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*Pathfinder & Starfinder
[Bo9S] Stone Power + Steely Resolve: Legal?
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<blockquote data-quote="BASHMAN" data-source="post: 3429462" data-attributes="member: 8277"><p>The solution is simple-- the DM has to out damage your stone power and steely resolve. All it takes is more than 10 damage a round to do this. </p><p></p><p>From what I understand, stone power lasts until the begining of your next turn, and steely resolve lasts till the end of your current turn, yes? </p><p></p><p>So from what I understand this is how it works, using a 2nd level crusader with 20hp: </p><p></p><p>Initiative order: </p><p></p><p>Ogre</p><p>Crusader</p><p>Cleric</p><p>Orcs</p><p></p><p></p><p>Ogre crushes the crusader for 12 damage, 5 of which go into his delayed damage pool, 7 of which comes off his HP. </p><p></p><p>On his turn, the Crusader activates Stone Power, gaining 4 temporary HP, but taking -2 to hit, raising him back up to 17 hp. The crusader attacks and hits because of the +1 furious counterstrike just countered some of his -2 from Stone Power). At the end of his turn, the crusader takes the 5 damage from his pool, lowering his hp to 12. </p><p></p><p>The Cleric Heals the crusader, curing 7HP, bringing him up to 19 hp. </p><p></p><p>Orcs attack the crusader, doing 8 damage to him, lowering him to 4hp.</p><p></p><p>Round 2</p><p></p><p>Ogre attacks the crusader and hits for 9 damage, 5 going to his delayed damage pool, lowering him to 0HP. </p><p></p><p>Crusader spends his action to recover a maneuver, and thanks to a feat, gains 6hp, raising him to 6. </p><p></p><p>Cleric heals the crusader 7hp, rasing him to 13. </p><p></p><p>Orcs attack the crusader again for 8 damage, crusader down to 5 hp.</p><p></p><p>Round 3</p><p>Ogre hits crusader for 10 damage, taking him to -5. </p><p></p><p>Crusader rolls to stabalize and fails, lowering to -6.</p><p></p><p>Cleric heals crusader for 7, bringing him up to 1hp. </p><p></p><p>Orcs attack cleric for 8 dmg.</p><p></p><p>Round 3</p><p>Ogre hits crusader for 12 dmg, killing him. </p><p></p><p>Cleric tactically withdraws</p><p></p><p>Orcs charge after, doing 8 dmg</p><p></p><p>etc. </p><p></p><p>Essentially, the DMs problem is either he isn't hitting you, or not hitting you hard enough. As I see it, that feat only slows down death--- it does not prevent it, unless you have 1 opponent only hitting you for less damage than the stone power gives you per round.</p></blockquote><p></p>
[QUOTE="BASHMAN, post: 3429462, member: 8277"] The solution is simple-- the DM has to out damage your stone power and steely resolve. All it takes is more than 10 damage a round to do this. From what I understand, stone power lasts until the begining of your next turn, and steely resolve lasts till the end of your current turn, yes? So from what I understand this is how it works, using a 2nd level crusader with 20hp: Initiative order: Ogre Crusader Cleric Orcs Ogre crushes the crusader for 12 damage, 5 of which go into his delayed damage pool, 7 of which comes off his HP. On his turn, the Crusader activates Stone Power, gaining 4 temporary HP, but taking -2 to hit, raising him back up to 17 hp. The crusader attacks and hits because of the +1 furious counterstrike just countered some of his -2 from Stone Power). At the end of his turn, the crusader takes the 5 damage from his pool, lowering his hp to 12. The Cleric Heals the crusader, curing 7HP, bringing him up to 19 hp. Orcs attack the crusader, doing 8 damage to him, lowering him to 4hp. Round 2 Ogre attacks the crusader and hits for 9 damage, 5 going to his delayed damage pool, lowering him to 0HP. Crusader spends his action to recover a maneuver, and thanks to a feat, gains 6hp, raising him to 6. Cleric heals the crusader 7hp, rasing him to 13. Orcs attack the crusader again for 8 damage, crusader down to 5 hp. Round 3 Ogre hits crusader for 10 damage, taking him to -5. Crusader rolls to stabalize and fails, lowering to -6. Cleric heals crusader for 7, bringing him up to 1hp. Orcs attack cleric for 8 dmg. Round 3 Ogre hits crusader for 12 dmg, killing him. Cleric tactically withdraws Orcs charge after, doing 8 dmg etc. Essentially, the DMs problem is either he isn't hitting you, or not hitting you hard enough. As I see it, that feat only slows down death--- it does not prevent it, unless you have 1 opponent only hitting you for less damage than the stone power gives you per round. [/QUOTE]
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[Bo9S] Stone Power + Steely Resolve: Legal?
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