Post by Zyraen on Sept 6, 2020 13:29:34 GMT 8
UB CONDITIONS
Note that interrupts can impose conditions during the middle of a turn or action. If a creature gains a condition that causes its current action to be invalid, that action ends/is lost immediately.
STATUS CONDITIONS
These conditions are usually imposed by external abilities, or effects like auras or zones.
Blinded
- All creatures have total concealment against you. Hence you are unguarded, cannot take opportunity actions, and also cannot flank
- You have -10 to Perception checks. This does not stack with the penalty from being deafened.
- You cannot use abilities/feats with a trigger, unless the triggering creature is yourself, and the target is either personal or adjacent to you
Dazed
- You are unguarded
- During your turn, you can only take one action, either move, standard or swift.
- You cannot use interrupts or take opportunity actions, hence cannot flank. Note free actions can still be taken.
- Note you can delay while dazed but cannot ready an action, since that requires an interrupt
Deafened
- You cannot hear anything
- You have -10 to Perception checks. This does not stack with the penalty from being blinded.
Dominated
- You are dazed
- During your turn, the dominating creature decides your role, your enemies and allies, and your action.
- The dominating creature can only cause you to use a common ability (ie CM or CA)
Entangled
- You are unguarded and immobilised
- You have -2 to attack rolls
- You are immune to forced movement, ie pull, push, slide
Immobilised
- You cannot move from your space. You can still use teleports, and be subject to forced movement, ie pull, push, slide
- Note immobilised does not alter your speed
Insubstantial
- You take half damage from attacks, and from ongoing damage
- Note this does not reduce damage from auras
Slowed
- Your speed is reduced to 2. If it was lower than 2, it is not increased.
- The reduction to speed affects all your movement modes, but does not apply to teleports or forced movement, ie pull, push, slide
- Note you can run while slowed, and effects that increase your speed while you are slowed still work, they simply treat your speed as slowed.
Stunned
- You are unguarded
- You cannot take actions, hence cannot flank
- Note stunned is the main conditional status that stops free actions
Removed From Play
- You are removed from the battle map. No creature has line of effect to you, nor you to other creatures
- You are not aware of the surroundings of the square you occupied when removed from play
- You cannot take actions, unless otherwise stated
- You still take ongoing damage and make saving throws
- When the condition ends, you return back to play in the square you were in when you were removed from play, or the nearest unoccupied square (if equidistant, your choice)
Weakened
- You deal half damage with your attacks
- Note that ongoing damage and aura damage is not affected
=====
SITUATIONAL CONDITIONS
These conditions are usually the result of movement, damage, terrain, etc.
Bloodied
- You are at half your HP or lower
Concealment
- also known as Partial Concealment
- Melee and ranged attacks take -2 to attack rolls against you. This penalty does not stack with that from total concealment
Cover
- also known as Partial Cover
- this comes about when no corner from the attack's origin square can trace unobstructed lines of effect to all four corners of target space (for larger than medium creature, attacker chooses the most favourable square)
- Attacks take -2 to attack rolls against you. This penalty does not stack with that from superior cover
- Note for AoE attacks such as area/burst/blast, creatures do not provide cover. Also, area attacks use the centre of the area as their origin square, instead of the attacker's square
Dying
- You are at 0 HP or lower
- You are unconscious
- You do not benefit from regeneration (unless otherwise stated)
- At the start of your turn, you have to make death saving throws
Flanked
- When you have enemies that can make opportunity attacks against you, and are on opposite sides or opposite corners of your space, you are flanked by those enemies.
- You are unguarded against melee attacks from those enemies
Helpless
- You are unguarded
- You have -5 to all defenses
- You cannot take actions (unless otherwise allowed by the GM)
- You can be the target of a coup de grace
Prone
- You have -2 to attack rolls and each square of movement while prone costs 1 extra square of movement
- You cannot shift (unless you can shift multiple squares)
- You are unguarded against melee attacks
- Ranged attacks have -2 penalty against you, unless the attacker is adjacent to you
- If you are knocked prone while moving, your movement immediately ends. This does not apply if you were already prone while moving.
- If a flying creature falls prone, it falls.
- Note creatures that are swimming (eg fish), usually crawling (eg snakes, bugs), etc can still be knocked prone, unless they are immune to the prone condition. In such a situation they are off-balance, disoriented and are considered prone
- Note that some flying creatures with hover are immune to being knocked prone while flying
- Note that creatures which are two or more size categories larger than the one trying to knock it prone can make a saving throw to avoid being knocked prone. This is the same saving throw as the one they get to resist forced movement, if any.
Running
- You declare a run at the start of your move, and move 2 more squares than your speed permits while running.
- You cannot run while shifting
- You are unguarded and take -5 to attack rolls until SNT.
- Note that running does not alter your speed, and you can run while prone, while slowed, and while charging.
