One round effect


Rules Questions


I got this situation:
A Vrock shrieked with the players around it. The barbarian failed the con save and he got stunned for one round. When does the stunning effect ends, exactly? At the beginning of the Vrock next turn, is the barbarian still stunned? When does the barbarian regains his senses? Before the Vrock turn? After its round of attacks? At the beginning of the barbarian next turn?

Thanks in advance for any insight...


The effect ends just before the beginning of the Vrock's next turn.
The barbarian is back to normal as soon as the effect ends.

Liberty's Edge

A 1 round effect lasts until the beginning of the creature's next round so it would be when the Vrock's initiative comes up again the stunning would end.


ok thanks! I suspected it but I judged it bad in the heat of the moment... sigh


It is just before his initiative, not on his initiative. That matters because it stops the witch from cackling to extend certain hexes.

prd wrote:

The Combat Round

Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.

Each round's activity begins with the character with the highest initiative result and then proceeds in order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)

When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.


You are right of course...


What about casting "Summon Nature's Ally I" as a first level druid?

Casting Time 1 round
Duration 1 round/level (D)

So takes an entire round of casting, the animal appears for one round, and dissipates?


Yes. The animal will disappear in one round which is why I ignore summon spells until level I can get summon ______ 3.


Summoning take <ahem> awhile to pay off.


Summon 2 might be useful already, they stay for 3 or 4 rounds already (depending on your class) which usually is enough to cause trouble.


wraithstrike wrote:
It is just before his initiative, not on his initiative. That matters because it stops the witch from cackling to extend certain hexes.

which is why witches should always hex THEN cackle ^_^

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