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conditions

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Conditions

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, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. The following definitions specify what happens to a creature while it is subjected to a condition.

Blinded

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.

Charmed

A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. 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.1577494412.txt.gz · Last modified: 2019/12/28 00:53 by andrew