Help! I'm Now Permanently Paralyzed!


Advice


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Hey message boards,

I am doing a hardcore campaign and I came across a haunt. My friend and I both were afflicted with us believing that we had just plunged hedge clippers and an awl into our necks killing us. When the rest of our party found us, we were just white husks of bodies with no sign of trauma. When the party got close we auto-attacked the ones closest to our body. The cavalier of our group (who notoriously rolls horrible until battles) swung at me and Nat. 20'd me then confirmed with a second Nat. 20 and following with a regular hit. I should have been dead but I take it my DM took pity on me and instead said I took 14 points of Dex damage due to him severing my spine. I am now paralyzed waist down and fully dependent upon my party to carry me and move me.

I am a Level 3 character (White Hair Witch 2/Magus 1) what could I do/use/cast to give me some sort of independent movement.

I do not have any crafting yet (next feat will be craft wondrous item) but I am planning on staying as the Witch from now on and keeping magus so I can steal spells from wizards spellbooks and make scrolls of them.


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Ability damage heals naturally, 1 point per day. Ability drain is where you need to find a caster able to cast restoration, several times.


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Ability damage heals naturally, but a severed spine doesn't. Have fun until you find someone to cast regenerate!


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Death would have been preferable. That wasn't pity, it was sadism.

Grand Lodge

Yeah, I fail to see how this is preferable to death.

On the bright side, if all the snapped spine did was cause dex damage, then by the rules, you'll be unparalyzed after one day when you heal 1 point of dex damage.


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Congratulations! You get to figure out how to be Professor X.

On a more practical note, as a Magus, you have the spell Floating Disk. Ordinarily, Floating Disk's motion is determined by yours: it just hovers along behind you.

However, you are a second level Witch. You have a familiar. I suggest going to your GM and asking if you can designate your familiar as the point of origin for the Floating Disk. That way, the disk follows your familiar, and you can ride on it.

I would just like to point out two things:

1) This is not strictly possible per Rules as Written, without getting things like Familiar Spell or Imbue with Spell Ability involved. It depends on your GM being willing to work with you. If your GM is a jerk about it, well ... why are you playing with jerks?

2) If your GM agrees to let you do this, you have a couple of new problems.

Duration: Since you have only 1 level magus, a single casting of Floating Disk will last only 1 hour, meaning you have very limited use of this trick until you get higher level. A metamagic extend rod would be helpful.

Dependence: if your familiar dies, you are in serious trouble. Worse even than a normal witch, because not only will you have lost your spells, but also your mobility. Your familiar is your life. Guard it accordingly.

If you can survive long enough and gain enough levels, eventually this will become remediable.

A Regenerate spell would fix you -- though I might impose the Lame oracle curse on you in that case, if I were the GM.

The spell Overland Flight would solve your problems by letting you fly all day. Witches get it at 9th level (tenth level for you, assuming no more magus levels).

A Cauldron of Flying or Broom of Flying would solve your mobility issues pretty well. Both would be pretty flavorful for a witch, too. Though the broom might require a special saddle or similar to be constructed since you can't grip it with your legs normally. If your campaign features any significant amount downtime, you may be able to construct one of these yourself once you pick up Craft Wondrous Item.

Overall, I think this is something you can deal with. This can be your character's defining moment. You were crippled at your own ally's hand. Any lesser person would give up and gone home. But not you! You can persevere. You can turn your keen intelligence to the problem of overcoming your limitations.

It was your body that was damaged. But you are a witch. Your weapon is your mind. You are every bit as dangerous as you were before, even if you have to put up with some trifling inconveniences. Go out and prove to the world that your body is meaningless next to what you can accomplish with your mind.


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Tinalles wrote:

Overall, I think this is something you can deal with. This can be your character's defining moment. You were crippled at your own ally's hand. Any lesser person would give up and gone home. But not you! You can persevere. You can turn your keen intelligence to the problem of overcoming your limitations.

