Disease?


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Common Cold

Attack +5 vs Fort

Effect: Your total number of healing surges is reduced by 1 while under the effects of the disease. You suffer a -2 to fort defense.

Cure: Each day you make a saving throw. You must have 3 successful saving throws to recover from the disease. A DC 15 heal check can provide a +1 to a saving throw.
 

A ritual should remove diseases...

(a common cold remedy should be cheap and easy to come by, a rare disease needs a rare component, so you can start an adventure with it - Does anyone know Elenium saga of Eddings?)
 

I will be happy enough if 4e diseases do not expire at the end of the encounter :D

By the way, 3e disease rules were excellent. They should have used the same rules for poisons (modified to work by the hours eventually), because instead 3e poison rules sucked.
 

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