Lycanthropy curse


Pathfinder Society

Liberty's Edge

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I have the following question I can't find an answer to:

last night I played PFS 7-04: The Ironbound Schism (levels 7-11), it was a lot of fun and very close to party wipe, but we did it.

My Character was bitten by that Werbear and we all failed to discover she is a lycanthrop who can spread her curse.
So I did not get it healed in time.

Now my Char is officially cursed (and so evil). The GM explained to me, there is no way now to remove it, not even with PP.

Do I grasp it right, that my Character now is unplayable?

Thanks in advance for your answerd! And please forgive my poor english, I'm no native speaker.

Regards,
Jule

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

From Blood of the Moon (not entirely sure if this section is PFS legal) :

Blood of the Moon wrote:
Magic: Spells like remove disease and heal are more definitive and safer ways to break the curse, as long as they are cast by a holy person of sufficient skill (typically a cleric of 12th level or higher). However, the window of time in which such mystical treatments function is short— healers have but 3 days after a victim's exposure to the curse to use their restorative magic before it is no longer sufficient. Since many lycanthropes make their homes far from civilization, those who are infected by such reclusive monsters usually have no hope of reaching such a cure in time. After the 3-day window has passed, a victim's only chance of a cure through magic is a remove curse spell, cast by a cleric of 12th level or higher, during the time of the victim's transformation. To make matters more troublesome, spellcasters of sufficient power are rare in the Inner Sea region, and even if such a prodigious cleric is found, the price of his services can be cripplingly expensive.

EDIT: Can't access the book right now, to check if this text is in the illegal section.

EDIT:2 Just checked, there is a PFS scenario where it is possible to use wolfsbane to cure an afflicted lycanthrope even after the three days have passed.

5/5 *****

Lycanthropy rules are HERE.

Depending on how you parse the paragraph consuming a dose of wolfsbane gives you another save regardless of how long after infection it is taken.

In addition it is called Curse of Lycanthropy. As such normal means of removing curses should work regardless of the time taken. Neither Heal nor Remove Disease would normally be able to remove a curse and so I read the section as adding extra options rather than limiting existing means of dealing with a curse.

Shadow Lodge 4/5

Werebears aren't even evil, but generally good. The bestiary wb is LG to boot.

5/5 *****

Muser wrote:
Werebears aren't even evil, but generally good. The bestiary wb is LG to boot.

The alignment bit is irrelevant, a curse is a condition that must be cleared by the end of the scenario or you are reported dead. Also, this particular werebear is most definitely not good.

Silver Crusade 1/5

andreww wrote:
In addition it is called Curse of Lycanthropy. As such normal means of removing curses should work regardless of the time taken. Neither Heal nor Remove Disease would normally be able to remove a curse and so I read the section as adding extra options rather than limiting existing means of dealing with a curse.

That might be the case and lycanthropy is classified as a curse.

There are however reasons why this shouldn't work.
A cleric has to be 12th level and cast remove disease within three days to cure it. This would be pointless if any 5th level cleric could just throw out a remove curse and be done with it.

The problem is that there is a line from 3.5 missing in Pathfinder:

SRD wrote:

The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.

This is actually adressed in Classic Horrors Revisited. I only have the German version, so I'll try to translate it back into English as back as I can:

"Almanach der klassischen Schrecken wrote:
Magic effects such as remove curse can be used [to remove the affliction], but are only effective during the full moon when the werewolf is at its strongest.

Seems to me like they only forgot to include that line in the bestiary. The same rule is also stated in Broken Moon.

Silver Crusade 1/5

andreww wrote:
The alignment bit is irrelevant, a curse is a condition that must be cleared by the end of the scenario or you are reported dead. Also, this particular werebear is most definitely not good.

This is incorrect. This particular curse would "result in an unplayable character" (at least I think so because werebears are not legal for play), so it has to be cleared. But curses do not have to be cleared at the end of the scenario as a general rule, only noted on the chronicle sheet if they are not broken.

5/5 *****

Blackbot wrote:
andreww wrote:
The alignment bit is irrelevant, a curse is a condition that must be cleared by the end of the scenario or you are reported dead. Also, this particular werebear is most definitely not good.

This is incorrect. This particular curse would "result in an unplayable character" (at least I think so because werebears are not legal for play), so it has to be cleared. But curses do not have to be cleared at the end of the scenario as a general rule, only noted on the chronicle sheet if they are not broken.

Season 7 Guide, page 23:

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; if these are not resolved the character should be reported as ‘dead.’

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

andreww wrote:
Blackbot wrote:
andreww wrote:
The alignment bit is irrelevant, a curse is a condition that must be cleared by the end of the scenario or you are reported dead. Also, this particular werebear is most definitely not good.

