Rules Question: Crimson Mist+

On 42 in the main rulebook, it states that high level (11+) barbarians get a bonus hp increase to 1.5hp/level when using crimson mist.

Crimson mist is supposed to have the effect of fighting madness. Fighting madness does not grant bonus hp. It instead grants +4 to con... which is an effective +2hp/level.

So how does this work? Do high level barbarians get worse bonuses (1.5/lev rather than 2/lev), did part of the fighting madness feat get deleted (possibly +1hp/level?), or do barbarians gain an additional 1.5hp/level on top of the 2 per level from the con bonus (ie 3.5/level)?

Or is it something else?

Thanks for any input!
 
Second question, largely unrelated:
Witch Hazel, an herb described in Tito's Guide (p56), says it can provice an "herbal bonus to Wisdom for 1 hour," but does not indicate what the wisdom bonus is. Mandrake (same page) provides a 1d4+1 bonus to intelligence for one hour, but the difficulty to gather and craft are somewhat higher.

Any official rulings?
 
I dont have an official ruling, but the Barbarian in my group is on his way to 8 lvl already. I will go with 3.5 per level because he stops rolling for HP at level 10. That is until a few more players post their results and thoughts on the issue. Only one player has reached 9th level so far. Whats your feeling on the issue?
 
As Jeffreywns said, after 10th level you no longer apply your CON bonus to hp, so I believe this is to allow Barbarians over 10th level to still benefit from increased hp with Geater Crimson Mist (which they get at 11th level for this reason).

So;
1st - 10th level = +4 CON (+2hp) per level.
11th - 20th level = +20 hp from increased CON and +1.5 hp per level over 10.

e.g. a 16th level Barbarian would have (20+9) 29 extra hp.

At least that's how I see it.

It could also be interpreted that the extra 1.5 hp per level is not just 'per level over 10', so that the 16th level Barbarian above would get (20+24) 44 extra hp. This seems a bit much to me.
 
Ralph your example will be the one I use, as the Vanir has almost died once already when "the mist clears" and he was below 0 hit points. Thank you.
 
Excellent thoughts. I was wondering why the effect kicked in at 11 for barbarians, and that makes excellent sense.

Any thoughts on Witch Hazel effects?
 
I can't find anything in any other book about witch hazel so any solution I reach will be mostly arbitrary.

I think that +2 is in line with a lot of the other herbs, most of which have a +2 save vs specific ailments. +2 to wisdom gives a +1 bonus to all will saves as well as +2 to some useful skills (heal, listen, spot, survival and Profession).

That's why I'd go for +2.

Other opinions would be gratefully received.
 
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