Conditions

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If more than one condition affects a character, apply them all; however, multiple copies of the same condition do not stack unless the condition description specifies otherwise. If certain effects can't combine, apply the most severe effect.

The Fear Ladder

Fear Ladder Values
Condition Severity Increase
[Cowering] 12 -
[Panicked] 7 +5
[Frightened] 3 +3
[Shaken] 1 +2

[Fear] effects function with increasing severity if a character is already afraid. It is helpful to think of [Fear] effects as a "ladder", with the worst condition at the top and less-severe conditions stacking on top of each other to create more severe effects.

Each application of a condition increases a creature's total fear level by the given amount, and when the total equals or exceeds the Severity of a given condition, the creature is afflicted with that condition instead of the previous one. If a creature afflicted with a given condition is affected by an effect that removes a lesser condition, subtract the corresponding adjustment from the creature's total fear level, and change the creature’s fear condition as needed.

B

Battered

The creature’s current HP cannot be increased by any effect, rendering them effectively immune to healing. This does not prevent them from gaining temporary HP.

This condition is automatically removed from a [Dying], [Stable], [Unconscious], or [Dead] creature. Unless otherwise noted, this condition expires at the end of the [Encounter].

Bleeding

A creature that is [Bleeding] suffers 1d4 [HP reduction] each [Round] at the beginning of its turn plus an additional 1d4 [HP reduction] for every [Round] it has continuously been [Bleeding]. This condition lasts three [Rounds], but the duration resets each time an effect would inflict it. Affected creatures may spend a move action to remove this condition, but doing so provokes attacks of opportunity.

Blinded

The creature cannot see, and the resulting disorientation causes a -4 penalty on Perception checks. The creature treats all creatures as if they were [Invisible]. (Special vision modes like [Tremorsense] are as effective as always.)

Blown away

A creature can be [Blown away] in a specific direction by winds of high velocity. A non-[Flying] or non-[Soaring] creature that is blown away is knocked [Prone] and rolls 1d4 × 10 ft, away from the source of the effect unless otherwise specified. A [Flying] or [Soaring] creature that is [Blown away] is blown 2d6 × 10 ft instead.

Burrowing

[Burrowing] creatures move through earth, soil, and sediment with relative ease. [Burrowing] creatures are deep enough underground that a non-[Burrowing] creature may only target them with [Ground] effects or if they are in its [Melee] range. However, [Burrowing] creatures are close enough to the ground that they can be caught in [Ground] and area effects. A Burrowing] creature may only target non-[Burrowing] creatures if they are within its [Melee] range. [Burrowing] otherwise does not affect line of effect or line of sight. [Burrowing] creatures are only considered adjacent to other [Burrowing] creatures.

[Burrowing] creatures ignore above-ground obstacles that are not specifically identified as affecting [Burrowing] creatures, such as walls with shallow foundations, and moving out of a square of difficult terrain does not cost them extra movement. They are not at risk of suffocating due to the lack of air underground. A [Burrowing] creature can move through the space of a non-[Burrowing] creature, and vice versa, but cannot end a movement in that space.

As a standard action, if the creature did not gain the [Burrowing] condition this [Round], a [Burrowing] creature may lose the condition. Unless otherwise specified, a [Burrowing] creature is vulnerable to suffocation (Suffocation is a great band, and is also an Environmental Hazard).

Burning

A creature that is [Burning] takes 1d4 damage each [Round] at the beginning of its turn plus an additional 1d4 damage for every [Round] it has continuously been [Burning]. The damage is not subject to [Damage reduction] or [Resistance]. This condition lasts three [Rounds], but the duration resets each time an effect would inflict it. Creatures may spend a move action to remove this condition from themselves or a creature within [Melee] range, but doing so provokes attacks of opportunity.

C

Checked

A creature that is [Checked] is prevented from achieving forward motion by an applied force, such as wind. [Checked] creatures that are not [Flying] or [Soaring] cannot choose to move in one or more specified directions. A [Flying] or [Soaring] creature is blown back 1d6 × 10 ft in the opposite direction, unless this condition prevents choice of movement in all directions, in which case it is not blown back. This is a [Binding] effect.

Concealed

A [Concealed] creature is partially obscured by a cloud, [Glamer] effect, or other object or effect that does not outright stop attacks. Attacks targeting a [Concealed] creature suffer a 20% [Miss chance].

