Kyuss Worms and Heal


Age of Worms Adventure Path


So I was running the SoLS the other night and my player, who runs a Cleric of Wee Jas, and his cohort, both got infected by Kyuss worms at the same time. The Cleric cast heal on himself, I can't remeber if it was before or after the worms reached his brain, however I ruled that it did not stop them. thus his cohort was turned into a Knight of Kyuss (my ruling there as they were near the spire) and the cleric was saved by the Paladin of Hextor, who had just one remove disease.

Was I correct in my ruling?

Does heal effect the Kyuss worms before they infect the brain?

After?

As far as I have read, only two (maybe three) spells effect them: Remove Disease, Remove Curse, (and maybe) Neutralize Poison (can't remember off hand, that my be the one that slows them down.....hard to recall without a book on hand).

What about more powerful healing spells like...Heal?


I've ruled that heal not only stops the infestation at any point, but undoes any Int damage as well.

Paizo Employee Creative Director

Heal should certainly cure Kyuss worms, since it does the same thing that remove disease does plus so much more. It also cures ability damage, so it'll also cure any Intelligence damage the worms cause. Heal can also turn the spawn of Kyuss into normal zombies and do a lot of damage to them all at once. It's the one-stop anti-Kyuss spell!


James Jacobs wrote:
Heal should certainly cure Kyuss worms, since it does the same thing that remove disease does plus so much more. It also cures ability damage, so it'll also cure any Intelligence damage the worms cause. Heal can also turn the spawn of Kyuss into normal zombies and do a lot of damage to them all at once. It's the one-stop anti-Kyuss spell!

Thanks for the quick response on that one. I guess I owe the player a big Mia Cupla. Oh well, what can a GM do eh?

The Exchange Contributor, RPG Superstar 2008 Top 6

Sol wrote:

So I was running the SoLS the other night and my player, who runs a Cleric of Wee Jas, and his cohort, both got infected by Kyuss worms at the same time. The Cleric cast heal on himself, I can't remeber if it was before or after the worms reached his brain, however I ruled that it did not stop them. thus his cohort was turned into a Knight of Kyuss (my ruling there as they were near the spire) and the cleric was saved by the Paladin of Hextor, who had just one remove disease.

Was I correct in my ruling?

Does heal effect the Kyuss worms before they infect the brain?

After?

As far as I have read, only two (maybe three) spells effect them: Remove Disease, Remove Curse, (and maybe) Neutralize Poison (can't remember off hand, that my be the one that slows them down.....hard to recall without a book on hand).

What about more powerful healing spells like...Heal?

Aside from the weirdness of having a paladin of a lawful evil god, I would say this is incorrect. Per the entry below (from the D20 SRD), heal cures both disease and poison. Since both remove disease and neutralize poison kill the worms, it is reasonable to believe other spells that remove those conditions also kill the worms.

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.


Sol wrote:
Thanks for the quick response on that one. I guess I owe the player a big Mia Cupla. Oh well, what can a GM do eh?

Hmm...tell him Hextor was testing his "martial ability" by depriving his spells of power, or something. Everyone makes mistakes, so turn those lemons into lemonade! After all, Hextor's probably the cruel sort who would test his worshippers in such a fashion, anyway.


A paladin of Hextor?!? Blasphemy!!!!


Ah the Paladin of Hextor. It is a fun class that we built.

Both of my players are Lawful Neutral, so it is not so evil, as much as martial law based. I have always thought that only having Lawful Good Paladins is a little constricting. I know many would say, "well thats what blackguards are for". But a Blackguard is evil, not neutral, and frankly is more of a heavily martial assassin, not the type that would sneak up, but that would stab you in the back in broad daylight, and elss of a pious defender of neutrality, the law, or even evil sometimes. I was wanting to get a feel for that Pious warrior, just of a different alignment.

I also feel Hextor is overly maligned. I mean sure he is evil, but so is war. I mean what kingdom would dare outlaw him, when probably a good third of their soldiers, and probably a higher percentage of their generals and officers worship him. I mean he is the god fo military might making right, something a darn few in the medieval era, especially those who owned arms and armor, believed in. I see he and Heironeous as balanced forces in the armies of nations, each trying to upset the other, but joining together to take on national foes.

The prestige class is actually called the 7th Arm of Hextor, although the player did start as a Paladin (taking the half-orc Paladin path on top)

Here are the stats for it:
7th Arm of Hextor
HD: 1d10
Class Skills: 2+int per level
Climb, Craft, Handle Animal, Intimidate, Know (Religion), Profession, Ride
Requirements:
Base Attack Bonus +6, Power Attack, Two-Weapon Fighting,
Know (Religion) 4 ranks,
Abilities:
1st – Lesser Lord Form – As a move equivalent action the Arm of Hextor can grow an
additional arm. He can grow or hide this arm up to once per round as many times per day as he wishes. At 4th, 7th, and 9th levels the character gains an additional arm for a total of 6 arms at 10th level. This arm is useful in all ways and has the full strength of the characters other arms. The equipment, armor, and clothes of the Arm all modify magically to allow for the extra arm, while the torso lengthens, adding 8 inches to the height of the character per extra set of arms. The arm(s) allow for the character to make additional attacks, although the character has a -6 primary/-10 secondary penalty when attacking with multiple weapons unless the Multiweapon Fighting Feat is taken, which the Arm of Hextor now qualifies to take. Improved and Greater Two-Weapon fighting do not aid or effect the Arm of Hextor while in Lord Form. Each additional arm conveys a +2 bonus to all strength checks, +2 circumstance bonus to charisma checks when dealing with other followers of Hextor, and a +2 circumstance bonus to intimidate checks with all others. Thus at 10th level the Arm of Hextor can make 6 attacks with his arms and has a +8 to all strength checks, +8 to charisma checks with followers of Hextor, and a +8 to intimidate checks with all others.
4th - Lord Form – When the Arm of Hextor is in his Lord Form he may 1/day cast Divine
Favor on himself. Caster Level = Class Level.
7th – Greater Lord Form – When the Arm of Hextor is in his Lord Form he may 1/day
cast enlarge on himself. Caster Level = Class Level.
10th – Aspect of the Herald – The Arm of Hextor changes his type to outsider,
Damage Reduction 10/magic.

The 7th Arm of Hextor
Level Attack
Bonus Fort
Save Reflex
Save Will
Save Abilities
1st +1 +2 +0 +0 Lesser Lord Form - 3 Arms
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Lord Form – 4 Arms
5th +5 +4 +1 +1
6th +6 +5 +2 +2
7th +7 +5 +2 +2 Greater Lord Form – 5 Arms
8th +8 +6 +2 +2
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Aspect of the Herald, Greater Lord Form – 6 Arms

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