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CONDITIONS

(If more than one condition affects a character, apply them all. If certain effects cant combine, apply the most severe effect.)

Ability Damaged: The character has temporarily lost or more ability score points. !ost points ret"rn at a rate of per day "nless noted other#ise by the condition dealin$ the dama$e. % character #ith Stren$th & falls to the $ro"nd and is helpless. % character #ith De'terity & is paraly(ed. % character #ith Constit"tion & is dead. % character #ith Intelli$ence, )isdom, or Charisma & is "nconscio"s. %bility dama$e is different from penalties to ability scores, #hich $o a#ay #hen the conditions ca"sin$ them $o a#ay. Ability Drained: The character has permanently lost or more ability score points. The character can re$ain these points only thro"$h ma$ical means. % character #ith Stren$th & falls to the $ro"nd and is helpless. % character #ith De'terity & is paraly(ed. % character #ith Constit"tion & is dead. % character #ith Intelli$ence, )isdom, or Charisma & is "nconscio"s. Blinded: The character cannot see. *e ta+es a ,- penalty to %rmor Class, loses his De'terity bon"s to %C (if any), moves at half speed, and ta+es a ,. penalty on Search chec+s and on most Stren$th/ and De'terity/based s+ill chec+s. %ll chec+s and activities that rely on vision (s"ch as readin$ and Spot chec+s) a"tomatically fail. %ll opponents are considered to have total concealment (0&1 miss chance) to the blinded character. Characters #ho remain blinded for a lon$ time $ro# acc"stomed to these dra#bac+s and can overcome some of them. Blown Away: Dependin$ on its si(e, a creat"re can be blo#n a#ay by #inds of hi$h velocity. % creat"re on the $ro"nd that is blo#n a#ay is +noc+ed do#n and rolls d. ' & feet, ta+in$ d. points of nonlethal dama$e per & feet. % flyin$ creat"re that is blo#n a#ay is blo#n bac+ -d2 ' & feet and ta+es -d2 points of nonlethal dama$e d"e to batterin$ and b"fferin$. Checked: 3revented from achievin$ for#ard motion by an applied force, s"ch as #ind. Chec+ed creat"res on the $ro"nd merely stop. Chec+ed flyin$ creat"res move bac+ a distance specified in the description of the effect. Confused: % confused characters actions are determined by rollin$ d1 at the be$innin$ of his t"rn4 & , &, attac+ caster #ith melee or ran$ed #eapons (or close #ith caster if attac+in$ is not possible)5 ,-&, act normally5 - ,0&, do nothin$ b"t babble incoherently5 0 ,6&, flee a#ay from caster at top possible speed5 6 , &&, attac+ nearest creat"re (for this p"rpose, a familiar co"nts as part of the s"b7ects self ). % confused character #ho cant carry o"t the indicated action does nothin$ b"t babble incoherently. %ttac+ers are not at any special advanta$e #hen attac+in$ a confused character. %ny confused character #ho is attac+ed a"tomatically attac+s its attac+ers on its ne't t"rn, as lon$ as it is still confused #hen its t"rn comes. % confused character does not ma+e attac+s of opport"nity a$ainst any creat"re that it is not already devoted to attac+in$ (either beca"se of its most recent action or beca"se it has 7"st been attac+ed). Cowering: The character is fro(en in fear and can ta+e no actions. % co#erin$ character ta+es a ,- penalty to %rmor Class and loses her De'terity bon"s (if any). Dazed: The creat"re is "nable to act normally. % da(ed creat"re can ta+e no actions, b"t has no penalty to %C. % da(ed condition typically lasts ro"nd. Dazzled: The creat"re is "nable to see #ell beca"se of overstim"lation of the eyes. % da((led creat"re ta+es a , penalty on attac+ rolls, Search chec+s, and Spot chec+s.

