Project Terror Duration


Rules Questions


Rhu-Chaliks have the following ability:

Project Terror (Su) As a standard action, a rhu-chalik can harness the fears of any creature on which it has successfully used detect thoughts within the last minute. This effect creates terrible, nightmarish visions in the target’s mind; the target must succeed at a DC 16 Will save or be frightened and take 1d4 points of Wisdom damage. The save DC is Charisma-based.

The problem is that usually, when I see a fear ability it lists duration, and there is no duration listed here. I am not sure how long I should rule the ability lasts.

Possiblities could include:
Permanent unless removed (this seems overly mean, but no duration might just mean forever? Frightened stops affecting someone once they're out of visual range at least, so maybe this?)
1 round (this seems like the minimum)
8 or 10 rounds (HD or CL; HD probably makes more sense since SU abilities don't have caster levels? This is based on the Fear monster ability saying it acts like a fear spell, which is kind of related)

There could also be some sort of default or other method of fear reducing naturally that I'm just not aware of, like how the frightened condition reduces every round in PF2.

How do people think this should work, or how would you rule it works?

Liberty's Edge

It lacks the range at which it works, too.
As written, and with a generous interpretation, the target of Detect Thought could have teleported to the other side of the planet and still be subject to the attack.
The most reasonable interpretation is that the power is limited to 60', the range of Detect Thought.

A Rhu-Chaliks is a CR 6 monster with several special abilities. A duration of 1 round for an ability that applies the Frightened status plus 1d4 points of Wisdom damage seems appropriate.


"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).
"

once you flee out of sight you can act normally unless you see it again. So basically until the thing dies, or everyone flees.

Liberty's Edge

TxSam88 wrote:

"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).

"

once you flee out of sight you can act normally unless you see it again. So basically until the thing dies, or everyone flees.

Where have you found that the duration is permanent?

Your citation is very clear: "If the duration of their fear continues." But the ability doesn't have a duration.


Diego Rossi wrote:
TxSam88 wrote:

"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).

"

once you flee out of sight you can act normally unless you see it again. So basically until the thing dies, or everyone flees.

Where have you found that the duration is permanent?

Your citation is very clear: "If the duration of their fear continues." But the ability doesn't have a duration.

well, I am assuming that once they are afraid of the creature, they will continue to be so, acting normally once they are out of site, and still being afraid if they see it again. As you said, it has no duration.


Rhu-chalik CE sml aber CR:6

Liberty's Edge

TxSam88 wrote:
Diego Rossi wrote:
TxSam88 wrote:

"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).

"

once you flee out of sight you can act normally unless you see it again. So basically until the thing dies, or everyone flees.

Where have you found that the duration is permanent?

Your citation is very clear: "If the duration of their fear continues." But the ability doesn't have a duration.

well, I am assuming that once they are afraid of the creature, they will continue to be so, acting normally once they are out of site, and still being afraid if they see it again. As you said, it has no duration.

It has a CR of 6, not 666.

:-)


I have been thinking about whether it's a reasonable ability for a CR 6 creature to have a permanent duration fear, and I'm starting to feel like it probably is with the number of constraints it has.

This is sort of a save or die effect, in that a failed save means you are out of the fight permanently and probably die in a 1v1. Pathfinder really tried to dial back on how strong those are by comparison to earlier editions of DnD; true save or dies usually only show up at much higher levels, or you get multiple saves, or there's some way to recover. This has all of those.

You need to fail 2 saves to be affected, since it only works if it lands detect thoughts. There's a 1st level spell that suppresses the condition for an extended time. It is blocked by the most common immunity types, fear and mind affecting. Running away successfully turns it into a draw/suppresses the effect, and getting cornered and unable to run away allows for fighting back. Companions killing the creature ends the effect.

Compare to phantasmal killer, which is also a CR 6 ability from a level 7 wizard. That has the same immunities and two saves, but only takes 1 round and straight up kills the target, plus has an effect on a single save. That's stronger, but also not usable at will; still, permanent duration Project Fear doesn't seem too out of line power wise for a CR 6.

Liberty's Edge

GM 7thGate wrote:


Compare to phantasmal killer, which is also a CR 6 ability from a level 7 wizard. That has the same immunities and two saves, but only takes 1 round and straight up kills the target, plus has an effect on a single save. That's stronger, but also not usable at will; still, permanent duration Project Fear doesn't seem too out of line power wise for a CR 6.

A specialized level 7 wizard can cast Phantasmal Killer maybe 3 times a day. A Rhu-chalik can cast Detect Tought at will and Project Terror is a SU ability without limits to it use, all while flying. Neither ability has a "if you save you are immune or 24 hours" limitation.

A party of level 6 characters will have problems dealing with it unless they have decent ranged attacks, especially if he targets the guys with the ranged attacks first, removing him from the fight forever.

It has Invisibility at will and Fast healing 2 too, so it can be a tough opponent for a CR 6 group, not an "Average" one.

The main limit of the Detect Tought and Project Terror combo is that Detect Tought is a cone, so you need 2 rounds and LOS to know who is affected by it. But at the same time that is an advantage, as you can affect the whole party with a single casting.

Played as a straight "I fight till I die" opponent it would not be that bad, but used as a monster with good intelligence and wisdom it can eliminate a level 6 party if every successful use of Project Terror remove a member from the fight forever.


Azothath wrote:

Rhu-chalik CE sml aber CR:6

RAW isn't explicit.

so... it's just another thing that a GM needs to look at and make a sensible decision.

What makes sense? Well, there are 3 things to go on;
 has to be activated within 10 rnds of 'step 1' assuming this is step 2.
 from Univ Mon Abilities (see fear:N4 spell) with CL=10, that's 1-10 rnds.
 A low level spell (see cause fear:N1) is 1d4+1 rounds.

Many of these powers have a caveat that if a target saves they are immune to further uses of the Su ability for 24 hrs.

Saying it acts across the world or forever is just silly - but whatever works in your game.
If you make it too silly, it will come back via Simulacrum and then you'll have to deal with it as a GM.

The Exchange

Quote:
the target must succeed at a DC 16 Will save or be frightened and take 1d4 points of Wisdom damage.

My personal opinion is that this is a case of development not catching that the author's flavor is very close to a rule mechanic.

By which I mean that I suspect the author meant "you take 1d4 points of Wisdom damage because you are scared." My reasoning is that ordinarily when something causes a creature to be subject to a fear effect the following language is used:

Quote:
the target must succeed at a DC 16 Will save or become frightened

"Be" frightened sounds more descriptive. Personally... I wouldn't apply a fear effect.

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