
Combat Monster |

Woundweal is a poison that makes it harder to heal. One must add +10 to the heal DC to regain HP. To heal via magical spell one must make a caster level check of DC 25 for it to work.
I'm playing an archer with 2d6 sneak attack and 2 bleed via the ninja trick bleeding attack. Assuming I hit my opponent with my woundweal poisoned sneaky bleeding arrow of doom, can they use a base potion of cure light wounds to automatically regain HP and/or negate the bleed?
If no, would they need to make a CL check of 1d20+CL (most potions of CLW use the base CL 1) and in that case would the potion simply not work?
Would they need to use a potion made with a caster level high enough to make the save?
Thanks for any replies in advance.

Drejk |

Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
A potion functions like a spell in a bottle, so yes, the caster level check should apply. The same would apply to wands, which tend to have unimpressive CL as well.
I agree with CampinCarl9127 that it is a powerful poison, if the DC for magical healing to be effective is at 25... How much is it per dose?

Combat Monster |

Expensive when I was thinking it was only going to be as swell as most poisons in Pathfinder. Yeah, this stuff was worth the GP.
It worked out great, gentlemen. In tonight's game, I used stealth tactics (+21 before I rolled) to snipe, feint at range and sneak attack some Ogre's at Fort Rannick. I bled them dry.
I don't believe they had any potions and they didn't have enough skill/common sense between the lot of them to heal and thus stop the bleed effect.
Thanks again for the rule interpretation assist.