Knight of Roses
14th January 2005, 10:09 PM
Lingering Wounds: These weapons are laced with dark energy and the wounds they leave are difficult to heal, either naturally or by magic.
To naturally heal a wound inflicted by one of these weapons (including fast healing or regeneration), the victim must make a successful Fortitude save (DC 17) or it does not heal. A character under the care by someone with the Heal skill may use their heal check in place of the Fortitude save.
To magically heal a wound inflicted by one of these weapons, the caster must make a successful caster level check against a DC of 15. A remove curse spell will break the lingering wounds effect.
Moderate necromancy [evil]; CL: 7th; Prerequisites: Enchant Arms and Armor, contagion; Market Price: +1 weapon enhancement.
What do people think of the rewrite?
To naturally heal a wound inflicted by one of these weapons (including fast healing or regeneration), the victim must make a successful Fortitude save (DC 17) or it does not heal. A character under the care by someone with the Heal skill may use their heal check in place of the Fortitude save.
To magically heal a wound inflicted by one of these weapons, the caster must make a successful caster level check against a DC of 15. A remove curse spell will break the lingering wounds effect.
Moderate necromancy [evil]; CL: 7th; Prerequisites: Enchant Arms and Armor, contagion; Market Price: +1 weapon enhancement.
What do people think of the rewrite?