It was your body that was damaged. But you are a witch. Your weapon is your mind. You are every bit as dangerous as you were before, even if you have to put up with some trifling inconveniences. Go out and prove to the world that your body is meaningless next to what you can accomplish with your mind.

....Can...Can I take an inspiration die from that? That was wonderful. Seriously, thank you. During the session I was moments away from just committing character suicide. I put a lot of myself into this character and I want to finish his story of finding/killing his coven's murderer(s).

Once again thank you for this reply. It will keep me going :D


When the campaign gives you paraplegia...become witch magic Professor X!

That has a darn good ring to it Tinalles. Well done!

You show that mean ol' GM Wyatt... ;)


Aw, shucks. You're welcome! ^_^

RPG Superstar 2008 Top 16

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It may take a while to get the Regeneration that would give you your legs back. In the meantime, find someone with the Craft Construct feat and have them animate a sturdy throne as your mount. I'd go with 2 hit dice, costing 2000 gp...


owww...floating construct chair...I know this one!


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You are a white haired witch... you can use your hair form limb(s), with Strength equal to your Intelligence score. Let your hair carry you around. At the very least you can pogo stick around. Depending on how many limbs your DM will let you form/control, this may be no hindrance at all.


pad300 wrote:
You are a white haired witch... you can use your hair form limb(s), with Strength equal to your Intelligence score. Let your hair carry you around. At the very least you can pogo stick around. Depending on how many limbs your DM will let you form/control, this may be no hindrance at all.

I thought that as well, but unfortunately during the 1st session, my GM nerfed the White Hair to Weapon Use Only. Which was a big building point of my character. I may attempt to reason with him using this scenario to force my character to focus his hair to do so.


Tinalles wrote:

Congratulations! You get to figure out how to be Professor X.

On a more practical note, as a Magus, you have the spell Floating Disk. Ordinarily, Floating Disk's motion is determined by yours: it just hovers along behind you.

However, you are a second level Witch. You have a familiar. I suggest going to your GM and asking if you can designate your familiar as the point of origin for the Floating Disk. That way, the disk follows your familiar, and you can ride on it.

I would just like to point out two things:

1) This is not strictly possible per Rules as Written, without getting things like Familiar Spell or Imbue with Spell Ability involved. It depends on your GM being willing to work with you. If your GM is a jerk about it, well ... why are you playing with jerks?

2) If your GM agrees to let you do this, you have a couple of new problems.

Duration: Since you have only 1 level magus, a single casting of Floating Disk will last only 1 hour, meaning you have very limited use of this trick until you get higher level. A metamagic extend rod would be helpful.

Dependence: if your familiar dies, you are in serious trouble. Worse even than a normal witch, because not only will you have lost your spells, but also your mobility. Your familiar is your life. Guard it accordingly.

If you can survive long enough and gain enough levels, eventually this will become remediable.

A Regenerate spell would fix you -- though I might impose the Lame oracle curse on you in that case, if I were the GM.

The spell Overland Flight would solve your problems by letting you fly all day. Witches get it at 9th level (tenth level for you, assuming no more magus levels).

A Cauldron of Flying or Broom of Flying would solve your mobility issues pretty well. Both would be pretty flavorful for a witch, too....

The idea of a cat familiar with Floating disk sounds cool, but suddenly pictured a mouse running by and the cat taking off in pursuit, with disk in tow...


If you don't want to wait for regenerate, there's always reincarnate instead. } : D


This is so cool! I love it :D

Save up some gold to buy a chair (or anything you like) and get a wizard to put a permanent Fly spell on it :D


Cloak of the Bat gives fly up to 7 minutes at a time, with a like period of rest before you can reuse it.

Figurines of Wondrous Power are relatively cheap: check out the Ebony Fly, Ivory Goats, or the Lapis Camel. Each gives a fair amount of travel time, so won't slow the party much.

Cloak of the Manta Ray is great if you are underwater.

Floating Disk has this clause: If not otherwise directed, it maintains a constant interval of 5 feet between itself and you.. This means you can direct it as a move action to move anywhere within spell range, at a maximum of your normal speed per turn. No need to mess about with familiars.

