Bewildering


Rules Questions


So the bewildering weapon quality looks cool, yes they get a save each round, but it's DC 17, which is decent for a weapon dc, and confusion.

My question is when do they save? Not when they get hit, that's clear. My question is at the beginning of their turn, the end of their turn, what? Normally these things specify, but not this, so... yeah. Who would like to weigh in?


On the grounds that it should take a failed save to get you some effect, at the start of their turn seems fair.


Yeah, but there's the thing, the way it's worded there is no save on hit. It just works, then on their turn they get a save.


Bewildering (D20pfsrd):

Three times per day, when the wielder of a bewildering weapon makes a successful attack with this weapon, in addition to dealing the weapon’s normal damage, the wielder can inflict the confused condition on that enemy for 1d6 rounds. The target can attempt a DC 17 Will saving throw each round to end this effect.

And this is from D20pfsrd, under Poison:

At the next frequency interval (your next turn for 1/round poisons, 1 minute later for 1/minute, next day for 1/day) you must make a save on your turn (at any point during your turn – you must still make this save if you choose to delay).

Not the exact same, but the "at any point during your turn" part seemed relevant. And saving throws are not taxed as an action, so they could make the save at any point during their turn, I think.

With poisons you get a saving throw upon initial contact, regardless of what turn it is, this enchantment may actually get a save upon a successful hit, immediately when you use it.


Yeah, you're probably right, they can take their save at any point during their turn. I still don't see it giving a save on a hit.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Bewildering All Messageboards

Want to post a reply? Sign in.