Alternate Vile Damage

Greybar

No Trouble at All
One of the wonderful things about Vile Damage is the surprise the first time around. However, that is lost after the first time, or if it is too hard for players to avoid the meta. To that end, I was brainstorming alternate Vile damage healing conditions:

1) Must be in a Protection from Evil effect during healing.
2) Healing must be done simultaneous with a channeling of positive energy (i.e. a turn attempt is used)
3) Vile damage can be healed normally, but causes a flash of negative energy that forces everyone within 10 ft of the healing to make a Reflex save (DC = original Vile DC or creature CR?) or take equal (non-vile) negative energy damage.

other ideas? comments on these ideas?

john
 

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Oooh, good point on #2.

Heal check doesn't seem quite supernatural enough.

4) Requires a Will check when making the healing, with a DC = 10+1/2 HD+Con mod of creature that dealt the damage.

Problems: Will save will probably be too easy, plus requires the GM to keep data around of what creature dealt what Vile damage (esp. if multiple creatures wound the PC)

5) some complicated Taint-like system that sneakily worms its way into the heroes without screaming "Vile damage!" all the time.

john
 

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