Corrupting Gaze / Gaze General Questions


Rules Questions


Pathfinder Adventure Path Subscriber

One of my baddies this week has corrupting gaze. I was reading through the description when I came across some bits I was not familiar with. When I had this ran against me, I swear I could “avert my eyes” and could make a fort save to negate the 2d10 damage (albeit giving the creature concealment against me). However upon reading the effect I see this:

Corrupting Gaze (Su)
The ghost is disfigured through age or violence, and has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage).

Do you see the last line! So when you fort save the gaze you negate ONLY the Charisma damage and take the 2d10 regardless?) Is that right? It seems contradictory to the general gaze attack rules. So I figure I would check. Are there 2 saves (one for the gaze and one for the Chr damage) or is it really 2d10 auto damage within 30’? No smoked goggles, no eye aversion, just 2d10 no matter what?

Also side question: in re-reading the Gaze rules I see that there are only 2 times a gaze attack can have an effect. If you are within range at the beginning of your turn (in initiative order). And if the creature actively gazes as an action on its turn. What if you are out of range at the beginning of your turn, but you move within 30 feet? Do you save immediately when you come in range? Or are you safe until the beginning of your next turn?

Here are the relevant Gaze rules:

Gaze (Su):

Gaze (Su)
A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical range is 30 feet, but check the creature's entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature's allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.

Shadow Lodge

1) Corrupting Gaze only specifies that the Fort save does not prevent the physical damage. If you avoid having to make a save vs the gaze, you should avoid the entire effect (you have not met the gaze at all and are unaffected). However, if you have to make a save the 2d10 damage does become automatic. This means protections like the smoked goggles that give you a bonus on saves vs gaze but don't prevent you from having to make a save will not protect you from the physical damage.

2) As worded, you only have to save vs the gaze at the beginning of your turn, so if you move within range of the gaze during your turn you don't have to make a save that turn.


Smoked goggles don't just give a bonus on saves. They're also considered to give you the "Averted Eyes" condition as long as they're worn.

I always like to snag a pair.

Shadow Lodge

Thanks, I missed the "and" on there and only saw the +8.


Pathfinder Adventure Path Subscriber

ahhh I missed that too. So, if you avert your eyes, there is no save (and hence no auto damage). If you need to save, there is a chance you will take CHR damage, and you will take auto physical damage (from this specific attack).

And I think I will house rule that when the conditions for Gaze are met you must make a save (either at the beginning or during your turn as soon as it is applicable). Meaning you can move in choose to avert your eyes, no freebies while looking directly at the Medusa (or ghost) for 6 secs :-).


I almost had a situation like that with a Teleportation subschool wizard.

If cloudkill, gaze attacks, squares filled with infernos and the like only trigger when you are in their area at the beginning of your turn, then combatants could enter a dangerous area, make an attack, and the above wizard could *pop* them back out so they never have to make a save in the fire, noxious gas, or area affected by a creature's gaze.

I say they affect you when you step inside their area. Shrug.

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