Does the condition of charging last until your next round?
If not, then surely it has to give an extra readied action to attack the charger. Otherwise, you won't get any bonus damage because the opponent is no longer charging.
If charging does last until the next round, then (2) would be more...
Right, I can see that reading it this way would break the system.
But I do think that's what it says.
Alternatively, what would be a reasonable duration to impose on the THPs?
I see your line of reasoning.
But I think the wording of the ability:
'In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points...
Wouldn't this part
'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.'
imply that a fireball and a flamestrike would be counted as two different effects?
Thanks for the responses.
It seems that a clear consensus points to limiting the damage to once per round.
What about the temporary hit point questions?
Can these stack over multiple rounds and how long do they last?
I have a set of related questions that I'm hoping to understand better.
All of these questions involve a wizard with a wall of fire and an iron golem he commands.
1) Can the golem do a double move and walk back and forth in the wall of fire to heal 8 * (2d6+caster level) / 3 hp in a round...
Do you retain your Dex bonus in a grapple while pinned?
For regular grappling it clearly states you lose it only against opponents outside the grapple, and the pin rules don't mention it, but states that you are immobile.