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[ELH] Lingering Damage


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I respect your opinions on this, and if I was playing with a DM that ruled this way, I'd have no problem with the ruling. What I meant is that the spirit of spring attack is to allow the character to spring in, make his attack, and spring out. The spirit of haste is that it gets you moving so quickly you have time to do an extra partial action in the same time it takes to only do your standard 2 actions (move-move, or move-standard). So therefore, both the DM and I agreed that moving in, taking the standard swing and the hasted swing, then moving out fell into the spirit of the rules.

Part of my reasoning for this is that you are splitting up your move-equivalent actions into two smaller moves. Logically, there is no reason that you couldn't take your second half-move after the hasted action. Rules-wise, maybe not. We decided on it during a battle that the DM had augmented heavily, and a couple of extra sneak attacks early on made the difference between victory and possible total party annhilation.

We also both agreed that, yes, springing in, getting the full attack action, then springing out, would be insane and too much.

But this decision isn't unbalancing, particularly when we are going up against Marilith demons wih 6 arms, extra levels of fighter, an AC of about 50 or so, the perfect multiattack feat, hasted, and each arm wielding unholy, bane weapons. We all have some potent magic items, but the DM equips the bad guys every bit as heavily as our party.

If you don't want to allow this in your games, fine. If I ever come to your house to play, I'd abide by your ruling, no problem. However, my original question in this thread is how you would handle the lingering damage feat on a character with multiple sneak attacks per round. So far, the DM and I are discussing allowing only the first successfull sneak attack of the round to linger into the next round. What do you think?
 

Good point, back to yours...

By the book, it is your sneak attack dice again next round, per every hit. If the DM thinks it's too powerfull, I suggest,

One point per sneak attack dice scored last round. So three attacks at +10D6 SA each would be 30 points next round. Probably the least complex of my ideas.


Roll the SA damage the next round, but give a FORT save to ignore, the DC being your rouge level + your # of SA dice. The above example would turn into three saves at 30, (20th level + 10 for 10D6 SA), each failed save would be 10D6 damage taken that round.


Arterial Strike from Song and Silence allows you to turn 1 SA dice into a 1 point bleeding wound. Make this feat a prerequisite, and have your lingering SA deal a bleeding wound equal to the # of dice. The above example turns into 30 points of damage every round until healed in some fashion. Powerful, but given the spell ability and likelyhood of some sort of fast healing in Epic, not too bad.


Or say that only the first each round. Where as a SA requires accuracy, a lingering SA requires even more, so can be done only on the very first attack in any round, not the first hit. Going this way, I'd let you roll your total damage, weapon dice, STR mod, power attack, ect, just as you had it the round you struck. To balance the fact it must be on your first attack, not first hit. This in line with your DM's ruling, and is similar to the way sneak attack is already done.
 

I wouldn't nerf it to minimum damage or anything like that. Fighter types have Devastating Critical for insta-kills and rogues have lingering damage. And spellcasters have had insta-kills for past 10+ levels.
 

Well, we are currently going through the Bastion of Broken Souls module, and we have just arrived at the Bastion to find that it has a whole bunch of demons around it, not the least of which is a 70 foot Retriever (Demonic construct, so no sneak attack or criticals! Urgh!)

Depending on how this battle goes, the DM may decide to let all the Sneak Attacks linger like it says in the book. He has a tendency to throw us up against challenges that are about 10 Encounter Levels higher than normal to make up for our rather excessive party strength. (We have also been going around collecting these 6 elven swords that are basically minor artifacts, because the elven Corellon Latherian Worshipping fighter has this thing about taking them into Myth Drannor and restoring it to its former glory. Right now, we have 4 of the 6, and they are pretty powerful weapons. So the DM scales the combats accordingly.)

I might mention the idea to him of 1 point of damage per sneak attack die lingering. And as for the wounding thing, the lingering damage feat already has the rogue ability crippling strike as a prerequisite.
 
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So, with the Lingering damage, if a Rogue has 'Oppurtunist' and hits and deals sneak attack damage with his AoO

A. Does lingering damage take place (I'd say yes)
B. And if so, when? On the rogues turn or on the turn of the fellow PC when the rogue used oppurtunist?
 

hammymchamham said:
So, with the Lingering damage, if a Rogue has 'Oppurtunist' and hits and deals sneak attack damage with his AoO

A. Does lingering damage take place (I'd say yes)
B. And if so, when? On the rogues turn or on the turn of the fellow PC when the rogue used oppurtunist?

I'd say it would be on the rogue's turn, since the description says the damage takes place on your next turn.
 

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