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conditions [2019/12/27 23:35] – created andrewconditions [2019/12/28 00:53] – [Charmed] andrew
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 The charmer has advantage on any ability check to interact socially with the creature. The charmer has advantage on any ability check to interact socially with the creature.
  
 +
 +
 +===== Armless =====
 +
 +The character’s arm is severed, crushed, or rendered useless. The character cannot climb, use
 +shields, dual wield, or use two-handed weapons. If the character loses use of both arms, they are
 +paraplegic. They cannot climb, use weapons or items, open locks, remove traps, or any other similar
 +actions.
 +
 +===== Asleep =====
 +
 +And character that is asleep will not take any actions and cannot defend himself. If he takes damage,
 +hears a loud noise or his sleep is disrupted in any other way, he will wake up, but needs one round to
 +get up and be ready to defend himself. An asleep character is considered to be Helpless and probably
 +Prone.
 +Blinded
 +A blinded character cannot see. He suffers a -4 penalty to attack skill and initiative rolls and loses his
 +dexterity bonus to armor class. A character who loses one eye, or can’t see out of one eye is half-
 +blinded. They are -2 to missile attack throws at medium and long range, and will be fully blind if they
 +get another half-blinded status.
 +
 +Bloodied
 +Once a creature has lost half or more of its maximum hit points, it is considered bloodied. Being
 +bloodied can trigger certain actions specified in the monster or talent description.
 +Charmed
 +A charmed character is friendly to the creature that caused the charm. That does not necessarily
 +mean it will obey said creature. In many cases, a streetwise or influence proficiency check is required
 +to have the charmed character do the charmer’s bidding, and even then only if they share a common
 +language or mode of communication.
 +Confused
 +A confused character acts randomly. At the beginning of each round, 2d6 is rolled. The table below
 +determines the character’s behavior for that round.
 +Die Roll
 +(2d6)
 +
 +Reaction
 +2 Attack Caster
 +3-5 Attack caster or their allies
 +6-8 Remain idle
 +9-11 Attack allies or each other
 +12 Try to flee
 +Dazed
 +A dazed character takes no actions, but suffers no further penalties. Unless mentioned otherwise, this
 +effect lasts one round.
 +Deafened
 +A deafened character takes a -4 penalty to initiative rolls.
 +Disfigured
 +A disfigured character’s body has been twisted and broken from wounds or magic. They move 10’
 +slower than they should, may not forced march, and suffer a -1 AC penalty from their halting gait.
 +Disoriented
 +Disoriented creatures receive a -2 penalty to saving throws and attack rolls.
 +Dumb
 +Your lips and tongue
are severed, mangled, or rendered inoperable. The victim cannot effectively
 +speak, cast spells or use magic items involving speech, and they suffer a -4 penalty to reaction rolls.
 +Dominated
 +The character is under the control of another creature. It obeys the dominator unfailingly but suffers
 +a -1 penalty to all rolls. Unless dominated for a prolonged period of time, the master creature will
 +most likely not know about the dominated being’s special abilities, like spellcasting.
 +Drained
 +A drained character suffers a -1 penalty to attack skill, saving throws, proficiency checks, and
 +attribute tests. A character can be drained several times, and the duration could be anywhere from
 +one turn to permanent.
 +Entangled
 +When a character is entangled, he moves at half speed and loses his dexterity bonus to armor class.
 +Entangled characters that try to cast a spell have to make an appropriate saving throw or the spell is
 +lost.
 +
 +Exhausted
 +Exhausted characters suffer a penalty of -1 on attack throws and damage rolls until they have rested
 +for 1 turn.
 +Fascinated
 +A fascinated character is entranced by an effect, often a supernatural one. He will not act as long as
 +the effect lasts. If he is threatened, the character is permitted an appropriate saving throw to break
 +free.
 +Helpless
 +A helpless character is paralyzed, held, bound, sleeping, unconscious or otherwise completely at an
 +opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (-5 AC modifier) against
 +ranged attacks. An enemy can use a melee weapon to deliver a coup-de-grace to a helpless foe using
 +by taking a full round. An enemy can also use a bow or crossbow, provided he is adjacent to the
 +target.
 +Immobilized
 +An immobilized character cannot move from the spot, but suffers no further penalties.
 +Lame
 +Lame characters may only move at half their maximum speed and they lose all dexterity bonuses to
 +armor class.
 +Maimed
 +A maimed character may not use a hand due to it being severed or crushed, or being rendered
 +useless by magic. They cannot dual wield or use two-handed weapons.
 +Mauled
 +The character has been gruesomely scarred. It is impossible for them to impersonate another; +2 to
 +intimidate others, -4 to all other reaction rolls.
 +Panicked
 +A panicked character does nothing but run away from the source of his fear taking the path of least
 +resistance on their initiative card. If the panicked creature is trapped and may not flee, they may
 +fight back against the source of their fear at a -2 penalty attack skill.
 +Paralyzed
 +A paralyzed character cannot attack, act, or move at all, but can take still think clearly. If a paralyzed
 +character is attacked, he is hit automatically.
 +Petrified
 +A petrified character has been turned into solid stone. He cannot move, does not think and will not
 +remember anything that happened while he was petrified.
 +Prone
 +A prone character lies on the ground. He needs to spend one round’s worth of movement to get up
 +again. Meanwhile, he suffers a -2 armor class penalty against melee attacks, a +2 armor class bonus
 +against ranged attacks, a -4 melee attack skill penalty and cannot use ranged weapons expect for
 +crossbows.
 +Scarred
 +The character is severely scarred. The character is -2 to throws to impersonate another person.
 +Three scars will make the character mauled.
 +Shaken
 +
 +Shaken characters are afraid of something, but still in the fight. They suffer a -2 penalty to attack skill
 +rolls and a -2 on further morale checks. Shaken characters who fail a morale roll are immediately
 +Panicked.
 +Sickened
 +The character has caught a disease. He suffers a -2 penalty to saving throws, attack skill, armor class,
 +ability checks and proficiency checks.
 +Slowed
 +A slowed character moves at half speed and has his initiative phase after all other combatants.
 +Staggered
 +The character can only attack or move, but may not do both. Unless mentioned otherwise, this effect
 +lasts one round.
 +Stunned
 +A stunned character drops everything he carries and cannot take any actions. Additionally, he suffers
 +a -2 armor class penalty.
 +Unconscious
 +An unconscious character is like a character that is asleep, but cannot be easily awakened by loud
 +noise or light damage. An unconscious character is also considered to be helpless and probably
 +prone.
  
conditions.txt · Last modified: 2020/03/12 15:10 by andrew