granted saving throws

Flipguarder

First Post
Did they ever get around to fixing the whole "granted saving throws bring you closer to petrification" thing? I remember once reading that by RAW if a cleric or anyone else grants you an extra saving throw, a failure would result in the same as a failed saving throw at the end of the turn.

Follow up question, if it has been solved, and granted saving throws no longer cause this problem, would the font of life class feature of Warden's be grouped with it?
 

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Yes, only saving throws at the end of your turn advance conditions (death, petrification, sleep, ect...). I think it's in PHB2
 

Yes, they did fix it. I believe it showed up in official errata, but was reprinted in PH2.

From the Rules Update section of PH2, pg 219
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 the previous effect at the end of the target's turn. The effect doesn't change if the creature fails a saving throw against it at a time other than the end of the turn.

Since the warden is making a save at a time other than the end of his turn using the Font of Life class feature, then this does cover it.
 

This does raise an interesting conflict with the Kalashtar from the Eberron Player's Guide.

Dual Soul: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.

By the RAW, if a Kalashtar is suffering from a condition that is dazed or dominated that gets worse on the failed save, the condition would never worsen because the Kalashtar doesn't make a save against those conditions at the end of their turn. If I were GMing, I would rule that in this particular case, the failed save at the beginning of the turn would result in the condition worsening at the end of the turn, that would avoid punishing the character for having an ability that is supposed to be beneficial, but still close the loophole.
 


Since the OP was already addressed, I'll address this instead ...

This does raise an interesting conflict with the Kalashtar from the Eberron Player's Guide.



By the RAW, if a Kalashtar is suffering from a condition that is dazed or dominated that gets worse on the failed save, the condition would never worsen because the Kalashtar doesn't make a save against those conditions at the end of their turn. If I were GMing, I would rule that in this particular case, the failed save at the beginning of the turn would result in the condition worsening at the end of the turn, that would avoid punishing the character for having an ability that is supposed to be beneficial, but still close the loophole.

Agreed - I view that power as being "not a bonus save, but rather you move your save for these conditions from the end of your turn to the start of your turn in order to potentially get all your actions in the round..." (though I am sure there is a less wordy and more concise way to say that).
 
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This does raise an interesting conflict with the Kalashtar from the Eberron Player's Guide.



By the RAW, if a Kalashtar is suffering from a condition that is dazed or dominated that gets worse on the failed save, the condition would never worsen because the Kalashtar doesn't make a save against those conditions at the end of their turn. If I were GMing, I would rule that in this particular case, the failed save at the beginning of the turn would result in the condition worsening at the end of the turn, that would avoid punishing the character for having an ability that is supposed to be beneficial, but still close the loophole.

This'd be one of those situations where I'd leave it alone and let the player get smug-- Monster's that use psychic powers like that might get smart enough to not use slow-acting psychic powers on the superpsychic race that is a hybrid of a superpsychic monk and a superpsychic extraplaner entity from the Plane of Dreams aka Superpsychicness.
 

This'd be one of those situations where I'd leave it alone and let the player get smug-- Monster's that use psychic powers like that might get smart enough to not use slow-acting psychic powers on the superpsychic race that is a hybrid of a superpsychic monk and a superpsychic extraplaner entity from the Plane of Dreams aka Superpsychicness.

Uh, OK, LOL.

I'd do exactly what was proposed. Let a save be made at the start of the turn, and if its a failure, only apply the worse condition at the end of the turn. ;) Of course maybe my sarcasm meter is broken, or something too, lol.
 

So Abdul if a warden fails both his save at the beginning of his turn, and the end of the turn does he progress two steps down the "I'm screwed ladder of death"?
 


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