Confused

[Confused] Random Actions
1-10 Attack the source of the condition (or move towards it if attacking is not possible)
11-20 Act normally
21-50 Do nothing but babble incoherently
51-70 Run with its standard action and move with its move action if either action is available
71-100 Move toward and (if possible) take an attack action against the nearest creature

A [Confused] creature cannot determine its own actions. If an opponent takes an offensive action against a [Confused] creature, that opponent becomes the [Confused] creature's jerk. The creature takes offensive actions against the jerk on its next turn (as long as it is still [Confused] when that turn comes), moving toward it as necessary. A [Confused] creature may attempt to leave an area of effect created by an offensive action so long as this would not prevent it from taking offensive actions against the jerk. A [Confused] creature may only make attacks of opportunity against the jerk.

If a [Confused] creature has no jerk to target, then its actions are determined by rolling d% at the beginning of its turn.

A [Confused] creature who can't carry out the indicated action does nothing but babble incoherently.

Covered

A [Covered] creature is protected from attack by some kind of obstruction (such as a wall or tree). A [Covered] creature gains a +2 bonus to AC.

Cowering

The creature is frozen in fear and can take no actions. A [Cowering] creature takes a -2 penalty to Armor Class and loses her Key Defensive Modifier bonus to AC (if any).

Unless otherwise noted, this condition expires at the end of the [Encounter].

D

Damage Reduction

Whenever a creature with [Damage reduction] would take damage from a physical or untyped source (such as a melee attack, but not a [Fire] spell), it is reduced by a specific amount giv en in the description of the ability that granted you [Damage reduction]. Multiple sources of [Damage reduction] stack.

Dazed

The creature is unable to act normally. A [Dazed] creature can take no actions other than a single 5 ft step per [Round], but has no penalty to AC.

The [Dazed] condition typically lasts 1 [Round].

Dazzled

The creature is unable to see well because of over-stimulation of the eyes. A [Dazzled] creature takes a -1 penalty on attack rolls and Perception checks. The [Dazzled] condition generally lasts no more than 5 [Rounds].

A [Blinded] creature has [Immunity] to being [Dazzled].

Dead

[Dead] creatures can neither sense their surroundings nor can they act in any way. They do not have line of effect or line of sight to any squares or creatures, though all other creatures may draw line of effect to them. A [Dead] creature cannot gain any other condition, and loses all other conditions besides [Lesser resistance], [Resistance], [Greater resistance], [Immunity], and [Vulnerability], unless otherwise stated in a track ability, feat, or item that grants or inflicts a certain condition. Likewise, a [Dead] creature loses all [HP reduction] and temporary HP, and cannot gain either. All of the [Dead] creature's abilities that are not activated by the creature becoming [Dead] and that do not have a duration cease to function while the creature is [Dead]. A [Dead] creature's magic items cease to function until the creature is no longer [Dead]. [Dead] creatures cannot benefit from any form of healing, but they can be restored to life via certain means. A [Dead] body decays normally unless preserved, but any ability that restores a [Dead] creature to life also restores the body to a certain state of health (just how much depends on the ability).

Deafened

A [Deafened] creature cannot hear. It has a -5 penalty to Awareness and on Perception checks and has the results of its initiative reduced by 5. A creature does not act again on their new initiative until the next [Round].

Disabled

A creature with exactly 0 hit points, or a [Stable] creature who is not [Unconscious], is [Disabled]. A [Disabled] creature may take only a single move action or standard action each [Round] (but not both, or swift or immediate actions), and suffers a penalty equal to half its movement speed to its movement speed. A [Disabled] creature that takes a standard action takes 1 damage, which ignores [Damage reduction] and [Resistance], after the action is completed.

Dying

A [Dying] creature is near death, and has negative hit points but is not [Dead]. A [Dying] creature is [Unconscious] for as long as it is [Dying]. At the end of each [Round], starting with the [Round] in which the creature gains this condition, the creature's recovery is subject to a percentile chance for failure; a d% roll under 91 means that the creature takes 1 point of damage, which ignores [Damage reduction] and [Resistance]. Otherwise, the creature ceases to be [Dying] and becomes [Stable]. Additionally, if a [Dying] creature's hit points reach an amount equal to the negative of its Constitution score or lower, it is [Dead]. If its hit points reach 0 or higher, it ceases to be [Dying].

E

Energy Drained

A creature with this condition suffers a -1 penalty to all d20 rolls and to Armor Class. Whenever a creature inflicts [Energy drained], the penalty from it stacks with any other penalties from [Energy drained], up to a maximum of the inflicting creature's highest circle. (This does not decrease the penalty if it is already higher than the inflicting creature’s highest circle.)

Unless otherwise noted, [Energy drained] expires at the end of the [Scene].

