this post was submitted on 15 Jun 2024
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I believe there are many such examples, but the particular one I’m thinking of right now is the Cold Spot haunt which states that a character is clumsy 1 if they critically fail. When would they stop being clumsy 1?

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[–] Buffman@lemmy.world 2 points 5 months ago

Restoration will reduce the length of clumsy, stupefied, and enfeebled (and drained at higher ranks). Dispel magic will remove magical effects, and neutralise poison/remove disease/curse, and restore senses as their names imply. That covers most conditions.

Resting will reduce some conditions as well, like drained. You could play it that a rest also reduces things like clumsy/stupefied/enfeebled.

It could also be that this specific haunt is just missing a duration or other text indicating how to remove the condition.

Ultimately it’s up to the GM to adjudicate this if they feel like something is amiss or unfairly punishing.