- Unless an ability is a charge or a melee basic attack (thus usable when charging), you cannot run while using an ability.
Superior Cover
- this comes about when no corner of the attack's origin square can trace unobstructed lines of effect to more than one corner of target space (for larger than medium creature, attacker chooses the most favourable square)
- sometimes there is no unobstructed corner either, but there is still line of effect, say firing into an arrow slit, or through a grills in a portcullis, that will grant the defender superior cover
- Attacks take -5 to attack rolls against you. This penalty does not stack with that from cover
- Note for AoE attacks such as area/burst/blast, creatures do not provide cover. Also, area attacks use the centre of the area as their origin square, instead of the attacker's square
Surprised
- You are unguarded
- You cannot take actions, hence cannot flank
- The above apply only until the end of the surprise round
- You cannot take free actions until the start of your first turn in which you are not surprised. This means creatures which are surprised cannot call for help/ raise the alarm if they are silenced before their first turn. Note that this rule is intended to adjudicate surprise on NPCs and not for killing off player characters.
Swimming
- This condition only applies to creatures without a swim speed. Creatures with a swim speed are just as effective swimming as on land
- Teleports are not affected by following constraints
- Before moving, make an Athletics check to swim. The usual DC for calm water is DC 8, and higher for different water conditions. If you pass the DC, you can move without having to make the check again, until SNT. If you fail and use another action that involves moving, you may retry the Athletics check. Failing the DC by 5 may cause you to sink 1-2 squares (GM's discretion)
- Each square of movement costs 1 extra square of movement, hence you may not shift while swimming (unless you can shift multiple squares)
- A fully submerged creature takes half damage from fire attacks
- While swimming, you have -2 to attack rolls. The GM may waive this penalty at his discretion when you have your feet are in contact with a surface below you, or if are using certain weapons or attack types, eg crossbows, tridents, spears, psychic attacks, burst/blast/area attacks
Threatening Reach X
- You can make opportunity attacks against all creatures within X squares of you.
- Note that normally you can only make opportunity attacks against creatures adjacent to you
Total Concealment
- often used synonymously with Invisibility
- Melee and ranged attacks have -5 to attack rolls against you. This penalty does not stack with that from partial concealment
- You cannot be unguarded, and others are unguarded against you
- Note that you do not get a stealth bonus for having total concealment, but it is a requirement for hiding
Unconscious
- You fall prone, if possible
- You are helpless
- You are not aware of your surroundings
Note that interrupts can impose conditions during the middle of a turn or action. If a creature gains a condition that causes its current action to be invalid, that action ends/is lost immediately.
STATUS CONDITIONS
These conditions are usually imposed by external abilities, or effects like auras or zones.
Blinded
- All creatures have total concealment against you. Hence you are unguarded, cannot take opportunity actions, and also cannot flank
- You have -10 to Perception checks. This does not stack with the penalty from being deafened.
- You cannot use abilities/feats with a trigger, unless the triggering creature is yourself, and the target is either personal or adjacent to you
Dazed
- You are unguarded
- During your turn, you can only take one action, either move, standard or swift.
- You cannot use interrupts or take opportunity actions, hence cannot flank. Note free actions can still be taken.
- Note you can delay while dazed but cannot ready an action, since that requires an interrupt
Deafened
- You cannot hear anything
- You have -10 to Perception checks. This does not stack with the penalty from being blinded.
Dominated
- You are dazed
- During your turn, the dominating creature decides your role, your enemies and allies, and your action.
- The dominating creature can only cause you to use a common ability (ie CM or CA)
Entangled
- You are unguarded and immobilised
- You have -2 to attack rolls
- You are immune to forced movement, ie pull, push, slide
Immobilised
- You cannot move from your space. You can still use teleports, and be subject to forced movement, ie pull, push, slide
- Note immobilised does not alter your speed
Insubstantial
- You take half damage from attacks, and from ongoing damage
- Note this does not reduce damage from auras
Slowed
- Your speed is reduced to 2. If it was lower than 2, it is not increased.
- The reduction to speed affects all your movement modes, but does not apply to teleports or forced movement, ie pull, push, slide
- Note you can run while slowed, and effects that increase your speed while you are slowed still work, they simply treat your speed as slowed.
Stunned
- You are unguarded
- You cannot take actions, hence cannot flank
- Note stunned is the main conditional status that stops free actions
Removed From Play
- You are removed from the battle map. No creature has line of effect to you, nor you to other creatures
- You are not aware of the surroundings of the square you occupied when removed from play
- You cannot take actions, unless otherwise stated
- You still take ongoing damage and make saving throws
- When the condition ends, you return back to play in the square you were in when you were removed from play, or the nearest unoccupied square (if equidistant, your choice)
Weakened
- You deal half damage with your attacks
- Note that ongoing damage and aura damage is not affected
=====
SITUATIONAL CONDITIONS
These conditions are usually the result of movement, damage, terrain, etc.