Mount goes 2 hours per level, and is available on the witch list. You can get 4 hours a spell from your witch side casting it.

Alter Self lets you assume a humanoid form. Only good for one minute per level, but if you must, it is available at 2nd level magus and witch.

/cevah


Cevah wrote:
Floating Disk has this clause: If not otherwise directed, it maintains a constant interval of 5 feet between itself and you.. This means you can direct it as a move action to move anywhere within spell range, at a maximum of your normal speed per turn.

Alas, it doesn't work that way. MYTHIC floating disk works that way. But standard floating disk does not.

So unless you can cast mythic spells, you're stuck with the regular version which cannot be ridden.

You could easily set the "constant interval" that the disk maintains to zero feet, in which case you can sit on it. But the disk otherwise derives its motion from you: if you move, it moves. If you don't, it doesn't either.


Tinalles wrote:

Congratulations! You get to figure out how to be Professor X.

For a campaign I ran as a teacher at an academic summer camp, I had a bunch of preset PCs for the students and this was one of them: caster on a Floating Disc. I fudged the mobility angle, because I was trying to make sure everyone had challenging fun.

I also had a PC once who put his leg into a Bag of Devouring trap. I ended up using swords as ski poles for a while.


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Tinalles wrote:
Cevah wrote:
Floating Disk has this clause: If not otherwise directed, it maintains a constant interval of 5 feet between itself and you.. This means you can direct it as a move action to move anywhere within spell range, at a maximum of your normal speed per turn.

Alas, it doesn't work that way. MYTHIC floating disk works that way. But standard floating disk does not.

So unless you can cast mythic spells, you're stuck with the regular version which cannot be ridden.

You could easily set the "constant interval" that the disk maintains to zero feet, in which case you can sit on it. But the disk otherwise derives its motion from you: if you move, it moves. If you don't, it doesn't either.

It does work that way.

Mythic does more. [Speed, capacity, shape, ....]

Direct or Redirect a Spell states:
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration.

You create the disk anywhere you want within Close range.
You can direct the spell to relocate the disk as a move action. [See If not directed.... mentioned earlier.]
You cannot set the interval, since the spell defaults to a set position unless directed. [5' back on your path.]

/cevah


blahpers wrote:
If you don't want to wait for regenerate, there's always reincarnate instead. } : D

And what come back as a "PIG"?


You are correct that the mythic version does more. The specific thing that it does more is this: "If you stand or sit on the disk, as a move action you can direct it to travel up to 30 feet in any direction." My stance is that since that phrase is in the mythic version but not the regular version, the regular version cannot do it. If it could, the mythic version would not need to say so.

However, this seems like a rules dispute in which reasonable people can disagree. Getting into a huge argument over it really wouldn't serve any useful purpose. It wouldn't even be fun! And I guarantee there are plenty of tables at which GMs allow their wizards to ride Floating Disc because it's cool, and because they don't care whether a first level spell negates a vast array of hazards like grease, pressure plate trap triggers, hot coals, low trip wires, things that shoot up out of the floor like flame jets and spikes, and so on.

In the end you're not going to convince me, and I'm not going to convince you. So let's pretend we went back and forth over it, marshaled evidence, laid out cunningly wrought and incredibly intricate arguments, told all our friends about this one person on the Internet who is just so wrong, listened to their dutiful-but-uninterested sympathies, and get on with our lives.

...

I'd also like a pony. One of the magical non-biting kind, please.


You are not wrong, so much as not reading the whole spell.

The mythic version allows you to move it twice a round.
It also allows you to move it UP!

Of course the regular version does not do that. However, that does not mean you cannot direct it. The spell explicitly states you have that option. The redirecting a spell rule tells you how you can direct it.

/cevah

--

Pony costs 30 gp, or 45 gp if combat trained.


Well if your hair is weapon use only and won't allow even picking up stuff than you had best look into another character if being crippled hampers things too much.


flight hex ftw


If you buy a flying chair, get a rifle or a hand cannon mounted on it :) Go get some custom stuff made from a blacksmith!


