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Martials > Casters
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<blockquote data-quote="Kaodi" data-source="post: 8003841" data-attributes="member: 1231"><p>I know I can edit my posts. But since four hours had passed I thought I should perhaps just post again lest anyone miss that I had corrected it.</p><p></p><p>Anyway - here is the ability: Cursed Wound (divine, curse, necromancy) A creature hit by the clay golem’s fist must succeed at a DC 29 Fortitude save or be cursed until healed to its maximum HP. The cursed creature can’t regain HP except via magic, and anyone casting a spell to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem’s counteract level is equal to its creature level.</p><p></p><p>I think that technically means healing from magical potions and items <em>would</em> work as long as there is no spellcasting involved. But yeah, having to use ultra specific magic items or your character is basically dead is "save or die" they tried to take out of this edition.</p></blockquote><p></p>
[QUOTE="Kaodi, post: 8003841, member: 1231"] I know I can edit my posts. But since four hours had passed I thought I should perhaps just post again lest anyone miss that I had corrected it. Anyway - here is the ability: Cursed Wound (divine, curse, necromancy) A creature hit by the clay golem’s fist must succeed at a DC 29 Fortitude save or be cursed until healed to its maximum HP. The cursed creature can’t regain HP except via magic, and anyone casting a spell to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem’s counteract level is equal to its creature level. I think that technically means healing from magical potions and items [I]would[/I] work as long as there is no spellcasting involved. But yeah, having to use ultra specific magic items or your character is basically dead is "save or die" they tried to take out of this edition. [/QUOTE]
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