Pathfinder False Life . While this spell is in effect, you gain temporary hit points. This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20).
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You get hit for 8 damage, you're now at 8/12 hp. Requirements craft wondrous item, false life; You harness the power of unlife to grant yourself a limited ability to avoid death.
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Casting time 1 standard action. Requirements craft wondrous item, false life; You create a reservoir of vitality from necromantic energy, gaining a number of temporary hit points equal to 6 plus your spellcasting ability modifier. False life, greater is a spell in pathfinder:
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If you're at 12/12 hp and cast false life and get 8 temp hp you're at 12/12 hp + 8 thp. This takes effect after the attack hits. You create a reservoir of vitality from necromantic energy, gaining a number of temporary hit points equal to 6 plus your spellcasting ability modifier. This spell functions as false life, except you.
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Duration 1 hour/level or until discharged; This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). False life, greater is a 4 from the necromancy school. Cost 500 gp (4 hp), 1,500 gp (8 hp), 4,500 gp (12 hp), 13,500 gp (16 hp), 40,500 gp (24 hp).
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Therefore, it, and as far as i know only it, will stack with false life. You get hit for 8 damage, you're now at 8/12 hp. Meaning that the better of the two spells is now the +8 hp false life, so it becomes active. This is important, both spells are in still effect, but they overlap, so you only.
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The effects of this spell do not stack with those of false life. The big thing about false life is it doesn't take an action. So you could have false life, greater false life, and vampric touch all stack together for some since bonus hp. However, it affects all allies within a radius of 30 feet and grants them 3d10.
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His wife who has been introduced more recently and has been recently gming; However, it affects all allies within a radius of 30 feet and grants them 3d10 +. Meaning that the better of the two spells is now the +8 hp false life, so it becomes active. You get hit for 9, you're now at 3/12 hp. False life,.
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As an immediate action, you can dismiss the remaining duration of the spell to prevent 1 point of strength, dexterity, or constitution damage per 10 temporary hit points remaining from the spell. If you're at 12/12 hp and cast false life and get 8 temp hp you're at 12/12 hp + 8 thp. That one goes down to +7hp. Feast.
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Feast of blood enhances the exsanguinate spell, which makes the blood overflow in the target's body. While this spell is in effect, you gain temporary hit points. This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 per caster level (maximum +20). False life is a 2 from the necromancy school. You create.
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Including false life stacking with greater false life( the game counts them as seperate buffs). Out of combat, expending many lower level spells is better than expending one higher level spell. You get hit for 9, you're now at 3/12 hp. False grace is a spell similar to false life. You get hit for four damage.