Cleric help in a PFS session.


Pathfinder Society

Silver Crusade 2/5 *

At the conclusion of a PFS scenarios, is the party allowed to hang around one more evening to allow the party cleric to cast restorative spells on people the next day? Or do clerics have to leave spell slots open for this?

5/5

If the players and GM are willing to stick around and play through a couple more days of spell casting, why not? A player with a disease has to play through days worth of saves normally to recover, so there'd be nothing wrong if his traveling companion wished to stay by his side and use his magic on him...

Sovereign Court 3/5

As long as a scenario isn't resolved (chronicles being applied and whatnot), I don't recall anything that says this is illegal. Essentially, if the cleric could cast Remove Diesease during the session, it should be fine.

Liberty's Edge 2/5

I would allow wandering and recovery at the end of a session. Hell, I would allow players to explore a bit of the culture/history of the area they are in afterwards as long as no combats/dungeon runs ensue. Nothing wrong with an hour of roleplay if people are interested. Downtime as it were. That's the point of the society in my view, explore the world and its cultures.

As long as your not adding loot/enemies/encounters, it is perfectly legal I believe.

4/5

Basically, the session ends when chronicle sheets are handed out, not when the scenario's "Conclusion" section is read. How much time (game and real) time you spend between the two is GM discretion. I've never had a GM disallow 1/day saves for diseases or resting up to memorize cleric spells to remove conditions, or even complete faction missions that were put off earlier.

On the other hand, I've also had times where the venue was closing and the GM was madly scrambling to get chronicles handed out and packed up before we got physically booted. I could understanding not getting a chance to clear non-character-killing conditions in those circumstances.

Silver Crusade 5/5

When I have run games in the past, I have allowed the PC cleric to cast restorative spells "the next day" after the adventure has ended.

Silver Crusade 2/5 *

But there's nothing official no this?

Liberty's Edge 5/5

Nothing official.

But it is up to the GM, the venue, and in general how much time everyone has after the actual adventuring is done.

But I see nothing wrong, time permitting, in allowing a Cleric to cast a bunch of spells the next day.

Silver Crusade 2/5 *

Well, I think there needs to be something the guide about this. I don't want to get into the specifics of why, but I think there needs to be a sentence or two for regional consistency.

Liberty's Edge 5/5

Why?

Is there a GM who isn't allowing this?

Are there players demanding it for some reason?

If you can extend a scenario to deal with conditions that could render your character dead, I don't see why you couldn't for conditions that don't.

Any GM who cuts the scenario off dead without allowing folks to at least try a couple of times and then demands expenditure of cash for the restoration, remove disease, or remove curse spells needs to understand that those spells also require caster level checks.

Horizon Hunters 4/5 5/5 *** Venture-Lieutenant, Indiana—Indianapolis

If you can make a player roll out or resolve conditions (by spending money or prestige or whatever) when the adventure is done but before the table breaks, I don't understand why a PC couldn't attempt to cure them. It's absurd to not allow that (notwithstanding time constraints, of course.)

Silver Crusade 2/5 *

Mark Stratton wrote:
If you can make a player roll out or resolve conditions (by spending money or prestige or whatever) when the adventure is done but before the table breaks, I don't understand why a PC couldn't attempt to cure them. It's absurd to not allow that (notwithstanding time constraints, of course.)

I agree it's absurd. Especially when it's one of my motivations to play cleric.

Liberty's Edge 5/5

More Info Needed.

It is hard to comment on this intelligently without knowing more specifics on why you are even asking this question.

Silver Crusade 2/5 *

Sent you a message about it. I really think I've said what I should say on a public forum.

Liberty's Edge 5/5

after reading your message, I agree. Thanks for not airing dirty laundry in public.

Silver Crusade 2/5

Pathfinder Adventure Subscriber
David Bowles wrote:
Mark Stratton wrote:
If you can make a player roll out or resolve conditions (by spending money or prestige or whatever) when the adventure is done but before the table breaks, I don't understand why a PC couldn't attempt to cure them. It's absurd to not allow that (notwithstanding time constraints, of course.)
I agree it's absurd. Especially when it's one of my motivations to play cleric.

