Charmed

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Condition Severity: Moderate


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Effects

  • Commands given by a Charming creature are limited to one simple sentence, and the action commanded cannot require more than a standard action to perform. Some example commands might be:
  • Move away from the commanding creature
  • Move toward the commanding creature
  • Drop your held items
  • Attack your nearest ally
  • At the start of your turn, you must choose whether to obey or resist the command given.
  • If you obey the command given to you, during your turn, you can perform the commanded action as a free action (regardless of how long such an action might normally take), and then perform any actions during your turn normally (that is, you retain the use of your standard, move and swift actions for the round).
  • If you resist the command given to you, any actions you take before the start of your next turn require the next higher action type to perform. For example, to walk your speed would normally require a move action, and now requires a standard action. An attack, normally a standard action, now requires a full attack action (standard + move). Free actions, including attacks of opportunity, are still free actions.
  • Swift ActionMove ActionStandard ActionFull Attack ActionFull-Round Action
  • Since you cannot bump 'full round action' to a higher action, full round actions are not permitted while you resist a command.
  • Note that if you take a full attack action, costing a full round action, the full round action prevents you from making attacks of opportunity or immediate actions until the start of your next turn.
  • Any attacks performed by a Charmed creature obeying a command use the Charmed creature's to-hit numbers, but do not inflict normal damage. Instead they deal 1d6 per 2 CR's of the Charming creature, rounding down (e.g. a CR 11 monster orders an charmed player character to attack. The charmed player character rolls their normal to-hit with the attack, but only inflicts 5d6 points of damage if they hit.)
  • During any combat round in which you are still Charmed, but have not been given a new command, you must repeat the previously given command.
  • If at any point, a command is not possible for you to fulfill, the command defaults to "use a standard action to do nothing".
  • You are still considered an ally of your fellow party members while under this effect.

Ended By

If the ability, trap, or effect description includes specific directions for how the condition is ended, then that is the primary means of ending this condition. In many cases, it is the only way to end the condition. If nothing is specifically listed for ending the condition, then the following methods can be used to end it, instead:

  • If you take damage from the creature which Charmed you, the Charmed condition immediately ends.
  • You may spend a standard action to attempt to mentally shrug off the Charmed condition, gaining a new saving throw against the effect. The DC for this saving throw is the same DC as the original effect. If the effect had no saving throw, use an Average Save DC for the CR (challenge rating) of the creature or effect which caused it.
  • Charmed automatically ends if the creature which Charmed you is slain.
  • If the creature which Charmed you is not slain, Charmed persists until you have had a full-night's rest.
  • Note that the effects of Charmed only occur during combat. Outside of combat, you can act normally. However, if a new combat begins while Charmed is still in effect, you must repeat the last command given (unless the creature which inflicted Charmed is present in this new combat, in which case, it can issue new commands as normal).

Array

InfluencedCharmedDominated