Healing problem


Advice


My DM has put the party in a cursed wood where healing is difficult at best. Any character who is human cannot heal, we have been told this is because at the core the curse is designed to damage humans in particular. All other races heal at normal rate except they cannot be healed magically. We can only found one exception to this rule. A cleric spell (I can't remember the name of it) that uses fire to power the healing spell. Now this is a massive problem because all the tanks in our party are humans. Transmutation won't work to make humans heal because at there core they are still human but we have been told there is a way to make any character heal.
Does anyone have any ideas at all?
Thanks Rose


1 person marked this as a favorite.

Try going into an extradimensional space (e.g. Rope trick) & doing the healing there. If you have access to the Infernal Healing spell, that might work as it grants fast healing rather than healing directly. If you have a druid try Goodberry, that worked in the Mournland in Eberron.

Also try knowledge checks to figure out what the answer is! And/or talk to whatever local life you can find.


avr wrote:

Try going into an extradimensional space (e.g. Rope trick) & doing the healing there. If you have access to the Infernal Healing spell, that might work as it grants fast healing rather than healing directly. If you have a druid try Goodberry, that worked in the Mournland in Eberron.

Also try knowledge checks to figure out what the answer is! And/or talk to whatever local life you can find.

Currently we are only a level 7 party and lack a Druid as well as a sorcerer or wizard (unbalanced party I know) we have an ex paladin, a fighter/rouge, a cleric, an inquisitor and a severally nerfed psionics user and a witch.


Witches get Infernal Healing on their list. Your witch might not have it, though.

Inquisitors get a Judgement that grants fast healing, but if he/she isn't human, that won't tell you if Infernal Healing will work.

Rope Trick or a Portable Hole might work, if you have either.

Knowledge checks and asking any natives are worth trying, or simply leaving the area to heal up each time you need to. If decent knowledge rolls don't give you even a hint, then the GM is being a bit of a jerk, so leaving the area completely becomes a fair response. On the other hand, perhaps he thinks he's already given you some hints, so tell him you're feeling stumped and ask for one more!


1 person marked this as a favorite.

Get out of the cursed wood the fastest way you can: slash and burn a clearing, and heal there.


5 people marked this as a favorite.

Since a fire based spell healed somebody maybe fire is the key to healing in the cursed wood. Perhaps you should pour several flasks of oil over one of the human PCs and then set the PC on fire. If it works you'll have solved the DM's riddle. If not then the PC can self-immolate as a protest against the DM's obtuse and possibly frustrating healing mystery.


2 people marked this as a favorite.

Use the standard murderhobo modus operandi: Set the whole forest on fire.


Rose1989 wrote:
We can only found one exception to this rule. A cleric spell (I can't remember the name of it) that uses fire to power the healing spell.

It could be helpful to know what you are talking about. Healing Warmth sounds like it would fit. Have you tried Infernal Healing, Path of Glory or Fractions of Heal and Harm, all cleric spells that can heal. Perhaps the curse effects spells of the conjuration (healing) type but not others. More details please; if you have them.

- Specifics on the curse
- What you have tried
- More details on the party


As others have mentioned, I'd advise looking into "Infernal Healing" since it isn't 'real' healing, and since it draws its powers from hell stuff that interferes with regular healing shouldn't matter.

Was the Cleric spell used "Healing Warmth"? Or was it a spell&feat combo like "Glorious Heat" and a fire spell?


Amakawa Yuuto wrote:

As others have mentioned, I'd advise looking into "Infernal Healing" since it isn't 'real' healing, and since it draws its powers from hell stuff that interferes with regular healing shouldn't matter.

Was the Cleric spell used "Healing Warmth"? Or was it a spell&feat combo like "Glorious Heat" and a fire spell?

The spell is healing warmth. The problem with leaving the dam place is you can't unless the riddle has been solved


5 people marked this as a favorite.

Change your tactics so you don't need to heal. Talk your way out of combat, run if you have to. Attack from afar. Stop thinking about "tanks" to absorb damage, start thinking of ways to avoid damage altogether.

Trade gold or items to gain alies or to escape. Hide your tracks; leave false trails. Don't make fire at camp. Keep quiet when you travel.

If you have to heal, see if you can use non-magical means, like poultices and herbs.

This is a game of imagination; instead of finding a way within the rule book to get around your obsticles, use your imagination to adapt and overcome. This isn't a game where you have to have a tank, a healer, a dps, and a caster/controller to "beat the game." You don't have to stick to the classic archetypes of RPGs and MMOs. Use your imagination to find news ways through your problems!

