What's the point of a potion of remove Fear?


Rules Questions


If you get feared. your supposed to run as fast as you can.

it says you can stop to cast spells that may help you escape like expeditious retreat.

but can you take the time to drink a potion?

If not... whats the point of remove fear potions?


Allies can administer potions to you. I do admit thought that most of the time you won't get to use it. The potion exist also because the rules allow it to exist. I would not buy one though.


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Probably no point. But a REMOVE REAR potion has potential.., ;)


Two uses:

1) In advance give me the +4 bonus against fear.

2) I get frigtened or panicked. I run away, when out of sight of the source of the fear effect, I can act normally and drink the potion. This way I don't have to run again when returning to the action.

Mind you, I haven't actually seen it used, but in rare circumstances it can be useful.


Wizarddog wrote:
Probably no point. But a REMOVE REAR potion has potential.., ;)

that would be great for when your character has staying home too much and gained a few pounds, you wouldnt even need a montage after a potion of remove rear.


HaraldKlak wrote:

Two uses:

1) In advance give me the +4 bonus against fear.

2) I get frigtened or panicked. I run away, when out of sight of the source of the fear effect, I can act normally and drink the potion. This way I don't have to run again when returning to the action.

Mind you, I haven't actually seen it used, but in rare circumstances it can be useful.

As far as I know there's nothing in the rules for frightened or panicked that lets you act normally when the cause is out of sight. Pretty sure you just keep running.

Liberty's Edge

Remove Fear wrote:


Targets one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart

Duration 10 minutes; see text

You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Remove fear counters and dispels cause fear.

Fear effects:

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

So you can surely drink a potion of remove fear if shaken, you can probably (GM ruling) drink it if frightened and far enough from the source of your fear and can surely drink it cornered by your enemy. You can't drink it as long as you are panicked.

as HaraldKlak pointed out, it can be useful to drink it in advance.


Diego Rossi wrote:


So you can surely drink a potion of remove fear if shaken, you can probably (GM ruling) drink it if frightened and far enough from the source of your fear and can surely drink it cornered by your enemy. You can't drink it as long as you are panicked.

I didn't take into account being cornered. As written, if you fail that Will save from a Shadow Demon, you're 10 rounds out, 10 rounds back. Assuming you're in the middle of nowhere.

EDIT - to remove potential AP spoiler.


I am basing it on the Fear rules on page 563:

CRB wrote:

Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.

Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).

Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.

Becoming Even More Fearful: 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.


Good call. Not sure how I missed that, but I am now corrected. Thanks.

Grand Lodge

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Pathfinder Adventure Path, Rulebook Subscriber
blue_the_wolf wrote:

If you get feared. your supposed to run as fast as you can.

it says you can stop to cast spells that may help you escape like expeditious retreat.

but can you take the time to drink a potion?

If not... whats the point of remove fear potions?

Have the party cleric hand out potions telling everyone they are potions of Expeditious Retreat, and should be saved for when "You have to run from a dragon, or something equally scary" but then actually give them potions of remove fear.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Galnörag wrote:
blue_the_wolf wrote:

If you get feared. your supposed to run as fast as you can.

it says you can stop to cast spells that may help you escape like expeditious retreat.

but can you take the time to drink a potion?

If not... whats the point of remove fear potions?

Have the party cleric hand out potions telling everyone they are potions of Expeditious Retreat, and should be saved for when "You have to run from a dragon, or something equally scary" but then actually give them potions of remove fear.

WIN!


If your party has a monk: have the monk grapple the feared character and force the potion into him. We've done that successfully in our games.

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