Barbarian Superstition


Rules Questions


I'm going to be playing a barbarian with the rage power superstition, and I'm wondering a few things about it.

For one, will I be able to be healed while raging? Cure light wounds lists Saving Throw: Will half in the entry, but the description says an undead creature can attempt a will save to take half damage, which kind of leads me to believe that if cast on a living target there is no save, the save is only if you would take damage from it.

The other question is how does superstitious interact with things like Dominate? If I get dominated while raging (let's say a natural 1), what happens if the person that dominated me orders me to intentionally fail a save against something else? I'm sure I'd get the second roll to shake off dominate since it's against my nature, but what happens if I fail that one too? Do I intentionally fail the save or not?

Grand Lodge

You still must make a save.

Superstition removes the choice. Dominate does not change this.

You must save.


blackbloodtroll wrote:

You still must make a save.

Superstition removes the choice. Dominate does not change this.

You must save.

So the way I understand it is that while superstition is active you don't have the ability to intentionally fail a save, even if commanded to do so?

It would be like if someone dominated a barbarian and commanded them to cast fireball? They can't follow the command because they don't have the ability to do so?


Is there any way to heal without a saving throw.


Fast Healing, Regeneration, rage powers, potions(maybe), and resting.


Channel energy seems like it might work. Superstition goes on a lot about "spells", but it says nothing about supernatural abilities like that.

You are still faced with a problem if you get some condition put on you. If you blind/deafened/etc, then you have to drop rage in order to get anything done about that in battle, which means you would have to wait until after your next turn to allow anyone to something about it (imagine the initiative order is monster/cleric/you; the monster would get another turn before the cleric could do something about it, and you would be just sitting there crippled when another class or build might not)

Well, lay on hands might work too, and it could cure your conditions with mercies.


fictionfan wrote:
Is there any way to heal without a saving throw.

Channel energy. Superstition only says you are required to make saves against spells. It does not say you have to save against supernatural abilities.

Edit: lay on hands as well. Doesn't even allow a save.

Grand Lodge

If you can, drop Rage, accept healing, reenter Rage.


Cure spells heal for half on a successful save. So it's not really an issue.


Robert A Matthews wrote:
fictionfan wrote:
Is there any way to heal without a saving throw.

Channel energy. Superstition only says you are required to make saves against spells. It does not say you have to save against supernatural abilities.

Edit: lay on hands as well. Doesn't even allow a save.

Neither does the healing aspect of Channel Energy in the first place, so they're both good to go.


Marthkus wrote:
Cure spells heal for half on a successful save. So it's not really an issue.

Does a living creature even get a save against a cure spell? The description is unclear.


molten_dragon wrote:
Marthkus wrote:
Cure spells heal for half on a successful save. So it's not really an issue.
Does a living creature even get a save against a cure spell? The description is unclear.

They could save if they wanted to, but you can usually (Superstition being one exception) opt not to take a saving throw if one is offered. Most people aren't going to try not to be healed, though, so it rarely comes up.


You can use Moment of Clarity and Roused Anger to stop your rage for a round get healed or recieve buffs and then start raging again.

Both very useful Rage Powers ,especially Roused Anger is a must have.

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