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Conditions

Page history last edited by Jeff 14 years, 7 months ago

Conditions

These conditions are the most common ones in the game. If more than one condition affects a character, apply them all. If certain effects can’t combine, apply the most severe effect.

 

Ability Damaged

The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damage is different from penalties to ability scores, which go away when the conditions causing them go away.

 

Ability Drained

The character has permanently lost 1 or more ability score points. The character can regain drained points only through magical means. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.

 

Bleed

A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.

 

Blinded

The creature cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search-based Perception checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and vision-based Perception checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Creatures who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

 

Blown Away

Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

 

Broken

Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated tasks. The broken condition has the following effects, depending upon the item:

  • If the item is a weapon, attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
  • If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
  • If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
  • If the item is a wand or staff, it uses up twice as many charges when used.
  • If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).

 

Checked

Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect.

 

Confused

A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

     Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round.

 

d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

 

A confused creature who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

 

 

Cowering

The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus (if any).

 

Dazed

The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

     A dazed condition typically lasts 1 round.

 

Dazzled

The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls and vision-based Perception checks.

 

Dead

The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body.

     Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

 

Deafened

A deafened character cannot hear. She takes a -4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

 

Disabled

A creature with 0 hit points, or who has negative hit points but has become stable and conscious, is disabled. A disabled creature may take either a single move action or standard action each round.  A disabled creature can still take swift, immediate, and free actions, but not full-round actions. She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying.

     A disabled creature with negative hit points recovers hit points naturally if it is being helped. Otherwise, each day it can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The creature takes a penalty on this roll equal to the negative hit point total. Failing this check causes the creature to lose 1 hit point, but this does not cause the creature to become unconscious. Once a creature makes this check, it  continues to heal naturally and is no longer in danger of losing hit points naturally.

 

Dying

A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the creature's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the creature must make a DC 10 Constitution check to become stable. The creature takes a penalty on this roll equal to its negative hit point total. A creature that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the creature fails this check, it loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

 

Energy Drained

The character gains one or more negative levels, which might permanently drain the character’s levels. If the subject has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature the following penalties:

  • -1 penalty on ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks
  • reduce current and total hit points by 5
  • -1 to effective level for determining power, duration, DC, and other details of spells or special abilities

If a creature's negative levels equal or exceed its total Hit Dice, it dies.

 

Entangled

The creature is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

 

Exhausted

An exhausted creature moves at half speed, cannot run or charge, and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued creature becomes exhausted by doing something else that would normally cause fatigue.

 

Fascinated

A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

 

Fatigued

A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

 

Flat-Footed

A creature who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed creature loses its Dexterity bonus to AC (if any) and cannot make attacks of opportunity.

 

Frightened

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks (all d20 rolls). A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

          Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

 

Grappled

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a Concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

          A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

 

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 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets.

          As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.

          Delivering a coup de grace provokes attacks of opportunity.

          Creatures immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

 

Incorporeal

Creatures with the incorporeal condition have no physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

 

Invisible

Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). (See Invisibility, under Special Abilities.)

 

Knocked Down

Depending on their size, creatures can be knocked down by winds of high velocity. Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 × 10 feet.

 

Nauseated

Creatures with the nauseated condition experience stomach distress. Nauseated creatures cannot attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

 

Panicked

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

     Panicked is a more extreme state of fear than shaken or frightened.

 

Paralyzed

A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

 

Petrified

A petrified creature has been turned to stone and is considered unconscious. If a petrified creature cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.

 

Pinned

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed. A pinned creature also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a Concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled. Their effects do not stack.

 

Prone

The creature is lying on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks.

      Standing up is a move-equivalent action that does not provoke an attack of opportunity.

 

Shaken

A shaken creature takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks (all d20 rolls).

Shaken is a less severe state of fear than frightened or panicked.

 

Sickened

The creature takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

 

Stable

A character who was dying but who has stopped losing hit points and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.

          If a character has become stable on his own and hasn't had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point.

 

Staggered

A creature with nonlethal damage exactly equal to its current hit points is staggered. A staggered creature may take either a single move action or standard action each round. A staggered creature can still take swift and immediate actions, but not full-round actions. A creature whose current hit points exceed its nonlethal damage is no longer staggered; a creature whose nonlethal damage exceeds its hit points becomes unconscious.

 

Stunned

A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses Dexterity bonus to AC (if any).

 

Turned

Affected by a turn undead attempt. Turned undead flee for 10 rounds (1 minute) by the best and fastest means available to them. If they cannot flee, they cower.

 

Unconscious

Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature's Constitution score), or from nonlethal damage in excess of current hit points.

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