Elamdri |
Quote:-Bleed damage, RAW, cannot be stopped by Channeled Positive Energy, Fast Healing, or Regeneration.Quote:This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.Quote:Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like.Quote:Channel Energy (Su)I'm pretty sure that channeled positive energy is magical, thus it stops bleeding.
Except that "This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing." isn't the text of the rule.
The text of the rule is: "Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage)."
Channeled Energy is not a "Spell that cures hit point damage."
Elamdri |
Doesn't Fast Healing make you immune to continual Bleed Damage, just not the initial first bleed damage?
Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.
Neither explicitly says that they stop bleed. Furthermore bleed:
Therefore, since neither fast healing nor regeneration explicitly say that they stop bleed and bleed says you need either a DC 15 heal check or a SPELL that cures hit point damage, then neither fast healing nor regeneration stop bleed. Neither does Channeled Energy.
James Jacobs is on the record saying that he thinks they should, and I'm inclined to agree, but RAW, they do not stop bleed.
Elamdri |
Just going to throw out that this one might be one of those "spirit of the rules" things.
Oh certainly. The idea that a creature who can regrow it's head but can't stop a bleeding wound, while a bandage applied with a heal check can is ludicrous.
But at the same time, RAW, that is the case and was the point I was trying to make.
Elamdri |
Nope, my groups tend not to have cheeseweasels playing in them.
...Cheeseweasels...that is officially my favorite term ever.
I've had some problems with playing PFS.
Also, lets be honest, bleed isn't the only rule in the game where sometimes things make no sense.
Heck, take my wizard for example.
If I sneak into a tent at night and try to kill someone with my dagger, I can't just cut their throat or stab them in the heart and kill them. Instead, I have to coup de grace them, which involves me rolling my pathetic 1d4-2 damage and doubling it, resulting in the enemy having to make a DC 12 Fort Save. I'm literally too weak to murder someone in their sleep.
Azaelas Fayth |
Isn't there plenty of ways to Auto-Stabilize?
And I am so glad my groups prefer Flavor over cheese. Though admittedly sometimes that leads to them finding Cheese...
EDIT: I prefer the term Mouse over Cheeseweasel. & I see a wizard instead of stabbing them just blowing them to kingdom come or Dominating the one on Guard Duty to do it for them.
Cheapy |
Yea wait a second...
Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Format: bleed (2d6); Location: Special Attacks and individual attacks.
That's from the most up-to-date Universal Monster Rules.
Elamdri |
Yea wait a second...
Universal Monster Rules wrote:That's from the most up-to-date Universal Monster Rules.Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Format: bleed (2d6); Location: Special Attacks and individual attacks.
Hmm, well I can tell you that the CRB says what I posted, I checked the errata and the PRD before I posted it.
So under the Universal Monsters Rules, Channeled Energy would effect it, since it's a Supernatural ability. I believe Fast Healing and Regeneration are both extraordinary abilities however.
Tom S 820 |
Bleed I think should not be stoped by fast heal... For it whole role in my pont of view is to turn off fast heal. If fast heal(x) and am taking bleed of (x)it net 0 gain till it heal wich I think is a win.
Side note im my game we made +1 weapon enchament that dose 1d4 bleed that dose not stack with it self but over laps. Also +2 verison that dose 2d4 bleed. I find it dose about the same amout of damage in a combat as Fire, cold, acid ect +1d6 or +2d6.
Cheapy |
Sidenote to the Sidenote: The CRB already has a bleed enhancement :) Although this version stacks, which I guess is a fairly major difference.
Blueluck |
My home groups tend to be pretty good. PFS, you take what you get. I haven't had TOO much trouble, but I'd be lying if I said you occasionally didn't get a cheeseweasel (god I love that) or two.Who brings the cheese on April 3rd?
The Cheese Weasel
He’s not a silly bunny or a raindeer or a bird,
He’s the Cheese Weasel
He’s got a cute black tail
And tiny buck teeth
He doesn’t bring fish, and he
Doesn’t bring beef
So you’d better be good if you wanna get some cheese
From the Cheese Weasel.