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Community
General Tabletop Discussion
*Pathfinder & Starfinder
[Unearthed Arcana] Life Leech feat
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<blockquote data-quote="Silveras" data-source="post: 2001387" data-attributes="member: 6271"><p>First, Unearthed Arcana is a book of variants. The spelltouched variant feats are a little on the strong side. In the first place, a DM should not allow a variant with which s/he has not thoroughly read and understood. </p><p></p><p>That being said, the power only allows you to drain 1 hp/round from creatures at between -1 and -9 hp. Creatures at 0 and above, or creatures that are fully dead (-10 and below), do not count. </p><p></p><p>To select the feat (for those who do not have the book), the requirement is that you have exposed to (victim of), <strong>and failed any save for</strong>, either the death touch domain granted power or the <em>death knell</em> spell (and lived, or been brought back, obviously).</p><p></p><p>To the point of your question, once it is allowed in the first place, I think it is limited enough by its own mechanics. </p><p></p><p>The character is limited by the supply of stable or dying creatures within 30 ft of him/her. After a few rounds of this character being nearby, they are going to die off (and thus stop being a source of hp). This power also affects fallen allies, making it necessary that the party heal fallen friends FAST. Why ? Because Joe the Fighter was taken to -5 hp and was dropped. On Frank the Life Leech's turn, Joe loses another hp (drops to -6). On Joe's initiative, he rolls to stabilize ... fails... and takes another 1 hp damage (drops to -7). Joe is losing 2 hp/round while Frank gains 1 from him. </p><p></p><p>More often than not, it is the party members who drop below 0 hp without being fully dead. If anything, this ability is more of a danger to them than a help to the character who took it. </p><p></p><p>I do not allow the spelltouched feats in my games, as I do not think merely being hit by a spell should be enough to allow you to gain a spell-like or supernatural ability.</p></blockquote><p></p>
[QUOTE="Silveras, post: 2001387, member: 6271"] First, Unearthed Arcana is a book of variants. The spelltouched variant feats are a little on the strong side. In the first place, a DM should not allow a variant with which s/he has not thoroughly read and understood. That being said, the power only allows you to drain 1 hp/round from creatures at between -1 and -9 hp. Creatures at 0 and above, or creatures that are fully dead (-10 and below), do not count. To select the feat (for those who do not have the book), the requirement is that you have exposed to (victim of), [B]and failed any save for[/B], either the death touch domain granted power or the [I]death knell[/I] spell (and lived, or been brought back, obviously). To the point of your question, once it is allowed in the first place, I think it is limited enough by its own mechanics. The character is limited by the supply of stable or dying creatures within 30 ft of him/her. After a few rounds of this character being nearby, they are going to die off (and thus stop being a source of hp). This power also affects fallen allies, making it necessary that the party heal fallen friends FAST. Why ? Because Joe the Fighter was taken to -5 hp and was dropped. On Frank the Life Leech's turn, Joe loses another hp (drops to -6). On Joe's initiative, he rolls to stabilize ... fails... and takes another 1 hp damage (drops to -7). Joe is losing 2 hp/round while Frank gains 1 from him. More often than not, it is the party members who drop below 0 hp without being fully dead. If anything, this ability is more of a danger to them than a help to the character who took it. I do not allow the spelltouched feats in my games, as I do not think merely being hit by a spell should be enough to allow you to gain a spell-like or supernatural ability. [/QUOTE]
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[Unearthed Arcana] Life Leech feat
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