Issue 140; Savage Fever


Savage Tide Adventure Path


Alright,

My group had a debate last night as a couple memebers of the party contracted savage fever. Maybe this is a general "rules" question, so if somoene could help us out we would appreciate it. (We play 3.5)

Savage fever is a supernatural disease. So,
1)can this be treated with the heal skill like a nomral disease? IS there a difference between supernatural disease and a conventioanl disease? If so what is it?

2)Does remove disease spell remove it? (As the template*Aflicted* calls for a greater restoration...but if the remove disease is used, prior to the PC losing all thier INT, would this work? This comes back to the nomral disease vs supernatural disease)

Paizo Employee Creative Director

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[1: Supernatural diseases can be treated via heal like normal diseases, unless the disease itself specifically mentions that it can't be treated in this manner. The difference between a supernatrual and normal disease is that supernatural diseases generally come from magical or otherworldly sources. Often, they have additional effects beyond what a normal disease can do (such as in the case of mummy rot, which doesn't take long at all before it starts to damage you, or savage fever, which ends up transforming its victims into new monsters). A supernatural disease doesn't function in an antimagic field or dead magic zone, while a normal disease will. In the DMG, only mummy rot can't be helped with heal checks.

2: Remove disease cures savage fever instantly, as long as the victim hasn't become a savage creature yet. Once someone's succumbed to the disease and become a savage creature, remove disease can't help him any more than it can help someone who's succumbed to mummy rot and has turned to dust.

Liberty's Edge

I kinda think it would be cool to have the party meet up with one of the survivors in Kraken Cove, and have him/her go through the change to Savage Crature right there in the midst of the group. Like Dawn of the Dead.


hmmm.. i like cancer mages :D
Withe festering rage on top, no doubt.

Dark Archive

Heathansson wrote:
I kinda think it would be cool to have the party meet up with one of the survivors in Kraken Cove, and have him/her go through the change to Savage Crature right there in the midst of the group. Like Dawn of the Dead.

I'm thinking that Savage Fever is very much like Dawn of the Dead! Now if only a warped variant of Cabin Fever from Muppet Treasure Island would get out of my head ...


the only propblem having someone transform right in the middle of the party is that it takes DAYS for the transformation to occur. Once they hit Int 0, they go comatose and start transforming. They don't come out of the coma until their Int reaches their new maximum. So that's, what, 2 points per day? Maybe 1 day for a dumb barbarian, but the savage wizard is going to take a week to come out of the coma.

Contributor

Chris Manos wrote:
the only propblem having someone transform right in the middle of the party is that it takes DAYS for the transformation to occur. Once they hit Int 0, they go comatose and start transforming. They don't come out of the coma until their Int reaches their new maximum. So that's, what, 2 points per day? Maybe 1 day for a dumb barbarian, but the savage wizard is going to take a week to come out of the coma.

Hey all!

A fun variation I am using of Savage Fever in my home campaign is as follows:

As soon as a PC takes 6 points of Int damage from the disease they suddenly turn...of course no one need be aware of this unless they make a DC 25 Heal check. This is fun, more variable and allows the PCs to encounter a sick pirate or former captive (in my campaign its going to be a bugbear or an Olman slave who escaped in the bedlam but was bitten fighting his way clear of some savage pirates and is now infected) or have a PC who is bitten turn on them.

If you like this idea go for it. I think it's going to be devilishly fun!

Nick


I can also see it as being fun to have a merciful group of PCs transporting those infected, minus the pirate campaign, back with them on their newly 'procured' vessel. The group cleric tends them as best he/she can, but can't determine what malady is doing this (as it is completely new to him/her). At best he/she is fighting off the effects, but one by one they are all slipping into comas.

Then once the time is up all hell breaks loose and you have a little mini-savage invasion of Sasserine that the PCs brought with them and need to stop. If the PCs need some extra XP before the next adventure, this would even make a good side quest for them... stop all the monsters they brought and incubated before they spread their disease.

Sean Mahoney

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