| Waldham |
Hello, I have a question about Juggernaut mutagen.
Whenever you're at maximum Hit Points for at least 1 minute, you regain the temporary Hit Points.
For example, Juggernaut Mutagen (Moderate) : you gain 10 temporary Hit Points, and the duration is 10 minutes.
For example, after a fighting encounter, if the character is healing at maximum hit points, he regains 10 temporary hit points ?
Numbing tonic : You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.
Numbing tonic is more effective, no ?
Thanks for your future answer.
Ascalaphus
|
They're good for different situations.
If you have one big fight, the numbing tonic giving you some temp HP every round is really nice.
The juggernaut mutagen gives you a bonus to fortitude saves, which can be pretty useful. The bonus is always a bit higher than what you could get from an armor rune of similar level.
Also, if you had a fight, quickly heal up in a minute, have another fight, quickly heal up in a minute, and have another fight, then the juggernaut mutagen's temp HP would be impressive too. This can work well if you're trying to make some 10-minute duration effects like Heroism work for more than one combat.
Much of the time, people do a fight, then a 10 minute rest for Treat Wounds a couple of times, and then move on to the next encounter. That also means that most buffs would wear off, because most of them only last for 1 minute or 10 minutes.
But if there's a couple of easy encounters quickly after another, you could also try to just keep going, to use the buffs for more than one fight. And then the juggernaut mutagen becomes really helpful.
| ottdmk |
I tend to prefer Numbing, as it can absorb more damage over the course of a fight.
Juggernaut still has its places though. With a 10 minute duration, Juggernaut is easier to pre-buff with. Plus, it is really great with Fortitude Saves. And finally, Juggernaut is better at absorbing one big hit, and sometimes that's important.