Rationalizing paralysis


Advice


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I am working on a character concept that requires the character to be paralyzed as a result of mundane injury (shattered spine and what not).

Is there anything in Pathfinder that would cure such a condition prior to 9th-level spells (such as miracle or wish) and if so, how can I rationalize such a character not being able to benefit from them?

If it's a hop, skip, and a jump to the nearest temple, then the entire character concept becomes untenable and falls apart.

Please help me brainstorm.


How would he afford to have the spell cast, even if there is?


Hmmmm...Regenerate is a 7th level spell that probably fixes that.

The question I guess becomes "How common are casters who can cast it?" coupled with "How easy are they to find?" and 'How willing would they be to help you?"

I think you're pretty good until high levels, at which point it becomes fairly easy to overcome.

If you don't want it to ever be overcome, perhaps work with your GM to have you character suffer from a variant of the Lame Oracle Curse?

Liberty's Edge

How would he get there and do anything?

Is the character a quadriplegic or a paraplegic?

What is the nature of the injury?

What is the concept at all? Modern ideals of handicapped acceptance are probably not in place in a harsher world existence like those common in PF.

Many questions need to be answered before any real advice can be given.


One spell is regeneration. It can regenerate a limb, and thus I assume it could regenerate a spine.

Zhayne makes a good point about cost.

He could be "blessed" with ungodly spell resistance/immunity that makes him impossible to heal by all but the most powerful clerics/oracles.

It could be a psychological thing. He "doesnt feel worthy to be healed" or something along those lines

Then again, I'm pretty sure this enters into GM fiat territory, since the game abstracts most "specific" injuries.

Liberty's Edge

I imagine regeneration or even Cure X Wounds of a high-enough level would probably repair even profound neurological damage by restoring function to damaged tissue.

Or, you know, you could just SAY that he's tried those things and they haven't worked, and all of those attempts have bankrupted him and forced him into adventuring to either afford higher-level spellcasting or find a new way to fix his condition. It's almost like you're making the DM's job easier by giving him adventure hooks.

--edit--

This idea appeals to me because it gives the DM, beyond adventure hooks, something mysterious to work with. I like there being stuff in the game world that the players don't entirely understand yet. Your characters are experiencing this world and its dangers for the first time, and there's a certain fun in learning along with them. Because, yeah, Regeneration SHOULD work. I wonder why it doesn't, and what would?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ravingdork wrote:

how can I rationalize such a character not being able to benefit from them?

If it's a hop, skip, and a jump to the nearest temple, then the entire character concept becomes untenable and falls apart.

Please help me brainstorm.

It's not hard, put the character in a setting or a circumstance where it's simply not available for whatever reason. Not being able to afford to hire a spellcaster is a good enough reason. Or if there is only one working religion and the character bears a brand that bars all priests form healing him. Or the paralysis is the result of a curse that can't be undone by mortal magic.

For something different, don't make this like your usual characters who are of godlike level, and have the personal wealth of a small nation or three.


Ravingdork wrote:

I am working on a character concept that requires the character to be paralyzed as a result of mundane injury (shattered spine and what not).

Is there anything in Pathfinder that would cure such a condition prior to 9th-level spells (such as miracle or wish) and if so, how can I rationalize such a character not being able to benefit from them?

If it's a hop, skip, and a jump to the nearest temple, then the entire character concept becomes untenable and falls apart.

Please help me brainstorm.

Maybe the damage was done in a mundane injury but is actually part of a great curse laid upon the character/their bloodline/family that they are unaware of? So when magic of a power to cure the wound would come it would fail to do so and the character would then need to find out why they are cursed and then how to remove the curse?

But until the magic was used they would not know and simply think the fall/accident alone caused the paralasys?


A cursed wound similar to a clay golem's. The character tried to have it healed, but none of the healers passed their CL check through the magic of plot. Or bad luck, whichever you prefer.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Here's the character in question, which should help to answer a lot of the questions proposed.

She is a quadriplegic who fell down a well. The tragic incident left her limbs and throat mangled, and her spine shattered.

The not being able to afford the healing isn't going to work, I don't think, since she has already payed for even higher level spellcasting.

