Stun and Round Order


Rules Questions


If you get stunned at the top of a round and miss your turn, but become unstunned at the top of the next round, do you get to go immediately when you get unstunned because you missed your turn, changing your initiative to the top of the round or do you have to wait until your original order in the second round?


Your initiative count doesn't change by becoming stunned, so you would have to wait until your normal round comes up (although you could take AoOs or immediate actions before then).


Are wrote:

Your initiative count doesn't change by becoming stunned, so you would have to wait until your normal round comes up (although you could take AoOs or immediate actions before then).

Thanks, Are. Do you have a rule citation handy for that? Thanks! :-)


It's difficult to have a rule citation for something that isn't the case.

Other rules that can lead to a change in initiative (delay and ready) point that out. Thus, if the stunned condition led to an initiative change, it would have said so.


Are wrote:

It's difficult to have a rule citation for something that isn't the case.

Other rules that can lead to a change in initiative (delay and ready) point that out. Thus, if the stunned condition led to an initiative change, it would have said so.

The party in my campaign has been fighting some running battles with a pride of sirrushes. A sirrush has a stunning roar supernatural ability, and most of the party members keep failing their saving throws. Usually the party's cleric, however, succeeds, and on his turn uses a mass heal to unstun the others.

Setting RAW aside for a moment, it makes sense that if you would have already been able to act again and someone unstuns you, that you're ready to go, and that's the way I've been running it. This morning for no particular reason, however, it struck me that, as you say, there's nothing in the rules (so far as I know) that says that missing your turn effectively because you're stunned, or getting unstunned after it, changes your initiative order the way I've been running it, so I thought I'd see what others have to say. I tend to agree with you that while it's hard to find a rule to prove a negative, the special cases of the delay and ready actions demonstrate it indirectly.

Oh wait! I found a direct rule. From the Pathfinder SRD:

"Inaction

"Even if you can't take actions, you retain your initiative score for the duration of the encounter."

The 3.5 SRD says exactly the same thing, but the PHB says more:

"Inaction

"Even if you can't take actions (for instance, if you become paralyzed or unconscious), you retain your initiative score for the duration of the encounter. For example, when paralyzed by a ghoul, you may miss one or more actions, but once the cleric casts remove paralysis on you, you may act again on your next turn."

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