The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.
I'm very sorry for the absence. However, we're having some complications with my daughter and I'm putting all my attention there. I'm unsure when I'll be able to make the time for gaming in the near future.
I'm very sorry to bail on you at this stage of the game, but it is what my family needs right now.
Best of luck and I hope I haven't spoiled the campaign. I really enjoyed meeting everyone and was having a terrific time.
CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
Lycanthropy is confusing. I think you're right that we're going to need remove curse, Chell.
This is a good thread compiling everything written in the rules about lycanthropy: Thread It's weird, and the second to last post pulls some more rules from an AP book to help as well.
I'll wait to see what Baldwin says- maybe we can do a knowledge check or something to see if it even has a chance it will work, but I have the feeling because Seagan is already a wereshark we'll need remove curse instead.
Remove disease and heal work if used within 3 days (72 hours) of affliction. Thereafter, remove curse is method to cure the afflicted. Although not listed as remedy a wish or a miracle would also do the job.
I'll have to look at the RC material to see if they have added anything to it.
CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
Does the remove curse to cure lycantrophy also have to be above caster level 12? I was under the impression that just the Remove Disease had to be above 12th level in order to stop the affliction during incubation, and after the incubation period it could then be cured by any remove curse.
It would make sense if the remove curse had to also be above 12th caster level, but I don't see any clear indication that it's required.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Curing Lycanthropy:
Those cursed with lycanthropy often seek the quickest and surest way to rid themselves of their cruel affliction.
Much misinformation is spread about this curse, however, so the search for a cure to lycanthropy can be trying, time-consuming, and agonizing. The following are the most common ways an afflicted lycanthrope might remedy her dreadful ailment. Note that natural lycanthropes and skinwalkers can't use these methods to rid themselves of their accursed ancestry—for these individuals, there is virtually no hope of curing their inherent natures, save perhaps for the power of a miracle or wish spell.
Herbalism: The most accessible true cure for lycanthropy lies within the potent and poisonous leaves of herbs such as wolfsbane and belladonna. Unfortunately for a were-creature consuming such ingredients, the effects of these remedies are as dangerous and difficult to resist as the curse itself. They are often purchased in mysterious solutions, at a significant markup, from snakeoil salespeople all over the Inner Sea region, especially in regions where lycanthropy is more prevalent.
Magic: Spells like remove disease and heal are more definitive and safer ways to break the curse, as long as they are cast by a holy person of sufficient skill (typically a cleric of 12th level or higher). However, the window of time in which such mystical treatments function is short— healers have but 3 days after a victim's exposure to the curse to use their restorative magic before it is no longer sufficient. Since many lycanthropes make their homes far from civilization, those who are infected by such reclusive monsters usually have no hope of reaching such a cure in time. After the 3-day window has passed, a victim's only chance of a cure through magic is a remove curse spell, cast by a cleric of 12th level or higher, during the time of the victim's transformation. To make matters more troublesome, spellcasters of sufficient power are rare in the Inner Sea region, and even if such a prodigious cleric is found, the price of his services can be cripplingly expensive.
Other Remedies: Many folk remedies for lycanthropy exist to offer false hope—and in some cases to cause real damage—to those desperate enough to seek them. Perhaps because of the brutal nature of the were-creatures, many of these “cures” are tantamount to torture, granted an air of legitimacy by the inclusion of silver tools or a certain amount of ritual. To be sure, beating a subject unconscious on the eve of a full moon may stop her from wreaking havoc when transformed, but this is no cure. Whether or not the subject is cured, the afflicted lives the rest of her life with these shameful marks.
It's worse than that. They have to be transformed to do it. Still four levels away from that.
CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
Wooowwww. This is serious business. Maybe because he's a monk it won't take as much effort to remove the curse? Chell could do some research or something while we're traveling back to Shaw.
Thanks for the information, I stand educated! I have the feeling poor Seagan is going to be tied up for a while. Crew won't like it, but tuff.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Its both fun and infuriating to have lycanthrope as the mission. Being low level means we need to be creative.
The idea was to wait for him to turn back, if that can happen, or at least some none invasive research to get around it. Any ideas on getting silver powder? Its needed as material component to consecrate the alter so we can destroy it.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Only one issue with stone shape. Meta knowledge. From the cross section I know the best place to burrow is in the last chamber. I might be able to make that in 2 or three castings. It looks to be 10-20 feet up. But in character, the best route seems to be the place Seagen was hiding but its 175ft up. I could prepare every spell slot I have and not make it. And I can't think of a spell to find that out. I might be able to make a geography check but I am not hopeful on that one.