PFS dealing with afflictions


Pathfinder Society

Grand Lodge 1/5 ***

1 person marked this as FAQ candidate.

I am looking at the most recent (season 6) Guide to Organized Play

There are two different, contradictory clauses about dealing with afflictions/conditons in the guide to organized play. The one on page 37 makes sense to me.

The second ones seems to indicate that only a few select things can carry over, even the conditions specifically mentioned in the first one. Oddly enough, they also reference each other.

page 37:

Dealing with Afflictions
At the end of a scenario, a PC may have been afflicted with any number of possible conditions, such as blindness, curses, deafness, diseases, and poison. Verify that the player recorded any conditions in the Items Sold/Conditions Gained box on his Chronicle sheet and initial next to what he wrote (see below). It’s specifically important that conditions be written legibly so the player and subsequent GMs can understand them. If the PC purchased the casting of a spell to clear the condition, you need to make sure the player recorded that information in the Items Bought/ Conditions Cleared box at the bottom of the Chronicle sheet. If another PC cleared the condition by casting a spell, this information should be listed in the Items Bought/ Conditions Cleared box, but with a 0 gp value and the casting character’s full Pathfinder Society Number (XXXX- XX) written in next to the spell’s name. If a character resolved a condition gained during a previous scenario during this one, check that the condition is listed as cleared under Items Bought/Conditions Cleared on the Chronicle sheet for this scenario, and verify that the cost for resolving it or the PC who cleared it has been recorded.
Note: Any affliction that would result in an unplayable character must be resolved at the table once the game ends as explained in Chapter 5 of this document.

page 20:

Conditions, Death, and Expendables
When playing your own character, all conditions (including death) not resolved within the scenario or module must be resolved by the end of the adventure.
Likewise, any wealth spent or resources expended during the course of the adventure are tracked and must be recorded on the Chronicle sheet.
All conditions gained during an adventure, except for permanent negative levels, ability drain that does not reduce an ability score to 0, and conditions that provide no mechanical effect, must be resolved before the end of the session; if these are not resolved the character should be reported as ‘dead.’ Permanent negative levels, ability drain, and non-mechanical conditions being carried over to the next session should be recorded under the Notes section of the Chronicle sheet. An unplayable character should be marked as dead when reporting the session. See additional rules under Dealing with Afflictions in Chapter 7.

Any clarification. If i get deafened at level 1, MUST i cure it?

Silver Crusade 3/5

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TL;DR: Yes, you must resolve the deafened condition before the end of the game.

Unofficial Frequently Asked Questions Regarding Conditions in PFS

What is a "Condition"?
A condition is any lasting effect that your character is experiencing other than damage (ability damage is grouped with damage). Here are some examples: ability drain, blindness, curses, deafness, death, diseases, exhaustion, fatigue, negative levels, petrified, poisons, polymorph. There are others, but these are the conditions that we will usually be concerned with.

Which conditions must I resolve at the end of the scenario?
All of those except ability drain (unless your score is drained to 0, in which case you must resolve the condition that results from this effect), exhaustion, fatigue, negative levels, and any other conditions which do not mechanically impact the game. You also need not worry about damage or ability damage because those are not conditions.

Is X a condition?
Ask yourself: will this effect end on its own without the need for saving throws or magical intervention? If the answer is "Yes" then it is probably a condition you need to resolve. Otherwise it is unlikely that you need to worry about it.

When is "the end of the scenario"?
When everyone packs up their belongings and goes home. You may resolve all conditions well after the last encounter in the scenario if need be. Sometimes it may take days or weeks of in-game time for certain conditions such as disease to be resolved. That's okay. All that matters is that the conditions are resolved before everyone (especially you and the GM) leave the table.

How do I "resolve" a condition?
That depends on the condition. Some options are: through magic items or spells cast by you or other members of your party, spells cast by NPCs which you pay for using either gold or prestige points, or simply waiting out the condition and rolling all the requisite saving throws (often used as a first resort against diseases). Some conditions, such as mummy rot, might require several effects before the condition is fully resolved.