This is incorrect. This particular curse would "result in an unplayable character" (at least I think so because werebears are not legal for play), so it has to be cleared. But curses do not have to be cleared at the end of the scenario as a general rule, only noted on the chronicle sheet if they are not broken.

Season 7 Guide, page 23:

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; if these are not resolved the character should be reported as ‘dead.’

A recent season 7 scenario actually has a curse that lasts longer than the scenario, but it is on the chronicle sheet. Andreww is correct, curses need to be resolved.

5/5 5/55/55/5

No, you pay the gold or PP and get the curse taken off.

And no, you're not dead because the DM wouldn't let you clear the thing you have to clear.

Liberty's Edge

So there is no further possibility to uncurse the character, if I failed to do so during the session itself (for whatever reasons)?

Regards,
Jule

Silver Crusade 1/5

That contradicts other parts of the Guide then:

Season 7 guide, page 37 wrote:
Step 8: Have the player note all items purchased or sold, including spellcasting services, in the notes section (V). If the character gained an ongoing condition like a curse or disease during the scenario, the player should note that here as well. See Dealing with Afflictions on page 38 for more information on noting conditions gained and cleared during a scenario or after its conclusion.
Season 7 guide, page 38 wrote:

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 (XXXXXX) 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.

So while this is applicable here because the affliction would result in an unplayable character this is not the case for all curses, diseases and afflictions.

Nevermind that the Conditions Cleared box was removed a long time ago, of course...
I suggest stopping this discussion and to open another thread to not derail this thread further.

Silver Crusade 1/5

LorneGrey wrote:

So there is no further possibility to uncurse the character, if I failed to do so during the session itself (for whatever reasons)?

Regards,
Jule

Your GM was mistaken, it's that simple. I'd recommend writing to your VL or VC.


"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.’"

If I read this right, the lycanthropy curse (as it was not healed at the end of the scenario) makes my Character unplayable and so 'dead'.

The Character was not able to become aware of the fact he was cursed! The party did manage not to ask the right questions on our knowledge throws, the fact the werebear was able to curse us with every bite was not discoverd. As a result no Cleric was looked out for, no wolfsbane searched, no PP spend by the player.

Well, Good Bye Lorne ...... it was nice knowing you.

5/5 *****

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Jule wrote:

"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.’"

If I read this right, the lycanthropy curse (as it was not healed at the end of the scenario) makes my Character unplayable and so 'dead'.

The Character was not able to become aware of the fact he was cursed! The party did manage not to ask the right questions on our knowledge throws, the fact the werebear was able to curse us with every bite was not discoverd. As a result no Cleric was looked out for, no wolfsbane searched, no PP spend by the player.

Well, Good Bye Lorne ...... it was nice knowing you.

The end of the session is not necessarily after the last initiative pass of the final fight. You would take time to return to Averaka and then to Absalom to report back. At some point your condition will become apparent and you should have the chance to resolve it even if you don't identify it during the battle.

5/5 5/55/55/5

QUICK! stabalize the big bad!

Why?

Cause I have the dread sniffles, if he dies before I'm cured I die too!

Great, now I need to do CPR for three months on the way back to Absalom...

5/5 5/55/55/5

Jule wrote:


Well, Good Bye Lorne ...... it was nice knowing you.

No. The only reason you didn't clear it is because the DM wouldn't let you clear it. The rule is there to keep you from either showing up as a werebear or burdening your party by adventuring with 12 curses and more diseases than an entire gaming convention: not to make a trip to the sewers more lethal than decapitation.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

BigNorseWolf wrote:
Jule wrote:


Well, Good Bye Lorne ...... it was nice knowing you.

No. The only reason you didn't clear it is because the DM wouldn't let you clear it. The rule is there to keep you from either showing up as a werebear or burdening your party by adventuring with 12 curses and more diseases than an entire gaming convention: not to make a trip to the sewers more lethal than decapitation.

As BigNorseWolf said, event of you did not notice during the scenario, the society has experts for this kind of thing. They would at least notice ...

2/5

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I've always thought that part of the off screen debriefing includes some boilerplate questions from a Society healer:

"So, have you been suffering any sudden or uncontrollable urges to howl at the moon? Do you thirst for human blood or hunger for the uncooked internal organs of sentient creatures? Experiencing any urge to dance naked through the streets of Absalom or in an isolated fairy ring in the pale moonlight? Sorry, sir. These are just standard questions we ask all agents when they return from the field. Have you experienced lightheadedness, shortness of breath, or uncontrolled giggling?..."

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Contact your VL / VC, He should be able to resolve this.

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