lock wood |
ran in to the problem my level 7 group could not get out of being paralyzed. they got one save then they had to sit there till it ran out
no skill we found work to remove it
only a 5th level spell (forgot spell)
which made me question are we missing something, or is this a over sight
i am using monster from pathfinder like ghouls but there are rules to convert which i am doing (maybe not right) so this maybe a compatibility problem
Batgirl_III |
Remove Affliction (Mystic 3) allows you to “remove ... harmful conditions affecting [the target].” This spell first becomes available to Mystics at 7th Level, so your heroes probably should have prepared it if they knew they were going Ghoul hunting. Maybe prep a bunch of spell amps during downtime and distribute them to the group?
Barring that one spell, there doesn’t seem to be any other way to reverse Paralysis.
So... Don’t get hit?
JoeElf |
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Remove Paralysis, level 2 Cleric spell.
http://www.d20pfsrd.com/magic/all-spells/r/remove-paralysis/Scroll = 150 gp.
Oil = 300 gp.
Wand = 4,500 gp.Or, you know, be an Elf (says JoeElf).
Wow. There should be some clearer delineation that one is in the Starfinder area vs. the Pathfinder area. I was looking at the Rules forum in the PF area, and clicked 1 link that said nothing about SF, and ended up "answering" a question about which I do not know the rules system.
Batgirl_III |
ok thanks we were unsure if that worked i said it would.
the other GMs were unsure
tho level 7 seems a long way to off for the spell to deal with it when ghouls are CR3
Ghouls are CR 3 creatures in Pathfinder, they haven’t yet appeared in any official Starfinder materials. Although the two game systems are mostly compatible with one another, you can’t always do a straight one for one port given that the two games have some very different baseline assumptions.
Ghouls are CR3 in PF, whereas the relatively much weaker Cybernetic Zombie is a CR3 critter in SF. My assumption is that this isn’t a bug in the system, but an intentional choice by the designers. PF makes divine magic, healing magic, and anti-undead attacks far more readily available: clerics, druids, paladins, the various supplemental classes... SF pretty much just has the Mystic.
Contariwise, many critters from PF probably need to have their CRs lowered. Rust Monsters aren’t very scary when no one is wearing ferrous armor and everyone is packing an assault rife...
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
lock wood wrote:ok thanks we were unsure if that worked i said it would.
the other GMs were unsure
tho level 7 seems a long way to off for the spell to deal with it when ghouls are CR3
Ghouls are CR 3 creatures in Pathfinder, they haven’t yet appeared in any official Starfinder materials. Although the two game systems are mostly compatible with one another, you can’t always do a straight one for one port given that the two games have some very different baseline assumptions.
Ghouls are CR3 in PF, whereas the relatively much weaker Cybernetic Zombie is a CR3 critter in SF. My assumption is that this isn’t a bug in the system, but an intentional choice by the designers. PF makes divine magic, healing magic, and anti-undead attacks far more readily available: clerics, druids, paladins, the various supplemental classes... SF pretty much just has the Mystic.
Contariwise, many critters from PF probably need to have their CRs lowered. Rust Monsters aren’t very scary when no one is wearing ferrous armor and everyone is packing an assault rife...
Ghouls have appeared in official Starfinder material. They’re in the bestiary of the third volume of the Dead Suns AP.
They’re CR 1 there, but their paralysis ability has changed to allow targets to attempt a new save each round.
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |