Conditions and Status Effects: Difference between revisions
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* '''Bleeding:''' The character takes <code>untyped damage</code> equal to the listed amount of bleeding per round. If the listed amount is expressed as a die, the damage is rerolled every round. | * '''Bleeding:''' The character takes <code>untyped damage</code> equal to the listed amount of bleeding per round. If the listed amount is expressed as a die, the damage is rerolled every round. | ||
* '''Burning:''' The character takes <code>fire damage</code> equal to <code>10% of their current HP</code> | * '''Burning:''' The character takes <code>fire damage</code> equal to <code>10% of their current HP (minimum 1)</code> per round. | ||
=== Sensory === | === Sensory === | ||
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# '''Dazzled:''' The character suffers <code>-1 to attack rolls and [[Perception]] checks</code>. | # '''Dazzled:''' The character suffers <code>-1 to attack rolls and [[Perception]] checks</code>. | ||
# '''Blinded:''' The character cannot see | # '''Blinded:''' The character cannot see. They suffer <code>-2 to AC</code>, lose their <code>[[Attributes|Dex]]</code> bonus to AC, <code>-4 to Perception checks</code>, and cannot detect[[Stealth|stealthed]] or otherwise ''<code>hidden</code>'' entities. If they attack, unless they have the [[Blind-Fight|''blind-fight'']] [[Feats|feat]], they must do so as if the enemy has <code>50% ''concealment''</code>. | ||
=== Mobility === | === Mobility === | ||
# '''Slowed:''' The character suffers <code>-50% reduced movement speed</code>, <code>-2 to AC, Reflex saves and attack rolls</code>, and can only make one attack per round. | # '''Slowed:''' The character suffers <code>-50% reduced movement speed</code>, <code>-2 to AC, Reflex saves and attack rolls</code>, and can only make one attack per round. | ||
# '''Entangled:''' The character cannot move. They are flatfooted, suffering <code>-2 to attack rolls</code> and their Dex is set to 3. If they attempt to cast a spell that has a somatic component, it has <code>20% spell failure</code>. | # '''Entangled:''' The character cannot move. They are ''<code>flatfooted</code>'', suffering <code>-2 to attack rolls</code> and their <code>Dex</code> is set to 3. If they attempt to cast a spell that has a somatic component, it has <code>20% spell failure</code>. | ||
* '''Flatfooted:''' The character loses their bonuses to AC from <code>Dex</code>, dodge and [[tumble]] sources, and cannot make attacks of opportunity. An empty action queue (having no actions being undertaken or next to be undertaken) does not render a character flatfooted in ''The Domains of Dread.'' | * '''Flatfooted:''' The character loses their bonuses to <code>AC</code> from <code>Dex</code>, dodge and [[tumble]] sources, and cannot make attacks of opportunity. An empty action queue (having no actions being undertaken or next to be undertaken) '''does not''' render a character ''<code>flatfooted</code>'' in ''The Domains of Dread.'' | ||
* '''Hastened:''' The character gains <code>50% increased movement speed</code>, <code>+2 to AC, Reflex saves and attack rolls</code>, and makes an additional attack per round. | * '''Hastened:''' The character gains <code>50% increased movement speed</code>, <code>+2 to AC, Reflex saves and attack rolls</code>, and makes an additional attack per round. | ||
* '''Paralyzed:''' The character cannot move or act. Their Dex and Str scores are set to 0. | * '''Paralyzed:''' The character cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0. | ||
* '''Pinned:''' The character cannot move, suffers <code>-2 to AC</code>, and loses their bonuses to AC from Dex, dodge and tumble sources. | * '''Pinned:''' The character cannot move, suffers <code>-2 to AC</code>, and loses their bonuses to <code>AC</code> from <code>Dex</code>, dodge and tumble sources. | ||
=== Visibility === | === Visibility === | ||
