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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?

Mask
14th January 2005, 10:11 PM
Hmmmm... sounds kinda like Vile Damage, from the Book of Vile Darkness...

Knight of Roses
14th January 2005, 11:21 PM
Well, vile damage is much worse. It can only be healed magically on hallowed ground, I cannot recall the exact phrasing.

This just makes wounds tough to heal, but they will, eventually.

Mask
14th January 2005, 11:24 PM
Does this also negate Fast Healing and Regeneration?

Knight of Roses
15th January 2005, 03:47 AM
Hmm, good point. I guess those would require a Fortitude save to work as well, you would get a new save each round, so you still would heal quickly.