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Hey there seems to be some debate on healing spells and feats.
Heal, on page 343 of the Core Manual states that a 2 action heal, can heal for 8 HPs and range of 30ft on one target.
As a FEAT , a Cleric at 1st Level can take the 1st level Feat Healing Hands on Page 121 of the Core manual. When this feat is taken and heal is cast, d10s are rolled instead of d8s. I am making a small jump in logic here, but if a one action heal now heals for 1d10 at first level, it seems logical that a 2 action heal would heal for 10 HPs and not 8 HPs.
The only prerequisite for the feat is to have healing font, which Titus does.
I am happy to ask this in the rules blog and i get eh impression you all think I might be trying t pull a fast one, which if that is the case, I am happy to withdraw from this scenario.
Oh, no, my friend, forgive me for being unclear. I don't think you are trying to pull a fast one. I think you are selling yourself short. In the rule you mention on page 343, it doesn't say you heal 8 hit points. It says "increase the the Hit Points restored by 8." So look at what you will heal with a one-action heal (1d10 for Titus) and add 8 to that. Because you are spending more actions, you get more bang for the buck in addition to it now being a ranged spell. For a three-action casting, you don't get the additional 8 points restored, but you potentially get far more targets. When you heighten it, it gets even more generous.
I am so sorry you thought I was accusing you of something. Far, far from it.

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PFS Legal HealSpell 1
HealingNecromancyPositive
Source Core Rulebook pg. 342
Traditions divine, primal
Cast Single Action to Three Actions
Range varies; Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.Single Action (somatic) The spell has a range of touch.
Two Actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
Three Actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Also note the language of the Heightened version is the same. If it were simply to assume the max roll, it would say that. If it were simply to make it 8, then healing hands wouldn't be any use with the two action version.
It's a powerful spell, but it also no longer scales as you level up.

CyberMephit |

I'm positive no one is trying to pull a fast or slow one here, we're all learning the rules!
The way I am reading this is:
1-action heal heals 1d8 (or 1d10 with healing hands) at touch
2-action heal heals 1d8+8 (or 1d10+8 with healing hands) at range
3-action heal heals 1d8 (or 1d10 with healing hands) in a burst
In other words, the 2-action extra healing is added to the roll, not replaces it! But at the same time it means the extra healing is not affected by healing hands, only the base roll.

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Does receiving healing automatically stop bleeding in 2e or does that still have to be sorted out?
I can't see anything, anywhere that says that it does. The "persistant damage rules on P621 say
Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.
The Sidebar also says:
Assisted Recovery
You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.The GM decides how your help works, using the following examples as guidelines.
Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.
Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.
Which implies that healing to full HP or A successful first aid (which you need a healing kit for) check should both stop the bleeding. It's a bit vague though!
Other than that, it's DC15 Flat checks until you succeed or 1 min runs out....

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One could suggest that receiving healing would be a mitigating factor to reduce the DC of the flat check as a "particularly appropriate type of help".
That would seem legit ;)
Has there been any errata produced answering the topic?
Not that I have found, and not mentioned in the GM threads about this module.

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Yes, you can spend them freely between the missions. Just keep track as you'll need to mark it off your sheet later.
So far I think you've earned 2 treasure bundles, worth 1.4gp for level 1 characters and 2.2gp for level 2.

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It is actually about as obvious as it appears:) But for some reason it is explained only on the 'GM basics' page of the guide.
A treasure bundle is 1/30 of recommended wealth by level. A scenario grants a total of 10 bundles. The players then receive gold proportionate to their level for each of them. They can spend it on buying the always available items and items they unlocked via Chronicle sheets.

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So Boram has earned 2.8 gp worth of treasure bundles at this time? I have no idea what he would buy yet, but I'm sure there's something I need desperately. A healer's kit would be a good start if he's really supposed to be supporting other Pathfinders.

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I've been updating from my phone and I can't do the map from there. I updated the map for myself and Titus now assuming the stairs run from left to right. Still moving slowly and hiding as I go, limiting my speed.

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No problem. Just a little poke in the right direction.
I think I've caught the stomach bug my child had earlier in the week. I feel horrible, so may be tomorrow before I get the next post together. It needs a bit of work.

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Terribly sorry for the delay, cheers Pixie for the post, happy with the actions taken ^^

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Hello!
We are two out of four parts through, and as you have seen, my posting rate is shot. It may improve a little, but I can't commit to more than 1 or 2 posts a week. If you are happy to continue in that way, we can pick the next part to go for and get on with it. If you want to call it a day, I'm not going to be put out.
I'll need some info, but you can get the credit for the two sections we've run and I can get the sheets sorted and emailed to you fairly easily.