DukeStefan |
con based save means start at dc 10 and add the skunks constitution modifier, so if it has a 10/11 =0 12/13=+1 14/15+2 etc
I thought the term "con-based" was simply telling me what the DC was based on similar to Bestiary descriptions implying it would be impacted by changes to its con score.
But ok, that makes sense thanks!
Ryze Kuja |
Name Violation wrote:Thanks. Out of curiosity, where can I find this rule?Usually the DC is 10 + 1/2 hd + con mod.
The bestiary one has ability focus for +2 and a racial +2
Universal Monster Rules and Animal Companions
As far as I know, there isn't a hard rule of the DC is always = 10 + 1/2 HD + Con, but it's more like a recurring theme or a pattern. Some are DC = 10 + 1/2 HD + Cha, DC = 10 + 1/2 HD + Str, w/e, depending on the ability in question.
DukeStefan |
DukeStefan wrote:Name Violation wrote:Thanks. Out of curiosity, where can I find this rule?Usually the DC is 10 + 1/2 hd + con mod.
The bestiary one has ability focus for +2 and a racial +2Universal Monster Rules and Animal Companions
As far as I know, there isn't a hard rule of the DC is always = 10 + 1/2 HD + Con, but it's more like a recurring theme or a pattern. Some are DC = 10 + 1/2 HD + Cha, DC = 10 + 1/2 HD + Str, w/e, depending on the ability in question.
Ok thanks, it's nice to know I'm not crazy for not being able to find a rule on how to calculate this.
Diego Rossi |
1 person marked this as a favorite. |
Most special abilities that cause damage, such as breath weapons, give a save (Fortitude, Reflex, or Will depending on the ability). The DC for almost all special abilities is equal to 10 + 1/2 the creature’s Hit Dice + a relevant ability modifier (usually Constitution or Charisma depending on the ability). Special abilities that add to melee and ranged attacks generally do not allow a save, as they rely on the attacks hitting to be useful.
Buried into the rules for creating new monsters. And it says: "The DC for almost all special abilities", so a guideline, not a hard rule.
AwesomenessDog |
Even though it is normal +1/2 HD, the skunk in this case actually doesn't have that, although maybe that is erroneous. It has 5HD, +2 racial, +2 Ability focus, and +1 CON mod, so it's DC should be 17 (10+2+2+2+1) but it is listed with a DC 15, presumably minus the CON mod.
The normal skunk (not giant) also doesn't have the ability focus, so maybe when copy-pasting they forgot to account for that, but by the same merit, the HD difference creates the same missing +2.
DukeStefan |
Bestiary 1, p 292-293 wrote:Most special abilities that cause damage, such as breath weapons, give a save (Fortitude, Reflex, or Will depending on the ability). The DC for almost all special abilities is equal to 10 + 1/2 the creature’s Hit Dice + a relevant ability modifier (usually Constitution or Charisma depending on the ability). Special abilities that add to melee and ranged attacks generally do not allow a save, as they rely on the attacks hitting to be useful.Buried into the rules for creating new monsters. And it says: "The DC for almost all special abilities", so a guideline, not a hard rule.
Hah! Irks me when I can't find even a "guideline" on something like this, so thanks very much for posting a reply.
Evilserran |
I think you guys are getting lost in the fact familiars dont have HD and thus you all overlooked the rule.
Familiar Basics
Use the basic statistics for a creature of the familiar’s kind, but with the following changes.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Therefore, dc = 10+ 1/2 Caster level+con mod
Sorry took me so long to find this, i had to go through almost all of my 80 some odd characters to find the notice i left on MY arcanists familiar DC but its a character i hadn't played in years, and took me forever to figure out the calculations because rules are like usual, 3 different places. For my arcanist I.E.
Level 14, Viper has 10 con, so viper dc is 17 for poison.
Name Violation |
I think you guys are getting lost in the fact familiars dont have HD and thus you all overlooked the rule.
Familiar Basics
Use the basic statistics for a creature of the familiar’s kind, but with the following changes.Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Therefore, dc = 10+ 1/2 Caster level+con mod
Sorry took me so long to find this, i had to go through almost all of my 80 some odd characters to find the notice i left on MY arcanists familiar DC but its a character i hadn't played in years, and took me forever to figure out the calculations because rules are like usual, 3 different places. For my arcanist I.E.
Level 14, Viper has 10 con, so viper dc is 17 for poison.
Too bad this isn't a thread about familiars...
Diego Rossi |
Evilserran wrote:Too bad this isn't a thread about familiars...I think you guys are getting lost in the fact familiars dont have HD and thus you all overlooked the rule.
Familiar Basics
Use the basic statistics for a creature of the familiar’s kind, but with the following changes.Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Therefore, dc = 10+ 1/2 Caster level+con mod
Sorry took me so long to find this, i had to go through almost all of my 80 some odd characters to find the notice i left on MY arcanists familiar DC but its a character i hadn't played in years, and took me forever to figure out the calculations because rules are like usual, 3 different places. For my arcanist I.E.
Level 14, Viper has 10 con, so viper dc is 17 for poison.
The piece I cited says the same and isn't about familiars.