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Paizo ate my first post on this. Growf.
So, I played my very first session of PFS2 today. And my character probably should have died/retired. In a not particularly satisfying away (The GM either took mercy on me or interpreted things differently than I do so I lived)
In the scenario, my character got diseased. Given that the CR1 creature casts invisibility at will, has a +8 agile attack, and the Fort save to resist the DC is 17 it seems quite likely that at least one PC will end up diseased.
With the current guide I think ending up diseased with a lowish Fortitude save is far closer to a death sentence than the designers perhaps intend.
I THINK (but am a long way from sure) that the way this should be handled :
1) My character has the appropriate downtime to resolve the disease or he is retired as still having the condition. So, 8 days in this case (if I'm right, do NOT get diseased in a quest :-))
2) I suspect that other PCs could (if they chose) sacrifice their downtime to help me via Medicine checks or the like
3) As far as I can tell, there is currently no way in the guide to get spells cast via Fame. Nor can players combine to pay for a remove disease spell (not that I would have asked for the latter with a 0XP character :-)).
4) Not at all surprisingly, my character could not afford to purchase Remove disease. Nor that many antiplagues
So, my character (with a base Fort of +3) most definitely did NOT succeed in 8 days. Hardly surprisingly since his odds of doing that were decidedly less than 50% (assuming an antiplague for the 5 days I could afford one and a +2 check from Medicine about 1/2 the time the odds get close to 50%)
I'm not at all upset that my character died. He had 0XP, I didn't have a huge emotional investment in him :-). But this just seems a really unsatisfying way to go. "Well, the monster had a disease. You eventually likely die".
My character DID have a low Fort save (+3) and maybe thats the answer. No character should have a Fort save of less than +5, build your character appropriately (a +5 instead of a +3 changes the odds of this happening substantially.)
Edit: There is another monster with disease in the scenario (We didn't face it). DC 18 for that one. So its not as if the DC for this was strangely high.

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I think you just auto clear disease...
The Pathfinder Society has resources to take care of its members, and many of the possible negative effects an adventurer can be subject to during an adventure are assumed to be taken care of during Downtime.
The exceptions to this are death, permanent petrification or polymorph effects, curses, and permanent negative conditions (Core Rulebook 618 623) acquired during the course of the adventure. These negative effects must be cleared at the end of the adventure or the character must be reported as “dead,” unable to continue adventuring in Pathfinder Society organized play.

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There is the antiplague for +2 vs. disease for 24 hours (3 gp per day).
I would totally sacrifice my characters' Downtime to help someone recover from disease if we need to spend Downtime to recover.
However, I'm not entirely certain you need to END the adventure at the finale of the scenario. Just like in PFS1, you may be able to continue in an Explore mode measured in days.
However, however, diseases (and poisons) are a lot more deadly in both PF2 and SF.

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I think you just auto clear disease...
Guide Negative Effects wrote:The Pathfinder Society has resources to take care of its members, and many of the possible negative effects an adventurer can be subject to during an adventure are assumed to be taken care of during Downtime.
The exceptions to this are death, permanent petrification or polymorph effects, curses, and permanent negative conditions (Core Rulebook 618 623) acquired during the course of the adventure. These negative effects must be cleared at the end of the adventure or the character must be reported as “dead,” unable to continue adventuring in Pathfinder Society organized play.
Woot! Whew!
...and can the OP get a revised chronicle? :(

