A number of adverse conditions can affect the way a character operates, as defined here. If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition.
The character has lost 1 or more
ability score points. The loss is temporary, and these points return at a rate of 1 per evening of rest. This differs from "effective" ability loss, which is an effect that goes away when the condition causing it goes away.
The character has lost 1 or more
ability score points. The loss is permanent.
The hero can't see at all, and thus everything has total concealment to him or her. The character has a 50% chance to miss in
combat. Furthermore, the
blinded character has an effective
Dexterity of 3, along with a -4 penalty on the use of Strength-based and
Dexterity-based
skills. This -4 penalty also applies to Search checks and any other
skill checks for which the GM deems sight to be important. The character can't make Spot checks or perform any other activity (such as reading) that requires vision. Heroes who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM's discretion).
The hero is frozen in fear, loses his or her
Dexterity bonus, and can take no actions. In addition, the character takes a -2 penalty to his or her
Defense. The condition typically lasts 10 rounds.
Unable to act, a
dazed character can take no actions, but still gets the benefit of his or her normal
Defense. This condition typically lasts 1 round.
The hero can't hear and takes a -4 penalty on
initiative checks. The character can't make Listen checks. Heroes who are
deafened long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM's discretion).
The character is near death and
unconscious, with -1 to -9 wound points. The character can take no actions, and each round a
dying character loses 1
hit point until he or she dies or becomes
stable.
An
entangled character takes a -2 penalty on
attack rolls in addition to a -4 penalty to
Dexterity. If the entangling bonds are anchored to an immobile object, the
entangled hero can't move. Otherwise, the character can move at half
speed, but can't
run or charge.
Heroes who are
exhausted move at half
speed and cannot
run or charge. Furthermore, they take a -6 penalty to Strength and
Dexterity. After 1 hour of complete, uninterrupted rest, an
exhausted character becomes
fatigued.
Characters who are
fatigued can't
run or charge and take a penalty of -2 to Strength and
Dexterity. After 8 hours of complete, uninterrupted rest, a
fatigued character is no longer
fatigued.
When
grappled, a hero can't undertake any action other than attacking with his or her bare hands, attacking with a light weapon, or attempting to break free from his or her opponent. The character loses his or her
Dexterity bonus to
Defense, except on attacks from characters with whom he or she is grappling.
Characters who are
nauseated are unable to attack or do anything else requiring attention or concentration. The only action such a character can take is a single
move action per turn.
A
panicked character flees as fast as possible and cowers (see
Cowering, above) if unable to get away. The character defends normally but cannot attack.
Heroes who are
paralyzed fall to the ground, unable to move (they have an effective, but not actual,
Dexterity and Strength of 0). They are
helpless.
An attacker who is
prone (lying on the ground) takes a -4 penalty on melee
attack rolls and can't use bows or thrown ranged weapons. The character gains a +4 bonus to
Defense against ranged attacks, but takes a -4 penalty to
Defense against melee attacks.
A character who becomes
stunned loses his or her
Dexterity bonus, drops what he or she is holding, and can take no attack or
move actions. In addition, the character takes a -2 penalty to
Defense. The condition typically lasts 1 round.
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