Castilliano wrote:
Don't know where you get that idea that people were supporting this. Only one person (Cordell Kintner) mentionned saving throws for each separate action and this was quickly dismissed. The question is between saving throw every turn or once per general command how to act.
Controlled (Source Core Rulebook pg. 618 2.0):
From this description of the controlled condition, it seems to be more granular (actions, attacks, reactions, delay, etc.) than just an general goal to achieve.
The Dominate spell has the following failure and critical failure effects: Failure: You control the target. It gains the controlled condition, but it can attempt a Will save at the end of each of its turns. On a success, the spell ends. Critical Failure: As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies. Does the controlling creature have to issue a new order "kill your allies" every turn (the controlled creature getting a new save every turn) or is the "kill your allies" order issued once (the controlled creature getting the new save at this time only) and it lasts until the allies are killed?
Normally for High/Long Jump, this is 2 actions: "You Stride, then make a vertical/horizontal Leap".
In the Strix ancestry description of Wings: "You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first." This is similar to the Quick Jump Feat but the wording is different as it does not specifically states that it becomes 1 action, but it removes the obligation to do the Stride before jumping.
In the Coral Eruption Spell, it states that: "A creature that moves through the area takes 3 piercing damage for every square of that area it moves into."
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