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If you are immune to something, do you still make a saving throw?
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<blockquote data-quote="Hawken" data-source="post: 3132871" data-attributes="member: 23619"><p>I have to disagree with Riga's premise here. It seems to me that he is attempting to twist the words (or lack thereof) around regarding saving throws, poison and immunity to justify getting benefit from something that would have no effect (negative or positive) on him. The way he is going about it is devious as well. I don't imagine anyone here would have any problem if the premise was presented of building a character with the Poison Healer feat that had a good Fort save and a decent to damn good Con. However, as a DM, I would not allow a character like he proposes into my game or to do anything like that in one of my games. His proposal is not valid for one, nor is it based in any sort of logic or common sense, or even the 'spirit' of the feat or the definitions of the terms he is attempting to take advantage of, but instead relies on what is <em>not</em> said or implied in certain definitions, rather than what is said or implied.</p><p></p><p>If one is immune to something, then a saving throw is not even rolled. Saving throws are made to reduce or avoid damage or effects. If one is immune, then there is no effect to reduce or avoid, so no save is even rolled to be passed or failed. The subject of that immunity is harmless and does not affect that character. Creatures immune to fire do not make saving throws if they are hit by a fireball, so, someone immune to poison similarly would not make a saving throw against the poison. </p><p></p><p>I also agree with Vegepygmy that the Poison Healer feat is ridiculous. Great Fortitude and a Con of 13+ don't explain how being exposed to something harmful can actually heal. And with poison DCs relatively low to begin with, there's not much danger of failing them even at mid level with a weak Fort save class. </p><p></p><p>Another thing to consider is the Heal skill. Dropping ranks in that, along with a Healer's kit, and a standard action allows a Heal check in place of a saving throw. So, with enough ranks and modifiers, even a roll of a '1' will not cause the character to be affected (since we all knows that '1's on skill checks are not auto-fail like they are with saves) by the poison and poison immunity becomes an unnecessary and unneeded precaution.</p></blockquote><p></p>
[QUOTE="Hawken, post: 3132871, member: 23619"] I have to disagree with Riga's premise here. It seems to me that he is attempting to twist the words (or lack thereof) around regarding saving throws, poison and immunity to justify getting benefit from something that would have no effect (negative or positive) on him. The way he is going about it is devious as well. I don't imagine anyone here would have any problem if the premise was presented of building a character with the Poison Healer feat that had a good Fort save and a decent to damn good Con. However, as a DM, I would not allow a character like he proposes into my game or to do anything like that in one of my games. His proposal is not valid for one, nor is it based in any sort of logic or common sense, or even the 'spirit' of the feat or the definitions of the terms he is attempting to take advantage of, but instead relies on what is [i]not[/i] said or implied in certain definitions, rather than what is said or implied. If one is immune to something, then a saving throw is not even rolled. Saving throws are made to reduce or avoid damage or effects. If one is immune, then there is no effect to reduce or avoid, so no save is even rolled to be passed or failed. The subject of that immunity is harmless and does not affect that character. Creatures immune to fire do not make saving throws if they are hit by a fireball, so, someone immune to poison similarly would not make a saving throw against the poison. I also agree with Vegepygmy that the Poison Healer feat is ridiculous. Great Fortitude and a Con of 13+ don't explain how being exposed to something harmful can actually heal. And with poison DCs relatively low to begin with, there's not much danger of failing them even at mid level with a weak Fort save class. Another thing to consider is the Heal skill. Dropping ranks in that, along with a Healer's kit, and a standard action allows a Heal check in place of a saving throw. So, with enough ranks and modifiers, even a roll of a '1' will not cause the character to be affected (since we all knows that '1's on skill checks are not auto-fail like they are with saves) by the poison and poison immunity becomes an unnecessary and unneeded precaution. [/QUOTE]
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If you are immune to something, do you still make a saving throw?
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