There are likely tons more ways than just the ones I and those before me have listed.


Pathfinder Adventure Path Subscriber

Find things that grant you temporary hit points and make sure those are burned through first?


2 people marked this as a favorite.

Definitely just burn down the whole accursed place.


If you can't even leave, then I'm going to repeat what Valandil said:

Valandil Ancalime wrote:
Have you tried Infernal Healing, Path of Glory or Fractions of Heal and Harm, all cleric spells that can heal.

Remember, a cleric has no "spells known" - if it's on the cleric list, and not opposed to her or her deity's alignment, she can cast it.

Also:

Valandil Ancalime wrote:

More details please; if you have them.

- Specifics on the curse
- What you have tried
- More details on the party

I second this.

At last, the "can't leave the forest because riddle" and such make me want to second the "burn the forest down"-idea.


BURN!!!! Purify With Fire!


Pathfinder Adventure Path Subscriber

If you can't leave the forest, burning it down might be a bad idea as you could get trapped in the inferno. Make sure you know what you're getting into before you go that route.


Dreaming Psion wrote:
If you can't leave the forest, burning it down might be a bad idea as you could get trapped in the inferno. Make sure you know what you're getting into before you go that route.

Yeah, but it would be so much more satisfying than wandering around until you die.

Liberty's Edge

Well.. what caused the curse?


Ok specifics on the curse are as follows. The origins of the curse are 1300 years ago the wood suddenly became black and cursed, that is all that is currently known about the origins of the curse. Upon entering the woods the character discovers that there is no light in the woods and unless the character has dark vision (which humans lack) it cannot see without using a torch or other means of light. As soon as you enter the woods the path out of the woods behind you disappears and the characters connection to there gods feels weak. For every week the character is in the murk wood they must do a fortitude save or take one point of wisdom damage. Inside the wood people do not age, there is a village in the centre of the wood. Almost immediately after entering the wood you find this village. It is populated by mindless people that have had thought drained the by curse over hundreds of years. A rough map has been made of the wood and once inside it appears to be endless (or the curse keeps you going around in circles. The only other piece of information we have about it (aside from the healing issues) is that the curse has something to do with the plain of shadows.

None of the healing spells or tricks will work because Nat the core of it, this curse is designed to hurt humans in particular. The only methods of achieving healing are to remove ones self from the wood (to another plain perhaps) or to change the very nature of a character for a while (transmutation spells don't do it because at its core the character is still human)

We have tried all of the clerics healing spells available to us as well as nearly every sort of potion that has healing properties.

The party consists of a level 7 half-drow battle cleric, a level 8 dwarf flight/rough hybrid, a level 8 draw psionics user, a level 6 halfling witch ((which does not possess infernal healing) a level 7 human-asimar ex-paladin and a level 7 human-asimar inquisitor

We have been in the wood for 6 game play sessions (6+ hours each) there are some nasty monsters here we can't avoid and we're not even 1/4 of the way through it. So any suggestions are welcome because even if we play smart small things like failing a high climb check and taking damage from the fall is potentially fatal after a while.


1 person marked this as a favorite.

Darkness & the plane of shadow as the cause, & healing warmth does work. You need a way to create light, I'll bet.

Start with the Daylight spell (or the aasimar SLA if it's the standard kind) & if that creates any light at all try healing at once. Failing that try making a big fire. Failing that, maybe you have some trick available to your party which could make light?


1 person marked this as a favorite.

In case I'm wrong, a couple of other ideas.

Magic Circle vs. Evil enclosing healer and patient might work as a general evil-be-gone.

If you're on another plane planar adaptation on the patient might fix the problem.


test the limits of the curse.if this work DEMAND extra xp for creativity ;)

option 1: the 'Hobbit' - did you try climbing above the tree tops and healing there?

option 2: the 'Abbise' - did you try and tunnle underground and healing there. below the tree's roots?

option 3: the 'Edden' - you lack druids so this would be harder (they have plant grouth spells) but try making a "new" area by planting trees and growing them with spells - or uprooting trees and making an area clear of them.(one that the light from above will go trough).

option 4: the 'Trikster' - use magic device to try and imulate a defrent race other then human (might be hard as this will only allow normal rate healing of 8 hours)

btw. did you try casting remove curse? (on trees\villige\ground\or yourselves).
detect magic and try to follow the aura of the cursed area to it's core.


it'd probably be best if you listed all the characters races, classes and levels.