Dead: The characters hit points are red"ced to , &, his Constit"tion drops to &, or he is +illed o"tri$ht by a spell or effect. The characters so"l leaves his body. Dead characters cannot benefit from normal or ma$ical healin$, b"t they can be restored to life via ma$ic. % dead body decays normally "nless ma$ically preserved, b"t ma$ic that restores a dead character to life also restores the body either to f"ll health or to its condition at the time of death (dependin$ on the spell or device). 8ither #ay, res"rrected characters need not #orry abo"t ri$or mortis, decomposition, and other conditions that affect dead bodies. Deafened: % deafened character cannot hear. She ta+es a ,. penalty on initiative chec+s, a"tomatically fails !isten chec+s, and has a -&1 chance of spell fail"re #hen castin$ spells #ith verbal components. Characters #ho remain deafened for a lon$ time $ro# acc"stomed to these dra#bac+s and can overcome some of them. Disabled: % character #ith & hit points, or one #ho has ne$ative hit points b"t has become stable and conscio"s, is disabled. % disabled character may ta+e a sin$le move action or standard action each ro"nd (b"t not both, nor can she ta+e f"ll/ro"nd actions). She moves at half speed. Ta+in$ move actions doesnt ris+ f"rther in7"ry, b"t performin$ any standard action (or any other action the D9 deems stren"o"s, incl"din$ some free actions s"ch as castin$ a :"ic+ened spell) deals point of dama$e after the completion of the act. ;nless the action increased the disabled characters hit points, she is no# in ne$ative hit points and dyin$. % disabled character #ith ne$ative hit points recovers hit points nat"rally if she is bein$ helped. Other#ise, each day she has a &1 chance to start recoverin$ hit points nat"rally (startin$ #ith that day)5 other#ise, she loses hit point. Once an "naided character starts recoverin$ hit points nat"rally, she is no lon$er in dan$er of losin$ hit points (even if her c"rrent hit points are ne$ative). Dying: % dyin$ character is "nconscio"s and near death. She has , to ,< c"rrent hit points. % dyin$ character can ta+e no actions and is "nconscio"s. %t the end of each ro"nd (startin$ #ith the ro"nd in #hich the character dropped belo# & hit points), the character rolls d1 to see #hether she becomes stable. She has a &1 chance to become stable. If she does not, she loses hit point. If a dyin$ character reaches , & hit points, she is dead. Energy Drained: The character $ains one or more ne$ative levels, #hich mi$ht permanently drain the characters levels. If the s"b7ect has at least as many ne$ative levels as *it Dice, he dies. 8ach ne$ative level $ives a creat"re the follo#in$ penalties4 , penalty on attac+ rolls, savin$ thro#s, s+ill chec+s, ability chec+s5 loss of 0 hit points5 and , to effective level (for determinin$ the po#er, d"ration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell or spell slot from the hi$hest spell level castable. Entangled: The character is ensnared. =ein$ entan$led impedes movement, b"t does not entirely prevent it "nless the bonds are anchored to an immobile ob7ect or tethered by an opposin$ force. %n entan$led creat"re moves at half speed, cannot r"n or char$e, and ta+es a ,- penalty on all attac+ rolls and a ,. penalty to De'terity. %n entan$led character #ho attempts to cast a spell m"st ma+e a Concentration chec+ (DC 0 > the spells level) or lose the spell. Exhausted: %n e'ha"sted character moves at half speed and ta+es a ,2 penalty to Stren$th and De'terity. %fter ho"r of complete rest, an e'ha"sted character becomes fati$"ed. % fati$"ed character becomes e'ha"sted by doin$ somethin$ else that #o"ld normally ca"se fati$"e. Fascinated: % fascinated creat"re is entranced by a s"pernat"ral or spell effect. The creat"re stands or sits :"ietly, ta+in$ no actions other than to pay attention to the fascinatin$ effect, for as lon$ as the effect lasts. It ta+es a ,. penalty on s+ill chec+s made as reactions, s"ch as !isten and Spot chec+s. %ny potential threat, s"ch as a hostile creat"re approachin$, allo#s the fascinated creat"re a ne# savin$ thro# a$ainst the fascinatin$ effect. %ny obvio"s threat, s"ch as someone dra#in$ a #eapon, castin$ a spell, or aimin$ a ran$ed #eapon at the fascinated creat"re, a"tomatically brea+s the effect. % fascinated creat"res ally may sha+e it free of the spell as a standard action.

