Pathfinder Second Edition
Compendium
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Effects (Legacy)
Anything you do in the game has an effect. Many of these outcomes are easy to adjudicate during the game. If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved. Many Spells, magic items, and feats create specific Effects, and your character will be subject to Effects caused by monsters, hazards, the environment, and other characters.
While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a fly spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.
The following General rules are used to understand and apply Effects.
Duration
Most Effects are discrete, creating an instantaneous effect when you let the GM know what Actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other Effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for Durations.For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is Common for Beneficial Effects that target you or your allies. Detrimental Effects often last “until the end of the target's next turn” or “through” a number of their turns (such as “through the target's next 3 turns”), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.
Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the Effects last until those conditions are met.
Range and Reach
Actions and other abilities that generate an effect typically work within a specified range or a reach. Most Spells and abilities list a range—the maximum distance from the creature or object creating the effect in which the effect can occur.Ranged and Thrown Weapons have a range increment. Attacks with such Weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a Shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.
Reach is how far you can physically reach with your body or a weapon. Melee Strikes rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but Weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 30-foot reach can reach 4, and so on.
Targets
Some Effects require you to choose specific targets. Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.Some Effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.
Some Effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy.