Hold Person + coup de grace... should target be allowed extra save?


Rules Questions

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Hold person has a lower save DC and requires a standard action, a full round action, and either an ally positioned in the correct location or multiple failed saves. And no enemies interfering.

Given the choice, I'd take phantasmal killer 100 times out of 100 for pure save-or-die purposes.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
InsaneFox wrote:
Threatened? How do you mean?

You're constantly struggling against the Hold Person, making a save to end it every round. Why do you get ANOTHER save just because someone is about to stab you? You may not be able to even SEE him if he is behind you. And if you CAN see him, why can't you make another save ANY time someone is about to stab/shoot you, no matter if it's a CdG?


TriOmegaZero wrote:
InsaneFox wrote:
Threatened? How do you mean?

You're constantly struggling against the Hold Person, making a save to end it every round. Why do you get ANOTHER save just because someone is about to stab you? You may not be able to even SEE him if he is behind you. And if you CAN see him, why can't you make another save ANY time someone is about to stab/shoot you, no matter if it's a CdG?

It's more of a balance issue than anything. The additional save wouldn't break the effect, just prevent it from being exploited in a specific but devastating manner.


Fozbek wrote:

Hold person has a lower save DC and requires a standard action, a full round action, and either an ally positioned in the correct location or multiple failed saves. And no enemies interfering.

Given the choice, I'd take phantasmal killer 100 times out of 100 for pure save-or-die purposes.

As would I, but the Hold person combo is much cheaper. All it takes is an ally to be adjacent to only one attacker. Talking is a free action, in game you could tell him to attack 'on my mark'. And bam, easy setup.

Dark Archive

To elaborate let's compare spells. Forget who is using the spell, DM/player wise.

Phantasmal Killer lvl4 available at 7 wiz/8 sor.
vs
hold person lvl2 available at 3 clr/wiz, 4 sor.

phantasmal killer allows two different and passable saves. fear effect

hold person requires one willing friend. 1 save, granted at a -2 dc in comparison and a second save that requires a natty unless the attacker is a small child.

There is no sliding scale of spell effectiveness or balance in PF, which in itself is not a bad thing. One of the features of the spell system are spikes in tactical effectiveness rather than mandating balance to the point of homogeneity.

Even more, this particular spell comparison is opaque at best.
Hold Person does not kill you. PK does.

The argument is now sounding more like disapproval of the coup de grace mechanics than the effectiveness of the the spell itself.

It boils down to - GM style. If you don't like the combo don't use it.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
InsaneFox wrote:


It's more of a balance issue than anything. The additional save wouldn't break the effect, just prevent it from being exploited in a specific but devastating manner.

Isn't CdG the real problem? What's the difference between doing it to a held person and doing it to a sleeping person? The fact that you can't try again?


InsaneFox wrote:
Fozbek wrote:

Hold person has a lower save DC and requires a standard action, a full round action, and either an ally positioned in the correct location or multiple failed saves. And no enemies interfering.

Given the choice, I'd take phantasmal killer 100 times out of 100 for pure save-or-die purposes.

As would I, but the Hold person combo is much cheaper. All it takes is an ally to be adjacent to only one attacker. Talking is a free action, in game you could tell him to attack 'on my mark'. And bam, easy setup.

And all it takes to stop it is an ally adjacent to you to hit that guy with an AoO which could be a Disarm and whoops no CdG.

Heck even ranged chars can make AoO's now so if a Zen archer or Snapshot Archer is close enough your at least getting shot and your buddy might not even be able to cast.


TriOmegaZero wrote:
InsaneFox wrote:

It's more of a balance issue than anything. The additional save wouldn't break the effect, just prevent it from being exploited in a specific but devastating manner.
Isn't CdG the real problem? What's the difference between doing it to a held person and doing it to a sleeping person? The fact that you can't try again?

I won't deny that I have a problem with ctg. I mean sleep doesn't affect creatures past 4th level. And anything they'd be fighting with sleep in those levels, I likely wouldn't justify using that tactic. The hold person tactic is much more widespread.

And it's much less disruptive to change a spell than a game mechanic.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

No, I meant actually sneaking up on a sleeping person and stabbing them.

