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Nelzy wrote:
sooner of later you will find someone that can remove it (in a large city for example) or level up to pick a remove curse option yourself,

To struggle through several level in a module with a high drained score is silly and pointless, let alone a certain death sentence with the amount of combat usually written in them. That amount of levels is a complete adventure module book in terms of time.

Waiting for a level 7 or higher NPC at level 3 is also in vain in modules since services of that level or either unavailable or just too expensive.

Also staged curses with 1 minute or 1 hour onset times are a nuisance, how would you rule that from day to day if you cannot cure it?

These curses were supposed to be rare but they have become common and unmanageble.


Hello,

I have a question about staged curses.

First of all they are supposed to be rare so why do I find so many in the modules I'm running?

Second of all, how do my players get rid of them. One of the curses was Corrupting Spite (from a wight) which they the got when they were level 3 which is, if they don't have a befriended level 7+ caster, a death sentence.

The rules say the following:

A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions.

Well, they are NOT rare...

Okay, we must follow the rules for afflictions so there is hope. But than we get to the text for afflictions:

Removing Afflictions
Source Player Core pg. 431 2.0
Apart from waiting them out, afflictions can be removed through certain uses of the skills and spells. The Treat Disease and Treat Poison uses of Medicine are commonly used to treat those afflictions.

The cleanse affliction spell is also available to most spellcasters. Spells that counteract conditions at the source, such as sound body, can also be effective against diseases and poisons that cause those conditions.

Curses are trickier, requiring solutions that specifically mention them, such as a 4th-rank cleanse affliction or the Break Curse skill feat.

So, RAW as far as I understand it you still need means to break the curse to get rid of the curse.

So why would a adventure path writer add a wight as an encounter without someone present to cure said curse.

How does this work?


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Hello,

I have a question about staged curses.

First of all they are supposed to be rare so why do I find so many in the modules I'm running?

Second of all, how do my players get rid of them. One of the curses was Corrupting Spite (from a wight) which they the got when they were level 3 which is, if they don't have a befriended level 7+ caster, a death sentence.

The rules say the following:

A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions.

Okay, we must follow the rules for afflictions so there is hope. But than we get to the text for afflictions:

Removing Afflictions
Source Player Core pg. 431 2.0
Apart from waiting them out, afflictions can be removed through certain uses of the skills and spells. The Treat Disease and Treat Poison uses of Medicine are commonly used to treat those afflictions.

The cleanse affliction spell is also available to most spellcasters. Spells that counteract conditions at the source, such as sound body, can also be effective against diseases and poisons that cause those conditions.

Curses are trickier, requiring solutions that specifically mention them, such as a 4th-rank cleanse affliction or the Break Curse skill feat.

So, RAW as far as I understand it you still need means to break the curse to get rid of the curse.

So why would a adventure path writer add a wight as an encounter without someone present to cure said curse.

How does this work?


NorrKnekten wrote:
Also because of relevancy
Spell Attacks wrote:
Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target’s AC. Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don’t deal any damage beyond what’s listed in the spell description. In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack.
So yes, it is indeed benefitting from anything that would benefit attacks in general, with Melee Spell Attacks being Melee Attacks. But they would never be Unarmed attacks unless the spell states that you use a melee unarmed strike.

So a Melee Spell Attack may benefit from flanking, spells such a Gouging Claws for example.


Does an enemy get the -2 AC penalty when being flanked and one of the flanking opponents uses a spell such as Gouging Claws which is a Melee Spell attack?

If not why is de term melee spell attack added if the range is touch and the defense is AC?


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Having read through all three AP's I can't seem to find the updated (Second Edition) settlement statistics for Urgir. Can any help me in the right direction where to find them?