| Dammerung |
A rogue that is flanking her allies fails her saving throw against a Hold Person spell. When her turn in the initiative order arrives, she takes a full-round action to break free of the spell effect. My understanding of the Hold Person spell and the full-round action rules is that she can attempt to break free as a full-round action, but even if she is successful on her save, the fact that it requires a full-round action to break means she is still effectively paralyzed until the beginning of the her next turn. If that holds true, the rogue would not offer a flanking bonus to her allies until her next turn, because she is in the process of breaking free for her entire round and thus would not threaten. Am I reading the rules wrong? Part of my assessment comes from the fact casters that cast a full-round summoning spell can be forced to make a Concentration Check or lose the spell from taking damage before their next turn when the spell goes off.
BYC
|
Let's go over basics.
1 round for a character/player gets:
1 Standard + 1 Move
or
1 Full-Round
+
1 Swift
+
N Free's (GMs will limit amount of free actions a creature/player gets)
+
1 5' step (this cannot be taken if the character actually MOVES using his Standard or Move actions in this same round)
So a full-round happens this round, at the end.
1 round actions means it takes ALL of this round, and completes at the beginning of the NEXT round. So spells like Sleep, Summon Monster N's, Summon Nature's Ally N's, happen at the beginning of your NEXT round.