Author Topic: Protection from Paralysis & Stun  (Read 17121 times)

Offline GawainBS

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Protection from Paralysis & Stun
« on: April 20, 2012, 07:18:49 PM »
What are the easiest/cheapest ways to get protection from these two? At lvl 17, being a Swiftblade, I'll get Freedom of Movement. That's Paralysis out of the way.

Currently, we're lvl 12, I'm a Wizard 5/Ftr1/Swiftblade3/Warcaster 3. Pretty much all books are allowed.

Thanks in advance!

Offline turok124

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Re: Protection from Paralysis & Stun
« Reply #1 on: April 21, 2012, 05:08:53 AM »
there is a feat in Dragonmark (mark of the dauntless...methinks)  that gives you immunity from daze AND stunning (and allows you to remove those conditions from others).  requires a lesser dragonmark feat though

Offline GawainBS

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Re: Protection from Paralysis & Stun
« Reply #2 on: April 21, 2012, 07:43:39 AM »
Yes, I recall that. Taking a Dragonmark just for that is one of the things my DM would probably frown upon. He's all for refluffing, but not if it's with such obvious CO in mind.  (I.e.: If I was a playing something with Dragonmarks from the start, he'd have no problem. As we're playing in Iron Kingdoms, and I have stated no intention to have something like Dragonmarks (refluffed then) in my background, he'd refuse.) Thanks for the suggestion, though.

Offline sirpercival

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Re: Protection from Paralysis & Stun
« Reply #3 on: April 21, 2012, 07:47:24 AM »
Third Eye Clarity?
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Offline GawainBS

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Re: Protection from Paralysis & Stun
« Reply #4 on: April 21, 2012, 08:36:00 AM »
Third Eye Clarity?

Care to elaborate? I never heard about it.

Offline Shadowhunter

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Re: Protection from Paralysis & Stun
« Reply #5 on: April 21, 2012, 08:45:56 AM »
Third Eye Clarity?

Care to elaborate? I never heard about it.

MiC. 3k gp. 1/day, immediate mental action, face slot.
Quote
You can activate this crystal to negate any
one of the following conditions affect­
ing you: confused, dazed, fascinated, or
stunned. You can activate the eye in response to
an effect that would impose one of these
conditions (for instance, after failing your
save against a monk's Stunning Fist attack
but before the stun takes effect)

Offline GawainBS

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Re: Protection from Paralysis & Stun
« Reply #6 on: April 21, 2012, 08:54:02 AM »
Thanks, that's a very cheap option. Are there any other ways, more permanent? Some spell I'm missing?

Currently, in the defense department, I've got:

50+ AC.
Saves averaging around +15. (Working on this.)
40 temp HP each round.
30% miss chance. (Via Swiftblade, so Truesight doesn't do a thing.)
Immunity to Crits. (All four Heart Of spells.)
Caster level 17, 21 for being  dispeled purposes.
Freedom of Movement soon.
Resist Fire 20
Resist Cold 30
Third Eye Clarity then.
Initiative +17.
HP 134.

Any other obvious ways I could boost defenses?


Offline sirpercival

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Re: Protection from Paralysis & Stun
« Reply #7 on: April 21, 2012, 09:11:43 AM »
Favor of the Martyr (Pal 4)
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Offline GawainBS

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Re: Protection from Paralysis & Stun
« Reply #8 on: April 21, 2012, 09:31:56 AM »
I "only" got Wizard spells, and banned Necromancy, Evocation & Enchantment. Thanks for the suggestion, though.

Offline Endarire

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Re: Protection from Paralysis & Stun
« Reply #9 on: April 22, 2012, 11:42:59 PM »
What about turning into a Necropolitan?
« Last Edit: April 23, 2012, 12:31:45 AM by Endarire »

Offline Surreal

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Re: Protection from Paralysis & Stun
« Reply #10 on: April 23, 2012, 02:06:45 AM »
From my lists of stuff..

Immunity to Paralysis
Dragonheart Presence, draconic graft, Races of the Dragon



Immunity to Stunning
Paladin 3, warforged substitution level, Races of Eberron
Warshaper 1, ecl 5, Complete Warrior
Sanctified One 1 (Wee Jas), ecl 6, Complete Champion, for one minute per day
Pale Master 7, ecl 12, Libris Mortis
Necrocarnum Vestments, soulmeld, Magic of Incarnum, bind to heart
Wakeful Mind, warforged graft, Faiths of Eberron
Mark of the Dauntless, feat, Eberron: Dragonmarked, immune to daze as well

Special Mention
Banner of the Storm's Eye, item, Eberron: Explorer's Handbook, removes stunned and confused condition within 20'
Quick Recovery, feat, Lords of Madness, see text

Offline kitcik

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Re: Protection from Paralysis & Stun
« Reply #11 on: April 23, 2012, 10:03:38 AM »
Iron Heart Surge, depending on DM's interpretation...

Offline GawainBS

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Re: Protection from Paralysis & Stun
« Reply #12 on: April 23, 2012, 11:42:03 AM »
Thanks, Surreal, there's some good stuff in that list of Stuff.

IHS won't work (DM), so probably Quick Recovery. Thanks for the help!

Offline phaedrusxy

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Re: Protection from Paralysis & Stun
« Reply #13 on: April 23, 2012, 02:35:31 PM »
Third Eye Clarity?

Care to elaborate? I never heard about it.

