unless you attack with your proboscis again.


I read on nethys that

Quote:
The giant mosquito uses its proboscis to drain blood from the grabbed creature. This deals 3d6 damage, and the giant mosquito gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant mosquito is drained 1 until it receives healing of any kind or amount.

So it's always temporary HP.

The mosquito wants to use the action 3 times?
It's ok, but the temp hp won't stack.

I couldn't find the "gain temp hp or heal, as he needs" you mentioned in your post though.


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grayv wrote:
Not sure how this works as the rules offer no examples. A giant mosquito attacks and hits someone with its proboscis. It does 2d10 + 7 damage plus a grab. Next action is a drain for 3d6 plus mosquito gets temp hp or a heal, as it needs. The next turn, if it’s still attached, does 3 auto attacks of 3d6. Does it get all those hp? Does it do proboscis damage as well, since it would still be embedded in the victim?The game sorely needs examples, imho

Example. ;)


Gisher wrote:
grayv wrote:
Not sure how this works as the rules offer no examples. A giant mosquito attacks and hits someone with its proboscis. It does 2d10 + 7 damage plus a grab. Next action is a drain for 3d6 plus mosquito gets temp hp or a heal, as it needs. The next turn, if it’s still attached, does 3 auto attacks of 3d6. Does it get all those hp? Does it do proboscis damage as well, since it would still be embedded in the victim?The game sorely needs examples, imho

Those were great replies, thanks. My sentence about temp hp referred to whether the mosquito was hurt (so it heals) or it is fresh (so it gets temp hp), as the situation dictates. So if I understand correctly, on round two, it spends an action to maintain the grab and then gets two free drains at 3d6. It keeps the highest result as temp hp for itself and the victim remains at drained 1 for the entire encounter (and perhaps for awhile). In any event, the victim will receive 6d6 damage total


Gaining temp hit points doesn't heal in PF2.

Hopefully somebody could do in-combat healing to clear the Drained condition if it's making a difference.

Yes, the mosquito can do 6d6 easily enough, or even 9d6 and let go, though it still gets only 3d6 of temp hit points from whichever set of 3d6 rolled highest (assuming it doesn't get injured on its own turn).
So yeah, gotta focus fire!


Castilliano wrote:

Gaining temp hit points doesn't heal in PF2.

Hopefully somebody could do in-combat healing to clear the Drained condition if it's making a difference.

Yes, the mosquito can do 6d6 easily enough, or even 9d6 and let go, though it still gets only 3d6 of temp hit points from whichever set of 3d6 rolled highest (assuming it doesn't get injured on its own turn).
So yeah, gotta focus fire!

Wouldn’t temp hp be a heal if you were down in hp? I’m not sure I understand


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grayv wrote:
Castilliano wrote:

Gaining temp hit points doesn't heal in PF2.

Hopefully somebody could do in-combat healing to clear the Drained condition if it's making a difference.

Yes, the mosquito can do 6d6 easily enough, or even 9d6 and let go, though it still gets only 3d6 of temp hit points from whichever set of 3d6 rolled highest (assuming it doesn't get injured on its own turn).
So yeah, gotta focus fire!

Wouldn’t temp hp be a heal if you were down in hp? I’m not sure I understand

Imagine Temp HP as a shied which lasts depends the mean you get them, and when you get damaged ( careful, because some stuff like the one who transfer HP or prevent damage to other, IIRC, affects your base hp, but there should be a couple of threads about ) you first lose your temp hp.

A quick example

- A character with 10/10 hp gains 2 temp hp which lasts 1 round > 10(12)/10.
- Then, it takes 5 damage and goes down to 7/10.
- Next round, the character gains 2 temp hp which lasts 1 round > 7(9)/10.
- The enemy misses.
- The character loses its temporary hp, going back to 7/10.


HumbleGamer wrote:
grayv wrote:
Castilliano wrote:

Gaining temp hit points doesn't heal in PF2.

Hopefully somebody could do in-combat healing to clear the Drained condition if it's making a difference.

Yes, the mosquito can do 6d6 easily enough, or even 9d6 and let go, though it still gets only 3d6 of temp hit points from whichever set of 3d6 rolled highest (assuming it doesn't get injured on its own turn).
So yeah, gotta focus fire!

Wouldn’t temp hp be a heal if you were down in hp? I’m not sure I understand

Imagine Temp HP as a shied which lasts depends the mean you get them, and when you get damaged ( careful, because some stuff like the one who transfer HP or prevent damage to other, IIRC, affects your base hp, but there should be a couple of threads about ) you first lose your temp hp.

A quick example

- A character with 10/10 hp gains 2 temp hp which lasts 1 round > 10(12)/10.
- Then, it takes 5 damage and goes down to 7/10.
- Next round, the character gains 2 temp hp which lasts 1 round > 7(9)/10.
- The enemy misses.
- The character loses its temporary hp, going back to 7/10.

