Immunity to Nausea


Advice


Ok, so I get that immunity to disease and poison make a creature immune to the cause(the disease or poison) and not effects (such as nauseated or sicken). However, nothing seems to be immune to even the most debilitating effects(nauseated and staggered). Nausea is based on built in mental reactions to nerve impulses, so how are things with no nervous systems or brains(contructs, the undead, oozes, ect.) suffering nausea from things such as the word spell torture? I know that the initial reaction is going to be, "it's magic, get over it", but the mental image of a skeleton or animate candlestick being sick to it's (nonexistent) stomach is kind of breaking my suspension of disbelief, as well as that of my players. Additionally, because nothing is immune to these effects and they are extremely debilitating they're taking much of the fun out for my other players. When one character has boost selected boost torture, with anything less than CR 13 needing a 15+ on the die to save one character can take 9 or 10 creatures out of a fight while the rest of the party struggles to take down one. Thus, to resolve the balance issue and make things more reasonable would it make sense to rule that things that are immune to poison and/or disease by nature of there template must also be immune to sickening/nauseating? Otherwise I'll have to take more drastic action to bring balance back.


Does it have a fort save?

Looking here, torture is a pain word that has a fort save. Undead and constructs (including animate objects) are immune to things which require fort saves unless they specifically affect objects.

Torture doesn't say that it specifically affects objects, so Undead and constructs are immune.

Also, don't let your players Nova. If they're burning their spells all at once then ask to rest don't let them. Also, I'm seeing boosted for selected target, it increase spell level by 3. Torutre is already 3rd level, so thats at least a 6th level spell. I'm not seeing a boosted effect for torture, so I'm not sure one exists. Also remember, that the save DC is calculated based on it being a 3rd level spell.

So it should be 10+spell level + ability modifier. Without knowing what level your players are exactly I can tell you that the save should most likely be no more 21 (10 + 3 for spell level + 8 for ability modifier, this assume the character started with 20 in casting stat (18 from roll/point buy, +2 from race) and then added a combination 6 more to their casting stat through items and ability point increase from level. Looking at some of the CR 13 creatures they have +12 fort saves roughly so, which means they succeed on a 9 or better. Which is a 55% chance to succeed.


Also, 8th level barbarians can pick up internal fortitude rage power that negates sickened and nauseated conditions.

Also, while unlikely to be an option that can be spammed to ensure everyone is okay, a cleric can cast heal on certain characters and remove the nauseated and sickened conditions. There are also probably other spells that do it to that are lower level, but I don't know them off of the top of my head.

Edit: Just found the spell remove sickness. Single target, but its a first level spell. Completely negates the effects for the duration of remove sickness (10 min/level). Have each of the minions carry around 1 potion of it (if they have any reason to know of the PCs tactics). The players casts his spell and then they all use their potions. If they know PC tactics and that player normally goes first to cast torture have them all delay or ready their actions to use their potion after they are hit by the spell and fail their save.

Err....just saw drinking potion is standard action so that wont help on nauseated creatures.

Make sure you are rolling saves for the NPCs when hit with torture at the end of their as well as when they're hit with the spell for the first time. The get a chance to save when hit initially, and also recieve another at the end of their turn. They should move away and end their turn and hopefully succeed on their second save only losing a single turn.

So in summation: Audit the PCs save DC, make sure you're giving NPCs the right number of saves, if there is an unaffected cleric they can cast remove sickness on NPCs. Also find out what Boost torture does, because it doesn't list an actual efect on the PRD here that I see.


Thank you. Additionally, for anyone who is having this problem you might investigate this(http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oil s-other-substances#TOC-Stillgut) for humanoids who might have access to it. In fact I'd recommend this as an item to include in your basic kit if you've got the starting gold.

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