Entangled

Being [Entangled] impedes movement, but does not entirely prevent it. An [Entangled] creature suffers a penalty equal to half its movement speed to its movement speed, cannot Run or Charge, and takes a -2 penalty to attack rolls and AC. This is a [Binding] effect.

Exhausted

An [Exhausted] creature suffers a penalty equal to half its movement speed to its movement speed, can neither Run nor Charge, and takes a -2 penalty to d20 rolls. An hour of rest removes this condition and makes the creature [Fatigued] instead, but unless otherwise noted, this condition lasts until the end of the current [Scene]. A creature that is [Exhausted] cannot gain the [Fatigued] condition until it is no longer [Exhausted].

F

Fatigued

A [Fatigued] creature can neither Run nor Charge and takes a -1 penalty to d20 rolls. If a [Fatigued] creature would become [Fatigued], it becomes [Exhausted] instead. If a [Fatigued] creature becomes [Exhausted], it loses this condition. Unless otherwise noted, this condition lasts until the end of the current [Scene].

Flat-footed

A creature who has not yet acted during a combat is [Flat-footed], not yet reacting normally to the situation. In addition, a creature is [Flat-footed] against attacks made by any creature to which it does not have line of sight. A [Flat-footed] creature cannot make attacks of opportunity or take immediate actions, and takes a -3 penalty to Armor Class.

Flying

[Flying] creatures are far enough above the ground that non-[Flying] creatures treat them as outside their [Melee] range (and vice versa), but at low enough altitude that they can be targeted by ranged weapons and are caught in area effects. [Flying] creatures are only considered adjacent to other [Flying] creatures.

[Flying] creatures ignore obstacles they can fly over that are not specifically identified as affecting [Flying] creatures, such as walls without ceilings, and moving out of a square of difficult terrain does not cost them extra movement. A [Flying] creature can move through the space of a non-[Flying] creature, and vice versa, but cannot end a movement in that space. [Flying] creatures have [Immunity] to [Ground] effects.

A creature that has the [Flying] condition for one [Round] without having or gaining the Fly movement mode loses that condition and falls, suffering a Trivial Fall, or worse at the GM’s discretion. If the creature lost the condition in this way on its turn, it cannot voluntarily gain the [Burrowing], [Flying], [Swimming], or [Soaring] conditions until its next turn. Effects that remove this condition cause the creature to suffer a Trivial Fall unless otherwise specified by the effect or the GM.

Frightened

A [Frightened] creature takes a -2 penalty to all d20 rolls, and must choose to fight or flee at the beginning of its turn each [Round]. If the creature decides to flee, its only available actions until the beginning of its next turn are to Run and use its move action(s) to move.

A [Frightened] creature that decides to fight on its turn must skip either a standard action or move action during its turn (This has no effect if the creature already skips a standard action or all its move actions due to other conditions). A [Frightened] creature that is unable to flee must fight. Unless otherwise noted, this condition expires at the end of the [Encounter].

Fully Concealed

A [Fully concealed] creature is barely visible. Attacks targeting a [Fully concealed] creature suffer a 50% [Miss chance].

G

Grappled

A [Grappled] creature is restrained by one or more opponents in adjacent squares; these opponents are said to be "grappling" it. The [Grappled] creature loses any Stealth check result it may have had, can only ever move under its own power with [Teleport] effects, and the only actions it can make freely are attack actions or combat maneuvers against creatures that are grappling it.

A [Grappled] creature may remove the [Grappled] condition with a successful Reflex save made as a move or standard action, or use an extraordinary, spell-like, or supernatural ability or a spell with a successful Will save. It still uses the action required for that ability on a failed save. The DC of these saves is the highest among the grappling opponents of the following: 10 + 1/2 opponent's level + the higher of the opponent's Str or Dex modifiers + 1 for each additional grappling opponent.

Greater Resistance

Whenever a creature with [Greater resistance] to a particular damage type or descriptor would take damage from that damage type or would take damage with that descriptor, it is reduced by twice that creature's character level, or if the effect granting that creature [Greater resistance] does not originate from that creature, twice the character level of the effect's source. Effects that would ignore or reduce the effects of [Resistance] also apply to [Greater resistance]. [Resistance] and [Lesser resistance] do not stack with [Greater resistance].

H

Helpless

A [Helpless] creature is held, bound, sleeping, or otherwise completely at an opponent's mercy. A [Helpless] target loses its KDM bonus to AC, can take no actions, and cannot choose to use abilities. Unless held upright or airborne, a [Helpless] creature loses [Flying] and is [Prone], but if it falls [Prone], ranged attacks made against it do not suffer the normal penalty.

I