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5

Plane Shift will save all of the party. Unlike with teleport, discussed below, there is no chance of accidentally taking any chest bursters with you, choose the 'up to 8 creatures holding hands' option, and then the chest bursters can only come along if they are holding your hands. Downside? Takes 2 casts to get back to the material plane and you are 5-500 ...


10

Raise Dead is a 5th level cleric spell which you'll probably want to raise the townsfolk after you put 'em down the first time. Make sure you preface castings with Purify Food and Drink (an orison) Remove Disease, as @AceCalhoon notes, is the correct spell for easily fixing this at any stage of development pre-death. Restoration Domain gets it as a level ...


20

The typical spell for dealing with implanted eggs is Remove Disease: The spell also kills some hazards and parasites, including green slime and others. An example of a creature very similar to a chest burster is the Lunarma: Implant Eggs (Ex) As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 ...


1

Per the rules as written, minor wounds do NOT recover any points at all until treated. So, until treated, or 3 days have passed, no recovery happens at all; once either has happened, they're returned to full. Minor Wounds Any wound points applied to a character which do not reduce more than one physical characteristic to zero are considered ...


3

Someone pointed me to this errata, which includes the following: Page 34, Wounding and Death, fourth paragraph (clarification and addition): Characters who are wounded when a combat ends but never go unconscious (because no characteristic ever is reduced to zero) have their characteristics reset to halfway between the wounded ...



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