Tiefling

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22 posts. Organized Play character for Jeremy McNitt.


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Sczarni

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Sczarni

Alexander Augunas wrote:

So if I understand this correctly, you're asking if two separate applications of the frightened condition via the frightening ability stack the duration?

Although I would ask for an official ruling, I think stacking the duration is a fair one. It follows the intent of the standard demoralized condition without being ridiculously strong.

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).

Sczarni

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?

Sczarni

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.

Sczarni

I would like additional opinions on this, if anyone has time.

Sczarni

2 people marked this as FAQ candidate.

So the consensus is that you don't have to have an enemy right next to you to withdraw?

Sczarni

I am surprised so few people offer an opinion on this question.

Sczarni

Looking for input.

Sczarni

Anyone else have an input?

Sczarni

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)?)

Sczarni

Kazaan wrote:
Why not just run?

And it would have to be in a straight line. While Run and Charge both are straight line movements, Withdraw is not.

Sczarni

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.

Sczarni

1 person marked this as FAQ candidate.

Spoiler:
Intimidate (Cha) wrote:

You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.

Check: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Try Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.

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:

Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

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.

All the relevant abilities are in the spoiler, and the bold sections I'm drawing your attention to.

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:
- Panicked for 1 round (Frighten a Frightened creature becomes Panicked) or
- Frightened for 5 rounds (1 from the initial Frightening, and extended from the second Intimidate) or
- Frightened for 2 rounds (1 from the first, 1 from the second) or
- Frightened for 1 round, and Shaken for 4+ rounds.

Sczarni

Honorable Goblin wrote:

The reason is because there is no such thing as a "double move" action; that is a colloquialism referring to taking two separate move actions to move. If all you want to do during your turn is move (not counting swift/immediate/free actions), use the Withdraw action.

...

While the first sentence does say "Withdrawing from melee combat is a full-round action" nothing in the entire section states that you must start your turn in a threatened square in order to withdraw.

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!

Sczarni

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?

Sczarni

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?

Sczarni

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?

Sczarni

All valid points. Thanks.

Can a +1, Bane, Furious weapon bypass alignment?

+1, +2 from Bane, and +2 from Furious?

Sczarni

Can one get a +9 weapon then? (5 enhancement bonus, 2 untyped bonus and 2 from furious)

Sczarni

It also says that the weapon counts as magic for overcoming DR.

Sczarni

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:

DR Type - Weapon Enhancement Bonus Equivalent

Magic - +1
Cold iron / silver - +3
Adamantine* - +4
Alignment-based - +5

Sczarni

Andrew Christian wrote:
So I used my grippli agile tongue to steal their masks so the other Razmirans did the pummeling for me.

I received a lashing... :(