To nitpick, you're not changing the spell, you're making a new rule about CdG, specifically that held enemies get Will saves to negate CdGs. I would be expecting other situations that make you helpless (like being bound with ropes, I think) would allow Reflex saves to negate the CdG and turn it into a normal hit.


I've never once, as a player or DM, seen a PC get CDG'd because of hold person in 3rd edition, let alone in Pathfinder (which nerfed the spell already). I have seen it from ghouls in Pathfinder and from hold person in 2nd edition (which was an entirely different beast). It's hardly widespread.


TriOmegaZero wrote:

No, I meant actually sneaking up on a sleeping person and stabbing them.

To nitpick, you're not changing the spell, you're making a new rule about CdG, specifically that held enemies get Will saves to negate CdGs. I would be expecting other situations that make you helpless (like being bound with ropes, I think) would allow Reflex saves to negate the CdG and turn it into a normal hit.

I despise having to kill players with a cdg in their sleep. Especially when they roll a 1 on their perception check.

I actually do allow reflex saves if it's reasonably possible.

The biggest issue is the DC. I mean, I know it's a finisher. But in situations where a cdg is 'cheap', its certainly an instakill.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

So remove the Fort save against death. You don't like 'cheap death' near as I can tell, so get rid of the part you don't like.


Fozbek wrote:
I've never once, as a player or DM, seen a PC get CDG'd because of hold person in 3rd edition, let alone in Pathfinder (which nerfed the spell already). I have seen it from ghouls in Pathfinder and from hold person in 2nd edition (which was an entirely different beast). It's hardly widespread.

I do it semi-often as a dm. Mostly unintentionally. I'll hp someone and an ally would be within 5ft of a good cdg action.

Maybe just disallowing players to be cdg'd on the same round as they were made helpless would work?


TriOmegaZero wrote:
So remove the Fort save against death. You don't like 'cheap death' near as I can tell, so get rid of the part you don't like.

Actually, I am thoroughly satisfied with the solution found in my last post.

I'll simply disallow cdg's on the first round that a character is rendered helpless. With the exception of feats and abilities that specifically allow a player to cdg on the first round, such a Dastardly Finish.


Actually I am and i am responding in the way you have been for every reason someone gives why its not that viable you have a counter tactic so i am posting tactics that counter your counters.


Talonhawke wrote:
Actually I am and i am responding in the way you have been for every reason someone gives why its not that viable you have a counter tactic so i am posting tactics that counter your counters.

You're right, I should just agree with you whenever you say anything, regardless of whether you're right or wrong.

You are obviously an expert when it comes to constructive conversation. I might even go as far to say that you're the best of all time.


InsaneFox wrote:
Talonhawke wrote:
Actually I am and i am responding in the way you have been for every reason someone gives why its not that viable you have a counter tactic so i am posting tactics that counter your counters.

You're right, I should just agree with you whenever you say anything, regardless of whether you're right or wrong.

You are obviously an expert when it comes to constructive conversation. I might even go as far to say that you're the best of all time.

No but you aren't dicussing either when you simple move the goal post each arguement. You have been shown several times over the reasons why this is not only not as you put it a BS combo or a S@#$ty spell but not even a tactic that would be used in combat unless your goal as the GM is to out and out kill your party.

Ghouls are just as deadly at a lower CR but your reasoning is the party might know they are ghouls but that the spell caster is somehow a problem since the party can't know what he plans on doing until he is doing it.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I love it when we all agree.


Hey man, that's why you are the best.

Don't believe in yourself, believe in the me that believes in you.


TriOmegaZero wrote:
I love it when we all agree.

Yes, thank you for your input, Tri.


You know what? I'll throw you a bone. I will make ONE last on-topic post. Anything after that will involve shocker lizards and erotica.

The reason why the combo is easy to pull off is this:

All it takes.

Is one spellcaster, and one of his 2-5 party members to be in, or adjacent to, a square that's threatened by only one enemy.

The spellcaster, on the aforementioned player's turn can say, "hey, John attack on my mark!" Whereas John would respond, "LOL K".

John holds, caster casts hp, john smash. Not a damn thing anybody can do.

Also, many dms run monsters on the same turn... or it works out naturally. This is an easy to set up combo; so easy that I can set it up without intending to.