What's the deal with the ex paladin? He has 7 levels of paladin and no access to most of his class abilities (so effectively a warrior?) or is he on the path to blackguard/anti paladin?

You're in a weird place and that ex-paladin is a weird character… I dunno, could have the key in that guy right there.

Some of my favorite characters have been ex-paladins…but that was back in rules sets where they "became" fighters… an ex-paladin in this system is actually worse than a fighter… lol


use the retraining rules and turn a character INTO a druid? (that would be extreme… costly too)


Rose1989 wrote:
Ok specifics on the curse are as follows. The origins of the curse are 1300 years ago the wood suddenly became black and cursed, that is all that is currently known about the origins of the curse. Upon entering the woods the character discovers that there is no light in the woods and unless the character has dark vision (which humans lack) it cannot see without using a torch or other means of light. As soon as you enter the woods the path out of the woods behind you disappears and the characters connection to there gods feels weak. For every week the character is in the murk wood they must do a fortitude save or take one point of wisdom damage. Inside the wood people do not age, there is a village in the centre of the wood. Almost immediately after entering the wood you find this village. It is populated by mindless people that have had thought drained the by curse over hundreds of years. A rough map has been made of the wood and once inside it appears to be endless (or the curse keeps you going around in circles. The only other piece of information we have about it (aside from the healing issues) is that the curse has something to do with the plain of shadows.

It sounds like you're on another plane or at least in a pocket dimension. Like AVR suggested, try planar adaptation if it's available.

One thing you might do is ask your GM if there are any knowledge checks you can make for additional information. As you get a new clue, you can ask to make another knowledge check.


Pendagast wrote:

it'd probably be best if you listed all the characters races, classes and levels.

What's the deal with the ex paladin? He has 7 levels of paladin and no access to most of his class abilities (so effectively a warrior?) or is he on the path to blackguard/anti paladin?

You're in a weird place and that ex-paladin is a weird character… I dunno, could have the key in that guy right there.

Some of my favorite characters have been ex-paladins…but that was back in rules sets where they "became" fighters… an ex-paladin in this system is actually worse than a fighter… lol

The ex-paladin was a paladin who throw away his holy symbol and is now on the road to redemption. As he was a full paladin when he entered the wood I can tell you that none of his God given powers regenerated in the wood

Liberty's Edge

O_o well depending on how the GM decided Temporary HP work, the witch might be able to heal themselves with False Life, It's meant to add barrier HP above what the caster normally has, but in many cases temporary HP fade after damage is applied to them. Barbarian is the only one I've seen that has the Temporary HP having damage applied after they fade. This would allow the Halfling to heal with Necromancy. the Psionic Can equally heal themselves with psionic Power as that is normally the body just speeding up natural healing (might cause fatigue or more Fortitude saves given the cursed environment) Shame no one is a Celestial Sorcerer Bloodline then they could be healed with divine power directly from a source instead of a god that has it's link weakened. But it would only heal those of Good Alignment while harming those of evil alignment.

Alchemical healing Balms might work, only one I know of is Padzahr which doesn't restore HP it restores Con-Damage. But I think there was one that healed 1d4 but couldn't be used more than once on the same subject per 8 hour of rest period. Anyone in the group have craft Alchemy?

So the Dwarf, drow, and Halfling are healing alright naturally since they arn't human, but I didn't think Asimar counted has human anymore do to their blood leaning more heavily towards outsider, so wouldn't the only one normally afflicted by the curse be the Half-Drow?


Michael Talley 759 wrote:

O_o well depending on how the GM decided Temporary HP work, the witch might be able to heal themselves with False Life, It's meant to add barrier HP above what the caster normally has, but in many cases temporary HP fade after damage is applied to them. Barbarian is the only one I've seen that has the Temporary HP having damage applied after they fade. This would allow the Halfling to heal with Necromancy. the Psionic Can equally heal themselves with psionic Power as that is normally the body just speeding up natural healing (might cause fatigue or more Fortitude saves given the cursed environment) Shame no one is a Celestial Sorcerer Bloodline then they could be healed with divine power directly from a source instead of a god that has it's link weakened. But it would only heal those of Good Alignment while harming those of evil alignment.

