Conditions in Aertrea | World Anvil
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Conditions

Conditions: Condition Effects:
  • Blind -2 AC, No DEX to AC, Moves ½ speed, -4 STR/DEX skills, all enemies total concealment,
  • Climbing ¼ move, requires check, no DEX or shield to AC,
  • Concealment 20% miss chance, can Hide, Total concealment: can only attack the square, 50% miss chance,
  • Cover +4 to AC, +2 to reflex, no AoO, can make Hide checks, total cover can’t be attacked,
  • Confused Roll %: 01-10 attack caster, 11-20 normal, 21-50 nothing, 51-70 flee from caster, 71-00 attack nearest,
  • Cowering Frozen in fear and can take no action, , -2 to AC and loses DEX to AC.
  • Dazed Can take no action.
  • Dazzled -1 on attack rolls, search and spot checks.
  • Deafened -4 on initiative, fails listens checks and 20% spell failure with verbal components.
  • Dehydrated Fatigued and nonlethal damage from heat becomes lethal damage.
  • Drowning 1st round unconscious, 2nd at -1 HP, 3rd dead.
  • Entangled Moves ½, can’t run/charge, -2 attacks, -4 DEX, casting- concentration 15 + SL,
  • Flanking +2 to attack rolls, can use sneak attack,
  • Energy Drain Gain 1 or more negative levels, -1 on attacks, skills, saves, checks, lose 1 highest spell/power, lost 5 maximum hit points.
  • Exhausted Can’t run/charge, -6 to STR and DEX, half speed, requires 1 hour rest for fatigue
  • Fascinated Stays still/quiet, takes no actions while effect lasts, potential threat = save, obvious threat breaks, break effect on another with a standard action,
  • Fatigued Can’t run/charge, -2 to STR and DEX, removed w/ 8 hours rest.
  • Flat Footed Denied DEX to AC, can’t make attacks of opportunity.
  • Frightened Flee from source as best as can, if can’t flee can fight, -2 attacks, saves, skills, checks, may use spells to flee.
  • Grappled Cannot move, -4 to DEX, spells require concentration 15+ 2 x SL
  • Helpless -4 to AC vs. melee, treated as DEX of 0, and is flat footed, can be coup de graced
  • Immobilized Can’t move out of space, flying creatures sink 20’ per round.
  • Incorporeal Immune nonmagical attacks, 50% miss chance vs. magical (unless force or ghost touch),
  • Invisible +2 attacks vs. sighted opponents, ignores DEX to AC,
  • Nauseated Only make single move action.
  • Panicked Drop everything and flee at tope speed, can’t take other actions, -2 on saves, skills, checks. If cornered cowers and takes total defense, can use spells/powers only to flee.
  • Paralyzed Can’t move, effective STR/DEX of 0, may still do purely mental activities.
  • Petrified Considered unconscious.
  • Pinned Held stationary, -4 to AC vs. non-grappler, DEX is 0, use spells/powers only without somatic & material components with concentration check as grappled.
  • Prone -4 to melee attacks, can’t range (except crossbows and shurikens), +4 AC vs. ranged, -4 AC vs. melee,
  • Shaken -2 penalty to attacks, saves, skills and ability checks.
  • Sickened -2 on attack rolls, damage, saves, skills and ability checks,
  • Sitting/kneeling -2 to AC, +2 AC vs. ranged
  • Squeezing Movement costs x2, -4 to AC, -4 to Attack rolls (if less than ½ your size also lose DEX to AC)
  • Staggered Take only single move action or standard action, can still take swift and immediate actions,
  • Starvation Go without 3 days, than CON check DC 10 +1 previous save each day or 1d6 nonlethal & fatigue.
  • Stunned Drops what’s in Unconscioushand, takes no action, -2 to AC, denied DEX to AC.
  • Total Defense +4 to AC
  • Thirst Can go 1 day + 1 H/Constitution, then CON check/hour DC 10 + 1/previous, or 1d6 nonlethal.
  •  Knocked out and helpless,

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