Fights of the Week: 4 February 2009, Comments and Concerns
Post/Author/DateTime
Post
#1TelinArthoFeb 03, 2009 10:24:21
Please don't edit the sheet after the deadline or you will lose the match.
#42TelinArthoFeb 05, 2009 13:10:36
Thanks for the run. I disagree with how you ran the poison out of Harnack's body - but I'll have to look that one up to remind myself - it doesn't matter in the fight anyway though.
Also on the rewards, for some reason there's a +51 next to Delilah's gp rewards. I assume this is a mistake.
#82zevoxFeb 09, 2009 14:06:52
Yeesh - looks like I'm starting off true to form... Good luck Zevox on pulling this one out.
No kidding. Why do your dice hate me Telin?
Zevox
#83hogarthFeb 09, 2009 15:03:59
@Zevox, Telin: According to the 3.5 FAQ, temporary hp from different sources stack.
#84zevoxFeb 09, 2009 15:15:23
@Zevox, Telin: According to the 3.5 FAQ, temporary hp from different sources stack.
...really? Huh, I could swear that temp hp never stacks. Oh well, I'll take an extra 7 hp in that situation.
Zevox
#85TelinArthoFeb 09, 2009 15:15:33
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.