conditions
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Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, | Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, | ||
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===== Blinded ===== | ===== Blinded ===== | ||
A blinded creature can’t see and automatically fails any ability check that requires sight. | A blinded creature can’t see and automatically fails any ability check that requires sight. | ||
Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. | Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. | ||
+ | |||
+ | ===== Addled ===== | ||
+ | |||
+ | The character’s thinking is damaged by drink, disease, magic, or brain trauma. The character has disadvantage on any Intelligence-based checks. | ||
===== Charmed ===== | ===== Charmed ===== | ||
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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. | ||
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+ | |||
+ | ===== 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, | ||
+ | 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, | ||
+ | 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