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So your GM nerfed your primary ability and then crippled you?

Is this fun for you?


Unfortunately, most forms of flight don't work if you're actually paralyzed. At dexterity zero, you can't make Fly skill checks.


I'd just like to add that the suggestion of the Mount spell is a good one. I missed that earlier. It would last longer (due to more witch levels). With an extend rod, two castings at CL 2 will effectively last you all day.


Doomed Hero wrote:

So your GM nerfed your primary ability and then crippled you?

Is this fun for you?

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. I guess that's where he is taking it from. Unable to do anything with it, without making an attack first. I am going to talk to him and see if I (as higher level W.H.W) would be able to do so. I may try to loop hole it into attacking the ground, grapple said ground and flinging myself across until I can get the items/spells needed to make more permanent ideals

It is fun for me still, I now have a huge obstacle that I wasn't planning on. Since this thread and the ideas from all of you, I have been putting more effort into making it the best damn paralyzed witch you have ever seen. And until I get healed I can make the Cavalier who paralyzed me be my chauffeur with his horse and a cart we just found. If anything I'll be jokingly helpless. "Well let me just run and help.....ooooooooh"


Doomed Hero wrote:

So your GM nerfed your primary ability and then crippled you?

Is this fun for you?

This paralysis is probably one of the coolest ideas I've heard for a PC.

The GM didn't "DO" this to him, the situation "HAPPENED" to him. A PC Cavalier rolled a natural 20 and confirmed it with a natural 20.

This is going to be an experience that Wyatt_Austin and his compatriots remember for the rest of their lives. I think it's awesome :) I think it would be "par for the course" for the GM to just kill the Witch and the player can simply reroll another toon in a scenario like this, but this alternative is just awesome :)

Grand Lodge

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Ryze Kuja wrote:

This paralysis is probably one of the coolest ideas I've heard for a PC.

The GM didn't "DO" this to him, the situation "HAPPENED" to him. A PC Cavalier rolled a natural 20 and confirmed it with a natural 20.

This is going to be an experience that Wyatt_Austin and his compatriots remember for the rest of their lives. I think it's awesome :) I think it would be "par for the course" for the GM to just kill the Witch and the player can simply reroll another toon in a scenario like this, but this alternative is just awesome :)

It honestly completely depends on the player whether its "cool" or not.

Some players like the OP will see it as something cool that their character is still alive and has some crazy challenge to overcome. Me personally, I'd much rather my PC be dead than paralyzed semi-permanently.


It really comes down to how you view things. If you truly invest yourself into a character, the things that happen to the character are things that happen to you. When life gives you lemons, you buy a flying chair and mount a hand cannon on it and be the best paralyzed witch the world has ever seen.


Buy a flying chair at level 3? Would you say this was a cool obstacle if you were a fighter?


havoc xiii wrote:
Buy a flying chair at level 3? Would you say this was a cool obstacle if you were a fighter?

It's still a cool obstacle regardless of the class. Because at level 3 you don't have the gold for a flying chair with a hand cannon mounted on it, nor the ability to cast a regenerate spell, but you CAN search for a high-level NPC who can do these things and become indebted to the NPC. That NPC is going to have his own motivations, mysteries, and obligations, and he'll probably ask the party to do things for him to pay off this debt. This is a storyline hook with endless possibilities.

It really does matter how you view things. If you're a fighter and you like showing up to the table to roll dice and not care or not pay attention to the story, then yes, I would say this obstacle sucks.


Seeing as you're only level 3, you could start out with a basic wheelchair. Just, ah, watch the stairs.


Hexes are mental flight. Not affected by leg paralysis. I would let him use full dex on his flight check.

Unlike, say poly into a shape with wings, where inference from things like entangle would affect your fly.


Ps.

Try shrinkg yoursekf and riding your familiar.


