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View Full Version : The Healing Club [3.5]



Jack_Simth
2008-08-23, 10:23 PM
Crafted by a cleric of a pain-cult to keep his companions alive while encouraging them to avoid getting injured next time, the Healing Club is a ... unique... approach to healing.
(well, okay, it's probably been done a million times before - the management)

At first glance, the Healing Club appears to be a fairly ordinary +1 Club. On a successful hit, however, it does not deal lethal damage. Instead, the Healing Club converts an amount of lethal damage equal to what the club would have dealt had it been a normal club into nonlethal damage. Any excess conversion over the current lethal damage on the target is dealt as nonlethal damage. Additionally, it also deals 1d6 nonlethal damage above and beyond this. That is, if Fred the strengh-20 Fighter hits Bob the Barbarian with the Healing Club for 30 damage, and Bob the Barbarian currently has 20 lethal damage, Bob the Barbarian ends up with 0 lethal damage, and 30+1d6 nonlethal damage after the blow.

Strong Conjuration and Necromancy; caster level 15, Craft Magic Arms and Armor, Heal, Harm; Price: 10,300 gp, cost to create: 5,000 gp (magic components), 300 gp (masterwork club) and 400 xp

Lappy9000
2008-08-23, 10:40 PM
The Whitelight Shakes (http://www.giantitp.com/forums/showpost.php?p=3098490&postcount=77). Spreading awareness, because an ounce of prevention is better than a gallon of positive energy poisoning.



:smalltongue:

Pie Guy
2008-08-24, 11:07 PM
Can you make it a shiv?