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Question about the aid spell.
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<blockquote data-quote="Celebrim" data-source="post: 242397" data-attributes="member: 4937"><p>The aid spell blesses the target and gives it 1d8 temporary hit points. Suppose you are the target of multiple aid spells. The morale bonus for being blessed does not stack, but what about the temporary hit points?</p><p></p><p>Up until now I would have assumed that they did, since I'd never seen anything to suggest otherwise. However, the Lantern Archon (and several other celestials) have the ability to cast aid <em>at will</em>. Given that the aid spell lasts minutes, this means that the lowly Lantern Archon (CR 2) can come into a fight pumped up with (on average) 135 temporary hit points. After 6 rounds of blasting the characters with rays (hittng with probably more than half of its 12 attacks), it would have lost on avg. 27 temporary hit points from spell experation, meaning that it had 108 hit points to spell before it was even hurt. At which point it could teleport away, and rince and repeat. While I have no problem with celestials being mega-tough (I think they should be), I do have a problem with the assessment of CR <em>if</em> in fact temporary hit points do stack. Imagine a team of 4 Lantern Archon's (CR at most 6) doing this. (One Lantern Archon could concievably start a fight with 405 temporary hit points.)</p><p></p><p>The situation with more potent celestials is even worse.</p><p></p><p>I've seen no erratta on this, so I can only assume that either there is something I'm missing or most people don't expect thier players to fight archons.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 242397, member: 4937"] The aid spell blesses the target and gives it 1d8 temporary hit points. Suppose you are the target of multiple aid spells. The morale bonus for being blessed does not stack, but what about the temporary hit points? Up until now I would have assumed that they did, since I'd never seen anything to suggest otherwise. However, the Lantern Archon (and several other celestials) have the ability to cast aid [I]at will[/I]. Given that the aid spell lasts minutes, this means that the lowly Lantern Archon (CR 2) can come into a fight pumped up with (on average) 135 temporary hit points. After 6 rounds of blasting the characters with rays (hittng with probably more than half of its 12 attacks), it would have lost on avg. 27 temporary hit points from spell experation, meaning that it had 108 hit points to spell before it was even hurt. At which point it could teleport away, and rince and repeat. While I have no problem with celestials being mega-tough (I think they should be), I do have a problem with the assessment of CR [I]if[/I] in fact temporary hit points do stack. Imagine a team of 4 Lantern Archon's (CR at most 6) doing this. (One Lantern Archon could concievably start a fight with 405 temporary hit points.) The situation with more potent celestials is even worse. I've seen no erratta on this, so I can only assume that either there is something I'm missing or most people don't expect thier players to fight archons. [/QUOTE]
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Question about the aid spell.
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