Sunlight powerlessness


Rules Discussion


Spectres are slowed 2 when caught in sunlight. Wraiths are stunned 2 instead. Does this mean that after the first round in sunlight, wraiths can act normally? They'd still be clumsy, of course.

It seems weird, especially if the fight winds up moving from sunlight to shadow and back, such that they'd be better off staying in the light than moving out of it temporarily.

Or are they stunned 2 every round they being in sunlight. Which seems indistinguishable from being slowed, like spectres are.


Stun stops all actions including Reactions while slowed dose not.

but there is something wierd there with wraiths. as if they gain stunned again at the start of their turn they would not be able to use their third action anyhow.

Spectre wrote:


Sunlight Powerlessness A specter caught in sunlight is clumsy 2 and slowed 2 for as long as it remains in the sunlight.
Wraith wrote:


Sunlight Powerlessness A dread wraith caught in sunlight is stunned 2 and clumsy 2.

Wraiths stun lacks the While remaining in light part, so it looks like they only are stunned when they first enter sunlight, witch is abit wierd that they would rather stay in the light then move out and in again.


1 person marked this as a favorite.
Nelzy wrote:
if they gain stunned again at the start of their turn they would not be able to use their third action anyhow.

The rules interpretation that I have seen and agree with is that if you gain stunned at the start of your turn, you can pay it off at the start of that same turn since there is no order of events specified for things that all happen at the start of your turn. It is only if you gain stunned after the start of your turn that it has no way to be removed until the start of your next turn.

Psychic: Violent Unleash being the player facing option that is presented as horribly broken without that ruling.

With that in mind, yes - I would run it as being indistinguishable from Slowed 2 by having Stunned 2 applied at the start of each round.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That all other "start of your turn" effects happen before you gain your actions for the turn isn't just a ruling, but an explicit rule.

Quote:

Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:

If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.

You can use 1 free action or reaction with a trigger of “Your turn begins” or something similar.

If you're dying, roll a recovery check.

Do anything else that is specified to happen at the start of your turn, such as regaining Hit Points from fast healing or regeneration.

The last step of starting your turn is always the same.

Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't “save” actions or reactions from one turn to use during the next turn. Some abilities or conditions (such as quickened, slowed, and stunned) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both quickened and slowed), you choose which actions to lose. In-depth details on gaining and losing actions are here


2 people marked this as a favorite.

<Goes and digs through the "stunned during your turn" argument> Yeah, house ruling that.

Still not sure how I'm going to run the sunlight thing.


thejeff wrote:
<Goes and digs through the "stunned during your turn" argument> Yeah, house ruling that.

Good choice.


Being stunned when caught in sunlight is still different than slowed, because a PC's action (say, ripping off a curtain) can immediately make the wraith unable to act or react.


Megistone wrote:
Being stunned when caught in sunlight is still different than slowed, because a PC's action (say, ripping off a curtain) can immediately make the wraith unable to act or react.

The lack of reactions would be a bonus to stunned, but otherwise it would be the same I think.

I'd still usually rather have the permanent only one action in sunlight (but reactions allowed) than the loss of two actions (and reactions briefly) but then acting normally afterwards.

And I'd really hate thematically for the players to exploit the rules and remove and replace the curtain repeated to trigger the weakness more often.


Nelzy wrote:


Wraith wrote:


Sunlight Powerlessness A dread wraith caught in sunlight is stunned 2 and clumsy 2.
Wraiths stun lacks the While remaining in light part, so it looks like they only are stunned when they first enter sunlight, witch is abit wierd that they would rather stay in the light then move out and in again.

To be fair, they stay clumsy 2 in sunlight, since that doesn't naturally expire like stunned does, so there is motivation to get out of the sun.

It also makes it weird to put the "for as long as it remains in the sunlight" for the spectre. It seems unnecessary verbiage.


Wraith is from the first bestiary. Spectre is from bestiary 2, so I imagine they added that verbiage because hindsight taught them it was necessary. Otherwise someone would argue the conditions were permanent after exposure to sunlight "because there's no expiration"

We'll see what they do with wraith in the remastered bestiary soon, maybe

Community / Forums / Pathfinder / Pathfinder Second Edition / Rules Discussion / Sunlight powerlessness All Messageboards

Want to post a reply? Sign in.