Dominated: Difference between revisions

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(Created page with "{{Template:StatusCondition | Severity = Strong | Effects = This status condition is not yet written. Pester Reese about getting it done. <pre> You can control the actions o...")
 
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| Severity = Strong
| Severity = Strong


| Effects = This status condition is not yet written. Pester Reese about getting it done.
| Flavor = You are a marionette, dancing as your strings are pulled.


<pre>
| Effects = Commands given by a Dominating 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:
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
::* Move away from the commanding creature
::* Move toward the commanding creature
::* Drop your held items
::* Attack your nearest ally
:* Regardless of the command given, at the start of your turn, you must spend your standard action to perform the action (even if the action commanded normally requires a lesser action to perform). Once completed, you may spend your move action and swift action however you wish.
:* Any attacks performed by a Dominated creature obeying a command use the Dominated creature's to-hit numbers, but do not inflict normal damage. Instead they deal 1d6 per 2 CR's of the Dominating creature plus the CR of the Dominating creature, dropping fractions (e.g. a CR 11 monster orders an dominated player character to attack. The dominated player character rolls their normal to-hit with the attack, but only inflicts 5d6+11 points of damage if they hit.)
:* During any combat round in which you are still Dominated, 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.


If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.


Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
| Ended-By = If you take damage from the creature which Dominated you, the Dominated condition immediately ends.
 
:* The Dominated condition automatically ends if the creature which Dominated you is slain.
Changing your orders or giving a dominated creature a new command is a move action.
:* If the Dominating creature is not slain, Dominated persists for 1 day per CR of the creature or effect which inflicted it.
 
::* Note that the effects of Dominated only occur during combat. Outside of combat, you can act normally. However, if a new combat begins while Dominated is still in effect, you must repeat the last command given (unless the creature which inflicted Dominated is present in this new combat, in which case, it can issue new commands as normal).
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.
 
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
 
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
 
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.
</pre>


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


| Moderate=<onlyinclude>{{#ifeq:{{{transcludesection|Moderate}}}
| Moderate=<onlyinclude>{{#ifeq:{{{transcludesection|Moderate}}}
| Moderate|Charmed
| Moderate|Charmed
}}</onlyinclude>
}}</onlyinclude>


| Weak=<onlyinclude>{{#ifeq:{{{transcludesection|Weak}}}
| Weak=<onlyinclude>{{#ifeq:{{{transcludesection|Weak}}}
| Weak|Influenced
| Weak|Influenced
}}</onlyinclude>
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Target acts as directed by his master.
}}</onlyinclude>
}}</onlyinclude>


}}
}}

Latest revision as of 19:44, 26 August 2023


Condition Severity: Strong


   You are a marionette, dancing as your strings are pulled.

Effects

  • Commands given by a Dominating 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
  • Regardless of the command given, at the start of your turn, you must spend your standard action to perform the action (even if the action commanded normally requires a lesser action to perform). Once completed, you may spend your move action and swift action however you wish.
  • Any attacks performed by a Dominated creature obeying a command use the Dominated creature's to-hit numbers, but do not inflict normal damage. Instead they deal 1d6 per 2 CR's of the Dominating creature plus the CR of the Dominating creature, dropping fractions (e.g. a CR 11 monster orders an dominated player character to attack. The dominated player character rolls their normal to-hit with the attack, but only inflicts 5d6+11 points of damage if they hit.)
  • During any combat round in which you are still Dominated, 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 Dominated you, the Dominated condition immediately ends.
  • The Dominated condition automatically ends if the creature which Dominated you is slain.
  • If the Dominating creature is not slain, Dominated persists for 1 day per CR of the creature or effect which inflicted it.
  • Note that the effects of Dominated only occur during combat. Outside of combat, you can act normally. However, if a new combat begins while Dominated is still in effect, you must repeat the last command given (unless the creature which inflicted Dominated is present in this new combat, in which case, it can issue new commands as normal).

Array

InfluencedCharmedDominated