Fatigued: % fati$"ed character can neither r"n nor char$e and ta+es a ,- penalty to Stren$th and De'terity. Doin$ anythin$ that #o"ld normally ca"se fati$"e ca"ses the fati$"ed character to become e'ha"sted. %fter ? ho"rs of complete rest, fati$"ed characters are no lon$er fati$"ed. Flat-Footed: % character #ho has not yet acted d"rin$ a combat is flat/footed, not yet reactin$ normally to the sit"ation. % flat/footed character loses his De'terity bon"s to %C (if any) and cannot ma+e attac+s of opport"nity. Frightened: % fri$htened creat"re flees from the so"rce of its fear as best it can. If "nable to flee, it may fi$ht. % fri$htened creat"re ta+es a ,- penalty on all attac+ rolls, savin$ thro#s, s+ill chec+s, and ability chec+s. % fri$htened creat"re can "se special abilities, incl"din$ spells, to flee5 indeed, the creat"re m"st "se s"ch means if they are the only #ay to escape. @ri$htened is li+e sha+en, e'cept that the creat"re m"st flee if possible. 3anic+ed is a more e'treme state of fear. ra!!ling: 8n$a$ed in #restlin$ or some other form of hand/to/hand str"$$le #ith one or more attac+ers. % $rapplin$ character can "nderta+e only a limited n"mber of actions. *e does not threaten any s:"ares, and loses his De'terity bon"s to %C (if any) a$ainst opponents he isnt $rapplin$. "el!less: % helpless character is paraly(ed, held, bo"nd, sleepin$, "nconscio"s, or other#ise completely at an opponents mercy. % helpless tar$et is treated as havin$ a De'terity of & (,0 modifier). 9elee attac+s a$ainst a helpless tar$et $et a >. bon"s (e:"ivalent to attac+in$ a prone tar$et). Aan$ed attac+s $ets no special bon"s a$ainst helpless tar$ets. Ao$"es can snea+ attac+ helpless tar$ets. %s a f"ll/ro"nd action, an enemy can "se a melee #eapon to deliver a co"p de $race to a helpless foe. %n enemy can also "se a bo# or crossbo#, provided he is ad7acent to the tar$et. The attac+er a"tomatically hits and scores a critical hit. (% ro$"e also $ets her snea+ attac+ dama$e bon"s a$ainst a helpless foe #hen deliverin$ a co"p de $race.) If the defender s"rvives, he m"st ma+e a @ortit"de save (DC & > dama$e dealt) or die. Deliverin$ a co"p de $race provo+es attac+s of opport"nity. Creat"res that are imm"ne to critical hits do not ta+e critical dama$e, nor do they need to ma+e @ortit"de saves to avoid bein$ +illed by a co"p de $race. #ncor!oreal: *avin$ no physical body. Incorporeal creat"res are imm"ne to all nonma$ical attac+ forms. They can be harmed only by other incorporeal creat"res, > or better ma$ic #eapons, spells, spell/li+e effects, or s"pernat"ral effects. #n$isible: Bis"ally "ndetectable. %n invisible creat"re $ains a >- bon"s on attac+ rolls a$ainst si$hted opponents, and i$nores its opponents De'terity bon"ses to %C (if any). (See Invisibility, "nder Special %bilities.) %nocked Down: Dependin$ on their si(e, creat"res can be +noc+ed do#n by #inds of hi$h velocity. Creat"res on the $ro"nd are +noc+ed prone by the force of the #ind. @lyin$ creat"res are instead blo#n bac+ d2 ' & feet. &auseated: 8'periencin$ stomach distress. Na"seated creat"res are "nable to attac+, cast spells, concentrate on spells, or do anythin$ else re:"irin$ attention. The only action s"ch a character can ta+e is a sin$le move action per t"rn. 'anicked: % panic+ed creat"re m"st drop anythin$ it holds and flee at top speed from the so"rce of its fear, as #ell as any other dan$ers it enco"nters, alon$ a random path. It cant ta+e any other actions. In addition, the creat"re ta+es a ,- penalty on all savin$ thro#s, s+ill chec+s, and ability chec+s. If cornered, a panic+ed creat"re co#ers and does not attac+, typically "sin$ the total defense action in combat. % panic+ed creat"re can "se special abilities, incl"din$ spells, to flee5 indeed, the creat"re m"st "se s"ch means if they are the only #ay to escape. 3anic+ed is a more e'treme state of fear than sha+en or fri$htened.

