| Post/Author/DateTime | Post |
|---|---|
| Keenath03-10-05, 08:50 AM | I'm playing a shifter with the Healing Factor ability. Would that healing factor still operate in the Mournlands? The book says 'natural healing' and 'spells and spell-like effects of the healing subschool' don't work. It's not a spell like effect, but is Healing Factor natural healing? I'd almost think it's Supernatural, since it takes place based on a supernatural power (shifting)... And it doesn't SAY 'you heal as if you had rested a day'. As an addendum, do you think Polymorph or Wildshape would heal, too? |
| AvonRekaes03-10-05, 09:21 AM | well polymorph definately wouldn't cause it's a spell. Also, you should keep in mind that most feats are Extraordinary, unless specifically note otherwise (Like psionic feats). As extraordinary, I would likely say that no you do not heal. Also keep in mind that the no-healing Mournland thing is basically just an interesting plot element. It's very possible that they missed a few loopholes when they made that one little snippet about there being no healing. It's a matter of intent. Why would shifters, out of everything in the world, be the only ones that heal in the mournland? Doesn't make any sense (Unless your DM made a reason for it, but I get the feeling that he didn't.) I guess what I'm trying to say is that there is supposed to be no healing in the Mournland, it's a story thing, so there shouldn't be a way around it unless your DM specifically makes one. It's not something to try and powergame around with loopholes, it's something to deal with. |
| Kid SixXx03-10-05, 10:11 AM | Avon pretty much has the right of it. The behind the scenes fluffy reason for the no-healing rule is that it makes the Mournlands the perfect place to establish a Warforged state, which is why the Lord of Blades logically chose to place his base of operations in the region. There is talk of eratta for the region to allow for 50% magical healing which would help with party survivability, but IMO the region should remain as dangerous as possible. More than likely the reason you pose the question is because of SoTLW, and there is currently a thread on this very topic. |
| Keenath03-10-05, 10:42 AM | SoTLW? Um... what is that? I just ask because I'm taking the feat, and I got to looking at the mournlands and thinking. You're right, flavorwise it shouldn't happen. Edit: OH, shadows of the last war. Never mind! Actually, that had nothing to do with my question, because I haven't even picked it up yet. |
| MarkB03-10-05, 11:03 AM | SoTLW? Um... what is that? Shadows of the Last War, the first official Eberron module. I tend to think Healing Factor won't work, as it's simply an extension of your natural healing. Polymorph (and thus Wildshape) would work, however, as they are not of the healing sub-school. |
| starfurry03-10-05, 02:13 PM | Look down about 1 page for the thread labelled "SotLW - Is it broken? Calling DMs who have done it." The short version is that there is universal agreement that there has to be healing of some sort in the mournlands, or the module as written can not be survived unless the players do dozens of trips back and forth to heal up, or they are much higher level than the module is designed for (so they can sleepwalk through the first 2/3 of it), or they are all warfoged that can "heal" by repairing. Nobody had the link, but they were saying that Shadows of the Last War (SotLW) was written before the "no healing in the Mournlands" rule, and was not rebalanced to take that into account. Several fixes for healing in the Mournlands were introduced by various people. Typically a DM used one of these, sometimes 2. - Allow magical healing to work at 50%. (and no natural healing) - Either the caster or the recipient of a healing spell must spend an action point for the spell to work. - Some people let the spell "rope trick" put you in a space where you could heal up between encounters. - Healing spells work, but they work showly, taking a number of minutes (or even an hour) to kick in (Both this and the rope trick thing allow healing between encounters, but not during them) - Full healing in certain underground parts of the Mournland only |
| Androlphas03-10-05, 03:03 PM | I'm currently running SotLW and the PC's are about to enter the Mournland (if they survive the mess they've gotten into in Rose Quarry). One of them is a shifter barbarian with the Healing Factor feat and I've had some time to ponder what I'm going to do about this. My ruling is this: since Healing Factor works in conjunction with the shifter's Shifting ability, it makes it a Supernatural ability as well. Therefore, I believe it would actually work in the Mournland since it's not natural healing and it's not a spell-like ability. Being that the shifter is the main combatant of the party, he's going to need it :P |
| Androlphas03-10-05, 03:15 PM | Hey! Has anyone thought of this for the Mournland? How about keeping natural healing non-functional, but instead have healing spells impeded like in an outer plane (i.e. Spellcraft DC 20 + spell level or the spell doesn't work.) Don't know how magical items work in such a situation, and I can't seem to find a good answer in the DMG :( |
| Docrailgun03-10-05, 05:28 PM | It's not universal. My group, for instance, bypassed Garrow and the soldiers by being smart, and by being quiet. There's no need to heal if one doesn't get into a fight. No fix is needed for either this module or Eberron in general. Look down about 1 page for the thread labelled "SotLW - Is it broken? Calling DMs who have done it." The short version is that there is universal agreement that there has to be healing of some sort in the mournlands, or the module as written can not be survived unless the players do dozens of trips back and forth to heal up, or they are much higher level than the module is designed for (so they can sleepwalk through the first 2/3 of it), or they are all warfoged that can "heal" by repairing. Nobody had the link, but they were saying that Shadows of the Last War (SotLW) was written before the "no healing in the Mournlands" rule, and was not rebalanced to take that into account. Several fixes for healing in the Mournlands were introduced by various people. Typically a DM used one of these, sometimes 2. - Allow magical healing to work at 50%. (and no natural healing) - Either the caster or the recipient of a healing spell must spend an action point for the spell to work. - Some people let the spell "rope trick" put you in a space where you could heal up between encounters. - Healing spells work, but they work showly, taking a number of minutes (or even an hour) to kick in (Both this and the rope trick thing allow healing between encounters, but not during them) - Full healing in certain underground parts of the Mournland only |
| starfurry03-10-05, 10:13 PM | Docrailgun, more power to your group for avoiding that last fight but how did they manage to deal with the 4 entry traps, each of which can wipe out half a character's hit points, plus the monsters (particularly the stone golem) and other traps within, all without needing to heal up? |
| Zucrous03-10-05, 10:23 PM | As far as I know not spells not fast heal, not normal healing per day, not even goodberries heal you in the mournlands. thats why there are all these dead bodies there. However it would make a great place for warforged to live, because thy have a major homefeild advantage. They can still repair I believe. |
| talion0903-11-05, 02:23 AM | As far as I know not spells not fast heal, not normal healing per day, not even goodberries heal you in the mournlands. thats why there are all these dead bodies there. However it would make a great place for warforged to live, because thy have a major homefeild advantage. They can still repair I believe. Yep. Magical healing of any sort and the normal recuperative properties of resting don't work in the Mournland... but as long as the warforged has a hammer and screwdriver, lol |