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* ''Go back to [[Reese's Campaign]] page.''
{{Template:StatusCondition
* ''Go back to [[Status Conditions]] page.''
[[Category:Reese's Campaign]]


| Severity = Moderate


== Disoriented ==
| Flavor = The ground tilts and rocks beneath you, and you are seeing double.


'''Condition Severity:''' Moderate
| Effects = You treat all targets as having [[total concealment]] against your attacks (attacks automatically miss on a natural result of a 12 or less on the d20), though you can still perceive the space in which they are located.
:* All skill checks you perform (including [[Concentration]] checks and [[Combat Maneuvers]]) also automatically fail on a natural result of 12 or less on the d20.
:* Spells or abilities that affect an area (e.g., [[Fireball (Sorcerer/Wizard Spell)|Fireball)]] may not be manipulated to exclude targets in their area of effect, such as through the use of the [[Selective (Feat)|Selective]] feat, while you are under the effects of this condition.


A disoriented creature has been knocked silly and is seeing double. Prior to any attack, a disoriented creature must declare which square of its target it is attacking, and roll a d6. If the creature rolls a 5 or 6, the attack is resolved as normal. However, all other results are resolved as depicted below:
| Ended-By = As a full round action, you can hold your head in your hands and wait for the room to stop spinning, immediately ending the ''disoriented'' condition.
:* You can spend a standard action to attempt an [[Escape Artist]] check against the Maneuver Defense of the creature who inflicted this status. If there is no creature involved, the target is a [[Skill DC|challenging DC]] based on the CR (challenge rating) of the effect. If you succeed on the check, you shake off the condition. If you fail the check, the standard action is expended, and cannot be used as part of the full round action needed to shake off the condition naturally. You may retry this as often as you like, as long as you have sufficient actions to do so.
:* If not cleared, ''disoriented'' automatically ends at the end of the encounter.


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


{| border="1" cellpadding="5" style="text-align:left"
| Moderate=<onlyinclude>{{#ifeq:{{{transcludesection|Moderate}}}
! On a result of: || Is attacked
| Moderate|Disoriented
|-
}}</onlyinclude>
! 1 or 2
| the square to the left of the intended square
|-
! 3 or 4
| the square to the right of the intended square
|-
! 5 or 6
| the intended target square
|}


| Weak=<onlyinclude>{{#ifeq:{{{transcludesection|Weak}}}
| Weak|Unsteady
}}</onlyinclude>


<gallery caption="Determining target square while disoriented:" widths="250px" heights="250px" perrow="2">
}}
File:disoriented1.jpg|Attacking perpendicular
File:disoriented2.jpg|Attacking diagonal
</gallery>
 
 
Disoriented creatures with reach  or reach weapons are even worse off. The same d6 is rolled, and the intended target square is declared, as above. However, the intended target square is only hit on a result of 6 on the d6 roll. All other results are resolved as depicted below:
 
 
{| border="1" cellpadding="5" style="text-align:left"
! On a result of: || Is attacked
|-
! 1
| The square adjacent to the disoriented creature, and to the left of the intended square
|-
! 2
| The square to the left of the intended square and 10 feet from the disoriented creature
|-
! 3
| The square adjacent to the disoriented creature and to the right of the intended square
|-
! 4
| The square to the right of the intended square and 10 feet from the disoriented creature
|-
! 5
| The square either in front of the intended square or behind it (depending on whether the intended square is adjacent to the disoriented creature)
|-
! 6
| The intended target square
|}
 
 
<gallery caption="Determining target square while disoriented and using reach:" widths="400px" heights="400px" perrow="2">
File:disoriented3.jpg|Attacking perpendicular
File:disoriented4.jpg|Attacking diagonal
</gallery>
 
 
If a disoriented creature is using a regular reach weapon (that is, a weapon without [[Inclusive Reach]]) and rolls a result indicating they must target an adjacent square, the attack is wasted.
 
Finally, if the disoriented creature wishes to make a ranged attack, they declare their intended target square, and roll a d6 as above. However, on a 1 through 4, the disoriented creature misses the target, and on a 5 or 6, the attack is resolved as normal.
 
 
; Array:
 
[[Dazed]] ==> Disoriented ==> [[Unsteady]]

Latest revision as of 20:01, 14 January 2023


Condition Severity: Moderate


   The ground tilts and rocks beneath you, and you are seeing double.

Effects

  • You treat all targets as having total concealment against your attacks (attacks automatically miss on a natural result of a 12 or less on the d20), though you can still perceive the space in which they are located.
  • All skill checks you perform (including Concentration checks and Combat Maneuvers) also automatically fail on a natural result of 12 or less on the d20.
  • Spells or abilities that affect an area (e.g., Fireball) may not be manipulated to exclude targets in their area of effect, such as through the use of the Selective feat, while you are under the effects of this condition.

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:

  • As a full round action, you can hold your head in your hands and wait for the room to stop spinning, immediately ending the disoriented condition.
  • You can spend a standard action to attempt an Escape Artist check against the Maneuver Defense of the creature who inflicted this status. If there is no creature involved, the target is a challenging DC based on the CR (challenge rating) of the effect. If you succeed on the check, you shake off the condition. If you fail the check, the standard action is expended, and cannot be used as part of the full round action needed to shake off the condition naturally. You may retry this as often as you like, as long as you have sufficient actions to do so.
  • If not cleared, disoriented automatically ends at the end of the encounter.

Array

UnsteadyDisorientedDazed