The regenerate spell says "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." The "grow back" part makes me think that the ruined organ must first be removed, which wouldn't really help in her in this case since the removal of her spine would most certainly kill her. I'm worried that's a bit thin though.


Ravingdork wrote:

Here's the character in question, which should help to answer a lot of the questions proposed.

She is a quadriplegic who fell down a well. The tragic incident left her limbs and throat mangled, and her spine shattered.

The not being able to afford the healing isn't going to work, I don't think, since she has already payed for even higher level spellcasting.

The regenerate spell says "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." The "grow back" part makes me think that the ruined organ must first be removed, which wouldn't really help in her case since the removal of her spine would most certainly kill her. I'm worried that's a bit thin though.

I still dont understand how she can do anything... She cant respect the somatic or verbal components of a spell, and has no abilities that allow her to posses anyone without it. I wont deny the interest of the character, but I dont understand how she can do any of what you attribute to her. So I'm fairly confused.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
williamoak wrote:
I still don't understand how she can do anything... She can't respect the somatic or verbal components of a spell, and has no abilities that allow her to posses anyone without it. I won't deny the interest of the character, but I don't understand how she can do any of what you attribute to her. So I'm fairly confused.

She uses her Silent Spell and Still Spell metamagic feats to cast most of her spells while paralyzed (or when being discreet).

For spells that can't benefit from those feats, such as magic jar which is too high level for such metamagic, she must first change her form into something that doesn't have any broken bones or severed nerves, such as a shadow (a form which is still capable of spellcasting as far as I know). Turning into most creatures would still leaver her paralyzed, which is why a shadow is ideal--it has no bones, nerves, or other organs at all.

That's why her background story says she possesses people through her shadow, which is really only true until she finds a healthy body from which she can cast spells normally.

As a merchant, she managed to get her hands on a mammoth, which is the body she possesses most of the time. Once within its body, she casts alter self to take humanoid form (dumping the beast's stats, but having obvious benefits). Once in humanoid form, she can use a command word to activate her greater hat of disguise, which lets her stay in said humanoid form indefinitely.

Her real body, as well as her circlet of persuasion, headband of alluring charisma, and Osirian spirit jars, are magically shrunk and stowed away in her locket via a binding effect. This way, she can better hide the secrets of her vulnerabilities while keeping them close at hand (should someone dispel her magic jar effect or something similar). Furthermore, minimus containment says nothing about the target being unconscious, so should she be forced to return to her body, she can cast spells from inside the locket (such as to project her shadow or renew magic jar).

Since magic jar says you use your mental stats and skills, her circlet of persuasion grants its benefits even though he host body is also wearing a headband item. Kind of a slot work around.

I've given this concept a lot of thought. Do you have any other questions about how something on this character works?

EDIT: If you've viewed the character before, you may need to refresh your browser to see the new changes. That may be contributing to your confusion.


Ok, I understand a lot better now. There are a few grey areas (like the circlet, whether shadows can cast), but as you're running this as the GM, I imagine you're giving consistent rulings for your players too, so it shouldnt be a problem.

I will admit there's also some vagueness about the spirit jars. But I'll figure that out on my own.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
williamoak wrote:

Ok, I understand a lot better now. There are a few grey areas (like the circlet, whether shadows can cast), but as you're running this as the GM, I imagine you're giving consistent rulings for your players too, so it shouldnt be a problem.

I will admit there's also some vagueness about the spirit jars. But I'll figure that out on my own.

This character was designed for use as a PC.

The big thing about the Osirian spirit jars is that they allow her to keep her host victims trapped even when the duration for magic jar runs out. This is pretty important, since no one wants a confused wooly mammoth running around trampling everything (though even that is fairly unlikely since it is a trained beast of burden--and likely charmed whats more).

Still, not having an enemy escape your possession and getting his revenge is pretty darned cool, especially when you consider that she can keep up to three victims perpetually trapped (allowing her a great deal of versatility with the spell, provided she can get the three bodies about).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Anyone got any more ideas/reasons on why she would remain a paraplegic?


