Does 'cause fear' change the target's order in initiative?


Rules Questions


Okay - apologies - this is a question I'm sure has been answered in the 18 or so years of the underlying game engine's existence. But I cannot for the life of me find the answer. Does the successful use of 'cause fear' on a target cause that target to flee immediately, and therefore make that the initiative count the frightened target now acts on? Or does use of the spell simply make the target 'frightened,' and then that target flees the subject of his fear on his or her normal initiative count?

Thanks in advance for your patience - like I said, I'm sure this has been answered elsewhere, but I cannot find the answer...


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There are only a few things that can change your initiative order, and as far as I can tell, Cause Fear does not. But I do believe that this rule would apply:

Initiative wrote:


Inaction

Even if you can’t take actions, you retain your initiative score for the duration of the encounter.


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My interpretation was always that the target still acts on their normal Initiative modifier, it's just the action they take is now a very specific one: run for their life!


Yeah - ‘Command’ has specific language that the target of the spell only takes the commanded action (if it failed the save), on its own turn. ‘Cause fear’ doesn’t have such specific language, but what you’ve both said here makes eminent sense...

Thanks!

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