# '''Concealed:''' The character imposes a percent chance to miss an attack made on them outright, determined by their percent concealment. | # '''Concealed:''' The character imposes a percent chance to miss an attack made on them outright, determined by their percent ''<code>concealment</code>''. | ||
# '''Hidden:''' The character cannot be seen unless an enemy pierces their stealth. | # '''Hidden:''' The character cannot be seen unless an enemy pierces their stealth. This status is lost when the character attacks. | ||
# '''Invisible:''' The character cannot be seen unless an enemy pierces their stealth, and must do so at melee range. | # '''Invisible:''' The character cannot be seen unless an enemy pierces their stealth, and must do so at melee range. This status is lost when the character attacks. | ||
# '''Incorporeal:''' The character cannot be seen normally. If they are revealed, they cannot be targeted and take no damage from nonmagical sources of damage, half if magical unless force damage. | # '''Incorporeal:''' The character cannot be seen normally. If they are revealed, they cannot be targeted and take no damage from nonmagical sources of damage, half if magical unless <code>force damage</code>. | ||
* '''Revealed:''' The character is rendered visible. This breaks all visibility effects except ''incorporeal''. | * '''Revealed:''' The character is rendered visible. This breaks all visibility effects except ''<code>incorporeal</code>''. | ||
=== Stun === | === Stun === | ||
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=== Wakefulness === | === Wakefulness === | ||
# '''Drowsy:''' The character suffers no immediate ill effect, but must make a Will save or remain drowsy. | # '''Drowsy:''' The character suffers no immediate ill effect, but must make a <code>Will</code> save or remain ''<code>drowsy</code>''. | ||
# '''Asleep:''' The character collapses and cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0. This | # '''Asleep:''' The character collapses and cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0. This status is lost once attacked or targeted by a hostile spell. | ||
=== Sapped === | === Sapped === | ||
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* '''Energy Drained:''' The character suffers negative levels equal to the listed amount. | * '''Energy Drained:''' The character suffers negative levels equal to the listed amount. | ||
* '''Enervated:''' The character suffers loss in ability scores equal to the listed amount. | * '''Enervated:''' The character suffers loss in ability scores equal to the listed amount. | ||
* '''Petrified:''' The character cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0. This | * '''Petrified:''' The character cannot move or act. Their <code>Dex</code> and <code>Str</code> scores are set to 0. This status is nominally permanent. | ||
=== Fatigue === | === Fatigue === | ||
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=== Control === | === Control === | ||
# '''Fascinated:''' The character cannot move, speak, cast a spell or initiate attacks. This | # '''Fascinated:''' The character cannot move, speak, cast a spell or initiate attacks. This status is lost once attacked or targeted by a hostile spell. ''<code>Blindness</code>'' confers immunity to ''<code>fascination</code>''. | ||
# '''Enchanted:''' The character believes the enchanter to be a trusted ally. See the [[Enchantment and Domination]] page for rules and details. | # '''Enchanted:''' The character believes the enchanter to be a trusted ally. See the [[Enchantment and Domination]] page for rules and details. | ||
# '''Dominated:''' The character must take out actions as ordered. See above. | # '''Dominated:''' The character must take out actions as ordered. See above. |
Latest revision as of 15:45, 8 January 2025
Conditions in The Domains of Dread are any effect affecting a character that always has the same effect, depending on the condition applied. Generally, if a modifier affects a condition, affects all conditions under that "condition family", if there is one. Conditions on this page are grouped by these families. If conditions are part of a numbered list then they align on the same "track" within that condition family. Some features such as spell or spell-like abilities include a clause in their description that they can upgrade a condition to the next step along the track, if the lesser condition is already on the target. For example, if a feature states that if a target is already dazzled, they may become blinded. If no such clause is present, then it cannot upgrade the condition.
Conditions in The Domains of Dread
Injury
- Bleeding: The character takes
untyped damage
equal to the listed amount of bleeding per round. If the listed amount is expressed as a die, the damage is rerolled every round. - Burning: The character takes
fire damage
equal to10% of their current HP (minimum 1)
per round.
Sensory
- Silenced: The character cannot speak. If they attempt to cast a spell that has a verbal component, it fails.
- Deafened: The character cannot hear. If they attempt to cast a spell that has a verbal component, it has
20% spell failure
.
