Wounding (Melee Weapon Magic Property): Difference between revisions

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(Created page with '''Go back to Reese's Campaign page.'' ''Go back to Magic Item Properties page.'' ''Go back to Magic Properties - Melee Weapons page.'' === Wounding === * ''…')
 
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This special ability can only be placed on melee weapons.  
This special ability can only be placed on melee weapons.  


A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. Additional bleed damage from other sources, including another bleed weapon, do not stack; instead, only the largest of the bleed effects is applied.
A wounding weapon deals 1 point of [[bleed]] damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. Additional bleed damage from other sources, including another bleed weapon, do not stack; instead, only the largest of the bleed effects is applied.


* ''Craft Magic Arms and Armor, bleed; Cost +2 bonus''
* ''Craft Magic Arms and Armor, bleed; Cost +2 bonus''

Revision as of 00:19, 25 July 2014

Go back to Reese's Campaign page.

Go back to Magic Item Properties page.

Go back to Magic Properties - Melee Weapons page.


Wounding

  • Price: +2 bonus
  • Aura moderate evocation; CL 10th; Weight

This special ability can only be placed on melee weapons.

A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. Additional bleed damage from other sources, including another bleed weapon, do not stack; instead, only the largest of the bleed effects is applied.

  • Craft Magic Arms and Armor, bleed; Cost +2 bonus