Alexander Augunas wrote:
My original question was that, yes. It seems like several people seem to agree with that. The second question is slightly different. Instead of stacking two Intimidate (Demoralize), I was doing a Dirty Trick (Shaken), and an one Intimidate (Demoralize).
What would happen if instead of the first Unarmed Strike, you did a dirty trick to apply the shaken condition (through Quick Dirty Trick feat), and then followed that with a Power Attack, Unarmed Strike, opting to use the free Intimidate(Demoralize) from Cornugon Smash? If you beat the DC by 10, you should be able to frighten the target with the Frightening (Ex) ability. The target should now become Panicked, according to the Becoming More Fearful rules. (and because you didn't Intimidate (Demoralize) the creature twice) Right?
Mystic Lemur wrote: Demoralize doesn't stack severity with itself. You would not increase the duration of the frightened effect, because there is no language in the ability to allow for that. It is set at a flat 1 round. It appears that you are attempting to use the "Intimidate (Demoralize)" skill as the basis for your opinion that the fear effects do not create a stronger fear condition. Then you switch back to the Frighten (Ex) ability and say that does not contain rules for increasing the duration, therefore it does not. Intimidate (Demoralize) wrote: Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. The sentence addressing the non-stronger fear condition, specifically says it extends the duration.
My thought is that you would be Frightened for 2 rounds. My reasoning is that even though Frightening (Ex) doesn't spell out (nor need to) fear conditions, it is still a subset of Intimidate(Demoralize), which means that the second Frighten doesn't increase to Panicked. It just extends the duration. The question is if that is a correct assumption. (That being is Frightening (Ex) a subset of Intimidate(Demoralize)?)
Parody wrote: I would rule that the target was Frightened for one round. Nothing about the Thug ability says it stacks duration or causes even greater fear effects, and as it's still a demoralize attempt from Intimidate the riders (no greater fear conditions and durations don't stack) still apply. Becoming Even More Fearful says if you fear a creature again, it gets a more feared condition. Frightening (Ex) doesn't need to specifically call that out, as it's already the defined outcome. Frightening (Ex) would need to specifically say it doesn't do that, if the result was to intended to be something else. Parody wrote: You could choose to keep the shaken rounds for the second attack instead, resulting in your last suggested result. (I don't know why you wouldn't, actually, but you'd have the choice. :-) Becoming Even More Fearful also says if you Shaken a Frightened creature, it becomes Panicked. However, Intimidate specifically says a second Intimidate(Demoralize) attempt extends the fear, not increases it. The current fear condition is Frightened.
Spoiler:
All the relevant abilities are in the spoiler, and the bold sections I'm drawing your attention to.
Intimidate (Cha) wrote:
Frightening (Ex) wrote: Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding. Cornugon Smash (Combat) wrote:
Becoming Even More Fearful wrote: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead. Scenario: I have two (unarmed) attacks, in one round. First attack: I make an Unarmed attack, and hit while Power Attacking, I get a free action to Intimidate(Demoralize). If I beat the DC by 10+ (1 for beating it, 1 for Frightening, and 2+ additional rounds for beating the DC by 10 or more), the target becomes shaken for 4+ rounds. Instead of "shaken", I choose to make the creature frightened for 1 round. Second attack: Also an Unarmed attack, which hits while Power Attacking. I take the free Intimidate(Demoralize) check. Now, I must beat the DC by 15+, (Try again of Intimidate increases the DC by 5). If I beat the second Intimidate(Demoralize) check by 15+ what happens? According to Intimidate: Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. However, the Thug Frightening (Ex) ability is what applied the fear condition, not Intimidate. Intimidate alone, the creature would only be shaken for 4+ rounds. Would the creature be:
Honorable Goblin wrote:
Ah, I can see that. I "ran" up to a guy last session I played, covered a very large distance ignoring terrain. The last little bit I had difficulty. (stairs and corners) I suggested I could withdraw up to him, and the GM let me. It just struck me as odd that I had to. The whole double move isn't an official "full round action" totally makes sense. Thanks!
I can see your point on run/charge, but I don't think you made one on withdraw. You said withdraw can only be done in melee combat, withdraw does not share the same penalties as run/charge. So where's the logic in that, again, not looking for RAW here, so try to refrain from telling me RAW. You can ignore what's underfoot, but only if you are threatened in combat?
I am not looking for a RAW discussion, more of an RAI understanding. Charge is a double move WITH an attack at the end. Withdraw is a double move WITH a "dodge" at the beginning. A run is a double move WITH a double move. A double move, has no attack at the end, no "dodge" at the beginning, and no other double move. I don't understand why it would allow you to do a double move, and ignore difficult terrain, but only if you do something else besides your double move. Do you have to be adjacent to a foe to do a withdraw? Why couldn't I just say I am going to withdraw from where I start my turn, and end my turn a double move away? Isn't that the functionally the same thing?
I have dragon style. I get that when charging, running, and withdrawing you can ignore difficult terrain. Why can't I ignore it if I take a double move action? Seems to me there isn't much difference between withdrawing from where ever I am to the place I want to be, and just taking a double move to get there. Is there a mechanical difference between the two?
If I am wearing armor with the Brawling Armor Property, and have an Amulet of Mighty fists with the Furious Weapon Property, when I rage and make an unarmed attack, will I have a +4 bonus on the weapon, allowing me to overcome damage reduction like adamantine? If I add +1 to it, does it overcome alignment based DR? http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Overcoming-DR wrote:
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