Difference between revisions of "Stanching, Greater (Armor Magic Property)"

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| Description|A Greater 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. Greater 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 [[Might]] checks to stabilize from [[dying]] (but not for any other uses of Might).
 
| Description|A Greater 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. Greater 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 [[Might]] checks to stabilize from [[dying]] (but not for any other uses of Might).
  
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 Light 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.
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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 Light 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 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. 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 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 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. If the wearer is first injured and also made bloodied by the same attack, both healing effects trigger.

Latest revision as of 02:59, 13 June 2019

Stanching, Greater (Armor Magic Property)

Enchant Cost: +5

A Greater 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. Greater 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 Might checks to stabilize from dying (but not for any other uses of Might).

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 Light 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 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. If the wearer is first injured and also made bloodied by the same attack, both healing effects trigger.

Creation: Creator (Feat), Bailiwick Check (DC 46), a bright remnant (tier 3), and an item symbolic of the enchantment.