Possess Object and Magic Jar


Still Spell of course


Wyatt_Austin wrote:
...swung at me and Nat. 20'd me then confirmed with a second Nat. 20 and following with a regular hit. I should have been dead...

Just throwing this out here...

20, 20, confirm = dead is an optional rule. It's entirely possible you were going to die from the simple critical hit damage, but it might be worth mentioning. You, or your DM, or both, might not know.


Perfect Tommy wrote:

Hexes are mental flight.

...

According to the Design Team it isn't purely mental.


Wyatt_Austin wrote:
I am now paralyzed waist down and fully dependent upon my party to carry me and move me.

This is not paralyzed. This is movement reduced to 0". You can move your arms, your head, and so on. This is enough to control flight, but may have severe penalties.

/cevah


Gisher wrote:
Perfect Tommy wrote:

Hexes are mental flight.

...
According to the Design Team it isn't purely mental.

I think in that sense they are talking about the status paralyzed, as in a spell or item effect. This is a physical paralyzation from the waist down, not a full paralyzation.

Also Side note for those who didn't know, a White Haired Witch loses the ability to use hexes in exchange for getting a 30 ft range hair attack/grapple/constrict-trip-pull-strangle tree. They also get Rogue feats starting at level 10.

This is my first time playing a Witch...as well as my first Pathfinder/TabletopRPG experience, so I wasn't aware of how much witches depend on hexes and how much that would cripple me (pun semi-intended) as a witch.


Wyatt_Austin wrote:
Gisher wrote:
Perfect Tommy wrote:

Hexes are mental flight.

...
According to the Design Team it isn't purely mental.
I think in that sense they are talking about the status paralyzed, as in a spell or item effect. This is a physical paralyzation from the waist down, not a full paralyzation.

True, but that is not relevant to my point. Perfect Tommy's argument that Dex damage wouldn't affect magical flight rests on his assumption that magical flight is mental rather than physical. The FAQ clearly states that magical flight is physical as well as mental.


I probably should put that my dex was obscenely high for a spellcaster since my main weapon was a crossbow (I rolled well), I am not at Dex 0 I am still at a Dex of 3, but was told by my GM that I was unable to feel/use anything from the waist down.


Sooo.......Update if anyone would like to know.

(Going to shorten the story since it was a 6 hour session)

We went found a stretcher for me, that required 2 people to carry me. Got put on a cart, all is well. Go to a mad healer for the parties lycanthropy issue. Found out that belladonna wasn't going to work and whoever sent us was a fool. I asked about my spine she mentioned an old god's temple not far. but i would have to give up spirit and flesh. I did a dungeoneering check on her noticing flaps. She is an aquatic creature who's family/civilization lives under the lake we just crossed and we shouldn't be there. My character (and I in real life) had a mental debate on whether or not i should pray to this god, finding out that my patron (my father/vengeance) has no contact to me i decided to not do it and we cross the lake to leave before sun sets and her family comes out. We get back to town, missing our horse and cart. People slaughtered. We get attacked by BBEG destroying town. We run into the forest at midnight. we find a burnt down house in the middle of the forest. Floor breaks revealing cavern of water (we were dehydrated and dying). they lower me down on a rope and I pass out due to said dehydration. They pull me up and get attacked, jump down the cavern (60-70 ft drop to water) try to swim, fail, person holding me finally gets to surface as a creature falls from the hole into the water. finds unconscious me and the guy holding me, eats us. dead...gone.
Surviving party member swims downstream thinking he can find a place to get out of the water. Tumbles 300+ ft in a waterfall into the Endgame Boss (Dragon) Lair. He died upon impact of the fall.

T.P.K.

R.I.P "Four Unfortunate Souls"


Ouch. Your GM is brutal. I don't really see what your party did to deserve a TPK. Good GM's shouldn't engineer situations where the party dies outside of their control (ie: "You see a house. You want to go into it? Ok, the floors give out and you fall to your death.") But I wasn't there so, so...benefit of the doubt.

Though the endgame boss must have been surprised and amused when an adventurer came tumbling down and died on impact.

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