DC for domain, school and bloodline powers


Rules Questions


Many domain, school and bloodline powers are touch attacks or rangetouch attacks. As such it is natural that they do not allow saving throws.

On the other hand, some do not require an attack roll and yet have no DC listed (e.g. the Blast Rune ability form the Rune domain). Is this not an error?

I imagine the DC should be 10 + ½ class level + ability score modifier.

Can anyone recall this issue being adressed?


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Silver Crusade

Pathfinder Adventure Path Subscriber

When in doubt, the DC is 10+ half level + ability modifier.


I don't believe that Blast Rune gives a save. At least that's my interpretation.

Sovereign Court

Gorbacz wrote:
When in doubt, the DC is 10+ half level + ability modifier.

"When in doubt, there is no doubt."


hogarth wrote:
I don't believe that Blast Rune gives a save. At least that's my interpretation.

At least it does not say that it does; But the question is should it?

Paizo Employee Creative Director

The Grandfather wrote:

Many domain, school and bloodline powers are touch attacks or rangetouch attacks. As such it is natural that they do not allow saving throws.

On the other hand, some do not require an attack roll and yet have no DC listed (e.g. the Blast Rune ability form the Rune domain). Is this not an error?

I imagine the DC should be 10 + ½ class level + ability score modifier.

Can anyone recall this issue being adressed?

If an ability does not list a save, then there's no save.

Blast rune is one of those. It doesn't really deal all that much damage (1d6 plus 1 point per 2 levels), but it's guaranteed damage to anyone who enters the square. The way to avoid this damage is not to have a high AC or a successful save, but to notice the rune and either avoid it or disarm it.


James Jacobs wrote:


If an ability does not list a save, then there's no save.

Thanks James. That is all I really needed to know.

James Jacobs wrote:
Blast rune is one of those. It doesn't really deal all that much damage (1d6 plus 1 point per 2 levels), but it's guaranteed damage to anyone who enters the square. The way to avoid this damage is not to have a high AC or a successful save, but to notice the rune and either avoid it or disarm it.

It is not that powerful, granted, but a first level party going after a crazed priest of Nethys are in for a few potentially deadly surprises :)


The Grandfather wrote:


It is not that powerful, granted, but a first level party going after a crazed priest of Nethys are in for a few potentially deadly surprises :)

I guess, but note the very short duration of the rune (1 round/level).


hogarth wrote:
The Grandfather wrote:


It is not that powerful, granted, but a first level party going after a crazed priest of Nethys are in for a few potentially deadly surprises :)
I guess, but note the very short duration of the rune (1 round/level).

Well, those Nethys priests are really sneaky :)

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