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Post Info TOPIC: The Big List of Conditions


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The Big List of Conditions
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Blinded:  –2 to Armor Class, loses his  Agility bonus to AC, moves at half speed, and takes a –4 penalty on Search checks and most Strength- and Agility-based skill checks. All checks and activities that rely on vision (such as reading and Spot  checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character.

Chilled: Usually 1 round, can take only a move action or standard action on its next turn, but not both (nor may it take full-round actions). Additionally, it suffers a –2 penalty to AC, and a –2 penalty on melee attack rolls, damage rolls, and Reflex  saves. Chilled creatures jump half as far as normal.

Confused: A confused character’s actions are determined by rolling d% at the  beginning of her turn and consulting the following table:

d% Roll Action
01–10 Attack caster with melee or ranged weapons*
11–20 Act normally
21–50 Do nothing but babble incoherently
51–70 Flee away from cast caster at top possible speed
71–100 Attack nearest creature**
* Or close with caster if attacking is not possible.
** For this purpose, a familiar counts as part of the subject’s self.

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

Cowering: –2 penalty to AC and loses his Agility bonus.

Dazed: can take no actions for usually 1 round.

Dazzled: –1 penalty on attack rolls, Search checks and Spot checks.

Deafened: –4 penalty on initiative checks, automatically fail Listen checks and have a 20% chance of spell failure when casting spells with verbal components. 

Disabled: A character is disabled when her hit points drop to a number between 0 and her Stamina bonus (if any) expressed as a negative number. She can take only a standard or move action each round; taking any strenuous activity deals 1 point of damage after completing the action. Disabled characters make all attack and  damage rolls, saving throws and checks at a –2 circumstance penalty.

Dying: When a character’s current hit point total drops to a negative number  between his Stamina bonus +1 and his negative Stamina score (inclusive), he is
dying. The character immediately falls unconscious and can take no actions. (See Chapter 12: Combat, “Injury and Death” for complete details on recovering from a dying condition.)

Entangled: Movement is impeded, but not entirely unless the bonds are anchored to an immobile object or tethered by an opposing by force. Entangled creatures move at half speed, cannot run or charge and take a –2 penalty on all attack rolls and a –4 penalty to Agility. Entangled characters who attempt to cast spells must make Concentration checks (DC 15 + spell level) or lose the spell slot.

Exhausted: An exhausted character moves at half speed and takes a –6 penalty to Strength and Agility. After 1 hour of complete rest, exhausted characters become fatigued. Fatigued characters become exhausted by doing something else that would normally cause fatigue.

Fascinated: They stand or sit quietly, taking no actions other than paying attention to the fascinating effect, for as long as the effect lasts. They take a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows fascinated creatures new saving throws 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 effect as a standard action.

Fatigued: Fatigued characters can neither run nor charge and take a –2 penalty to Strength and Agility. Doing anything that would normally cause fatigue makes characters exhausted. Characters are no longer fatigued after 8 hours of complete rest.

Flat-Footed: Characters who have not yet acted during a combat are flat-footed. A flat-footed character loses his Agility bonus to AC and cannot make attacks of opportunity.

Frightened: Frightened creatures flee from the source of their fear as best they can. If unable to flee, they may fight. Frightened creatures take a –2 penalty on all attack rolls, saving throws, skill checks and ability checks. They can use special abilities, including spells, to flee; in fact, they must use such means if they  represent the only way to escape.

Helpless: Helpless characters are paralyzed, held, bound, sleeping, unconscious or otherwise completely at an opponent’s mercy. Helpless targets are treated as having Agility scores of 0 (–5 modifi er). Melee attacks against them receive a +4 bonus (equivalent to attacking a prone target); ranged attacks receive no bonus against helpless targets. Rogues can backstab helpless targets. As a full-round action, enemies can use melee weapons to deliver coups de grace to helpless foes (see Chapter 12: Combat, “Combat Modifi ers,” Helpless Defenders).

Nauseated: Nauseated creatures cannot attack, cast or concentrate on spells, or do anything else requiring attention. A nauseated creature can take only a single move action per round.

Panicked: Panicked creatures must drop anything they hold and flee at top speed from the source of their fear, as well as any other dangers they counter, along a random path. They can take no other actions. Additionally, they take a –2 penalty on all saving throws, skill checks and ability checks. If cornered, panicked creatures cower and don’t attack, typically using the total defense action in combat (see Chapter 12: Combat, “Standard Actions,” Total Defense). Panicked creatures can use special abilities, including spells, to flee; in fact, they must use such means if they are the only way to escape.

Paralyzed: They have effective Agility and Strength scores of 0 and are helpless, but they can take purely mental actions. Flying creatures cannot flap their wings and fall from the air; swimmers may drown. Creatures can move through a space occupied by a paralyzed creature, ally or enemy. Each square occupied by a paralyzed creature, however, counts as 2 squares.

Petrified: onsidered unconscious. If they crack or break, but the broken pieces are joined with the body as they return to flesh, petrified characters are unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is also incomplete, and the character suffers some amount of permanent hit point loss and/or debilitation.

Prone: The character is on the ground. A prone attacker receives a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). Prone defenders gain a +4 bonus to AC against ranged attacks, but take a –4 penalty to AC against melee attacks. Standing up is a move action that provokes an attack of opportunity.

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks and ability checks.

Sickened: A sickened character takes a –2 penalty on all attack rolls, weapon  damage rolls, saving throws, skill checks and ability checks.

Staggered: A character whose nonlethal damage total exactly equals her current hit points is staggered. She may take a single move or standard action each round (but not both); she cannot take full-round actions. Characters whose current hit  points exceed their nonlethal damage are no longer staggered. Characters whose nonlethal damage exceeds their current hit points become unconscious.

Stunned: Stunned creatures drop everything held, can’t take actions, take a –2  penalty to AC and lose any Agility bonus to AC.

Unconscious: Unconsciousness can result from having hit points between the  character’s negative Stamina bonus +1 and his negative Stamina score (see  “Dying,” above), or from nonlethal damage in excess of current hit points.

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