MiC. 3k gp. 1/day, immediate mental action, face slot.
Quote
You can activate this crystal to negate any
one of the following conditions affect­
ing you: confused, dazed, fascinated, or
stunned. You can activate the eye in response to
an effect that would impose one of these
conditions (for instance, after failing your
save against a monk's Stunning Fist attack
but before the stun takes effect)
That's a really nice item... I have the one that gives you Freedom of Movement (FoM) 1xday on a character. (Third Eye of Freedom), but I just grabbed the stats from a thread with lots of suggested items. I think I should go dig through those in depth in the MiC myself...

Wouldn't FoM protect you from Stun, assuming you could activate it or already had it active?
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Offline Kasz

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Re: Protection from Paralysis & Stun
« Reply #14 on: April 24, 2012, 06:40:19 AM »
Wouldn't FoM protect you from Stun, assuming you could activate it or already had it active?
Quote from: d20SRD
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Paralysis is it's own effect.
Solid fog is a movement reducer, to 5ft moves per move action.
Slow(the spell) means you can only take a move or standard action but not both.
Web is an entangle effect.

Such as, implies that similar effects can be negated as well.

Quote from: d20SRD
Stunned
A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any).
Quote from: d20SRD
Paralyzed
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

Those are pretty similar effects, the important arguement for would be the denial of actions, both paralyze, slow and stun are basically stopping you taking actions. If freedom of movement is based on allowing you to ignore effects that prevent you from taking actions then it makes sense that stun is negated by an active freedom of movement.

However, due to the fact it's not named on the spell... this would come down to the DM who might not want to buff this spell for you and insist that if you want to avoid stuns you should get something that says you cannot be stunned in the description.

The best arguement to put forward to the DM in a simple manner is this.
"This spell enables you or a creature you touch to move and attack normally for the duration of the spell"
Stunning means you cannot make either move actions or standard actions. Therefore it impedes you moving and attacking normally, therefore it's removed by freedom of movement.

The DM's counter is that Death prevents you from attacking and moving also... and death obviously isn't prevented by freedom of movement...so because death and stunned are not named in the spell... they're not negated.

That's both sides of the fiat really.
« Last Edit: April 24, 2012, 06:42:03 AM by Kasz »

Offline Brassthorn

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Re: Protection from Paralysis & Stun
« Reply #15 on: April 24, 2012, 10:40:21 AM »
Here's my take - Freedom of Movement allows you to move and act normally - but you have to be able to initiate the desire to move and act normally.

For example - I cast Suggestion: "Give me your wallet." I would not assume that Freedom of Movement would negate that, even though the target is not acting normally. Okay, how about Suggestion: "You are very tired, and want to sit down and take a load off your feet until your lunch break is over". So the target sits down and doesn't move until the release condition occurs. Does FoM allow them to ignore that? No, because the target CAN move, but will not be able to initiate a desire to. Paralysis is the opposite - the target can desire to move, but can not physically do so.

A target that is stunned and/or dazed is mentally (and possibly physically, but that doesn't matter for the purpose of this discussion) disoriented. They can act on instinct, but the higher reasoning centers are unable to coherently form and execute a plan of action.

Paralyzed: you can take mental actions (like try to move), but body does not respond. FoM negates.
Stunned: you might be able to move your body, but can not mentally formulate intent to move, so you only act through instinct and/or reflex. FoM does not negate.
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Offline phaedrusxy

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Re: Protection from Paralysis & Stun
« Reply #16 on: April 24, 2012, 11:25:07 AM »
If freedom of movement is based on allowing you to ignore effects that prevent you from taking actions then it makes sense that stun is negated by an active freedom of movement.
It specifically only allows you to move and attack normally, not anything else. So technically you couldn't cast spells, or anything which isn't a move or an attack. How's that for a nerf?  :cool
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Offline SorO_Lost

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Re: Protection from Paralysis & Stun
« Reply #17 on: April 24, 2012, 01:14:36 PM »
Personally I've never been one to read the rules in the stupidest way possible. So when FoM states it prevents magical stuff that impedes movement, then explicitly writes in a Grapple and Water exceptions. I don't see it as FoM allows you to ignore Armor Check Penalties, the need to sleep, or even being tied to the bed for an evening of fun and games as there is no text or even concept supporting this.

And go over those examples again. It refers to a magical based Paralysis, Solid Fog, Slow, & Web which are all physical means to restrain someone using magic. Stun on the other hand affects mental capacity which is completely unlike those effects to begin with.

So if you ask me, no FoM doesn't prevent Stun.

Offline GawainBS

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Re: Protection from Paralysis & Stun
« Reply #18 on: April 24, 2012, 01:26:40 PM »
Personally I've never been one to read the rules in the stupidest way possible. So when FoM states it prevents magical stuff that impedes movement, then explicitly writes in a Grapple and Water exceptions. I don't see it as FoM allows you to ignore Armor Check Penalties, the need to sleep, or even being tied to the bed for an evening of fun and games as there is no text or even concept supporting this.

And go over those examples again. It refers to a magical based Paralysis, Solid Fog, Slow, & Web which are all physical means to restrain someone using magic. Stun on the other hand affects mental capacity which is completely unlike those effects to begin with.

So if you ask me, no FoM doesn't prevent Stun.

That's how I saw it as well when I got stunned, for what's it worth.

Offline Ithamar

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Re: Protection from Paralysis & Stun
« Reply #19 on: April 25, 2012, 11:26:41 AM »
From MIC the Talisman of Undying Fortitude gives you all the benefits of being undead for 2 (or 3) rounds twice a day.  Swift action to activate.  They are unslotted, but need to be held.  They are pretty cheap, so buy 3 or 4 of them if you're that worried about it.  They will protect against anything requiring a Fort save, stun, paralysis, ability damage, negative levels, etc.