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So, let's say I cast Hold Person on an eligible target. The target fails its save. It is now paralyzed. In the same round the targets initiative comes up. It takes a full round action to save against the spell. It saves. Now for the question. Is the target still paralyzed until its next turn, thus allowing for a coup de grace? Or, is it no longer paralyzed and has full access to its defensive abilities?
Seems like it's a bit unfair if it gets 2 saves in the same round with a net effect of basically being dazed for a round. I have no problem with the target getting a save the next round to end the effect, but 2 saves in the same round seems unfair to me.

LordKailas |

because it is a "full round action" the character is still paralyzed until the start of their next turn. Same as if they were casting a spell that takes 1 round to cast.
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

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You’re quoting rules that have absolutely no bearing, whatsoever. The rules you quote is for casting a spell with a casting time of one round.
The question is in regards to being under the effects of hold person and making your saving throw to end the effect. It’s a full round action that goes in to effect immediately after using that action. Technically if a target does a full round action to make the new save and passes, they still have a swift action to use before their turn ends.

LordKailas |

After looking at other full round actions I will concede that it isn't addressed in the rules how a "full round action saving throw" is supposed to be resolved.
You have some actions like casting a spell and fighting defensively which do not end until the beginning of your next turn. You also have other full round actions like performing a coup de grace and the withdraw action which fully resolve at the end of your current turn.
can you point me at any section that specifies how a "full round action saving throw" is resolved?

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Well as you already quoted, spells with a casting time of one round or one full round is a full-round action and comes into effect at the start of your next turn.
Fighting defensively doesn’t necessarily take a full-round action, it is used in conjunction with the attack or full-attack action and explicitly states that the benefits last for 1 round, aka until the start of your next turn.
Any full-round action- for example, coup de grace, withdraw, or even a full-attack action- all end when the action is done, with the exception of any lasting effects that will explicitly say so.
Essentially things end when the action to do those things end, unless the specific action states that the effect persists.

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Full Round Action: Casting a Spell wrote:A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
This is misquoted. You are quoting a section of text that refers to a spell that takes a full round to cast, which takes longer than a spell that takes a full round [b]action[/]. They both require a full-round action to cast, but one takes effect at the beginning of your next turn (eg enlarge person), and the other one takes effect immediately after your action is complete (eg sleep.
The upshot is that you quoted something that's irrelevant to how full-round actions work in general. Unless otherwise specified, a full-round action works exactly like any other action, and actions take effect at the end of the action.

KahnyaGnorc |
An action length of 1 round and a full round action are two separate things. A full round action is an action that takes both your move and standard actions (A charge is a full round action, but the attack at the end is not performed on your next turn). A 1 round action takes 1 complete round to finish, so an effect at the end of it would only happen on your next turn.

willuwontu |
So, let's say I cast Hold Person on an eligible target. The target fails its save. It is now paralyzed. In the same round the targets initiative comes up. It takes a full round action to save against the spell. It saves. Now for the question. Is the target still paralyzed until its next turn, thus allowing for a coup de grace? Or, is it no longer paralyzed and has full access to its defensive abilities?
Seems like it's a bit unfair if it gets 2 saves in the same round with a net effect of basically being dazed for a round. I have no problem with the target getting a save the next round to end the effect, but 2 saves in the same round seems unfair to me.
If it saves as a full round action and succeeds, it's no longer paralyzed (but it can only take a swift or immediate action as it used a full round action for the save).