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![]() The series exploring the strange and the familiar is back! We haven't assigned the Letters to months, yet. The schedule will be up by tomorrow. Here's what we've got coming:
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![]() Flaming Crab Games turned 2 years old this month! And the owner Alex Abel got engaged, moved to Texas, and is now a fire-breathing crab 40 hours a week! Celebrate with us and help Alex stock his new home with food. (We're not really sure what crabs eat.) Check out the sale here! Everything is 40% off! ![]()
![]() Hi, all! The last few months I've had a real blast helping get J Gray's (soon to be monthly) project The Letters from the Flaming Crab off the ground. Each "Letter" we hire 3-4 writers to tackle a completely different topic than the last brewed by J. Letters that do well are explored further into more robust books. For example, we're about to get writing for Culinary Magic II underway with ALOT more magical recipes! These Letters are a fun way for us to toy with experimental topics in 10-12 pages. However, as a ghost crab sized company, it's not financially feasible for me to hire 3-4 writers and 1-2 artists every single month. So Flaming Crab Games will be launching a Kickstarter next week to make that possible. (We did just get funding for the Archetype Compendium, but a completely different team is working on that. The Letters won't get in the way of the Archetype Compendium and vice versa) But before we launch the Kickstarter, I'd love to have you guys vote on what topics we should tackle next. It doesn't matter how wacky or weird! These Letters are all about being spontaneous and fun! The poll is here. Feel more than free to add your own suggestions! The poll will continue during the Kickstarter. We just want to get an idea of what's going to be popular. Also, we've got a sale going on for our 2015 Letters! J started a thread discussing that here. ![]()
![]() I was flipping through the CRB here, and it said true resurrection takes 10 minutes to cast. With my luck, however, it's going to take 12 days. Oh well, I can't stop casting now! I'll see you guys December 1st on Kickstarter! Here are some changes for this launch:
We're redesigning the way we're doing archetypes. Every single archetype will have something unique and flavorful. No archetypes will be simple combinations of classes or reused archetypes from other classes. Expect these archetypes to provide more options than your average archetype! We're doing away with the voting system. It prevented us from showing anything off during the Kickstarter. We'll be able to show off multiple archetypes each week with examples and concept art! ---- Feel free to discuss what you'd like to see for the relaunch below! ![]()
![]() For those of you that haven't picked up any of Flaming Crab Games' products, we typically use a parchment style for our PDFs to make them prettier and to have fantasy-esque style. Additionally, we aim to use plenty of original art whenever possible. Unbeknownst to me until recently, it seems as though many folks print out 3pp PDFs for use at the table. And thinking about it, our parchment style would likely use up a decent amount of ink. I'm sure the art would soak up a lot of ink, as well. So my question is this: would you like a simple low-ink version of each future PDF we release (no illustrations, no parchment backgrounds, etc.)? We still want our books to look nice, but we want an option for folks that want a physical copy of our stuff to take to a table without dishing out money for a hardcover. ![]()
![]() As plenty of you folks are aware, Superstar 2015 is underway! It's a time of blood, sweat, tears, and most importantly...courage! Stepping into the world of freelancing is daunting. And those of you that have submitted a magic item this year have completed a task so few have been able to do. About 800 people have submitted to the contest this year, and that's just plain awesome! However, only 32 will make it to the next round. But I'm sure there's plenty of talent to be found in the other 700+ submissions out there. So here's an open call to all who've submitted to the Superstar contest this year! You're already a star, so let's get something of yours made! The next Flaming Crab Games product (to be named) will be a tome of magic items made by you folks! We want to get as many talented people on board as we can! And we already know you've got experience making magic items! EDIT: Please wait until the first round is over to let me know which item you submitted. Feel free to PM me or email me at flamingcrabgames@gmail.com.
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![]() Hi, all.