What about conditions that don't need to be resolved right away?
Ability drain, permanent negative levels, and any other conditions which do not mechanically impact the game remain with the character until they are resolved. However, they need not be resolved right away. The GM should note the condition on the player character's chronicle, including the cause and any special circumstances which must be met in order to resolve the condition. The player should inform future GMs of this ongoing condition until it is resolved.

This FAQ is completely unofficial and is probably wrong. Use at your own risk.

Grand Lodge 4/5

Corwin Illum wrote:
If i get deafened at level 1, MUST i cure it?

Unless it heals by itself over some period of time, yes.

Grand Lodge 2/5

What part says he must? What if he likes being deaf?

Grand Lodge 4/5

claudekennilol wrote:
What part says he must? What if he likes being deaf?
Quote:
All conditions gained during an adventure, except for permanent negative levels, ability drain that does not reduce an ability score to 0, and conditions that provide no mechanical effect, must be resolved before the end of the session

Deafened, since it has a mechanical effect, must be resolved before the end of the session.

Also note that page 37 apparently contains some legacy language, and material from the time before the section on page 20 was added.

Basically, if your PC was turned purple, you don't have to clear it. If you took hit point damage, or ability damage, they clear up on their own between adventures. Usually.

If you took permanent negative levels, or ability drain that does not render your PC dead or otherwise unplayable, you don't have to clear it right away.

Any other condition that has a mechanical effect needs to be cleared before the end of the session. Deafened, blinded, diseased, all have mechanical effects. Some of them are easier to clear than others. Some of them may only allow clearance through gold expenditure (or a lucky party composition), others, with the help of your party, may be cleared with a few good die rolls and some time.

Grand Lodge 1/5 ***

kinevon wrote:
claudekennilol wrote:
What part says he must? What if he likes being deaf?
Quote:
All conditions gained during an adventure, except for permanent negative levels, ability drain that does not reduce an ability score to 0, and conditions that provide no mechanical effect, must be resolved before the end of the session

Deafened, since it has a mechanical effect, must be resolved before the end of the session.

Also note that page 37 apparently contains some legacy language, and material from the time before the section on page 20 was added.

Basically, if your PC was turned purple, you don't have to clear it. If you took hit point damage, or ability damage, they clear up on their own between adventures. Usually.

If you took permanent negative levels, or ability drain that does not render your PC dead or otherwise unplayable, you don't have to clear it right away.

Any other condition that has a mechanical effect needs to be cleared before the end of the session. Deafened, blinded, diseased, all have mechanical effects. Some of them are easier to clear than others. Some of them may only allow clearance through gold expenditure (or a lucky party composition), others, with the help of your party, may be cleared with a few good die rolls and some time.

What I find odd, there are strict rules procedures about what you are supposed to do when afflicted by a condition, such as deafened. Another one says must be cured. Why are people jumping on one rather then the other. Especially when the consequence is awful. Oh, you have x minor curse... Now you are DEAD. I get if the condition would make you unplayable.

Sovereign Court 5/5 5/55/55/5

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It would take too much time to list all the afflictions and decide if you could adventure with them or not.

There are THAT many bad things that happen to pathfinders.

Song of the shadowlodge:

Sung to the tune of 50 ways to say goodbye

By ghoul been paralyzed
Cry elsewhere they advised
Won’t explode now like I should

Got Burried in debree
And then drowned in the sea
I’m leaving now for my own good

That's cool, but if my friends ask where you are Tell Aram Zey
That's cool, but if my friends ask where you are Tell Aram Zey
We went down through a storm drain
Died in my last stand
Fell in a death trap squisher full of quicksand
Help me, help me, I'm all out of allies
She met a shark under water
Fell and no one caught her
Matrimony to a blackros daughter
Help me, help me, I'm all out of lies
And ways to say you died

My skin still feels the sting
From veneom on that thing
Not to mention fungal spores
Got captured by gnoll clans
Leave me that’s the plan?
Their poetry was sheer torture

That's cool, but if my friends ask where you are tell Aram Zey

You was caught in a mudslide
Pounced by a lion
Got mind blasted by a third edition Psion
Help me, help me, I'm all out of allies!
I dried up in the desert
Tripped by a wolf cub
Bashed to death by an ogre with a greatclub
Help me, help me, I'm all out of allies
And ways to say you died

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