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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 ...


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

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

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 ...


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

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

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

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 ...


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 ...


1

As far as I know, yes, when you multiclass, you add together all nuermic values for each of your classes. This includes BAB, Saves, and hit points. Of course, I can't find a reference to this in the PRD right now. The closest I can get is the Multiclassing section of the Classes chapter, but even this doesn't explicitly say that you add all of these bonuses ...


1

From the Rules Compendium p199 The creature can choose the order in which things happen at the end of its turn. So, yes, since the new save ends effect is on that creature, and it is still at the end of their turn, they can try to save against it. You avoid this problem if you bounce the effect to a new target.



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