No upper limit on temporary HPs?

Shin Okada

Explorer
The current adventure we are playing will bring PCs to Positive Energy Plane sooner or later.

Positive Energy Plane + Steadfast Determination + enough Fort Save mod (19+) = Infinite number of Temporary HPs?

From SRD,

Major positive-dominant planes go even further. A creature on a major positive-dominant plane must make a DC 15 Fortitude save to avoid being blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane grants fast healing 5 as an extraordinary ability. In addition, those at full hit points gain 5 additional temporary hit points per round. These temporary hit points fade 1d20 rounds after the creature leaves the major positive- dominant plane. However, a creature must make a DC 20 Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it.

Assume a PC has relatively high Fort Save modifier (19+) and Steadfast Determination feat (PHB 2). He will not auto fail in natural 1 on fort saves. So, in a major positive-dominant plane, he will never be blinded nor explode.

So, does that mean he will continue to gain 5 additional temporary hit points per round, without no upper limit?

5 temp HPs per 6 seconds. That means 50 temp HPs per minutes or 3,000 temp HPs per hour.

The module says to roll random encounter once per 12 hours. During that "rest" time, he can gain 36,000 temporary HPs.:confused:

I am afraid of that at least 2 PCs of our current campaign can qualify for this....
 

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wow, I think it is technically correct, but I would put a reasonableness cap on it (i.e., the temp hit points fade d20 rounds after leaving the positive plane, and also if you exceed your normal hit point total...)
 

I'd rule that the DC raises with the amount of temp hitpoints.
Just as I rule that concentraition to cast defensivly depends on the BAB of the enemy.
So I'd rule the DC is 15 + Temp HP gained through the positive energy plane.

If a longer run is planed. Perhape use 15+ 1/5 Temp HP gained through the positive energy plane.
 

As written, I think you're technically correct. Wow!
I'd rule that the DC raises with the amount of temp hitpoints.
I agree. Maybe make the DC = (20 + excess HP over PC's max HP) or something?

Alternatively, you could make an escalating save like this represent a save to avoid gaining the additional temporary HP (and therefore avoid the higher DC next round!). Then cap the temp HP at twice the PC's max HP or something, at which point the character explodes with no save allowed. This way, low level characters explode almost immediately; high levels have a guaranteed few minutes to operate; and characters with exceptional fort saves can "play with fire" by intentionally failing the save for a few rounds to gain some temp HP, while trying not to gain too many and falling into ever-rising-HP death spiral and the inevitable fireworks at the end. *pop* :devil:
 

"However, a creature must make a DC 20 Fortitude save each round that its temporary hit points exceed its normal hit point total."
As I read this it means that if a creature normally has 79 hit points, when it has full HP and in addition has 80 temporary hit points it starts rolling saves at DC 20, or explodes.

I'd house rule this to increase the save DC by 5 for each full normal hit point total above this again, so at (temp hp > 2*base hp) it's 25, at (temp hp > 3*base hp) it's 30, etc.
 

Thank you guys. It seems that I need to declare a house rule.

Maybe DC= (20 + (excess HP over PC's max HP /5) ) or something?

That is basically +1 DC per round. Easy to understand and not too different from the original rule. I hope.

Still, some may play with the "limit" and then cast Attune Form or similar spell to "cap a bottle".
 

FYI, I googled around a bit. Not much info that I can find, but on one thread at GitP, they interpret it as Elethiomel has: that the save applies only when total HP is twice normal HP.

So if you decide to make an escalating DC, you might consider having PCs do this only when they have Total_HP = (Normal_Max_HP + Temp_HP), rather than when they just exceed normal HP. At least to be in agreement with some other random person on the interwebs ;)
 

So if you decide to make an escalating DC, you might consider having PCs do this only when they have Total_HP = (Normal_Max_HP + Temp_HP), rather than when they just exceed normal HP. At least to be in agreement with some other random person on the interwebs ;)

Ah. I see. I meant to make it so.

If a PC's normal HP=200, he starts to roll saves once his his full HPs (200) and gains 201+ temporal HPs. Then, say, when the temporal HPs = 250, DC is 30.
 

How about ruling that the hard cap is double max hp? It seems simple enough, and is arguably the intent. You gain 5 hp per round until you hit double max hp, at which point you must make a fort save each round until your temp hp goes down. At which point, the fast healing resumes giving you temp hp.

Example: PC has 200 hp. Once he gain 200 temp hp from the fast healing, he must save each round or explode. However, he cannot gain more temp hp. He's "full." If he slits his wrists for 15 damage to avoid the save vs. dying, he's back down to 185 temp hp, and resumes gaining 5 per round, again up to 200 in 3 more rounds, assuming no more damage to himself.

(I really would find it darkly humorous to put a bunch of completely unprepared PCs on the Positive Energy Plane and leave them desperately lascerating themselves to stave off death from healing.)
 

(I really would find it darkly humorous to put a bunch of completely unprepared PCs on the Positive Energy Plane and leave them desperately lascerating themselves to stave off death from healing.)

First thing the PC's see is another party with a wizard nuking themselves with powerful AoE damage spells every so many feet to keep them from exploding, crying piteously as the Wizard runs out of spells, letting the PC's watch them explode, wondering what just happened.
 

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