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Overlapping and Stacking False Life
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<blockquote data-quote="allenw" data-source="post: 1175641" data-attributes="member: 12992"><p>I'm not sure I buy that temporary hit points never stack.</p><p> I know that this has been discussed in detail before, but I don't recall seeing anyone bring up this point:</p><p> Per the MM, a monster that drains ability scores "gains 5 temporary hit points (10 on a critical hit) whenever it drains an ability score no matter how many points it drains. Temporary hit points gained in this fashion last for a maximum of 1 hour." And for Energy Drain, "a draining creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour." The words "whenever" and "each" certainly make it *seem* like temporary hp gained from multiple attacks stack. </p><p> I also note the following similar-implication text from the Vampire Spawn descriptions:</p><p> "Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints." (Presumably they mean "points," though pints may also be involved. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p> "Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points." </p><p></p><p> Based on this, while I'm convinceable that temporary hp from spells such as Aid and False Life might not stack, I'd rule that those from "drain" attacks (including the Vampiric Touch spell) *do* stack.</p></blockquote><p></p>
[QUOTE="allenw, post: 1175641, member: 12992"] I'm not sure I buy that temporary hit points never stack. I know that this has been discussed in detail before, but I don't recall seeing anyone bring up this point: Per the MM, a monster that drains ability scores "gains 5 temporary hit points (10 on a critical hit) whenever it drains an ability score no matter how many points it drains. Temporary hit points gained in this fashion last for a maximum of 1 hour." And for Energy Drain, "a draining creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour." The words "whenever" and "each" certainly make it *seem* like temporary hp gained from multiple attacks stack. I also note the following similar-implication text from the Vampire Spawn descriptions: "Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints." (Presumably they mean "points," though pints may also be involved. ;) ) "Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points." Based on this, while I'm convinceable that temporary hp from spells such as Aid and False Life might not stack, I'd rule that those from "drain" attacks (including the Vampiric Touch spell) *do* stack. [/QUOTE]
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Overlapping and Stacking False Life
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