MY players expect no mercy. So yes, I will be "a dick" to them. That's why rules exist. To bring limits (like how easily I kill players) into the game and make it FAIR and BALANCED.

That is all.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
InsaneFox wrote:


John holds, caster casts hp, john smash. Not a damn thing anybody can do.

Victim's ally disarms John with his Attack of Opportunity. Possibly at range thanks to new archetypes/feats.

So there is at least ONE thing that can be done.

Balance is subjective. Stop trying to 'prove' that your idea of it is the 'right' one.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Also, fortification, slippery mind, improved iron will/great fortitude. Anything that provides rerolls or immunity to crits.


TriOmegaZero wrote:


Isn't CdG the real problem? What's the difference between doing it to a held person and doing it to a sleeping person? The fact that you can't try again?

CdG isn't the real problem. Weapons are the real problem. If the world had no weapons (and no magic, for that matter) Hold Person couldn't be exploited to the same degree.

In fact, if there was no violent tendencies at all... people are the real problem. We should get rid of them. All they ever do is try to kill eachother. :(

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Someone greased that slope.

Dark Archive

So what you're saying is that Grease should allow for an extra save?


Mergy wrote:
So what you're saying is that Grease should allow for an extra save?

Only if used to inconvenience someone :(


interesting debate but in my experanice i only use hold person when i want to stop the target doing something like sounding an alarm but other wise to take out a target unless yu need silance it seems like a bit of a waste of time as is a 3rd lvl spell for mage/sor so for just killing stuff i would go the fireball or lighting bolt route as you can effect a group of targets only one save and even when they make the save most take some damage which softens then up for the fighters


InsaneFox wrote:


The biggest issue is the DC. I mean, I know it's a finisher. But in situations where a cdg is 'cheap', its certainly an instakill.

Isn't that its point, though? To be the kill. If you think some character is getting it too cheap (particularly your NPCs), then find ways to prevent it from being taken cheaply... or choose not to take it or not to take it so cheaply. Don't play your NPCs like they're a well-oiled combat rules-exploiting machines using a hive mind. Play them like individuals who may not always know immediately what the others are doing and thinking.


InsaneFox wrote:
John holds, caster casts hp, john smash. Not a damn thing anybody can do.

C'mon, at least try. I already posted a tactic that would disrupt this: party ranged attacker (archer or caster) readies an action to attack caster when he casts a spell. Or to drag. Or just delays himself when he hears the enemies shout out their tactics for the whole world to hear.

Sovereign Court

InsaneFox wrote:
Talonhawke wrote:
Actually I am and i am responding in the way you have been for every reason someone gives why its not that viable you have a counter tactic so i am posting tactics that counter your counters.

You're right, I should just agree with you whenever you say anything, regardless of whether you're right or wrong.

You are obviously an expert when it comes to constructive conversation. I might even go as far to say that you're the best of all time.

Dude it sounds like you are all mad cause we dont agree with you.

I also agree with a previous poster that I have not seen this tactic used as prevalent as you have/do. So maybe the problem is not the combo, but that you plan on using it as often as you do.

You mentioned that you like difficult but fair fights, well this is a difficult but fair tactic. It you use it as often as it sounds like you do the players will have had a chance to adjust how they work in battles.

If you do not like the tactic, don't use it...but don't storm in here pretending to ask for opinions and when they are not to your liking start telling people they are wrong for not thinking the same as you.

Sovereign Court

InsaneFox wrote:

You know what? I'll throw you a bone. I will make ONE last on-topic post. Anything after that will involve shocker lizards and erotica.

The reason why the combo is easy to pull off is this:

All it takes.

Is one spellcaster, and one of his 2-5 party members to be in, or adjacent to, a square that's threatened by only one enemy.

The spellcaster, on the aforementioned player's turn can say, "hey, John attack on my mark!" Whereas John would respond, "LOL K".

John holds, caster casts hp, john smash. Not a damn thing anybody can do.

Also, many dms run monsters on the same turn... or it works out naturally. This is an easy to set up combo; so easy that I can set it up without intending to.

MY players expect no mercy. So yes, I will be "a dick" to them. That's why rules exist. To bring limits (like how easily I kill players) into the game and make it FAIR and BALANCED.