IF people happen to be interested in playtesting monsters for my company Flaming Crab Games, the mentioned bestiary is the the Flaming Crab Monster Codex: Urban Encounters I. It'll contain 12 urban themed monsters (CR 1/2 to 11), 2 templates, and possibly 10 (semi-player friendly) monster feats. We're most interested in getting the templates playtested. However, getting most of the material tested-out would be fantastic! ![]()
![]() Does anyone have any house-rules they use to make Pack Lord Druids, Broodmaster Summoners, Beastmaster Rangers, etc. work? As of now, having a level 20 character with four level 5 wolves seems a little underwhelming. Even having a level 19 and a level 1 wolf seems ridiculous. Of course, there's the option of taking Boon Companion, but that seems to only fix the temporary for each time it's taken. Off the top of my head, I may suggest something like this (very rough): On the left is the number of animal companions. On the right is the effective druid level adjustment for each companion. Then have a feat that does something like "Boost your effective druid level for each of your companions by 1. This feat may be taken multiple times, its effects stack." 1 | -0
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![]() Hey, all! To cut to the chase, Flaming Crab Games is an upcoming publishing company dedicated to bringing you plenty of options like new base classes, archetypes, monsters, magic/mundane items, spells, and a lot more! Most of our products will be light-hearted and fun! Our classes, monsters, and eventually the campaign setting of Ren will be taken much more seriously (while still hopefully fun!). Here's what we have lined up: *Bosco's Precious Wares (featuring items such the Movable Rod, Deck of Many Cards, Overly Buoyant Shoes, and much more ..erm..useful items!)
Our bigger projects:
Check us out Flaming Crab Games! We hope to bringing you snazzy products in a matter of weeks! ![]()
![]() Since the days of old, there's been a strange expectation that divine casters in D&D/Pathfinder have the role of whacking people with a mace instead of working magic like their arcane counterparts.
Because much of the desire to play a divine caster is in its flavor, most notably the Domains of Clerics; I have created Domain-like Dogmas for the base class below. These dogmas have much more "arcane-like" spells that focus on battle-field control, blasting foes, buffing allies, etc. instead of self-buffing, while still staying true to the divine flavor of domains. These dogmas are spontaneously cast in the same way that a cleric spontaneously casts cure spells. And because of time that'd be spent formatting, I won't put up all of the dogmas/subdogmas nor archetypes. I present to you: the Reverend! (I'm respectfully giving Adamant Gaming the rights to the name Priest) Within the echoing halls of every cathedral are clergymen preaching or even orchestrating the miracles of their praised deity. While most of these holy men are content with the life behind a podium, some don their robes and holy symbols and venture into the world of adventure as a hand of their god. Whether these reverends bring peace, disorder, healing, or corruption depends on the forces that grant them their awesome power. Role: A reverend often stays near the back in the party,taking on a role not unlike the wizard. A reverend's dogma heavily influences her spellcasting style, causing her to be a master of buffing her allies, controlling the battlefield, or blasting her foes. Like a cleric, all reverends must focus their worship upon a divine source. While the vast majority of reverends revere a specific deity, a small number dedicate themselves to an abstract concept worthy of devotion - such as battle, death, justice, or knowledge - free of deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.) Ability Scores: A reverend’s spells rely on Wisdom. Her special abilities Channel Energy depend on Charisma. Due to her her lack of armor, a decent Dexterity score is helpful. And such is the case for every adventurer, a good constitution is important. Alignment: A reverend’s alignment must also be within one step of her deity's, along either the law/chaos or the good/evil axis. Hit Dice: d6 Starting Wealth: 2d6 x 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10gp or less. Starting Age: As wizard. Class Skills
Skill Ranks Per Level: 2 + Int modifier. Base Attack Bonus Progression: Half (as wizard) Fort: Poor
Spells Per Day: As Cleric, but +1 spell slot per level instead of domain spell slot. Class Features Weapon and Armor Proficiency:
Reverends are proficient with the club, dagger, light mace, quarterstaff, and wooden stake. Reverends are not proficient in any armor or shields. A reverend's spellcasting is affected by arcane spell failure if she wears armor or shields. Aura (Ex):
A reverend of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). Spells:
A reverend casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A reverend must choose and prepare her spells in advance. To prepare or cast a spell, a reverend must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a reverend’s spell is 10 + the spell level + the reverend’s Wisdom modifier. Like other spellcasters, a reverend can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Reverend Spells Per Day. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Reverends meditate or pray for their spells. Each reverend must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a reverend can prepare spells. A reverend may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Dogmas:
