When a
character takes damage that causes bleed that character suffers the indicated
damage for the next 1d4 rounds. Any
action such as bandaging, heal or first aid check, or cure spell will stop the
bleeding before it’s run it’s course. If
a character regenerates, the bleed damage is halted on the following round but
no regeneration occurs that round. Bleed
damage occurs at the top of the round, before initiative is rolled.
Magical
bleed damage is handled slightly differently.
These wounds bleed for one full turn (10 rounds). Also, magical bleed damage only heals
naturally, no potion or spell can restore hit points lost in this manner. Magical bleed damage completely negates
regeneration.
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