Warforged death save bonus

Also, a Coup de Grace dealing sufficient damage could conceivably kill a Warforged without actually reaching negative bloodied.

-Dan'L
 

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There's always the possibility of something hitting you with penalties to death saves--I don't know of any power that does that yet, but it's a possibility somewhere down the line.

There are things in the MM that give penalties to all saves, but it doesn't matter. It's "10 as the result"

"THE CORE MECHANIC
1. Roll a d20. You want to roll high!
2. Add all relevant modifiers.
3. Compare the total to a target number.
If your check result is higher than or equal to the target number, you succeed. If your check result is lower than the target number, you fail."
-PHB

So you roll a D20, add modifiers, then if you don't like the result, you replace the result with a 10.
 

what do you mean Dan'l?
from the PHB, p. 288 under Coup de Grace:

Slaying the Target Outright: If you deal damage greater than or equal to the target's bloodied value, the target dies.

So if the Warforged were vulnerable to a CDG (Helpless) for a reason other than 0 or less HP -- such as being under the effects of a Sleep spell -- and the CDG deals enough damage to meet this condition, then the Warforged would be dead, even though his HP wouldn't necessarily have reached negative bloodied.

-Dan'L
 

A save can end the dying condition.
How is death not an effect a save can end?

Its listed with the other conditions that a save can end. Is this explicitly stated or is it a DM choice?

I agree with Flip. Rolling a 20 on a save ends the dying condition, so dying is an effect a save can end. Font of life might let your warforged get up before his turn.
 

I let Wardens in my games (and I have with my Warden as a player) roll twice with Font of Life for their death saving throws. Gives them that little bit of extra chance to stand up and say something sufficiently Warden-y. :cool:
 

I let Wardens in my games (and I have with my Warden as a player) roll twice with Font of Life for their death saving throws. Gives them that little bit of extra chance to stand up and say something sufficiently Warden-y. :cool:

And they can die in 1.5 rounds instead of in 3 if they roll poorly. :P
 




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