Stanching, True (Armor Magic Property): Difference between revisions

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| Description|A True Stanching suit of armor helps stop the flow of blood from the wearer's wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. True Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a [[bleed]] or [[ruptured]] effect. The wearer also adds the armor's enhancement bonus to [[Death Check]]s to stabilize from [[dying]].
| Description|A True Stanching suit of armor helps stop the flow of blood from the wearer's wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. True Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a [[bleed]] or [[ruptured]] effect. The wearer also adds the armor's enhancement bonus to [[Death Check]]s to stabilize from [[dying]].


When the wearer is first injured in a given day, the armor will heal the wearer automatically (even if they are helpless) by an amount equal to a [[Cure Moderate Wounds (Cleric Spell)]], using the wearer's character level as the casting level. This healing may cause other effects to trigger, such as certain [[dweomermetals]] effects. The hit points healed are added instantly, even if the character's hit points are reduced in one large effect, and may suffice to keep the wearer conscious.
When the wearer is first injured in a given encounter, the armor will heal the wearer automatically (even if they are helpless) by an amount equal to a [[Cure Moderate Wounds (Cleric Spell)]], using the wearer's character level as the casting level. This healing may cause other effects to trigger, such as certain [[dweomermetals]] effects. The hit points healed are added instantly, even if the character's hit points are reduced in one large effect, and may suffice to keep the wearer conscious.


In addition to the above effects, up to once per day, when the wearer is reduced below their [[bloodied]] value in hit points, the armor will heal the wearer automatically (even if they are helpless) by an amount equal to a [[Cure Serious Wounds (Cleric Spell)]], using the wearer's character level as the casting level. This healing may cause other effects to trigger, such as certain [[dweomermetals]] effects. The hit points healed are added instantly, even if the character's hit points are reduced in one large effect, and may suffice to keep the wearer conscious. If the wearer is first injured and also made bloodied by the same attack, both healing effects trigger.
In addition to the above effects, up to once per encounter, when the wearer is reduced below their [[bloodied]] value in hit points, the armor will heal the wearer automatically (even if they are helpless) by an amount equal to a [[Cure Serious Wounds (Cleric Spell)]], using the wearer's character level as the casting level. This healing may cause other effects to trigger, such as certain [[dweomermetals]] effects. The hit points healed are added instantly, even if the character's hit points are reduced in one large effect, and may suffice to keep the wearer conscious. If the wearer is first injured and also made bloodied by the same attack, both healing effects trigger.


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Latest revision as of 18:57, 22 December 2020

Stanching, True (Armor Magic Property)

Enchant Cost: +7 (epic)

You must be level 21 or higher to equip, wield or wear an item with this property.

A True Stanching suit of armor helps stop the flow of blood from the wearer's wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. True Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a bleed or ruptured effect. The wearer also adds the armor's enhancement bonus to Death Checks to stabilize from dying.

When the wearer is first injured in a given encounter, the armor will heal the wearer automatically (even if they are helpless) by an amount equal to a Cure Moderate Wounds (Cleric Spell), using the wearer's character level as the casting level. This healing may cause other effects to trigger, such as certain dweomermetals effects. The hit points healed are added instantly, even if the character's hit points are reduced in one large effect, and may suffice to keep the wearer conscious.

In addition to the above effects, up to once per encounter, when the wearer is reduced below their bloodied value in hit points, the armor will heal the wearer automatically (even if they are helpless) by an amount equal to a Cure Serious Wounds (Cleric Spell), using the wearer's character level as the casting level. This healing may cause other effects to trigger, such as certain dweomermetals effects. The hit points healed are added instantly, even if the character's hit points are reduced in one large effect, and may suffice to keep the wearer conscious. If the wearer is first injured and also made bloodied by the same attack, both healing effects trigger.

Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 57), a blazing remnant (tier 5), and an item symbolic of the enchantment.