A reverend’s deity influences her alignment, what magic she can perform, her values, and how others see her. A deity grant dogmas of the same name as the domains they represent. A reverend chooses three dogmas from among those belonging to her deity. A reverend can select an alignment dogma (Chaos, Evil, Good, or Law) only if her alignment matches that dogma. If a reverend is not devoted to a particular deity, she still selects two dogma to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment dogma still applies. Each dogma grants a number of dogma powers, dependent upon the level of the reverend, as well as a number of bonus spells that a reverend adds to their list of spells known. In addition, a reverend gains the listed powers from both of her dogmas. Unless otherwise noted, activating a dogma power is a standard action. Orisons:
Reverends can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Reverend Spells Per Day. These spells are treated like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting:
A reverend may “lose” any prepared spell in order to cast a dogma spell of the same spell level or lower. Chaotic, Evil, Good, and Lawful Spells:
A reverend can’t cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages:
A reverend’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Channel Energy (Su):
Regardless of alignment, any reverend can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good reverend (or a neutral reverend who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil reverend (or a neutral reverend who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral reverend of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the reverend. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two reverend levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the reverend's level + the reverend's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A reverend may channel energy a number of times equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A reverend can choose whether or not to include herself in this effect. A reverend must be able to present her holy symbol to use this ability. Religious Study:
Starting at 2nd level, a reverend gains a bonus on Knowledge (Arcana), Knowledge (Religion), and another Knowledge of her choice (reflecting the focus of her deity) and Linguistics skill checks equal to half of her deacon level (rounded down). In addition, she may make these Knowledge and Linguistics skill checks untrained. Enlightenment:
At 20th level, a reverend discovers the ultimate truths in all of her deity's dogmas, not just the three that she has rigorously studied. At the beginning of each day, a reverend may change her selected dogmas to up to three others that she qualifies for. Dogmas
Air:
Dogma Power: +1 caster level when casting spells with the air descriptor Dogma Spells: 1st—alter winds, 2nd—wind wall, 3rd—call lightning, 4th—river of wind, 5th—control winds, 6th—chain lightning, 7th—scouring winds, 8th—whirlwind, 9th—elemental swarm (air spell only). Cloud
Wind
Animal:
Dogma Power: Allies’ animals (summoned, companion, or mount) are healed +1 damage per die from your healing spells and channel energy. Dogma Spells: 1st—charm animal, 2nd—animal aspect, 3rd—dominate animal, 4th—greater animal aspect, 5th—animal growth, 6th—summon nature's ally VI*, 7th—animal shapes, 8th—summon nature's ally VIII*, 9th—summon elder worm *animals only Feather
Fur
Artifice:
Dogma Power: Your healing spells and channel energy can restore hit points to objects and constructs. Dogma Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—transmute metal to wood, 8th—polymorph any object, 9th—gate Construct
Toil
Trap
Chaos:
Dogma Power: +2 to pierce the spell resistance of Lawful outsiders Dogma Spells: 1st—protection from law, 2nd—communal protection from law, 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—freedom Azata
Demon
Entropy
Protean
Revelry
Whimsy
Charm: Dogma Power: +1 caster level when casting enchantment spells Dogma Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—charm monster, 5th—dominate person, 6th—geas/quest, 7th—mass charm monster, 8th—demand, 9th—dominate monster Love
Lust
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![]() Just to be clear, I'm not looking for digital form-fillable sheets/excel files. I'm looking for a character sheet that lets me edit the text itself on the sheet. Specifically, I want to edit the skills on a character sheet (Replace X skill with Y skill).
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![]() I’ve always believed that a wonderful archetype of fantasy was the wise, gentle healer. An elderly fellow monk-like fellow (without the calloused knuckles!) who went out of his way to heal the weak but was fully capable of kicking some evil behind by blasting holy light. I’m afraid the cleric class tries too hard to make a character a mini-version of their god, capable of smacking foes over the head with a mace and fully decked out in shiny armor. I present the Priest. A base class for those who want to play a clerical type that focuses more on healing and magic than self-buffs for foe-smacking. The Priest
