Baneful Wound (3.5e Flaw)
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Baneful Wound
Choose two substances you are weak to; these substances make for aggravating wounds that are hard to heal.
Effect: Choose two of the following: acid, adamantine, chaos, cold, cold iron, electricity, evil, fire, good, law, and silver. Damage from the two chosen alignment, elements, or substances is always lethal, always bypasses damage reduction and resistances, always bypasses regeneration, and leaves baneful wounds that are more difficult to heal. For every 2 points of healing you receive, you can restore 1 point of baneful wound damage. Natural healing and natural fast healing or regeneration cannot heal baneful wound damage. You can choose if you're healing normal or baneful damage upon being healed.
In addition, wielding items made of or actively generating your baneful choices such as a silver flaming longsword give you a -2 penalty on attack rolls or skill checks with said item.
Benefit: Any bonus feat for which you meet the prerequisites.
Special: Additional substances can be added or removed based on the rarity of them in the setting.
Back to Main Page → 3.5e Homebrew → Character Options → Flaws
Eiji-kunv |
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Author | Eiji-kun + |
Flaw Grants | Any bonus feat for which you meet the prerequisites. + |
Identifier | 3.5e Flaw + |
Rating | Undiscussed + |
Summary | Choose two substances you are weak to; these substances make for aggravating wounds that are hard to heal. + |
Title | Baneful Wound + |