Alchemical healing Balms might work, only one I know of is Padzahr which doesn't restore HP it restores Con-Damage. But I think there was one that healed 1d4 but couldn't be used more than once on the same subject per 8 hour of rest period. Anyone in the group have craft Alchemy?

So the Dwarf, drow, and Halfling are healing alright naturally since they arn't human, but I didn't think Asimar counted has human anymore do to their blood leaning more heavily towards outsider, so wouldn't the only one normally afflicted by the curse be the Half-Drow?

According to the DM the Asimar are just plain touched humans and count under the curse. The dwarf and halfling heal at normal resting speed but can't be healed. The full drow heals full damage as fast as he would normally heal NL damage and the half drow heals at normal speed but can cast healing warmth on itself

Liberty's Edge

Rose1989 wrote:
Michael Talley 759 wrote:

O_o well depending on how the GM decided Temporary HP work, the witch might be able to heal themselves with False Life, It's meant to add barrier HP above what the caster normally has, but in many cases temporary HP fade after damage is applied to them. Barbarian is the only one I've seen that has the Temporary HP having damage applied after they fade. This would allow the Halfling to heal with Necromancy. the Psionic Can equally heal themselves with psionic Power as that is normally the body just speeding up natural healing (might cause fatigue or more Fortitude saves given the cursed environment) Shame no one is a Celestial Sorcerer Bloodline then they could be healed with divine power directly from a source instead of a god that has it's link weakened. But it would only heal those of Good Alignment while harming those of evil alignment.

Alchemical healing Balms might work, only one I know of is Padzahr which doesn't restore HP it restores Con-Damage. But I think there was one that healed 1d4 but couldn't be used more than once on the same subject per 8 hour of rest period. Anyone in the group have craft Alchemy?

So the Dwarf, drow, and Halfling are healing alright naturally since they arn't human, but I didn't think Asimar counted has human anymore do to their blood leaning more heavily towards outsider, so wouldn't the only one normally afflicted by the curse be the Half-Drow?

According to the DM the Asimar are just plain touched humans and count under the curse. The dwarf and halfling heal at normal resting speed but can't be healed. The full drow heals full damage as fast as he would normally heal NL damage and the half drow heals at normal speed but can cast healing warmth on itself

Hmmm Guess it falls to Alchemical healing for the humans then. shame False life can't be cast on others. Lesser Restoration can help those with weak fortitude saves by restoring wisdom, might consider testing that on the people of the village, that way they can give you information.


Michael Talley 759 wrote:
Well.. what caused the curse?

That's the mystery of it. We have no idea and extensive research before entering the wood and after we entered the wood reveals nothing. None of the knowledge skills provide information even when we roll a natural 20


One last thing I forgot to mention, one of the Asimar's was badly injured in the first encounter in the woods and a lone nymph appeared and for a promise healed the Asimar inside the Forrest

Liberty's Edge

Rose1989 wrote:
One last thing I forgot to mention, one of the Asimar's was badly injured in the first encounter in the woods and a lone nymph appeared and for a promise healed the Asimar inside the Forrest

That seems rather surprising... The curse might have something to do with the fey and humans then


We got a maybe clue that it might have something to do with the nymph's ability to store magic. If so is there a way to use that to store heals? The other thing is when we first entered the Forrest the ex-paladin was still a full paladin and when it's mount was injured every kind of healing spell worked on the mount


1 person marked this as a favorite.

Is the group having fun?
What is the DM like, is this typical of how he runs a game?

Some things to try;
- Death Ward (Plain of shadow = negative energy?)
- Dismissal (If you are on another plane)
- Restoration on a villagers wisdom/ask what happened
(unless ability damage can't be healed)
- Try Sending to an ally/friend outside the woods
(see if they can track down information about the woods)
- Embrace the shadow, cast Deeper Darkness
- Search the village,then search it again (the village is obviously important and perhaps you missed a clue)
- Kill a villager, then Speak with Dead
- Kill/Death-by-monster the "human" pcs
- Have a player to DM talk
- Become super tactical (temp hps, summoned monsters, etc..), and try "power leveling" to gain levels and access to higher level spells
- Try to track down the nymph and ask her what's going on

Now I don't suggest this last tactic lightly, but after 36 hrs of being stuck my frustration would be at an all time high (if your frustration is not high and you are still having fun, ignore this suggestion). I once read an article that suggested, if a DM gives you an unsolvable riddle, an unopenable door or an "impossible" problem, walk away. If the DM wants to continue the plot he will have to do something to get you through his obstacle. In this case, stop searching, make a camp and roleplay despondent/depressed. Don't do anything. If the DM want's his game to continue he will have to do something.