The power of faith is not always embroidered in shiny armor and a bloodied sword. One does not need to become an avatar of a deity to do good in this world. For many, hope does not come from brave knights lathered in holy symbols, it comes from the simple and soft-spoken preacher in robes. Sometimes, healing the weak does more good than slaying evil. However, that’s not to say the priest does not excel at blasting her foes from afar with holy fire. Role: A priest often stays near the back in the party, healing the injured from afar and blasting enemies from even farther away. A priest is often less zealous about her religion as a cleric. A cleric may do good because her deity expects it. A priest uses her religion to do good. Ability Scores: A priest’s spells rely on Wisdom. Her special abilities like Holy Strike and Lay on Hands depend on Charisma. Due to her use of ranged strikes and her lack of armor, a decent Dexterity score is helpful. A priest of high Intelligence can best utilize her excellent knowledge skills. Alignment: Any good. A priest’s alignment must also be within one step of her deity/religion, along either the law/chaos or the good/evil axis. Hit Die: d6 Starting Wealth: As cleric. Starting Age: As wizard. Class Skills
Skill Ranks Per Level: 2 + Int modifier. Saves: Fort-poor, Ref-poor, Will-good
Class Features by Level:
1: Aura of Good, Domains, Holy Arcane, Holy Strike 1d6, Orisons, Spontaneous Casting 2: Lay on Hands, Religion Study, Holy Power 3: Holy Arcane, Holy Strike 2d6 4: Holy Power 5: Holy Arcane, Holy Strike 3d6, Lay on Hands 10' 6: Holy Power 7: Holy Arcane, Holy Strike 4d6 8: Holy Power, Lay on Hands 15' 9: Holy Arcane, Holy Strike 5d6 10: Holy Power, Lay on Hands 20' 11: Holy Arcane, Holy Strike 6d6, Lay on Hands 25' 12: Holy Power, Lay on Hands 30' 13: Holy Arcane, Holy Strike 7d6, Lay on Hands 35' 14: Holy Power, Lay on Hands 40' 15: Holy Arcane, Holy Strike 8d6, Lay on Hands 45' 16: Holy Power, Lay on Hands 50' 17: Holy Arcane, Holy Strike 9d6, Lay on Hands 60' 18: Holy Power, Lay on Hands 70' 19: Holy Arcane, Holy Strike 10d6, Lay on Hands 80' 20: Holy Power, Lay on Hands 100' Class Features
Weapon and Armor Proficiency
Aura of Good
Spells
Dogma
Holy Arcane
Holy Strike
Orisons
Spontaneous Casting
Chaotic, Evil, Good, and Lawful Spells
Bonus Languages
Lay on Hands
Religious Study
Holy Power
List of Holy Powers:
Burning Retribution: Targets that are hit by the ray form of holy strike or fail the reflex save against one of the other forms must make a Will save equal to 10 + ½ the priest’s level + the priest’s charisma modifier or take additional divine damage equal to the priest’s level for a number of rounds equal to the priest’s charisma modifier. If cast on a target that’s already taking burning divine magic, the length of the burning simply renews; no additional damage per round is dealt. A priest must be 6th level before taking this holy power. Careful Strike: The priest may ignore one target in holy explosion, holy blast, or holy spray. She may take this multiple times. Each time she takes this holy power, she may ignore an additional target. She must have Holy Bomb before taking this holy power. Empowered Blast: Increase the damage die from holy strike by one step to a max of 2d6. (i.e. 1d6 to 1d8 to 1d10 to 1d12 to 2d6) This may be taken multiple times, its effects stack. Extra Strikes: The priest gains 3 additional uses of holy strike per day. This may be taken multiple times. Its effects stack. Holy Blast*: The priest releases a holy strike as a line from her holy symbol. All creatures within a 120-foot line from the priest receive a Reflex save to halve the damage. The DC of the save is equal to 10 + ½ the priest’s level + the priest’s charisma modifier. Holy Bomb*: The priest may direct a holy explosion, holy blast, or holy spray in a spot within close range of the priest (25 ft. + 5 ft./2 levels). A priest must have holy explosion before taking this ability. Holy Chain Strike*: After a holy strike hits a target, it immediately leaps to a target within 30 feet, dealing one die less damage. If this second ray hits, it leaps to another target, dealing one die less damage than the target before it. Each consecutive target gains +2 AC versus the ray than the target before it. All targets must be within 30 feet of each other. Holy Explosion: Holy strike causes a burst centered on the priest that affects all creatures in a 30-foot radius. Instead of a touch attack from the priest, all creatures affected receive a Reflex save to halve the damage. The DC of the save is equal to 10 + ½ the priest’s level + the priest’s charisma modifier. Holy Shield: A priest may use a charge of holy strike to add her Charisma bonus (if any) to her deflection bonus to AC and CMD for a number of rounds equal to her priest level. Holy Spray*: The priest’s holy symbol blasts a 60-foot cone. All creatures within a 60-foot cone from the priest receive a Reflex save to halve the damage. The DC of the save is equal to 10 + ½ the priest’s level + the priest’s charisma modifier. Martyr Strike: The priest deals full dice damage with holy strike, but she takes half damage. If her holy strike affects multiple targets, she takes full damage as if it were a single ray. This self-inflicted damage stacks with damage a priest takes if she is hit with her own strike. Merciful Strike: A holy strike deals nonlethal damage. Persisting Shield: A priest’s holy shield’s duration is increased to a number of minutes equal to her priest level. Permanent Shield: A priest’s holy shield lasts until dispelled. A priest must be level 6 before selecting this holy power. Quick Strike: Holy strike is treated as an attack action, not as a standard action. Safe Strike: Holy strike does not provoke an attack of opportunity.
