Wounding (Melee Weapon Magic Property): Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
''Go back to [[ Reese's Campaign ]] page.''
[[Category:Epic Path]]
 
[[Category:Magic Weapon Properties]]
''Go back to [[ Magic Item Properties ]] page.''
* ''Go back to the [[Epic Path]] page.''
 
* ''Go back to the [[Magic Item Crafting Rules]] page.''
''Go back to [[ Magic Properties - Melee Weapons ]] page.''
* ''Go back to the [[Magic Item Enchant - Magic Weapon Properties]] page.''





Revision as of 15:18, 28 January 2015


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