Clay Golems and curse wounds [Archive] - Wizards Community

Post/Author/DateTimePost
ZenZ

07-27-04, 09:33 PM
IF a Clay Golem strikes a PC who regenerates can he continue to do so and ignore the specail effect of the wound?

Examples include Ioun Stones, Specail abilities, Undead (like a Vampire) etc. Can any of these ignore Clay Golem wounds and continue to heal normally?
The GOP Dragon

07-28-04, 12:38 AM
I am pretty sure, but I lost my Monster Manuel. Can you reiterate to me what its effect is?
Hand of Vecna

07-28-04, 11:51 AM
From the SRD:

Cursed Wound (Ex): The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.
R.M.G.C.L.F.

07-28-04, 12:29 PM
regeneration or fast healing would probably be a form of incredibly improved natural healing.
Kilsek of Sheverash

07-28-04, 12:35 PM
Cursed wound specifically mentions cure spells only, and by definition that would include spell-like abilities that are called cure x wounds.

Regeneration, Fast Healing, etc. should work normally bc they're simply not cure x spells - they're supernatural or extraordinary abilities.

Also, if it matters, it specifically says you don't heal naturally - which to mean that means the natural non-magical healing every character is capable of.

So bottom line, it looks like Regeneration and Fast Healing are at least two solutions for a Clay Golem's wounding ability.
ZenZ

07-31-04, 01:13 AM
so we can include magical items like the Ioun Stone or a Ring of Regeneration?

Potions?
Kilsek of Sheverash

07-31-04, 11:38 AM
Originally posted by ZenZ
so we can include magical items like the Ioun Stone or a Ring of Regeneration?

Potions?

Only if those items duplicate spells and abilities that are NOT cure spells or any spell that has Conjuration (Healing) in their descriptor. (I'm not sure what other spells besides Cure spells are Conjuration: Healing, but you may want to thumb through the PHB spell list just to find out if there are any others.)

And of course, spells or magic items that duplicate natural healing aren't allowed either (the daily type of slow healing every character normally gets but only really comes up in the lower levels with any frequency.)

And don't forget you CAN still cast those Cure spells - you just have to beat the Caster Level check DC like Cure Wounds says. For higher level casters, it's usually doable, but low and mid-level casters are taking a risk.
Kilsek of Sheverash

07-31-04, 12:19 PM
Hey guess what:

Regenerate, the *spell*, is Conjuration: Healing!

But that might not mean anything - depending on whether you cast the Regenerate spell (here, you have to beat the Caster Level check) vs. using a Ring of Regeneration (no check to beat) or special ability of Regeneration (no check to beat).

If a creature has Regeneration as an Extraordinary or Supernatural ability, Regeneration will still work, bc it's not a spell. Casting the Regenerate spell though, has to beat that Caster Level check DC or fail.

A Ring of Regeneration... hmm, well the way Rings read in general and the Ring of Regen reads, and the way the Clay Golem's ability reads, it looks like the Ring of Regen might work, bc it doesn't duplicate the effects of the spell Regenerate. They're similar, but not the same, and more importantly, the Ring is not a "special ability" and therefore it can't be or what it does be a "spell-like ability."

And finally, reading over the Potions section, they don't count as Special Abilities and therefore Spell-like abilities either. So I was wrong about that. Looks like potions DO help, and you can avoid that CL check.


From the SRD:

Regenerate
Conjuration (Healing)
Level: Clr 7, Drd 9, Healing 7
Components: V, S, DF
Casting Time: 3 full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).


From the SRD:

Regeneration: This white gold ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp.
ZenZ

07-31-04, 10:45 PM
Very very helpful! You have my thanks.
Katarina_Dragonstar

12-22-04, 12:28 PM
As a follow-up to this question: Would "remove curse" work to remove the cursed aspects of this golem's blows? Second part of that would be: does the "cursed wounds" wear off, or does it eventually go away once the body heals naturally through rest and time? The description doesn't say.
Steve Russell

12-22-04, 04:55 PM
The ring of regeneration would not work. (it's ability is created by a regenerate spell (see the creation rules) which is conjuration healing) but it would make a caster level check at 15th level so it will make it on a roll of 11 or better.


Regeneration (EX) and Fast Healing (Ex): see the spell "The damage a clay golem deals doesn’t heal naturally and resists healing spells."

This is really a DM call, personally i let the person roll a d20 and add their character level+ the number they regenerate or fast heal in a round.

you could rule that they don't function against these since the damage does
not heal in the normal fashion.

or

you could rule that it works


Send it to the sage it's a good question.
Steve Russell

12-22-04, 04:56 PM
thought of another one you could make it a Fort DC for the fast healing and regenration special abililty to work.
Katarina_Dragonstar

12-23-04, 06:27 PM
I see the logic there, but if the character doesn't have either of those two special abilities, then I only see two alternatives: (1) they have to heal naturally through rest so that once they heal that way then the cursed wounds no longer applies, or (2) a "remove curse" spell should work. Granted, if the cleric or healer is of sufficient levels, then there isn't much of a problem. However, a lower level party (say sixth level) against a clay golem is pretty much dead meat on the hoof. *grins* Having demonstrated that case rather handily at a recent game.

But it's a good suggestion to present to the Sage. Thanks.
Steve Russell

12-23-04, 09:40 PM
I disagree that remove curse should work as I think in order for it to work you would still have make the dc of the caster level check, then the curse would be removed and the creature could heal naturally.

The reason is the spirit of the ability is stop the cast and forget nature of D&D healing. Basicly thier is no wound that cannot be healed. It's a much better mechanic than Vile damage (which is more dangerous to evil people that it is to good).

My question is why DC 26?

15+ HD? this makes some sense as it is the same DC formula as non-detection 15+caster level. Though I think Hit Dice is a bad scale. Consider that if you advance the creature to it's max hit dice. The DC becomes 48
and the CR is only 15 the DC is well outside of the range of even a heirophant healing cleric.

It functions at lower level because it is actually closer to the Challenge Ratting. It might have been better to base the idea on Challenge rating.