When I'm GMing, I'd certainly allow an in-group cleric to help however he could (within the rules, of course) before ending the session.

Dark Archive 4/5 5/5 ****

Isn't that also one of the reasons for a Paladin to pick up Ultimate Mercy?

I would allow it, for sure. Why not?

Grand Lodge RPG Superstar 2014 Top 16

Absolutely I would allow it. Makes no sense to not allow it IMO, other than venue time constraints of course.

Lantern Lodge 4/5

Mr. David Bowles, thank you for not not using names on public forums, it shows a great amount of professionalism, etiquette, and community awareness. I would like to echo Andrew in thanking you for your discretion. Good show chap, good show.

Grand Lodge 4/5

So this ruling effectively means that

-if you die,
-and you still have a soul,
-and an intact corpse,
-and you didn't get raised as an undead when killed,

If you have an Ultimate Mercy Paladin in your party you will *never* end the session with the dead condition. The need for a 5,000 gold penalty diamond is waived.

The Paladin will swallow a temporary negative level and bring you back every time.
I'd argue this makes the Paladin class better at raising the dead than the classic cleric/oracle, which seems... odd. I love it! Because I have an Ultimate Mercy paladin in my area! But it still seems odd.

Grand Lodge 4/5

As an important note most Paladins will need to be around level 10 in order to unlock Ultimate Mercy. Whereas clerics get access to the far less reliable Breath of Life and the very expensive Raise Dead at level 9.

5/5 *

Okay? So you need a high level paladin, that has blown 2+ feats and has a bajillion cha to do that. That is a stupidly low % of tables overall. I don't see this as a problem.

Dark Archive 4/5 5/5 ****

Actually, you can get it earlier...
Start w/ 17 CHA (15 + Racial)
level 2 - 4 LOH
level 3 - greater mercy
Level 4 - CHA 18 (6 LOH)
buy Headband of Charisma -- 7 LOH
Level 5 - extra LOH (9 LOH)
Level 6 - 10 Lay on Hands*
Level 7 - Ultimate Mercy!

Now, this is not even crippling your character that much. With a Human, you will still have 2 feats (your first level feats). At level 7, you'll have 10 lay on hands, for 4d6 healing if you don't need to use a mercy!

I believe my current Paladin (Magnus Landros) is on the way to doing just this!

After that, for level 9, he'll get extra channel (just 'cause).

For the record, his stats at level 4 are:
STR 14, DEX 12, CON 14, INT 13, WIS 8, CHA 18
He has Weapon Focus (Falchion) and Power Attack.

So far, he seems to be doing quite well. He'll be falling behind fighters in DPR, but he'll have more staying power! At level 4, he uses LOH for 3d6!

Grand Lodge 4/5

CRobledo wrote:
Okay? So you need a high level paladin, that has blown 2+ feats and has a bajillion cha to do that. That is a stupidly low % of tables overall. I don't see this as a problem.

20 charisma for a class that relies on charisma as a primary stat is not 'bajillion charisma.'

I'm not saying it's broken, I am just stating that it's interesting that the developers have decided that raising the dead is the specialty of the Paladin, as opposed to the Cleric/Oracle. It is interesting.

Dark Archive 4/5 5/5 ****

Agreed. Even more interesting to me is the fact that they can do it a full two levels before the cleric can! But, it seems very Paladin-like to me that the caster (so to speak) bears the burden of the ability, rather than the recipient.

If the dead character is lucky enough o be with this pally, and it is early in the adventurering day, she might even get to continue the adventure. The deader gets away without having to spend 16pp, and the paladin gets his party member bck, t a temporary cost.

Seems like a good deal to me!

5/5 *

Only thin to remember with Ultimate Mercy is that the recipient still has those negative levels. In case he gets raised before the end of the adventure I mean.

Silver Crusade 2/5 *

Evidently, this was all a misunderstanding.

Dark Archive 1/5

The time between scenarios is indeterminate, and so when I'm GM, whoever the cleric is is free to do with their character whatever they please, if they stick around to cast spells on their companions, then they are free to do so.

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