That is all.

I gotta ask why your players are not using the same super effective tactic against all your baddies? Or at least teh BBEG?


Hold person works but it is a single target spell that requires another ally to help out preferably with a weapon with decent crit damage or Sneak Attack, but it is likely to be a wasted round, and there are likely allies that have a chance to react before a bad guy tries to kill their friend.
The bad guy might try to kill the PC with a normal hit and leave a move action to act or just ignore him to deal with more urgent threats.

RPG Superstar 2008 Top 32

I removed a post. Don't post angry.


You're focusing on the wrong thing. I never said it's a fool proof combo.

The point I was trying to make was that, unless your party members are specifically designed to counter the combo (there are many builds that will scoff at hold person, but many more that won't), there will be many times when it will be very easy to pull off... without giving anybody a chance.

I serious doubt that hold person was designed so creatures can instantly kill another creature.

Exploitable game mechanics, just by existing, cheapen the game.

Instead of listing off arbitrary 'counters' to this combo, somebody tell me why sleep and hold person should be able to be exploited as kill spells?

Or tell my why making it so that a player can't be cdg'd in his first round of being helpless is a bad idea.


It's not that people don't agree with me. It's that everybody keeps focusing on the same things.

They're focusing on counters for it. EVERYTHING has counters.

Or focusing on, "you should stop using it as a dm", when I'm trying to stress the fact that nobody should be able to do it.


InsaneFox wrote:


I serious doubt that hold person was designed so creatures can instantly kill another creature.

Exploitable game mechanics, just by existing, cheapen the game.

Instead of listing off arbitrary 'counters' to this combo, somebody tell me why sleep and hold person should be able to be exploited as kill spells?

I seriously doubt you are correct in your doubts. Sleep and Hold Person have been around a very long time and they've been intended to be opponent neutralizers since the very first. But keep in mind that term is neutralize. Because the spells themselves are non-lethal, the final decision on how to handle the sleeping or held target is deferred. You can insta-kill them (something PCs have been doing since the very first edition in which those spells debuted), capture them, or leave them alone until the spell wears off or they wake up.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Your change breaks immersion for me. I need an in-game explanation for why this doesn't work. Fix that, and no problems.

Otherwise, just ban it outright.


InsaneFox wrote:

You're focusing on the wrong thing. I never said it's a fool proof combo.

The point I was trying to make was that, unless your party members are specifically designed to counter the combo (there are many builds that will scoff at hold person, but many more that won't), there will be many times when it will be very easy to pull off... without giving anybody a chance.

I serious doubt that hold person was designed so creatures can instantly kill another creature.

Exploitable game mechanics, just by existing, cheapen the game.

Instead of listing off arbitrary 'counters' to this combo, somebody tell me why sleep and hold person should be able to be exploited as kill spells?

Or tell my why making it so that a player can't be cdg'd in his first round of being helpless is a bad idea.

Characters don't need to be built to counter this combo, any more than than a Fighter "needs" to be built to shore up their Will saves, a Wizard "needs" to be built to avoid getting hit in combat, or a Paladin "needs" to be built so as to not get screwed over by the types of DMs that like visiting alignment threads.

Exploitable game mechanics don't cheapen the game by their existence, they cheapen the game by their abuse.

I can point out a number of cases in fiction where, while it's not exactly "Hold Person" which combines with a CdG to kill a character, the same general sentiment applies... and it's not considered a cop-out by the writers when it happens.

The best example to come to mind:
In an old X-Men comic, Magneto used his powers of magnetism to grab hold of Wolverine's adamantium skeleton, then force the metal out of Wolverine's body through his skin pores. This had every intention of killing Wolverine, and was a climactic moment in a pretty epic story arc.

If that's not an example of an awesome "Hold Person - CdG" combo, I don't know what is.

It's if it gets abused EVERY combat that it becomes an issue. This type of combo is usually kept at bay as a "Gentleman's Agreement" at the tables I play in. Players don't use it, GMs don't use it.

Doesn't mean it's not a good combo, doesn't mean the combo itself is broken. It means that my fellow players and GMs don't like to use that combo, or ones like it.

