Status Effects

Status Effects are modifiers (usually negative) that represent the impacts of injuries, illnesses, distractions and other similar repercussions (including death). Primarily these are gained through Combat Maneuvers or spells, though some happen through circumstance. Unless otherwise noted below all of these statuses may only be dealt through Combat Maneuvers or Abilities (such as feats or spells).   Blinded- Suffer a -2 penalty to all melee attack rolls, you may not add your Stat Mod to ranged attacks. Defense suffers a -2 penalty. All vision based Skill Checks (most of them that aren’t sciences or social in nature) suffer a -4 penalty based on GM discretion.   Deafened- Treat target as flat-footed for all attacks not made from the three squares directly in front of them. The target may not make hearing-based perception checks and suffers a -1 penalty to Defense and Saves.   Entangled- Target moves at half their movement speed (usually 15 ft). If the target moves, they must make a DC 15 DEX Save or become Prone.   Fatigued- You may only take 2 Actions per round (instead of 3). May only be “healed” through a Long Rest or Restoration spell   Exhausted- You may only take 1 Action per round (instead of 3). May only be “healed” through a Long Rest or Restoration spell   Flat-Footed- May not add Stat Mod to Defense. Unless readied for combat all characters start combat in a Flat-Footed state. It takes a Free Action to stop being flat-footed.   Helpless- Target may not make take any Action, has a Defense target of 10, attackers may use Sneak Attack for free, and if doing so the Helpless target must make a HP Mod Save, DC 10+Attacker’s Stat Mod, or their Status becomes Dying.   Dead- HP is below 0 by an amount greater than Constitution Stat Score. Must use Restore Life spell to revive (shortly after or they become Undead if the spell is used on them). A character that is dead may be preserved by casting the Restoration or Regeneration spells at least once every two hours.   Undead- Healing magic deals damage against you, gain CL DR (blunt/fire)   Prone- Targets that are prone may not add their Stat Mod to Defense. Any melee attacks made against a prone target receive a +3 bonus. It requires an Action to stand up, and all targets within range (threatening) may make an AoO.   Unconscious- When a target is brought to 0 HP, but above their CON Mod multiplied by -1. Until they are brought back above 0 HP they may make no Actions, and are otherwise treated as having the Helpless Status Effect.   Injured- When a Character has been made Unconcious due to injuries sustained, the GM may choose to use the Optional Injury Rules to apply negative effects to the Character   Dying- When a target's HP is brought below CON Mod multiplied by -1. A creature that is Dying must make a Save each round they are in this state (to a maximum of three times). The save is d20 + CON Mod, DC 10. If the save is failed, the character becomes Dead. While a creature is Dying treat them as having the Helpless Status Effect.   Stable- If a target has the Dying Status Effect, another character may stabalise the target, which brings the target into the Unconcious Status Effect, but still with the same HP. To stabalize a target requires a DC 10 +amount of damage exceeding HP Stat Score Craft (medical) or Life Sciences check.   Sickened- A Sickened creature loses one Action per round and suffers a -1 Penalty to Attack Rolls and Defense.   Nauseated- A nauseated creature loses one Action per round, and may only use its Actions for moving and other similar non-combat tasks.   Grappled- If a target has been grappled, they suffer a -4 penalty to all checks not made to grapple or escape the grapple. Targets that are Grappled may not add their Stat Mod to Defense (treat as Flat-Footed).   Pinned- A Pinned target is treated as helpless, except for attempts to break the Grapple (which suffer a -4 penalty).To make a target Pinned, make a grapple check against an opponent you have already grappled Pinning a target may not be used as a Deadly Maneuver   Braced- You may make an AoO against any target that makes a Charge Combat Maneuver against you. To become Braced, the creature must be using a Polearm weapon. It takes an Action to become Braced, and Braced creatures may not move.   Invisible- +20 bonus to Stealth Skill Checks, unless the opposed check is using other senses for detection (blind or eyes closed for example). If the creature attempting to detect an invisible creature has enhanced senses other than sight, the bonus is only +10. An Invisible creature loses its invisibility upon attacking, casting a spell, or otherwise making a large disturbance.   Bleeding- A bleeding creature loses a specific (determined by the ability used such as the Bleeding Attack feat) amount of HP each round. Bleeding may be stopped with a DC 15 Craft (medical) Skill Check as a Full Round Action. All Bleeding effects stack, for example   Dumb- A Dumb creature may no longer speak. This prevents Performance Magic (provided your performance type is voice-based) and all Pact Magic.   Terrified- A Terrified creature will use its entire turn to move as fast as possible away from the source of its terror.   Confused- If a creature becomes confused they must roll a d4 at the start of each turn. If they roll a 1 they attack an ally, if they roll a 2 they sit down (treat as prone), if they roll a 3 they run away, if they roll a 4 they suicidally (not concerning themselves with their own survival) attack the nearest creature that is not an ally.   Cowering- Target is so scared, they may not make any Actions during their turn. The target may not add their Stat Mod to Defense.   Shaken- Target takes a -2 penalty to Defense, all Checks and Attack Rolls (any d20 roll).   Dazzled- Target takes a -2 penalty to sight-based Perception checks, Attack Rolls and Defense.   Rooted- Target is unable to move. They suffer a -4 penalty to Defense, and automatically fail DEX saves, but otherwise suffer no other negative consequences

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