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14

According to a very strict interpretation (my interpretation, in this case, obviously) of the RAW, sure, the warrior can choose to save against the Wound spell. Here's why: Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result. – Pathfinder, Saving Throw Emphasis mine. The ...


14

An effect like the one you describe (permanent, bound to a structure) is defined in the Stronghold Builder's Guidebook, pages 77-78. The component is appropriately named "Hall of Truth". It enforces a save upon each entry into the chamber. The relevant text is: [The Zone of Truth] effect only lasts as long as the subject is in the space. If a subject ...


12

5e has changed Dying in a few meaningful ways from 4e's Death Saving Throw mechanic: Death saving throws are now 3 successes before 3 failures. If you get to 3 successes, you're stable, but still unconscious. If you get to 3 failures, you die. If you get to stable, all of your death saves are reset (successes and failures). If any damage you would take ...


12

Six saving throws instead of three is by design, intended to emphasize the ability scores, and new usages are likely to come up in future expansions. Why Associating saving throws with ability scores makes the scores more relevant, or at least come up a lot more often. It has been six saving throws since the first playtest rules. Quoting the transcript of ...


11

This isn't an oversight. Spells aren't the only thing that could possibly cause a saving throw. Saving throws are written to be generally applicable, so that they can cover every possible situation and future rule. This provided a solid foundation upon which both official rules and home rulings can build, as it provides for making saving throws against any ...


10

Can a creature willingly forego a saving throw versus a spell? If the creature is targeted by a spell that allows a saving throw, the creature can choose to fail that saving throw. Voluntarily Giving up a Saving Throw A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to ...


9

Since you’re doing something the rules don’t cover, there is no rule that tells you one way or the other how it’s “supposed” to go – it’s up to you. I would recommend not having it be a single save ever, since that would mean someone who makes the save never has to worry about that effect ever again, while someone who does not can never break it. ...


9

There is no precedent in the rules for it to matter, so I doubt any rule addresses it. You are using a new mechanic, so create rules for it. Even if there is some RAW that defines the general case, people probably don't know it, since this is super obscure. So just give a specific rule in the effect for what you want to happen in this case, and also in the ...


8

Think back to the last time (or any time) you remember someone casting a healing spell. Did you say that you're voluntarily failing your save? By RAW, that's what is happening. It's harmless, so you can choose to fail it. Everyone just assumes that you are automatically, because making people actually say that every time sucks. What happens if you forget ...


8

No Order of Operations Exists... These are rules you'll have write. It's unfortunate in d20 that there's no quantified step-by-step order for combat and applying effects a la most trading card games. Were there, we could just say, "Immunity applies during step X, Damage Resolution, after Saving Throws but before Inflicting Effects," or whatever. ...But If ...


7

Yes If players remain in the pool of poisonous blood the will take the 1d10 + 5 ongoing damage every turn they remain in the pool. The ongoing damage will not stack (same source, same amount), but they will get a save against the ongoing damage every turn, at the end of their turn. This is because a player can end their turn in the pool, save vs the poison ...


7

Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Your quote has the answer! So, when the spell is cast, everyone in range gets a saving throw. Furthermore, whenever someone enters the temple, they get another saving throw since they are at that moment ...


7

By default, the way you do this is with a level-by-level approach: Scout 1 (+0/+2/+0) // Ranger 1 (+2/+2/+0) = +2/+2/+0 Scout 2 (+0/+1/+0) // Swashbuckler 1 (+2/+0/+0) = +2/+1/+0 (total: +4/+3/+0) Scout 3 (+1/+0/+1) // Swashbuckler 2 (+1/+0/=0) = +1/+0/+1 (total: +5/+3/+1) Scout 4 (+0/+1/+0) // Rogue 1 (+0/+2/+0) = +0/+2/+0 (total: ...


6

There are 3 effects right off hand that break down completely when you allow players (and monsters) to stop saving. Escalation effects are worthless. Lots of monsters (especially as you go later), have effects that get bad (and then very bad) on failed saving throws. Skipping a saving throw in this case must be counted as a failure and the PCs might feel ...


6

There's nothing saying you can't, but it's not likely to make a difference. Saving Throws Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. It's analogous to “(harmless)”, in my opinion. (harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw ...


6

The Saving Throw line refers to how the spell functions for the Target. In the case of ghoul touch, the target may make a Fortitude save against the spell; if successful, the entire spell is negated. If not, the target is paralyzed and begins to release a sickening cloud. The parenthetical has to do with the cloud’s saving throw, which is distinct ...


6

According to the Glossary Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom


5

The hallow spell can create a really long lasting (altough not permanent) zone of truth. I'm gonna assume this is what your temple is actually using to generate that otherwise mysterious zone of truth effect. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation ...


4

It is a conscious choice to willingly fail a spell against a Harmless spell; you are entitled to attempt a save if you like. In fact, some effects require you to do so as a form of penalty (you might save against the healing/buff you need). Anyway, there’s an opportunity for a Spellcraft check to recognize a spell; an untrained warrior, however, could ...


4

Geomancer is the only published method for getting Charisma-based DCs as a Cleric. You can enter Geomancer as a single-classed Cleric (e.g. Southern Magician feat), but then you wouldn’t actually have a Charisma-using class to use as the basis for Charisma-based DCs. The best you can do is a single level in a Charisma-based class. But since you already ...


3

At three successful saves, you stabilise and stop rolling death saves and erase any failures and the successes you've racked up. You're still unconscious, but not dying anymore, and will wake with 1 hp after some time. Erasing failures when you stabilise is so that you start the count fresh in case you de-stabilise (which can happen if you take more damage ...


3

As an addendum to other answers, I would like to offer some help on the issues you mentioned in the comments. There is at least a couple precedents for what you are trying to do. The Starsoul bloodline's arcana reads: Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 ...


2

So the answer is "no," no one in reality bothers to roll saves to things they are immune to and the rules are silent on the subject. If you are writing some mechanic that expects them to even recognize its lack in gameplay, it needs to be super explicit and will suffer from the fact that it relies on an operation that flies in the face of common use, ...


2

It sounds like the foe is always going to succeed on all his saving throws. That means developing another method of Getting a Target to Fail a Willpower Saving Throw The ioun stone (flawed mulberry pentacle) (8,700 gp; 0 lbs.) causes its possessor to take a -2 penalty to Willpower saving throws. According to the glossary penalties are numerical values ...


1

Saving throws are in no way limited to spells or poison. According to the definition, any threat that is not an attack (because that targets AC) could call for a saving throw. For instance: let's say the thief fell into a pit trap and the fighter is grabbing his hand and trying to pull him up. If a tentacle brutally grabs the thief and try to pull down, I ...


1

My interpretation At my tables, I have never rolled a saving throw for a creature with permanent immunity to an effect against that effect, regardless of source or other abilities. Creatures who were born immune to fire do not dive for cover when fireball'd. If I had a player request the save, though, I would probably allow it. Rules as written ...



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