"Gentleman's Agreements" aside, is it appropriate for the occasional BBEG to use against the party? Sure is! Is it appropriate for him, prior to the battle, to instruct a squad of Goblins to run up and CdG the first Adventurer to "freeze"? Sure is!

Is it appropriate for PCs to use against that same BBEG, if the opportunity presents itself? Sure is! That's no cheaper than a character with a Vorpal Sword and a tendency to roll critical strikes.

It's when someone's spamming "Hold Person" in EVERY combat, or when it becomes a standard strategy for EVERY NPC party out there, that it becomes an issue... but if every fight a party starts out with has a wizard throwing "Hold Person", the party would develop countering tactics pretty quickly (rings of counterspell, archer cohorts, etc).


InsaneFox wrote:
I'm trying to stress the fact that nobody should be able to do it.

Why not?


TriOmegaZero wrote:

Your change breaks immersion for me. I need an in-game explanation for why this doesn't work. Fix that, and no problems.

Otherwise, just ban it outright.

In the first round of being affected they have not completely succumb to the effects. While they may fall over or freeze in place, in those first few seconds they're not completely 'helpless'.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
InsaneFox wrote:


In the first round of being affected they have not completely succumb to the effects. While they may fall over or freeze in place, in those first few seconds they're not completely 'helpless'.

What about other spells that inflict conditions on a failed save? Flesh to Stone? Do those have to wait a round to take hold? Why is this one single spell different from all the others?

Dark Archive

semi-related:

Has anyone else ever dealt with 'begin/end full-round action' and CdG? It's been useful to move and start the CdG, then finish and keep moving.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I still don't understand why power level debates and house-rule suggestions keep getting posted in the Rules Questions section.


It's not an rp issue. If you have somebody bound then yes, they're at your mercy.

What you propose is to simply ignore the problem. I wish to fix it so that exploitations are harder to perform.


TriOmegaZero wrote:
InsaneFox wrote:

In the first round of being affected they have not completely succumb to the effects. While they may fall over or freeze in place, in those first few seconds they're not completely 'helpless'.
What about other spells that inflict conditions on a failed save? Flesh to Stone? Do those have to wait a round to take hold? Why is this one single spell different from all the others?

Flesh to stone is designed to permanently and instantly turn a being into stone. Spells with death effects are designed to instantly kill. Both are considerably more powerful and expensive spells.


InsaneFox wrote:
Flesh to stone is designed to permanently and instantly turn a being into stone. Spells with death effects are designed to instantly kill. Both are considerably more powerful and expensive spells.

How about Deep Slumber (put 10HD of creatures to sleep), or Suggestion (Opponent put down their weapons, sits down and crochets doilies for 1 hour per caster level)? Both are the same wizard level, school, and rough cost (all of them could be "Eschew Materials"'d away, EXCEPT for perhaps Hold Person).

EDIT: As a matter of fact, not only is Hold Person the only one that allows multiple saves, but it should also be noted that Suggestion can actually offer save penalties, depending on how reasonable the suggestion is ("Sit down, let me buy you a beer, friend").


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InsaneFox wrote:
It's more of a balance issue than anything. The additional save wouldn't break the effect, just prevent it from being exploited in a specific but devastating manner.

My disconnect with you is that you see this as an exploit, and I see it as what this spell is for.

Otherwise it'd inflict Dazed or Stunned or something that didn't make you helpless.


BigJohn42 wrote:
InsaneFox wrote:
Flesh to stone is designed to permanently and instantly turn a being into stone. Spells with death effects are designed to instantly kill. Both are considerably more powerful and expensive spells.

How about Deep Slumber (put 10HD of creatures to sleep), or Suggestion (Opponent put down their weapons, sits down and crochets doilies for 1 hour per caster level)? Both are the same wizard level, school, and rough cost (all of them could be "Eschew Material

EDIT: As a matter of fact, not only is Hold Person the only one that allows multiple saves, but it should also be noted that Suggestion can actually offer save penalties, depending on how reasonable the suggestion is ("Sit down, let me buy you a beer, friend").

Deeper Slumber would work just like sleep. No cdg on the first round, can still be dealt with by a standard action. Suggestion fails if it's obviously harmful, "sit down and crochet while I kill you," is a harmful suggestion.

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