'aralyzed: % paraly(ed character is fro(en in place and "nable to move or act. % paraly(ed character has effective De'terity and Stren$th scores of & and is helpless, b"t can ta+e p"rely mental actions. % #in$ed creat"re flyin$ in the air at the time that it becomes paraly(ed cannot flap its #in$s and falls. % paraly(ed s#immer cant s#im and may dro#n. % creat"re can move thro"$h a space occ"pied by a paraly(ed creat"reC ally or not. 8ach s:"are occ"pied by a paraly(ed creat"re, ho#ever, co"nts as - s:"ares. 'etrified: % petrified character has been t"rned to stone and is considered "nconscio"s. If a petrified character crac+s or brea+s, b"t the bro+en pieces are 7oined #ith the body as he ret"rns to flesh, he is "nharmed. If the characters petrified body is incomplete #hen it ret"rns to flesh, the body is li+e#ise incomplete and there is some amo"nt of permanent hit point loss andDor debilitation. 'inned: *eld immobile (b"t not helpless) in a $rapple. 'rone: The character is on the $ro"nd. %n attac+er #ho is prone has a ,. penalty on melee attac+ rolls and cannot "se a ran$ed #eapon (e'cept for a crossbo#). % defender #ho is prone $ains a >. bon"s to %rmor Class a$ainst ran$ed attac+s, b"t ta+es a ,. penalty to %C a$ainst melee attac+s. Standin$ "p is a move/e:"ivalent action that provo+es an attac+ of opport"nity. (haken: % sha+en character ta+es a ,- penalty on attac+ rolls, savin$ thro#s, s+ill chec+s, and ability chec+s. Sha+en is a less severe state of fear than fri$htened or panic+ed. (ickened: The character ta+es a ,- penalty on all attac+ rolls, #eapon dama$e rolls, savin$ thro#s, s+ill chec+s, and ability chec+s. (table: % character #ho #as dyin$ b"t #ho has stopped losin$ hit points and still has ne$ative hit points is stable. The character is no lon$er dyin$, b"t is still "nconscio"s. If the character has become stable beca"se of aid from another character (s"ch as a *eal chec+ or ma$ical healin$), then the character no lon$er loses hit points. *e has a &1 chance each ho"r of becomin$ conscio"s and disabled (even tho"$h his hit points are still ne$ative). If the character became stable on his o#n and hasnt had help, he is still at ris+ of losin$ hit points. 8ach ho"r, he has a &1 chance of becomin$ conscio"s and disabled. Other#ise he loses hit point. (taggered: % character #hose nonlethal dama$e e'actly e:"als his c"rrent hit points is sta$$ered. % sta$$ered character may ta+e a sin$le move action or standard action each ro"nd (b"t not both, nor can she ta+e f"ll/ro"nd actions). % character #hose c"rrent hit points e'ceed his nonlethal dama$e is no lon$er sta$$ered5 a character #hose nonlethal dama$e e'ceeds his hit points becomes "nconscio"s. (tunned: % st"nned creat"re drops everythin$ held, cant ta+e actions, ta+es a ,- penalty to %C, and loses his De'terity bon"s to %C (if any). )urned: %ffected by a t"rn "ndead attempt. T"rned "ndead flee for & ro"nds ( min"te) by the best and fastest means available to them. If they cannot flee, they co#er. *nconscious: Enoc+ed o"t and helpless. ;nconscio"sness can res"lt from havin$ c"rrent hit points bet#een , and ,<, or from nonlethal dama$e in e'cess of c"rrent hit points.

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