
StDrake |

I was thinking what feat and trick to pick for my now 1swashbuckler/6ninja and was considering the trick that caused bleed damage from the number of sneak attack dice.
Buuuut..we're at a point where any old bum can get some form of healing cast on him. So my question - is there any way to at least temporarily stop an opponent from healing so that bleed damage can reap its toll? We've got a spellweaver and some melee sort of summoner to help in the party that could perhaps pull off what i can't and i myself can tempirarily use gestalted 1investigator/2wizard as well. Plus an npc 2lv wizard

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Life Shaman have a couple of hexes that can do this. Curse of Suffering increases bleed damage taken, and halves healing (although it doesn't prevent this healing from stopping bleeds, which looks like an oversight.) Deny Succor prevents healing from cure spells, but gives a Will save. It could also use a re-write, since it kind of implies that it wouldn't stop a Heal spell, since it's not "Cure X".
But I don't think either of these fit readily into the party you've got.

KestrelZ |

Forcing your opponents to use heal is a win as this usually prevents the healer from performing some other action that could be more damaging - such as buffing your other opponents, etc.
Healing is very useful after combat is over, or for keeping people on their feet. In combat, it is usually a default action that is still helpful, yet not as helpful as some other actions.

SmiloDan RPG Superstar 2012 Top 32 |

Counterspelling and readying an action to disrupt spellcasters when they cast cure spells. They're conjuration (healing) spells, so the summoner should be able to pull that off.
Maybe some kind of necromancy spell?
Maybe use the 5th Edition of Chill Touch or Ray of Frost (I forget which one does that)? ;-)

noble peasant |

Well if you are all up in this guys grill CASTING healing stuff on himself has some potential to either make take actions to heal rather than killing you so that is something, also possible attacks of opportunity if he fails to cast defensively however unlikely.
If it is a potion or someone else healing well idk I guess the same could be said for another person healing him though, making him waste actions that could be spent attacking the party.
Frankly the enemy shouldn't technically be aware of how much bleed damage he will take over time, it'd be metagaming on the GM's part if he knew how long he would take damage so as long as that isn't a thing the enemy may just keep on fighting considering most see in combat healing as not terribly effective anyway.

StDrake |

Thanks. I suppose the bleed damage is worth taking even with the perspective of healing then. I'll just have to hope for a heal blocking or energy reversal plot card (im using a 1/day random plot card to use from occult mysteries instead of the normal augury spell from a trait giving me a harrow deck, its fun, but oh so random)

Gun Dragon |
A Skald can use the Linnorm Death Curse, Tarn Rage power and at a certain level they can share that rage power with the party. you deal 1 point of acid damage and if you or your party members go unconscious or die the enemy make's a will save can't be healed by spells and natural healing again! The can't be healed part may last forever! It doesn't say anything about it ending.
Another fun tip, Use the skald's vigor and greater skald's vigor feats, skald's vigor give's you fast healing to your raging song equal to your raging strength, so if your strength is 20 you get fast healing 5! And if you take greater skald's vigor your party will get fast healing 5! At level 11.

Bob Bob Bob |
So there's Skald Bombing (use a bunch of summoned monsters and give them the Tarn Linnorm Death Curse rage power), there's also Woundweal to force a pretty high caster level check to heal the affected person (it's a poison).