Maybe she had or fortune told once, soon after the accident, and the prophecy was, "one day, while walking on the road, you will trip on a rock and the fall will kill you," or some such. Thus remaining paralyzed is an attempt to cheat death.

This assumes that choice is a valid reason, while it may actually be off the table due to backstory.


You could say her paralysis is believed to be tied to her powers. If healed she might lose the powers she has become addicted to. This would purely a psychological thing as she manifest the power out shear will in her severely injured state. She would actively avoid being healed and would seek a more miraculous method. She would treat it like an Oracle curse that required the act of deity or powerful artifact to remove.

Dark Archive

Oracle like Curse?


Ravingdork wrote:
Anyone got any more ideas/reasons on why she would remain a paraplegic?

Insanity? :P

Here's a thought: The spirit of her sacrificed familiar is messing around with her body's ability to make use of regenerative spells? Perhaps that familiar can make a comeback as a villain later on.

How about every time a healer came to town (she appears to have tried the healers while she was still in town), they sent them away and brought someone in masquerading (via spells/disguise) as the healer? Perhaps they did this because they despised her or found her condition humorous.

Perhaps the imp familiar she got is making deals with the people who are trying to help her so that she'll just become a lich instead (of course he wouldn't tell the healers his plans)? He could easily trick them into thinking that she's evil and if fixed, will become a more murderous foe.


If she needs to be a shadow to cast a spell like magic jar how did she cast shadow projection?

Why would alter self leave you paralyzed?

Would freedom of movement solve the paralysis?

I can see how everything works once gets some souls into the jars but how did you she do it the first time?

What level was she when she had her accident?


Shadow projection seams like a real good spell, the immunity to mind effecting and fort saves stuff is pretty good on its own.

A pair of ghost touch gloves might be nice to have but mage hand and unseen servant will solve most issues.


I would I would go along the lines of a certain Dragonlance character:

Dragonlance spoilers:
Raistlin Majere: Twin brother of Caramon Majere,[1] Raistlin was a frail and sickly boy, who was often bullied as a youth, causing him to develop an arrogance and hatred of other people. Due to his half-sister Kitiara's intervention, he was sponsored and accepted into the Academy of Magic, becoming an adept student. His passion for the magic arts fueled his will, driving him to sacrifice even his health in order to become a mage. When he took the Test, the Heads of the Tower in Wayreth Forest feared his arrogance and ambition so much that they cursed his sight, causing him to see the inevitable decay of all creatures, in the hopes that this would teach him compassion, but it only increased his bitterness.

Change the curse (which could be like an oracles curse only removable by a deity) given to the character to paralysis and there you go IMO.

Liberty's Edge

The Imp and his masters have worked long and hard to ensure that Hama was broken, physically and mentally, in just the right ways for her to become what she is. No way they are going to let a mortal caster undo their precisely crafted plan.

One can only wonder for what nefarious purpose they need someone with Hama's very specific skill-set and disposition.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Mathius wrote:
If she needs to be a shadow to cast a spell like magic jar how did she cast shadow projection?

Shadow projection is lower level, and has less spell components, allowing her to cast it with her metamagic feats and higher-level slots.

Mathius wrote:
Why would alter self leave you paralyzed?

Because, unlike in v3.5, polymorph doesn't heal you. If you have a broken leg, turning into an orc isn't going to fix it. Same principle.

Mathius wrote:
Would freedom of movement solve the paralysis?

I've always thought of that spell has helping you with external forces that mess with your movement (such as hold person, water, tangling vines, etc.) rather than internal ones (your own body preventing you from moving). I suppose this one is open to interpretation though.

Mathius wrote:
I can see how everything works once gets some souls into the jars but how did you she do it the first time?

She cast a Stilled Project Shadow to turn into a shadow. She then cast magic jar and went on from there.

Mathius wrote:

What level was she when she had her accident?

It should probably be assumed she was about 10th-level or so. Her powers were latent, so they were always there, she just didn't know it. As a result, she literally went from being a simple herbs woman to having a great deal of personal power.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

So far, I particularly like voska66's explanation, namely, that it's all in her head. That fear of losing her powers upon healing could also be another one of Spooky's tools of control.


missed the lack of verbal component. Thanks

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