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Feldspar_Hewerson wrote:
..... Note also, a benefit of this : you could double your fast healing if someone gives you a heal check DC 20 to treat deadly wounds once per day JUST LIKE natural healing.

Whoops, my bad, it's a heal check DC 15 to administer first aid.


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I dealt with the issue tonight in the game I DM'd. A strict reading of the rules ("just like natural healing") implies that fast healing only works when a character isn't actually doing a move or standard action, he/she is just standing there. The devil is in the detail, and Fast Heal is JUST LIKE(or EXACTLY like) natural healing, while Fast Healing is merely "AS" regeneration. That is, it is under the restriction of "resting" for 1 round (JUST LIKE natural healing) and heals at a fixed rate, typically 5/round AS Regeneration. My players want it to act like regeneration. I would like to point out that simply by it being measured in rounds instead of hours or days doesn't mean you can't withdraw from combat. Note also, a benefit of this : you could double your fast healing if someone gives you a heal check DC 20 to treat deadly wounds once per day JUST LIKE natural healing.

Back in the old 3.0/3.5 days this was settled law, Fast healing required no action taken to activate in a particular round. I don't know how Paizo handles it, which is why I came here to find out, but I'm no better off. I'll let my players vote on it, but note to them that I have more opportunities to use Fast Healing than they do overall. It was only an issue because a PC has the special ability, and I pointed out the restriction on it, which started the argument, which led me here.


Thanks fellas. I hate to take away from a player's fun with restrictions by saying "because the rules say so" without justification, but it seemed like 3 spells in a round breaks the game. I needed supporting evidence, especially after contradicting myself. With an open table, I always get power gamers pushing the limits of the rules for an advantage, so don't be surprised if I'm back for more rules clarification.


Hi. I run an open table at a local comic book store, and one of my players presented me with this problem: he has a Rod of Quickening, and casts a standard action spell then a quickened spell. If he doesn't move, can he use that move action for a 2nd quickened spell? First I said yes, because a swift action takes less time than a move action. Then I reversed myself because by definition, a swift action is a limited free action, you can only take one per round. But I can't shake the fact that a swift action takes less time than a move action, and the move action is still there to use, but I don't like that a player (or npc) can cast 3 spells. It seems unbalanced. Any thoughts on this?


Hi Pathfinder denizens. I've been running an open table at the Comic Book Store (seriously, that's it's name), N. Main Street Glassboro NJ for 8 years. Next to Angelo's Diner. 6:30 to 9:00 pm on Mondays.

Dozens of players have come and gone over the years, some coming back for a game or even a year. It's been a blast building a world history with my world (Alorne), with all the characters that affected it; from drow invasion, to civil war to catastrophic earthquakes when an undead god's head/moon got too close. I've had 10 or 12 players at a game, but on average it's 4 to 6. I currently have 4, but 3 are young with transportation issues, and while some weeks with 1 good experienced player is fun because we can go high level and kick butt, I need a few more steadier players so I can put together a coherent plot thread. I'm heavy on the hack and slash, but won't kill you every week. I'll just make you feel like I almost did, but you got lucky. I always appreciate role players, there has to be a reason to roll the dice, but my personal emphasis in storyline creation is in organic plot builds based apon character feedback.

Stop in for a game, you can pull a pc from my NPC Codex for an instant build if you want to try it out for a night. Or bring a build at least 5th level (I rarely start lower), and level it up to whatever we're at. Starting stats are 8,10,12,13,14,15; or alternatively, 10,10,12,12,14,14.