Bloodied
- You are at half your HP or lower
Concealment
- also known as Partial Concealment
- Melee and ranged attacks take -2 to attack rolls against you. This penalty does not stack with that from total concealment
Cover
- also known as Partial Cover
- this comes about when no corner from the attack's origin square can trace unobstructed lines of effect to all four corners of target space (for larger than medium creature, attacker chooses the most favourable square)
- Attacks take -2 to attack rolls against you. This penalty does not stack with that from superior cover
- Note for AoE attacks such as area/burst/blast, creatures do not provide cover. Also, area attacks use the centre of the area as their origin square, instead of the attacker's square
Dying
- You are at 0 HP or lower
- You are unconscious
- You do not benefit from regeneration (unless otherwise stated)
- At the start of your turn, you have to make death saving throws
Flanked
- When you have enemies that can make opportunity attacks against you, and are on opposite sides or opposite corners of your space, you are flanked by those enemies.
- You are unguarded against melee attacks from those enemies
Helpless
- You are unguarded
- You have -5 to all defenses
- You cannot take actions (unless otherwise allowed by the GM)
- You can be the target of a coup de grace
Prone
- You have -2 to attack rolls and each square of movement while prone costs 1 extra square of movement
- You cannot shift (unless you can shift multiple squares)
- You are unguarded against melee attacks
- Ranged attacks have -2 penalty against you, unless the attacker is adjacent to you
- If you are knocked prone while moving, your movement immediately ends. This does not apply if you were already prone while moving.
- If a flying creature falls prone, it falls.
- Note creatures that are swimming (eg fish), usually crawling (eg snakes, bugs), etc can still be knocked prone, unless they are immune to the prone condition. In such a situation they are off-balance, disoriented and are considered prone
- Note that some flying creatures with hover are immune to being knocked prone while flying
- Note that creatures which are two or more size categories larger than the one trying to knock it prone can make a saving throw to avoid being knocked prone. This is the same saving throw as the one they get to resist forced movement, if any.
Running
- You declare a run at the start of your move, and move 2 more squares than your speed permits while running.
- You cannot run while shifting
- You are unguarded and take -5 to attack rolls until SNT.
- Note that running does not alter your speed, and you can run while prone, while slowed, and while charging.
- Unless an ability is a charge or a melee basic attack (thus usable when charging), you cannot run while using an ability.
Superior Cover
- this comes about when no corner of the attack's origin square can trace unobstructed lines of effect to more than one corner of target space (for larger than medium creature, attacker chooses the most favourable square)
- sometimes there is no unobstructed corner either, but there is still line of effect, say firing into an arrow slit, or through a grills in a portcullis, that will grant the defender superior cover
- Attacks take -5 to attack rolls against you. This penalty does not stack with that from cover
- Note for AoE attacks such as area/burst/blast, creatures do not provide cover. Also, area attacks use the centre of the area as their origin square, instead of the attacker's square
Surprised
- You are unguarded
- You cannot take actions, hence cannot flank
- The above apply only until the end of the surprise round
- You cannot take free actions until the start of your first turn in which you are not surprised. This means creatures which are surprised cannot call for help/ raise the alarm if they are silenced before their first turn. Note that this rule is intended to adjudicate surprise on NPCs and not for killing off player characters.
Swimming
- This condition only applies to creatures without a swim speed. Creatures with a swim speed are just as effective swimming as on land
- Teleports are not affected by following constraints
- Before moving, make an Athletics check to swim. The usual DC for calm water is DC 8, and higher for different water conditions. If you pass the DC, you can move without having to make the check again, until SNT. If you fail and use another action that involves moving, you may retry the Athletics check. Failing the DC by 5 may cause you to sink 1-2 squares (GM's discretion)
- Each square of movement costs 1 extra square of movement, hence you may not shift while swimming (unless you can shift multiple squares)
- A fully submerged creature takes half damage from fire attacks
- While swimming, you have -2 to attack rolls. The GM may waive this penalty at his discretion when you have your feet are in contact with a surface below you, or if are using certain weapons or attack types, eg crossbows, tridents, spears, psychic attacks, burst/blast/area attacks
Threatening Reach X
- You can make opportunity attacks against all creatures within X squares of you.
- Note that normally you can only make opportunity attacks against creatures adjacent to you
Total Concealment
- often used synonymously with Invisibility
- Melee and ranged attacks have -5 to attack rolls against you. This penalty does not stack with that from partial concealment
- You cannot be unguarded, and others are unguarded against you
- Note that you do not get a stealth bonus for having total concealment, but it is a requirement for hiding
Unconscious
- You fall prone, if possible
- You are helpless
- You are not aware of your surroundings