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General Tabletop Discussion
*Pathfinder & Starfinder
Official ruling on Battlerager Vigor mechanics
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<blockquote data-quote="Sunglare" data-source="post: 4572467" data-attributes="member: 61180"><p>Keep trying Abyssal, you make a lot of good points on these threads. </p><p>How would you handle the situation I was talking about before. Player has 4 THP from Vigor and 4 THP from Invigorating. He gets hits for 4 dmg, how many THP does he have left 4 or 8 and why.</p><p> </p><p>FIGHTER TALENT</p><p>BATTLERAGER VIGOR</p><p>Appears in <a href="http://www.wizards.com/default.asp?x=dnd/4mst/products" target="_blank"><span style="color: #0000ff">Martial Power</span></a></p><p>Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).</p><p> </p><p><strong><em><u>When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.</u></em></strong> (This does not need to be here. This is the same phrase found under the invigorating keyword listed on the next page. Everybody would get this benefit and it's just confusing by mentioning it under Battlerager Vigor too.)</p><p> </p><p>When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.</p><p> </p><p> </p><p> </p><p>Wish I had my books with me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p> </p><p>(I think I'll just remove all powers with the invigorating keyword to save trouble, this is where everybody's confusion is coming from. Fighter Talent Battlerager Vigor alone is nasty enough.)</p></blockquote><p></p>
[QUOTE="Sunglare, post: 4572467, member: 61180"] Keep trying Abyssal, you make a lot of good points on these threads. How would you handle the situation I was talking about before. Player has 4 THP from Vigor and 4 THP from Invigorating. He gets hits for 4 dmg, how many THP does he have left 4 or 8 and why. FIGHTER TALENT BATTLERAGER VIGOR Appears in [URL="http://www.wizards.com/default.asp?x=dnd/4mst/products"][COLOR=#0000ff]Martial Power[/COLOR][/URL] Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved). [B][I][U]When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.[/U][/I][/B] (This does not need to be here. This is the same phrase found under the invigorating keyword listed on the next page. Everybody would get this benefit and it's just confusing by mentioning it under Battlerager Vigor too.) When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick. Wish I had my books with me. :P (I think I'll just remove all powers with the invigorating keyword to save trouble, this is where everybody's confusion is coming from. Fighter Talent Battlerager Vigor alone is nasty enough.) [/QUOTE]
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Official ruling on Battlerager Vigor mechanics
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