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18

In OD&D, I can't find much clarity as to the effects of invisibility at all. In BECMI, you have a -6 penalty to hit an invisible defender. And you can't see them. The rest is up to you. Don't see any impact on saving throws. (That -6 may be from the Rules Cyclopedia). In 1e, you have a -4 penalty to hit an invisible creature and have to detect them ...


17

There is no option to skip saving throws at the end of your turn. From the Rules Compendium pg 228 If a creature is subject to an effect that a save can end, the creature makes a saving throw against that effect at the end of each of its turns. DDI words it thusly End of Turn: At the end of your turn, you make a saving throw against each effect on ...


15

Unless the effect says to make a saving throw immediately, as when avoiding being pushed into a pit or something, a creature makes saving throws at the end of its turn for each of the effects that a save can end. (Rules Compendium, page 228). In this case, your spell would go into effect on your attack, and at the end of the other PCs turn, he'd get to make ...


13

It was explicitly addressed on pg 219 of PHB2 (and in the Rules Compendium page 98 ): Failed Saving Throw: Sometimes an effect changes as a target fails saving throws against it. The new effect, specified in a “First Failed Saving Throw” or a “Second Failed Saving Throw” entry, takes effect after the target fails a saving throw against ...


12

As you say, this is how Green Slime is presented in the DMG (3.5e p77, 3.0 p117). Note that Green Slime is considered a hazard, much like a flow of lava, raging river, or 40' pit would be a hazard. Green slime is green slime. Does the module say the slime is invisible? That the players can't see it? Is there an illusory wall or darkness spell concealing ...


10

A failed save means the target has no idea that the effect has taken place. A successful save gives the target an idea that they’ve been targeted by a hostile mental effect, but beyond its hostility and the fact that they resisted it, they gain no more information (i.e. no indication of the source, the direction it came from, the nature of the attack, ...


9

No, Assuming the power used was Summon Thought Servant DDI, it works exactly like a Heal check. Opportunity Action: Triggered when a dying ally adjacent to the servant starts its turn; targets the triggering ally; the servant makes a Heal check to stabilize the target or to allow the target to use his or her second wind In a Heal check, the subject is ...


9

D&D4 answers only here. There is no save vs. falling damage directly. However there are a couple helpful things to remember. Training in Acrobatics DDI can reduce the falling damage you take: If you fall from a height, you can make an Acrobatics check to reduce the amount of falling damage you take. You do get a save when forced into a falling ...


9

Standard Scheme You are correct. Read the base save of a Barbarian 3, base save of a Bard 6, and add them. Factional BAB & Saves: Variant Suggestion I strongly recommend, however, that you use the “fractional” variant. In 3.5 that’s in Unearthed Arcana; I don’t know if Pathfinder replicated it anywhere, but saves work the same ...


8

From the DMG/Compendium, the important part for your question: Forced Movement and Terrain Difficult Terrain: Forced movement isn’t hindered by difficult terrain. Blocking Terrain: Forced movement can’t move a creature through blocking terrain (page 61). Every square along the path must be a space the creature could normally occupy. ...


8

Yes From the Rules Compendium, p260 (emphasis mine): Death Saving Throw: When an adventurer is dying, make a saving throw at the end of that character's turn each round. A death saving throw works just like any other saving throw, but the result determines how close the adventurer is to death. If you get a bonus to all saving throws, that bonus does ...


7

@Kryan hit the nail on the perverbial head, however, there is another aspect not yet addressed. A sucessfull Skill: Spellcraft check of 25+spell level allows the character who made a saving throw against them to determine what the spell was. Note that this doesn't say they are required to see the caster casting the spell only make a saving throw. ...


7

There's nothing in the rules that mentions any sharing of reflex saves between mount and rider. Each rolls a separate reflex save. Unless it's stated specifically, a mount and rider do not share any abilities such as Evasion with each other, either. To address the issue of realism clashing with the game rules, I don't think this is out of bounds with ...


7

To address your first question, Why is this trap so special and hardcore - and one of the very first one in the dungeon, no less? Think of the alternative. If the first few traps the players encounter are easily avoidable, or can be shrugged off without too much effort, that sets the tone for the rest of the dungeon. The paradigm becomes one of "Move ...


