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So sorry to Necro, but this post comes up on google searches related to this. While there is not an errata specifically for this, there is an errata for Afflictions that seems to apply:

On the Official FAQ: https://paizo.com/starfinder/faq/

Under Starfinder Core Rulebook Errata (1st and 2nd Printing)

Page 414: In Afflictions, remove the fifth paragraph and add the following text after the second sentence of the third paragraph.

Quote:
On a failed saving throw, if the victim was affected by a condition as a result of the affliction and that condition was removed (such as by remove condition), the victim regains any conditions from earlier steps along the affliction’s progression track (as well as conditions from the current step).

This seems to imply, that the condition is removed by remove condition, and is regained on the next failed saving throw. (Along with any additional conditions from the new step)


I did not mean a feat that allows the removal without a ten minute rest, I meant a feat that allows magical healing to remove wounded WITHOUT having to heal to full, after a 10 minute rest.

Just feats that allow you NOT to have to heal the person to full and a ten minute rest, just magical healing, and a 10 minute rest. I never wanted to remove the 10 minute rest. I just think that having to heal to full with magic seems silly, when a treat wounds that DOES NOT heal to full removes wounded. Just add in a feat that that could allow any amount of magical healing and a 10 minute rest to remove wounded.


Also, one final thought, perhaps this is an area for a feat in the future, such as "medicinal magic" for the healer, allowing your magic to heal the wounded condition after a magical heal and a 10 min rest.

OR Maybe a resiliency sort of feat that instead of the healer taking, the receiving player would take. Maybe good for front line fighters.


Captain Morgan wrote:
The idea with the Wounded condition is that you can magically heal a wound, but it won't heal right. You might stop the bleeding, but if your rib is broken you are still gonna have it poking at your organs.

Hmm, I don't know, I always thought that magical healing would superior to traditional healing. It seemed that way to me in 1e and it just feels right.

However, I could see a lore explanation along the lines of "Magical Healing takes a lot out of the recipient" or "uses a little of their own life force or soul to heal them"

So the wound is somewhat or fully healed, but the process leaves them weak, so they retain the wounded condition until they are fully healed, and have time to rest and recovery from the ordeal.

Anyway, thanks for the info.


Thank you for the information, I think I understand the intent now.

However, I do think that it would have made more sense for the wounded condition to be removed by Treat Wounds, or by magical healing and a 10 minute rest, so that you do not need to fully heal a PC with magical healing to remove it.

After all, there is no grantee that Treat Wounds would fully heal you. It just seems to make more sense to me, but anyway, thanks for the clarification!


I know that anytime you lose the dying condition, you gain the wounded condition, but from what I can find in the rule book and on Archives of Nethys, the only way to remove the wounded condition is with treat wounds, or by being fully healed and resting for 10 minutes.

My Question is: Would magical healing a second time (after removing the dying condition) remove wounded?

I know that magical healing could eventually restore you to full health and you could rest, but it seems odd that mundane healing from Treat Wounds can do something that magical healing cannot easily do.

Here is a quote:

Quote:
"The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."

Please forgive me if this is obviously stated somewhere and I simply can't find it.