Frightened 1 Pathfinder 2E (2024)

1. Frightened - Conditions - Archives of Nethys: Pathfinder 2nd Edition ...

  • You're gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value ...

  • You're gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.

2. Pathfinder 2e: How Frightened & Other Conditions Work - CBR

  • 31 mrt 2023 · What Are the Conditions in Pathfinder? ; Encumbered. Inflicts a 10-foot penalty to Speed and adds Clumsy 1. ; Enfeebled X · Players take a penalty ...

  • Pathfinder's extra conditions create interconnected gameplay and strategic depth, which set it apart from D&D by enhancing realism and immersion.

3. Fear - Spells - Archives of Nethys: Pathfinder 2nd Edition Database

  • You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is ...

  • You plant fear in the target; it must attempt a Will save.

4. Conditions - Archives of Nethys: Pathfinder 2nd Edition Database

  • Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1. Grabbed. Source Player Core pg. 444. You ...

  • Source Player Core pg. 442While adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear. Conditions change your state of being in some way, and they represent everything from the attitude other creatures have toward you and how they interact with you to what happens when a creature drains your blood or life essence.Click here for the full rules on Conditions. Groups of ConditionsSource Player Core pg. 443Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact.Attitudes: Friendly, Helpful, Hostile, Indifferent, UnfriendlyDeath and Dying: Doomed, Dying, Unconscious, WoundedDegrees of Detection: Hidden, Observed, Undetected, UnnoticedLowered Abilities: Clumsy, Drained, Enfeebled, StupefiedSenses: Blinded, Concealed, Dazzled, Deafened, InvisibleBlindedSource Player Core pg. 442You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.BrokenSource Player Core pg. 442Broken is a condition that affects...

5. Forums: Pathfinder Playtest General Discussion: Frightened condition

  • 29 aug 2018 · “Frightened: You take a conditional penalty equal to this value to your checks and saving throws.” Which checks though? All of them? I would ...

6. Conditions - PF2 SRD - d20PFSRD

  • Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1. Grabbed. You're held in place by another ...

  • While adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear. Conditions change your state of being in some way, and they represent everything from the attitude other creatures have toward you and how they interact with you to what happens when a creature drains your blood or life essence.

7. Levels of Fear - Archives of Nethys

  • If you are scared and are subject to an additional lesser fear effect, you are staggered for 1 round, rather than becoming frightened. You can, however, accept ...

  • <- Return to All Rules (Group by Source)<- Return to FearLevels of FearLesser FearGreater FearFear DurationAdding FearFear Immunity+ An entry marked with this has additional sections within it.Source Horror Adventures pg. 10The existing rules for fear offer three levels of fear, each one represented by a condition: shaken, frightened, and panicked. The following system expands the various states of fear into seven levels, divided into two groups (lesser fear and greater fear). The three levels of lesser fear—spooked, shaken, and scared—cause you to take penalties, but you are still ultimately in control. The four levels of greater fear— frightened, panicked, terrified, and horrified—cause you to progressively lose control of your character. When you are subject to a fear effect whose level exceeds your current fear level, your fear level increases to that level. If you are subject to a fear effect of a level equal to or lower than your current fear level, your fear level usually increases by one. However, multiple lesser fear effects can’t force you to progress from a lesser fear level to a greater one. If you are scared and are subject to an additional lesser fear effect, you are staggered for 1 round, rather than becoming frightened. You can, however, accept the frightened condition rather than be staggered while scared if you prefer (such as if you actually want to run away). For example, Merisiel is exploring a haunted graveyard. Her GM declares she is spooked by her surr...

8. Shatter Defenses - Feats - Pathfinder 2e Nexus - Demiplane

9. Forums: Advice: Frightened 2 - paizo.com

  • 21 aug 2019 · target becomes flat-footed until its frightened condition ends. ... until the start of your next turn." "POWER ATTACK [two-actions] FEAT 1

10. Fear - PF2 SRD

  • Fear Spell1 ... You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure ...

  • Emotion Enchantment Fear Mental

11. Frighten Undead - Feats - Archives of Nethys - Pathfinder 2e

  • Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to ...

  • Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to Demoralize an undead target using your Religion modifier instead of your Intimidation modifier if it's higher. If you use your Religion modifier, the Demoralize action loses the emotion and mental traits, as your faith connects to the undead on an instinctual level.

12. Dirge of Doom Clarification - Pathfinder 2E - EN World

  • 1 jun 2020 · Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area So, the question is ...

  • Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area So, the question is does Dirge of Doom's frightened condition have any reason to function differently from any other condition? Specifically, when the Dirge ends does the...

13. Frightful Presence - Creature Abilities - Pathfinder 2e - Archives of Nethys

  • ... is unaffected by the presence. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 4.

  • (aura, emotion, fear, mental) A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute.

    Critical Success The creature is unaffected by the presence.
    Success The creature is frightened 1.
    Failure The creature is frightened 2.
    Critical Failure The creature is frightened 4.

14. Pathfinder 2e Monster / NPC: Watching Wall - World Anvil

  • Success The creature becomes Frightened 1 and feels like someone or something is watching them for as long as they remain frightened. Failure The creature ...

  • Worldbuilding and RPG Campaign Management tools for all Storytellers, Dungeon Masters and fiction Authorss

15. Fear - Traits - Archives of Nethys: Pathfinder 2nd Edition Database

  • Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

16. Scare to Death - Feats - Pathfinder 2e - Archives of Nethys

  • Failure The target becomes frightened 1. Critical Failure The target is unaffected. Traits. Emotion: This effect alters a creature's emotions. Effects with this ...

  • You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circ*mstance penalty. The creature is temporarily immune for 1 minute.

17. Demoralize - Actions - Archives of Nethys: Pathfinder 2nd Edition ...

  • ... it for 10 minutes. Critical Success The target becomes frightened 2. Success The target becomes frightened 1. Site Owner: Rose-Winds LLC (Blake Davis)

  • With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target doesn't understand the language you are speaking, or you're not speaking a language, you take a –4 circ*mstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Frightened 1 Pathfinder 2E (2024)

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