Conditions: Difference between revisions

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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.
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.


=B=
==B==
===Battered===
===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]].
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]].

Revision as of 20:44, 4 August 2017

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.

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

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:

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 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].