Dogmas A priest can select any two blessings granted by her
Dogmas:
Air Dogma Dogma Power: Holy Strike deals +1 lightning damage per die
Animal Dogma Dogma Power: Allies’ animals (summoned, companion, or mount) take no damage from Holy Strike. In addition, these animals are healed +1 damage per die from your healing spells and lay on hands.
Artifice Dogma Dogma Power: Your healing spells and lay on hands can restore hit points to objects and constructs.
Chaos Dogma Dogma Power: +2 to pierce the spell resistance of Lawful outsiders
Charm Dogma Dogma Power: Treat caster level as 2 higher for purposes of enchantment spells
Community Dogma Dogma Power: Treat caster level as 1 higher when casting a spell that benefits every ally within 60-ft.
Darkness Dogma Dogma Power: +1 caster level while in shadowy illumination or dimmer
Death Dogma Dogma Power: Treat caster level as 2 higher for purposes of reanimating and controlling undead.
Destruction Dogma Dogma Power: Deal +1 damage with spells that deal negative energy and with touch of corruption.
Earth Dogma Dogma Power: Holy Strike deals +1 acid damage per die
Evil Dogma Dogma Power: +2 to pierce the spell resistance of Good outsiders.
Fire Dogma Dogma Power: Holy Strike deals +1 fire damage per die
Glory Dogma Dogma Power: Holy Strike deals +2 damage per die against undead
Good Dogma Dogma Power: +2 to pierce the spell resistance of Evil outsiders
Healing Dogma Dogma Power: Allies heal +1 damage per die from your healing spells and lay on hands.
Knowledge Dogma Dogma Power: Use Wisdom bonus instead of intelligence on knowledge checks.
Law Dogma Dogma Power: +2 to pierce the spell resistance of Chaotic outsiders.
Liberation Dogma Dogma Power: +2 on dispel checks against effects that restrain or constrict.
Luck Dogma Dogma Power: Targets of your lay on hands gain a luck bonus on attack rolls, AC, and saving throws equal to your Wisdom bonus (minimum 1) for 1 round.
Madness Dogma Dogma Power: Targets of your touch of corruption receives a penalty on either attack rolls, AC, or saving throws equal to your Charisma bonus (minimum 1) for 1d3 rounds.
Magic Dogma Dogma Power: +1 caster level when casting spells gained with holy arcane.
Nobility Dogma Dogma Power: Add your Wis in addition to your Cha to determine Leadership score.
Plant Dogma Dogma Power: You may select from the druid spell list with holy arcane.
Protection Dogma Dogma Power: Spend a use of Holy Strike to grant an ally a deflection bonus to AC equal to your Wisdom modifier for a number of rounds equal to your level.
Repose Dogma Dogma Power: Treat your caster level as 1 higher when casting spells of the necromancy school.
Rune Dogma Dogma Power: +1 caster level when casting a spell from a scroll.
Scalykind Dogma Dogma Power: Select one- acid, cold, electricity, and fire. At the beginning of your turn, decide if holy strike deals this damage.
Strength Dogma Dogma Power: Use your Wisdom score to determine your carrying capacity and on Strength checks (to kick open doors, etc.)
Sun Dogma Dogma Power: +1 caster level while in bright light.
Travel Dogma Dogma Power: +10 movement speed.
Trickery Dogma Dogma Power: +1 caster level with illusion spells
Void Dogma Dogma Power: +1 caster level with summoning spells
War Dogma Dogma Power: Targets of your lay on hands gain a bonus to damage equal to your Wisdom bonus (minimum +1) for a number of rounds equal to ¼ your priest level (minimum 1).
Water Dogma Dogma Power: Holy strike deals +1 cold damage per die
Weather Dogma Dogma Power: Your holy strike causes gust of wind to those it affects. Holy strike that affects an area also affects the area with gust of wind.
Archetypes currently being made:
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![]() http://paizo.com/pathfinderRPG/prd/advanced/spells/suffocation.html
I was wondering what happens to a player's HP if he fails the first save but survived the next couple. Does the character stay at 0 HP until he gets healed or does a night's rest get that HP back? I understand that getting all air extracted from your lungs doesn't spell happy times, but I find it odd that a high level character would have to get bombarded with healing spells to get his breath back. |