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We were playing tonight and the sorcerer had the fey bloodline. She used her first level ability (making someone laugh) and we wanted to know if there was a save.. ? There wasn't anything in the entry itself, or that I could find in the bloodline general description.. am I missing something?

Thanks

/ali

Osirion (RPG Superstar 2009 Top 32)

jubilee wrote:

We were playing tonight and the sorcerer had the fey bloodline. She used her first level ability (making someone laugh) and we wanted to know if there was a save.. ? There wasn't anything in the entry itself, or that I could find in the bloodline general description.. am I missing something?

Thanks

/ali

I wouldn't think that there is a save. It's a fairly minor ability (pretty much in line with a cantrip), so no save seems fine with me.

Of course I'm no expert, so you can take or leave my advice. =)

Cheliax (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

jubilee wrote:

We were playing tonight and the sorcerer had the fey bloodline. She used her first level ability (making someone laugh) and we wanted to know if there was a save.. ? There wasn't anything in the entry itself, or that I could find in the bloodline general description.. am I missing something?

Thanks

/ali

No save, but it can only affect a given creature once in a day, and even then only for one round, plus the affected target can still take a move action.

Grand Lodge (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting Subscriber)

flash_cxxi wrote:
jubilee wrote:

We were playing tonight and the sorcerer had the fey bloodline. She used her first level ability (making someone laugh) and we wanted to know if there was a save.. ? There wasn't anything in the entry itself, or that I could find in the bloodline general description.. am I missing something?

Thanks

/ali

I wouldn't think that there is a save. It's a fairly minor ability (pretty much in line with a cantrip), so no save seems fine with me.

Of course I'm no expert, so you can take or leave my advice. =)

It'd be a will save DC10 plus the equivalent spell level modfied by the Sorcerer's charisma.


jubilee wrote:
We were playing tonight and the sorcerer had the fey bloodline. She used her first level ability (making someone laugh) and we wanted to know if there was a save.. ? There wasn't anything in the entry itself, or that I could find in the bloodline general description.. am I missing something?

As listed there is no save, it's a touch attack instead (there are many powers that are touch attacks with no save).

If there were a save it would be: 10+ 1/2 CL + CON bonus as all Sorcerer bloodline powers are.


0gre wrote:

If there were a save it would be: 10+ 1/2 CL + CON bonus as all Sorcerer bloodline powers are.

CON bonus?

Is there a page reference?

Thanks,

/ali

Cheliax (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Draconic Breath Weapon, Elemental Blast, Infernal Hellfire, and Undead Grasp of the Dead are all 10 + 1/2 CL + Con for their DCs.


flash_cxxi wrote:


I wouldn't think that there is a save. It's a fairly minor ability (pretty much in line with a cantrip), so no save seems fine with me.

It's minor...except it can work on anything from a kobold to Demogorgon with no save or SR. Compare it to the enchantment school power which is limited by hit dice.

I'm building a monk 19/sorcerer 1, and it's extremely tempting to take the Fey bloodline if there's no save and no HD limit...

Osirion (RPG Superstar 2009 Top 32)

hogarth wrote:
flash_cxxi wrote:


I wouldn't think that there is a save. It's a fairly minor ability (pretty much in line with a cantrip), so no save seems fine with me.

It's minor...except it can work on anything from a kobold to Demogorgon with no save or SR. Compare it to the enchantment school power which is limited by hit dice.

I'm building a monk 19/sorcerer 1, and it's extremely tempting to take the Fey bloodline if there's no save and no HD limit...

True, but as Kvantum pointed out, the effect can only be used against a given creature once/24hrs and they still get to take a move action, they just can't take any other action. They can still defend themselves, so they take no minuses to stats and it only lasts 1 round. In effect, all it is doing is stopping them from attacking and/or casting/activating items in that given round. At lower levels this is especially good, as a 1 round reprieve can literally save a character's life. At higher levels (attacking the afore mentioned Demogorgon for example) it is less of an issue, but can still help the characters bolster their defences.


flash_cxxi wrote:
True, but as Kvantum pointed out, the effect can only be used against a given creature once/24hrs and they still get to take a move action, they just can't take any other action. They can still defend themselves, so they take no minuses to stats and it only lasts 1 round. In effect, all it is doing is stopping them from attacking and/or casting/activating items in that given round. At lower levels this is especially good, as a 1 round reprieve can literally save a character's life. At higher levels (attacking the afore mentioned Demogorgon for example) it is less of an issue, but can still help the characters bolster their defences.

That's odd; I would've said it is more valuable at higher levels. Avoiding one round's worth of attacks from Demogorgon is more valuable than avoiding one round's worth of attacks from an orc, yes?

Osirion (RPG Superstar 2009 Top 32)

hogarth wrote:
That's odd; I would've said it is more valuable at higher levels. Avoiding one round's worth of attacks from Demogorgon is more valuable than avoiding one round's worth of attacks from an orc, yes?

Well yes and no.

By the time you are fighting Demogorgon, you have built your chracter and their equipment up so that they should be able to take on Demogorgon without 1 round making all of the difference.
At low levels, 1st especially but 2nd & 3rd as well, 1 round can literally make the difference between a win and a TPK. You are at the mercy of low hp and inferior equipment and hp. A character shouldn't have to put all of his points/rolls into Constitution just so he can take afew hits, at the expense of being as good as he can be at his main ability. I speak from experience here, having been through 3 characters so far in our PnP game. More hp and/or an extra round would mean I would still be on my 1st character (well... maybe 2nd).

NOTE: Pathfinder has upped the survivability of low level parties by adding in extra hp. These really do make a difference at low levels, but 6-10 extra hp at 20th level makes jack squat difference.


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