Pathfinder Adventure Path Subscriber
Valandil Ancalime wrote:

Is the group having fun?

What is the DM like, is this typical of how he runs a game?

...

+1 to this. Without knowing the entire context my first impression was the GM was controlling and playing not-nice. Without your PCs knowledges offering any kind of clues nor having any hints by the locals or anything one can find helping sounds kind of rough.

If your group thrives on coming up with imaginative outside the box solutions maybe this is just another regular game session for you.

I'm leaning towards the Daylight, Planar Adaptation and Protection from Evil solutions myself. Or those other variations already offered.

Please let us know if any of those solutions work.


GM sounds like he's being a bit of jerk with this.

I suggest leaving the woods. If that's really not possible burn down the forest and have your characters "pray" to the gods (GM) that others (player characters) don't have to go through such bull again as they burn to death in the fire.

For even more fun, start a fire and commit suicide to really make it clear how not fun a situation is when you have no way of healing yourself, for effectively a permanent duration.


"It's as true today as when I first started adventuring..." FIRE, AND LOTS OF IT.

Okay, outside of "Gordian solutions", most of the good ideas have been listed already. You've got a slow-burn (heh) heal that can top everyone off *eventually* and a number of possible solutions but mostly you need to be careful and solve the riddle.

Since I don't know what the riddle is, that's on you.

Additional: saying "aasimar count as human" is a call that a GM can make, but there are a number of issues with that. Aasimar are outsiders, they are flat immune to all the "person" spells and magics out there (like enlarge person, charm person, etc.) and count as outsiders for various other things (like the bane enchantment).


1 person marked this as a favorite.

This actually sounds like an interesting situation that your group has fallen into. The best way to resolve these kind of situations is to think like a GM. Why would the GM put your characters into this kind of a situation? Its likely because he/she thinks that discovering the history/cause behind the curse would be a lot of fun.

The GM has likely put a lot of time into developing how this curse came into play, the purpose of it, and exactly what the characters have to do in order to resolve it.

As such, I would suggest doing even more research. Check out the town, see if any citizens had any kind of writings of their experiences before they were completely drained of their wisdom. See if you can find any notes or books or other such information sources.

If after doing extensive research and asking your fellow party members, tell the GM that you're getting the impression that the curse and its effects are the main purpose of the story arc. Explain that you think that researching/solving the curse is key to this part of the game. Then ask the GM if you're on the right track.

If so, he/she may drop some more hints once it becomes apparent that the players aren't getting it (GMs often miscalculate how easy it should be for players to solve a particular puzzle.)

OtOH, the GM may let you know that solving the curse isn't really the purpose - he/she is using it to get you to think out of the box. If so, proceed with caution and avoid combat whenever possible.


Pathfinder Adventure Path Subscriber

You mentioned this curse took place 1300 years ago. Do you guys have any knowledge of any other events that took place around that time? (Knowledge History or the like?) Does the village have any with written information sources? (Like a library or a sage's house or something?)


I'm guessing there is a confused Baelnorn and priest of Lathander in a keep in the center of town. Be sure to search for the wand of burning hands and figure out which demon-lord told the lie.


Tormsskull wrote:

This actually sounds like an interesting situation that your group has fallen into. The best way to resolve these kind of situations is to think like a GM. Why would the GM put your characters into this kind of a situation? Its likely because he/she thinks that discovering the history/cause behind the curse would be a lot of fun.

The GM has likely put a lot of time into developing how this curse came into play, the purpose of it, and exactly what the characters have to do in order to resolve it.

As such, I would suggest doing even more research. Check out the town, see if any citizens had any kind of writings of their experiences before they were completely drained of their wisdom. See if you can find any notes or books or other such information sources.

If after doing extensive research and asking your fellow party members, tell the GM that you're getting the impression that the curse and its effects are the main purpose of the story arc. Explain that you think that researching/solving the curse is key to this part of the game. Then ask the GM if you're on the right track.

If so, he/she may drop some more hints once it becomes apparent that the players aren't getting it (GMs often miscalculate how easy it should be for players to solve a particular puzzle.)

OtOH, the GM may let you know that solving the curse isn't really the purpose - he/she is using it to get you to think out of the box. If so, proceed with caution and avoid combat whenever possible.

Too much work. Resort to Plan A.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Healing problem All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice