I'll go there, but only if it stops at the normal hp max of the caster (ie, no temp hp beyond that). The original monster is very clear that "turban healing" has a high cost, so I definitely don't want to make it too good.
Wow! You guys are STILL on this ability?
This monster turned out to be a %*#&$! nightmare!![]()
Wow! You guys are STILL on this ability?
This monster turned out to be a %*#&$! nightmare!![]()
Oh, did I mention we're going to make the sample creature wearing a Vizier's Turban a False Keraptis Transient Golem Vampire Wizard/Druid Mystic Theurge?![]()
We're just arguing a bunch, but I'm sure you could help.![]()
Thank goodness we don't need a sample.
Ok, though I don't prefer it, can we agree on 1d8 healing (a la cure light wounds), one negative level that wears off after 24 hours automatically? Any penalty on the turban?
Well, in the original text, the turban loses hp to the host, only getting them returned once the host is back to full hp.
I just don't like having to put the bit about removing the hp penalty from the negative level. I think I'd prefer that the negative level only "kicks in" sometime later. The idea in the original monster is that the turban provides emergency healing, but it has to be paid back. How about this?
Heal Host (Su): A vizier's turban with at least 2 ranks in its host bond (see Empower Host, above) can draw upon it's host's lifeforce to heal its host's wounds. The host is healed of 1d8 hit points plus 1 hit point per rank in the turban's host bond. One hour later, the host gains a negative level. A vizier's turban can use heal host multiple times, but the number of negative levels it imposes must be lower than the host's current level or the turban's host bond rank. The host recovers these temporary negative levels at a rate of 1 level every 24 hours.
Vizier's Turban said:If the vizier’s turban has more than 1 hit point left at any time that its host wizard is badly injured (i.e., reduced to half or less of his hit points total), it can return all but 1 of its hit points to its host. These regained hit points function just as if a healing spell had been used on the wizard and had restored that many hit points. Once the wizard is restored to full hit points, he or she must return these hit points to the symbiote. One hit point is always lost permanently in this exchange, reducing the wizard’s total by 1, so this exchange is not made frivolously. Furthermore, returning the hit points to his or her symbiote wounds the wizard for that many points of damage—damage that can only be healed magically. The 1 hit point lost in this exchange cannot be restored by any means short of a wish.