6

AD&D1e PHB Page 105 Falling Damage only says 1d6 for each 10' of distance fallen to a maximum of 20d6, plus or minus adjustments for the surface fallen upon. AD&D1e DMG Page 80 Saving Throws Yet because the player character is all-important, he or she must always-- or nearly always - have a chance, no matter how small, a chance ...


6

The current text reads: First Failed Saving Throw: The target is unconscious instead of slowed (save ends). This was clarified in Essentials, and the errata was back ported to DDI.


5

Earlier editions of D&D are known for particularly unforgiving traps. The Tomb of Horrors had many instant-death traps, even right at the beginning (for example, the two false entrances to the tomb, which could easily instantly kill adventurers). But for saving throws and checks for the trap, I'd recommend a moderate-easy spot check DC (the slime ...


5

Its up to the GM to apply their brain in situations like this. If the players say they are checking out the ceiling before entering a corridor, the GM should either tell them what they see (slime covered ceiling) or provide an appropriate spot/search check if the danger isn't obvious. Similarly, a REF save or possibly attack roll is probably in order when ...


5

Your tactic is legal and should be allowed. Here is a good summary of some recent answers from WoTC Customer service. It is still an open question if you can cause a target to take damage multiple times by sliding them in and out of a zone. (Obviously thunder wave can't be used this way, but other abilities can).


5

In 4e, it's harder to affect someone with spells. Yes, if we consider saving throws in context of all four editions. The purpose of a saving throw (not a 4e save, but in general) is to answer a question: does this spell affect me? Therefore, as saving throws transformed into defenses in 4e, and invisibility provides total oncealment for (an effective) +5 ...


5

As you and your group correctly suppose, the silence spell works at its best when cast upon an area or an ally. No SR apllies and no ST is required in this case but the area is stationary or moves with the ally, so the intended target (most probably an enenmy caster you're trying to silence) could still move outside of the area and cast his spells. While ...


4

You make death saving throws only when you are dying; that is, when you have the dying condition. Once stabilized, you effectively no longer have the dying condition; it's been replaced with the stabilized condition. General principle: you only make rolls when called for by the rules. If you can act, you might be able to trigger some roll, but stabilized ...


4

No, they can't save again. The creature you choose with Dark Reach of Xevut "gains the effect that the target saved against." It doesn't give them a new effect, but the same effect. The rules are clear: one saving throw per end of turn per effect. Compendium - Saving Throws: (emphasis mine) If a creature is subject to an effect that a save can end, the ...


3

There are a few ways to do this, the easiest one I found, after a quick look through my character builder, was the Saving Inspiration feat, In Martial Powers; you can forgo your extra dice of healing on Inspiring Word to instead grant the target a save. I would choose this one, because it gives you the ability to hand out two saves an encounter (more at ...


3

No. Arcane Resistance only gives an armor bonus or Trait roll bonuses when "hit by damage-causing arcane powers, and […] when resisting opposed powers" (SWEX, p. 20). Additionally, Arcane Resistance only works against the type of powers chosen when the Edge is bought. The choices available match the Arcane Backgrounds available in your game. For Fear ...


2

I would say yes, because a manned vehicle fits the definition of an "attended object" - "An object attended by a character (being grasped, touched, or worn) receives a saving throw just as if the character herself were making the saving throw." So if there's someone driving, it gets the driver's saves. (If no one's driving, it gets no save.) You could ...


2

The most consistent "here, have a save" for any leader is the "Mark of Healing" feat. Shake it off and Inspiring war cry are acceptable alternatives as well. You may also want the feat Courageous Example. While a little situational, it's good for enemy controllers spamming effects on the party: Whenever you succeed on a saving throw to end an effect, the ...


2

While it might not be RAW to forgo a save, it makes a lot of sense to me that you could choose to automatically fail a save and suffer it's effects. A good example of this is the save that you get when falling off a cliff; if you want to not fall, you get a save, but if you do want to fall for whatever reason, it makes little sense that you have to save ...


2

No, they cannot save again as Dark Reach of Xevut applies the effect to another enemy. The power's description says: One enemy within 3 squares of the target gains the effect that the target saved against. This indicates an enemy distinct from the one that saved against the effect. Power descriptions are very explicit in who can be / is targeted by a ...



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