Lingering Spirit (Discovery): Difference between revisions

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'''Benefit''': The alchemist is familiar enough with the ties between his body and spirit that he lingers at death’s door far longer than a normal person. Any time the alchemist is killed through hit point damage, instead of dying, he tracks his negative hit points and remains alive but unconscious for 1 minute.  During this one minute period, the alchemist may be healed per the standard 'healing the dying' rules.  Once his hit points exceed his death total, he cannot make checks to stabilize, and takes 1 point of damage each round without a means of stopping that damage, short of outside assistance.  Once the minute expires, if the alchemist's hit points are still below his death total, he dies.
'''Benefit''': The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. Any time the alchemist is killed through hit point damage, instead of dying, he tracks his negative hit points and remains alive but unconscious for 1 minute.  During this one minute period, the alchemist may be healed per the standard 'healing the dying' rules.  Once his hit points exceed his death total, he cannot make checks to stabilize, and takes 1 point of damage each round without a means of stopping that damage, short of outside assistance.  Once the minute expires, if the alchemist's hit points are still below his death total, he dies.

Revision as of 02:01, 31 December 2015


Lingering Spirit

Prerequisites: Alchemist 4


Benefit: The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. Any time the alchemist is killed through hit point damage, instead of dying, he tracks his negative hit points and remains alive but unconscious for 1 minute. During this one minute period, the alchemist may be healed per the standard 'healing the dying' rules. Once his hit points exceed his death total, he cannot make checks to stabilize, and takes 1 point of damage each round without a means of stopping that damage, short of outside assistance. Once the minute expires, if the alchemist's hit points are still below his death total, he dies.