Sniggevert |
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...
Zach W. |
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.
Akerlof |
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.
Bbauzh ap Aghauzh |
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.
Mark Stratton Venture-Lieutenant, Indiana—Indianapolis |
David Bowles |
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.
Sabre |
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.
Jrcmarine RPG Superstar 2014 Top 16 |
KestlerGunner |
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.
Silbeg |
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!
KestlerGunner |
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.
Silbeg |
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!