But it didn’t give a deadline in the giant Mosquito description. So I assume unless it is damaged, they are there to stay. Or am I mistaken?


Correct, you are mistaken.

Temporary hit points act like hit points in some ways, but aren't hit points, nor do they replenish hit points. When a wounded creature gains temporary hit points, it has zero effect on their wounds, only providing a buffer against future damage.

So a creature w/ 35 hit points out of 50 would still have 35/50 after they gain 10 temp h.p., but they'd lost those 10 temp h.p. first if damaged again.

It might be clearer to think of temporary hit points as a "hit point barrier" than as "hit points, just temporary".


Rules on Temporary Hit Points. Annotated.

Quote:
Some spells or abilities give you temporary Hit Points. Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can’t regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration.


Castilliano wrote:

Correct, you are mistaken.

Temporary hit points act like hit points in some ways, but aren't hit points, nor do they replenish hit points. When a wounded creature gains temporary hit points, it has zero effect on their wounds, only providing a buffer against future damage.

So a creature w/ 35 hit points out of 50 would still have 35/50 after they gain 10 temp h.p., but they'd lost those 10 temp h.p. first if damaged again.

It might be clearer to think of temporary hit points as a "hit point barrier" than as "hit points, just temporary".

I see. When does that hp buffer disappear? It doesn’t say. Paizo clearly needs professional editors, lol


grayv wrote:
Castilliano wrote:

Correct, you are mistaken.

Temporary hit points act like hit points in some ways, but aren't hit points, nor do they replenish hit points. When a wounded creature gains temporary hit points, it has zero effect on their wounds, only providing a buffer against future damage.

So a creature w/ 35 hit points out of 50 would still have 35/50 after they gain 10 temp h.p., but they'd lost those 10 temp h.p. first if damaged again.

It might be clearer to think of temporary hit points as a "hit point barrier" than as "hit points, just temporary".

I see. When does that hp buffer disappear? It doesn’t say. Paizo clearly needs professional editors, lol

Consider you are in combat.

The enemy can flee or be defeated.

- If it's defeated, you are done.

- If it does flee, you can track it down or let it go.

- If you track it down, he's going to be the same hp and temp hp. If you then kill it, you are done.

- If you let it go, it doesn't matter how that specific creature deals with temp hp ( keep in mind that it's a rarity to see "temp hp" which lasts indefinitely, so do not expect the same with spells or other feats ).

I agree it's an oversight that the temp hp does not have a duration, but it's not a big deal ( there are tons of unclear stuff we'd like to get an answer for, and this one is imo not even worth being mentioned ).


HumbleGamer wrote:
grayv wrote:
Castilliano wrote:

Correct, you are mistaken.

Temporary hit points act like hit points in some ways, but aren't hit points, nor do they replenish hit points. When a wounded creature gains temporary hit points, it has zero effect on their wounds, only providing a buffer against future damage.

So a creature w/ 35 hit points out of 50 would still have 35/50 after they gain 10 temp h.p., but they'd lost those 10 temp h.p. first if damaged again.

It might be clearer to think of temporary hit points as a "hit point barrier" than as "hit points, just temporary".

I see. When does that hp buffer disappear? It doesn’t say. Paizo clearly needs professional editors, lol

Consider you are in combat.

The enemy can flee or be defeated.

- If it's defeated, you are done.

- If it does flee, you can track it down or let it go.

- If you track it down, he's going to be the same hp and temp hp. If you then kill it, you are done.

- If you let it go, it doesn't matter how that specific creature deals with temp hp ( keep in mind that it's a rarity to see "temp hp" which lasts indefinitely, so do not expect the same with spells or other feats ).

I agree it's an oversight that the temp hp does not have a duration, but it's not a big deal ( there are tons of unclear stuff we'd like to get an answer for, and this one is imo not even worth being mentioned ).

I summon the monsters so they might stick around for a bit, that’s why I was interested. Thanks for the info.


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I think all summoning spells have a duration of Sustained - and you can't Sustain a Spell for more than a minute without becoming fatigued. And once you are fatigued you can't continue sustaining any spells.

So in that case, the Giant Mosquito's temp HP will last no more than a minute.


breithauptclan wrote:
you can't Sustain a Spell for more than a minute without becoming fatigued

10 minutes. Also unless other duration listed in the spell (just to clarify for others).


Errenor wrote:
breithauptclan wrote:
you can't Sustain a Spell for more than a minute without becoming fatigued
10 minutes. Also unless other duration listed in the spell (just to clarify for others).

Indeed. Good catch.

I checked through the summoning spells, the only ones that I see that are sustained but don't specify a 1-minute maximum sustain are Unseen Servant and Illusory Creature.

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