stunned and then healed


Rules Questions


if you have initiative on a high turn, but are stunned.
your turn passes and a player after you releases you from the stun.
you lost your turn in that round or it's like you delayed after your "healer"


You lose your turn. Stunned is a condition that prevents you from taking actions. If you have the condition when your turn comes up, you cannot take actions. If the condition is removed before your turn you can act.


Delay is specifically a "no action" action, so whether that means you have to do anything to choose to delay or not is basically open to GM discussion.

Delay wrote:

By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what’s going to happen. You also can’t interrupt anyone else’s action (as you can with a readied action).

The bolded sections can ambiguously be interpreted to lean both ways for "you do get your actions back" or "you don't" as if you had delayed when you return from stun, paralysis, unconsciousness, etc.

Personally, I allow them to because you haven't spent any actions and now you suddenly can, whereas it would seem if you were meant to only act a whole turn later after those conditions are removed, they would otherwise state shifting initiative.


PlayerPTF14 wrote:

if you have initiative on a high turn, but are stunned.

your turn passes and a player after you releases you from the stun.
you lost your turn in that round or it's like you delayed after your "healer"

no, not quite. It is all rather automatic unless high level spells are involved (high level spells have longer duration giving the caster the option to dismiss the spell). Exactly when a spell ends (Duration) is guided by general rules or the spell description. Usually it runs off of the caster's turn/action/round.

We are talking about Conditions, the Stunned condition. It is often confused with Dazed and Helpless. Your GM should get the playing card sized Condition Cards (bought or self printed) to hand out when a creature has the condition as it simplifies the Game.

Initiative is a Game Rule to make the game sequential and simple. It has its own simple rules complicated by other effects/choices.


Stunned: A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

My understanding is that you can't take actions, but you also didnt lose your actions. So if you are healed before your turn, then you can act normally, otherwise you will just skip your turn.


A stunned creature can be targeted by spells or effects (healed), or attacked. The stunned creature just cannot take actions(like move, standard, full actions) but can attempt saves and such.

From my link above; Stunned: A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Liberty's Edge

AwesomenessDog wrote:

Delay is specifically a "no action" action, so whether that means you have to do anything to choose to delay or not is basically open to GM discussion.

Delay wrote:

By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what’s going to happen. You also can’t interrupt anyone else’s action (as you can with a readied action).

The bolded sections can ambiguously be interpreted to lean both ways for "you do get your actions back" or "you don't" as if you had delayed when you return from stun, paralysis, unconsciousness, etc.

Personally, I allow them to because you haven't spent any actions and now you suddenly can, whereas it would seem if you were meant to only act a whole turn later after those conditions are removed, they would otherwise state shifting initiative.

Quote:
When you delay, you voluntarily reduce your own initiative result for the rest of the combat.

Delaying is a voluntary act. Stun is meant to prevent voluntary acts, so I wouldn't allow a character to delay while stunned.

If the consequence of being stunned is "my actions are delayed", abilities that stun an opponent for a round become way less powerful.


If you miss your turn, it doesn't delay to when you could act. If you're stunned and your initiative passes, you have to wait. If you're put to sleep or knocked unconscious, you don't get to act on your initiative. If you later get awakened or healed to consciousness, you don't immediately get to act at that time with a new initiative. If you were paralyzed and able to take mental actions, then theoretically you could use the delay or even ready actions (whether you can act or not depends on the action that triggers it and whether you can perform it, ie. "I ready to X as soon as I can move again" would work).

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