Charmed: Difference between revisions

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| Severity = Moderate
| Severity = Moderate


| Effects = A Charmed creature regards the charming creature as its trusted friend and ally (it has an attitude of friendly towards the charming creature).
| Flavor = The command seems so reasonable...


: A charmed creature is not dominated, and still acts of its own volition. However, it perceives the charming creature's words and actions in the most favorable way.  The charming creature may attempt to issue orders to the Charmed creature, but the Charmed creature may immediately attempt another saving throw against the Charmed effect if the order is something the Charmed creature would not normally doA charmed creature will never obey suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act which threatens the charmed creature breaks the effect. The Charmed creature must share a language with the charming creature to receive commands.
| 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.
:::* [[Types_of_Actions#Swift_Action|Swift Action]] → [[Types_of_Actions#Move_Action|Move Action]] → [[Types_of_Actions#Standard_Action|Standard Action]] → [[Types_of_Actions#Full_Attack_Action|Full Attack Action]] → [[Types_of_Actions#Full-Round_Action|Full-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 until the start of your next turn.


| Ended-By =  
| Ended-By = 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 [[Skills,_Saves_and_Ability_Checks#Saving_Throw_Target_DC.27s_By_Level|Average DC]] for the CR of the creature or effect which caused it.
:* If not cleared, Charmed automatically ends at the end of the encounter.


| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}
| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}

Revision as of 14:30, 6 October 2016


Condition Severity: Moderate


   The command seems so reasonable...

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 until the start of your next turn.

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 DC for the CR of the creature or effect which caused it.
  • If not cleared, Charmed automatically ends at the end of the encounter.

Array

InfluencedCharmedDominated