Radioactive Blood (3.5e Equipment)
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Those with radioactive blood have their blood emit light as a candle, and may be of an unnatural color. The glow lasts for 1d4 days outside of the body before going inert. While the radioactive output isn't extreme, ingestion or extended contact of 1 minute or more duplicates the effect of darklight ore radiation sickness. Attackers in melee who deal piercing or slashing damage are considered in contact with the blood, and it must be wiped off or risk radiation sickness.
Your body must be hardened against radiation to be able to host such blood in the first place. You are immune to radiation sickness, and gain a +4 bonus on saves against radiation and [Light] effects.
The process of filling your body with deadly radioactive fluids is dangerous. A DC 25 Heal check must be made, or the target takes 2d6 points of Con damage and immediately must save against radiation sickness as if exposed. A successful save only deals 1 Con damage and forces a save against radiation sickness. Once they recover from this sickness, they are immune to further radiation sickness attempts.