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Player's Guide Places People History Beliefs

 
 


Lifetap Amulet
Steal away the life essence of others to heal yourself later.
A lifetap amulet allows its wearer to take a portions of a victims life energy and store it in the amulet for later use.

The wearer of the amulet speaks the command word while making a melee touch attack against a living target, all as a standard action. The target is subjected to immense pain and must make a DC 17 Fortitude save or take 1d4 points of temporary constitution damage. On a critical hit, this ammount is doubled. For every point of constitution damage dealt in this way the amulet gains 1 charge. The amulet can hold a maximum of 15 charges.

The wearer of the amulet can later speak a second command word, tapping the energy stored in the amulet. For every charge expended, the wearer of the amulet heals 1d8 hit points. The wearer of the amulet can spend all or a portion of the charges stored in the amulet at once.

Prerequisites: Poison, Vampiric Touch, Craft Wonderous Item, Caster level 9th

There have been variants of the lifetap amulet created of lesser and greater power. They function as stated above with the following exceptions as noted below.

Lesser Lifetap Amulet
Deals 1 point of con damage (Fortitude DC 14 to negate), and can store 10 charges.
Prerequisites: Poison, Vampiric Touch, Craft Wonderous Item, Caster level 5th

Greater Lifetap Amulet
No attack roll is required, instead the amulets effect has a range of 30 feet. Deals 1d4 points of con damage (Fortitude DC 21 to negate), and can store 20 charges.
Prerequisites: Poison, Vampiric Touch, Craft Wonderous Item, Caster level 15th


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Contributor: Mortedamos