Cleric Light Subdomain


Rules Questions


HEy guys, In the new APG the cleric has a subdomain of light. His replacement power is "Blinding Flash" which reads, "As a standard action you can emit a flash of light...emanates out 20ft...creatures with fewer hit dice then your cleric level within this area are blinded for 1d4 round unless they make a fort save". Does this mean it effects your near by allies as well?
My player is asking, "If I yell out BEHOLD THE GLORY OF PELOR" could that be the signal that I am about to use that power; which will allow them to look away and prevent them from being blinded???

Please let me know what you guys think.

Dark Archive

since you cant take actions on not your turn, the players are screwed.

however if you announced something the turn before, then players could do something like that on their turns. i'd say treat it like avoiding looking at a gaze attack


Or make sure you are their level or below

Shadow Lodge

I was worried about this at first read, but then I realized, in most cases the party is all the same level as the cleric, so they'd be immune to it.

The poor nearby commoner, henchman or cohort would potentially be blinded, though.

Dark Archive

wakedown wrote:


I was worried about this at first read, but then I realized, in most cases the party is all the same level as the cleric, so they'd be immune to it.

The poor nearby commoner, henchman or cohort would potentially be blinded, though.

This. You should all be the same level most of the time so it won't be an issue.

Watch out for negative levels bestowed on your friends, as that would be a problem, but most of the things that cause negative levels (aside from enemy casters) are undead and immune to blindness, a posion, or disease.


Tangible Delusions wrote:


Or make sure you are their level or below

I thought speech was a free action?


Solos wrote:
Tangible Delusions wrote:


Or make sure you are their level or below

I thought speech was a free action?

eh?

Dark Archive

Solos wrote:
Tangible Delusions wrote:


Or make sure you are their level or below

I thought speech was a free action?

speech is a free action, but free actions can only be preformed on your turn. so you can say what ever you want, but others cant respond or do anything about what you said till their turn, unless they used a move action to ready a standard action on your turn to do what you said


If you say something to give the players warning, that is probably worth a circumstance bonus on the fort save.

Sovereign Court

Name Violation wrote:

since you cant take actions on not your turn, the players are screwed.

however if you announced something the turn before, then players could do something like that on their turns. i'd say treat it like avoiding looking at a gaze attack

actually speech is allowed outside your turn, it's one of the few actions spelled out as being able to be done outside your turn.

Pathfinder SRD wrote:

Speak

In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action

So yeah you should be able to yell out before your turn starts so that PCs can shut their eyes while the flash happens.

Dark Archive

lastknightleft wrote:
Name Violation wrote:

since you cant take actions on not your turn, the players are screwed.

however if you announced something the turn before, then players could do something like that on their turns. i'd say treat it like avoiding looking at a gaze attack

actually speech is allowed outside your turn, it's one of the few actions spelled out as being able to be done outside your turn.

Pathfinder SRD wrote:

Speak

In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action
So yeah you should be able to yell out before your turn starts so that PCs can shut their eyes while the flash happens.

Of course at that point, as a DM, I'd give each intelligent opposing creature a perception check to notice everyone in the party closing their eyes. Then anyone noticing would get a DC10 Wisdom check to do the same. Maybe when the character calls out "By the Power of Greyskull", er, "Pelor", I'd see if all the other players/characters noticed the cue. Maybe a roll for lower INT/WIS characters? "oh, yeah. oops."

But this is into the realm of DMing, and not Rules. By rule, any party member of lower hit dice should be affected. Blinding oneself voluntarily should work, but it does leave open the question of does shutting ones eyes constitute voluntary blindness for an entire round (ala defending against gaze attacks).


Blinding Flash (Su) : As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

I wanted to bring this up again because the OP left out part of it, the part about being dazzled. Surely this isn't meant to hinder your allies... I realise this is a GM call, wondering if anyone has found something official or thought of a way of explaining it to be player friendly.

Sovereign Court

Dazzled is annoying but not devastating. It's the price you pay for using area effects that include party members in their area.


It's pretty small burst, Hopefully the cleric will be drawing enemies away from rest of party OR have gotten up ahead before bursting?


As a gnome cleric I'll be riding a dog, so I'll have to try to stay ahead of the party a bit I guess.
And Dazzled isn't bad when compared to the pros of having Blind enemies. Rogues particularly love it. They'll only be Dazzled for 1 round till I'm level 4, which as a second (or third) PFS character is a long way off.

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