Ruptured

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Condition Severity: Strong

Effects

  • A creature that is taking Rupture damage takes the listed amount of damage at the beginning of its turn. Unlike Bleed, Ruptures stack with themselves, meaning that a 5 point Rupture that hits the same character three times becomes a 15 point Rupture.
The Rupture condition can be ended by a Hard DC Heal check or through the application of any effect that cures hit point damage or grants temporary hit points (even if the Rupture is dealing ability damage/drain). Healing effects must restore or apply a quantity of hit points greater than or equal to the amount of Rupture damage being inflicted per round or the healing effect fails to remove the Rupture effect.
Note that, just like the Bleed condition, Ruptures negate the next healing, first-aid check, or application of temporary hit points granted to you, except to remove the Rupture condition (assuming that the healing is sufficient to successfully remove it). Healing effects which are too small to remove Rupture do nothing at all. Damage inflicted by the rupture, therefore, cannot be healed until the rupture condition is removed.
Some Rupture effects cause ability damage or even ability drain instead of hit point damage (or even in addition to hit point damage!). In all cases, the damage caused by a rupture remains after the rupture is removed, and must be separately healed.

Ended By

If the ability, trap, or effect description includes specific directions for how the condition is ended, then that is the primary means of ending this condition. In many cases, it is the only way to end the condition. If nothing is specifically listed for ending the condition, then the following methods can be used to end it, instead:

Array

BruisedBleedRuptured