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Robert Hetherington wrote:I think you just auto clear disease...
Guide Negative Effects wrote:The Pathfinder Society has resources to take care of its members, and many of the possible negative effects an adventurer can be subject to during an adventure are assumed to be taken care of during Downtime.
The exceptions to this are death, permanent petrification or polymorph effects, curses, and permanent negative conditions (Core Rulebook 618 623) acquired during the course of the adventure. These negative effects must be cleared at the end of the adventure or the character must be reported as “dead,” unable to continue adventuring in Pathfinder Society organized play.
Woot! Whew!
...and can the OP get a revised chronicle? :(
Interesting. My character had the stupefied condition. Does "diseased and not likely to get better for several weeks" count as "permanent?
You're probably right, it doesn't. Thanks for pointing that out
But what if the disease was a potentially fatal disease? What happens then?
I think that this is going to be very common and the Guide needs to be very clear on what happens. Assuming, of course, that we ever actually GET a guide :-) :-) (I really, really hope that current one isn't the final one. Its atrocious)
No, the GM is giving me the chronicle. He thought I got cured, I thought I shouldn't have been. One of those strange arguments where I'm arguing that my character should be dead :-)
However, I'm not entirely certain you need to END the adventure at the finale of the scenario. Just like in PFS1, you may be able to continue in an Explore mode measured in days
There is, however, a HUGE difference between PF1 and PF2 that directly impacts this. In PF1, time between adventures was a handwaved thing. Could be hours, could be months, no difference.
PF1 instead gives you a very hard limit on downtime. I'm not sure if the downtime is meant to always be exact but I think its meant to be at least pretty close to accurate. Maybe you're spending some time on the beach getting and spending EXACTLY the same amount of money via your day job :-)

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The Guide is extremely clear about what counts as permanent:
death, permanent petrification or polymorph effects, curses, and permanent negative conditions
If the disease doesn't kill you *during* the adventure, the society will cure you.
That said, there may be an in game moral imperative to buy an Envoy's Alliance Champion boon if you didn't have one already if you are cured in this way, since you essentially owe your life to Fola Barun.
Having never trained at the Grand Lodge or absorbed the conventional Society wisdom imparted to initiates, she was appalled upon first reaching Absalom and learning of the many counts of negligence of the past century. She’s brought a fresh approach to recruitment and supporting agents in the field, which often sees her collaborating (and occasionally clashing) with the deans of the Pathfinder Society’s three schools.

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A comment on the Downtime concept - the # of days you have to 'do your own thing' is not the assumed, 'you have this much time until your next adventure' - it is the time you have /after/ you account for the off-screen duties, paperwork, lab time, TED Talks, etc you do for the Society. (This is why field commissioned agents get more Downtime, they have fewer off-screen duties to cover.)
So don't think of it as defining the amount of time you have between adventures, because it still is abstract, just slightly less so than before.

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The Guide is extremely clear about what counts as permanent:
Quote:death, permanent petrification or polymorph effects, curses, and permanent negative conditionsIf the disease doesn't kill you *during* the adventure, the society will cure you.
Ok. So, in short scenarios disease is even less relevant than it was in PF1. I can live with that :-)

McMaverick |

What's perplexes me is the language for pregenerated characters. Why are rules for clearing negative effects different for pregenerated vs custom characters?
During play, your pregenerated character may be afflicted with negative effects such as a curse, a disease, or even death. The pregenerated character must clear and resolve these negative effects before the end of the adventure; otherwise, they affect the Pathfinder Society character that’s receiving credit for the adventure. A few adventures, such as Origins of the Open Road, have special rules for pregenerated characters that provide alternate means to clear negative effects.
http://www.organizedplayfoundation.org/encyclopedia/pfs2edplayer-ba sics/

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What's perplexes me is the language for pregenerated characters. Why are rules for clearing negative effects different for pregenerated vs custom characters?
Quote:During play, your pregenerated character may be afflicted with negative effects such as a curse, a disease, or even death. The pregenerated character must clear and resolve these negative effects before the end of the adventure; otherwise, they affect the Pathfinder Society character that’s receiving credit for the adventure. A few adventures, such as Origins of the Open Road, have special rules for pregenerated characters that provide alternate means to clear negative effects.Guide Link
I would be confident in ruling that's an error, not the intention. A bunch of text was copied over from PF1/SFS guides because this document had to be produced in a hurry. Unless Tonya comes out and says she specifically meant to give pregens a harder time than regular characters, I'll assume this is an oversight.
It should be fixed though.

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~ "The pregenerated character must clear and resolve these negative effects before the end of the adventure; otherwise, they affect the Pathfinder Society character that’s receiving credit for the adventure."
That's like saying if your Pregen doesn't clear the Burning Condition, it affects your Fire Elemental PC.