Blindness
- Dazzled: The character suffers
-1 to attack rolls and Perception checks
. - Blinded: The character cannot see. They suffer
-2 to AC
, lose theirDex
bonus to AC,-4 to Perception checks
, and cannot detectstealthed or otherwisehidden
entities. If they attack, unless they have the blind-fight feat, they must do so as if the enemy has50% concealment
.
Mobility
- Slowed: The character suffers
-50% reduced movement speed
,-2 to AC, Reflex saves and attack rolls
, and can only make one attack per round. - Entangled: The character cannot move. They are
flatfooted
, suffering-2 to attack rolls
and theirDex
is set to 3. If they attempt to cast a spell that has a somatic component, it has20% spell failure
.
- Flatfooted: The character loses their bonuses to
AC
fromDex
, dodge and tumble sources, and cannot make attacks of opportunity. An empty action queue (having no actions being undertaken or next to be undertaken) does not render a characterflatfooted
in The Domains of Dread. - Hastened: The character gains
50% increased movement speed
,+2 to AC, Reflex saves and attack rolls
, and makes an additional attack per round. - Paralyzed: The character cannot move or act. Their
Dex
andStr
scores are set to 0. - Pinned: The character cannot move, suffers
-2 to AC
, and loses their bonuses toAC
fromDex
, dodge and tumble sources.
Visibility
- Concealed: The character imposes a percent chance to miss an attack made on them outright, determined by their percent
concealment
. - Hidden: The character cannot be seen unless an enemy pierces their stealth. This status is lost when the character attacks.
- Invisible: The character cannot be seen unless an enemy pierces their stealth, and must do so at melee range. This status is lost when the character attacks.
- Incorporeal: The character cannot be seen normally. If they are revealed, they cannot be targeted and take no damage from nonmagical sources of damage, half if magical unless
force damage
.
- Revealed: The character is rendered visible. This breaks all visibility effects except
incorporeal
.
Stun
- Dazed: The character suffers
-2 to attack rolls and Dex
. - Confused: The character suffers an inherent 25% chance to miss or hit another target that is in range, including allies.
- Stunned: The character cannot move or act. Their
Dex
andStr
scores are set to 0.
Wakefulness
- Drowsy: The character suffers no immediate ill effect, but must make a
Will
save or remaindrowsy
. - Asleep: The character collapses and cannot move or act. Their
Dex
andStr
scores are set to 0. This status is lost once attacked or targeted by a hostile spell.
Sapped
- Energy Drained: The character suffers negative levels equal to the listed amount.
- Enervated: The character suffers loss in ability scores equal to the listed amount.
- Petrified: The character cannot move or act. Their
Dex
andStr
scores are set to 0. This status is nominally permanent.
Fatigue
- Fatigued: The character cannot run and suffers
-2 to Str and Dex
. - Exhausted: The character suffers
-25% reduced movement speed
even while walking and-6 to Str and Dex
.
Control
- Fascinated: The character cannot move, speak, cast a spell or initiate attacks. This status is lost once attacked or targeted by a hostile spell.
Blindness
confers immunity tofascination
. - Enchanted: The character believes the enchanter to be a trusted ally. See the Enchantment and Domination page for rules and details.
- Dominated: The character must take out actions as ordered. See above.
Prone
- Off-Balance: The character loses their bonuses to
AC
fromDex
, dodge and tumble sources, and suffers-2 to Reflex saves and Acrobatics checks
. - Prone: The character collapses and cannot move or act. Their
Dex
andStr
scores are set to 0. Enemies have a+2 attack bonus against prone targets
.
Fear
- Shaken: The character suffers
-2 to AC and attack rolls
made against their subject of fear. - Frightened: The character suffers
20% miss chance
,-3 to AC and attack rolls
made against their subject of fear. - Panicked: The character cannot confront their subject of fear with an attack or hostile spell, and has
-4 to AC
against them. - Cowering: The character cannot initiate attacks of any kind, or cast spells. They have
-6 to AC
.
Disease
- Sickened: The character suffers
-2 to attack and damage rolls, saves, and skill checks
. - Nauseated: The character suffers
-25% reduced movement speed
,-4 to attack and damage rolls, saves, and skill checks
.