Owl

Ben the Red's page

105 posts. No reviews. No lists. 1 wishlist. 1 alias.




Ward Against Death (Repose Domain Ability) removes the effect of negative levels while a creature is inside the Ward. So a creature with 4 negative levels would have their maximum hit points increased back to full (gain of 20hp).

I have a few questions I'm hoping someone can help me with:

1) If a creature's maximum hit points go up, do their current hit points also go up? So if Allen is at 50/80 hp with 4 negative levels, when he enters the warded area will he be at A) 70/100 hp or B) 50/100?

2) If B, what about when he leaves the Ward/the effect ends? Does he lose 20 hp because his maximum hit points decreased by 20 putting him at 30/80?

3) WAD does mention what kind of action it is, does that mean it is a Standard Action to turn it On/Off? I feel like I read somewhere that Supernatural abilities are assumed to be standard actions unless mentioned otherwise, but I can't find it in the rules.

I should note that both RAW and RAI answers are useful as this is for a home game, not PFS.

Relevant Text quoted below:

Quote:
Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Quote:
For each negative level a creature has, [...] In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses.


I am working on fitting the Legendary Games product the Fiddler's Lament into my Carrion Crown campaign. I curious of two things.
1) Is the "Dark Stranger" suppose to reference a character that is actually in the adventure path. I've only read through the first two books thus far. I know in Legendary's other mini adventure it references some cultist activity in related to the Wake of the Watcher content.
2) Did using this module inflate the PCs experience too much. If it did what, if anything, did you do to compensate for it later in the campaign?
Any input would be appreciated :)