Lingering Pain: Difference between revisions

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(Created page with "{{Complication <!-- Version 1.0 --> | CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}} | CR-Adj | 2 <!-- Value: integer between 1 and 3. Increases base CR of the...")
 
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| Append-To-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Append-To-Description}}}
| Append-To-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Append-To-Description}}}
| Append-To-Description | Traps with this complication add a [[Status_Conditions | Weak Status Condition]] of the GM's choice to any successful attack made by the trap. GM's are encouraged to choose status conditions that are thematically well-suited to the current adventure they are running. If the trap already lays a Status Condition, this condition replaces that Condition, but is one severity worse on the severity scale (typically Medium).
| Append-To-Description | Traps with this complication add a [[Status_Conditions | Weak Status Condition]] of the GM's choice any time one of its attacks either hit a creature, or that creature fails a save against one of the trap's attacks. GM's are encouraged to choose status conditions that are thematically well-suited to the current adventure they are running. If the trap already lays a Status Condition, this condition instead increases that condition's severity by one step on its array (e.g., a weak condition becomes a moderate condition in the same array, or a moderate condition becomes a strong condition in the same array).
 
The condition laid by this complication can never be removed through the standard means of removing the selected condition (listed in the "Ended-By" section of the condition). Instead, any source of healing negates the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used.  However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does '''''not''''' end at the end of the encounter).
 
If any damage inflicted by the trap allows a saving throw, then making that saving throw also negates that condition before it is laid. If the same condition is inflicted by the trap on a creature more than once, it does '''''not''''' escalate the condition to the next stronger condition in its array; it cannot stack.  Of course, having a condition from this trap doesn't prevent the creature from gaining additional conditions from other sources, if such sources are also present.
   <!-- Adds a section below the existing description, describing this complication. -->
   <!-- Adds a section below the existing description, describing this complication. -->
   }}</onlyinclude>
   }}</onlyinclude>
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| Default-Attack-Update=<onlyinclude>{{#ifeq:{{{transcludesection|Default-Attack-Update}}}
| Default-Attack-Update=<onlyinclude>{{#ifeq:{{{transcludesection|Default-Attack-Update}}}
| Default-Attack-Update | '''Lingering Pain Complication'''
| Default-Attack-Update | When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a [[Status Conditions|weak status condition]] of the GM's choice (chosen at the time the trap is created).  This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition).  Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used.  However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does '''''not''''' end at the end of the encounter).
 
The condition laid by this complication (see description above) can never be removed through the standard means of removing the selected condition (listed in the "Ended-By" section of the condition).  Instead, any source of healing negates the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used.  However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does '''''not''''' end at the end of the encounter).


If any damage inflicted by the trap allows a saving throw, then making that saving throw also negates that condition before it is laid. If the same condition is inflicted by the trap on a creature more than once, it does '''''not''''' escalate the condition to the next stronger condition in its array; it cannot stack.  Of course, having a condition from this trap doesn't prevent the creature from gaining additional conditions from other sources, if such sources are also present.
If this condition is inflicted on the same creature more than once, it does '''''not''''' escalate the condition to the next stronger condition in its array; it cannot stack.  Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.
   <!-- Adds text to the bottom of the existing default attack description.  -->
   <!-- Adds text to the bottom of the existing default attack description.  -->
   }}</onlyinclude>
   }}</onlyinclude>
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| Anti-Tamper-Update=<onlyinclude>{{#ifeq:{{{transcludesection|Anti-Tamper-Update}}}
| Anti-Tamper-Update=<onlyinclude>{{#ifeq:{{{transcludesection|Anti-Tamper-Update}}}
| Anti-Tamper-Update | '''Lingering Pain Complication'''
| Anti-Tamper-Update | When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a [[Status Conditions|weak status condition]] of the GM's choice (chosen at the time the trap is created).  This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition).  Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used.  However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does '''''not''''' end at the end of the encounter).
 
The condition laid by this complication (see description above) can never be removed through the standard means of removing the selected condition (listed in the "Ended-By" section of the condition).  Instead, any source of healing negates the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used.  However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does '''''not''''' end at the end of the encounter).


If any damage inflicted by the trap allows a saving throw, then making that saving throw also negates that condition before it is laid. If the same condition is inflicted by the trap on a creature more than once, it does '''''not''''' escalate the condition to the next stronger condition in its array; it cannot stack.  Of course, having a condition from this trap doesn't prevent the creature from gaining additional conditions from other sources, if such sources are also present.
If this condition is inflicted on the same creature more than once, it does '''''not''''' escalate the condition to the next stronger condition in its array; it cannot stack.  Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.
   <!-- Adds text to the bottom of the existing anti-tamper attack description.  -->
   <!-- Adds text to the bottom of the existing anti-tamper attack description.  -->
   }}</onlyinclude>
   }}</onlyinclude>
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   <!-- FAILSAFE ATTACK ALTERATIONS -->
   <!-- FAILSAFE ATTACK ALTERATIONS -->


| Failsafe-Update=<onlyinclude>{{#ifeq:{{{transcludesection|Failsafe-Update}}}
| Reset-Update=<onlyinclude>{{#ifeq:{{{transcludesection|Reset-Update}}}
| Failsafe-Update | '''Lingering Pain Complication'''
| Reset-Update | When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a [[Status Conditions|weak status condition]] of the GM's choice (chosen at the time the trap is created).  This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition).  Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used.  However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does '''''not''''' end at the end of the encounter).


The condition laid by this complication (see description above) can never be removed through the standard means of removing the selected condition (listed in the "Ended-By" section of the condition).  Instead, any source of healing negates the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used.  However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does '''''not''''' end at the end of the encounter).
If this condition is inflicted on the same creature more than once, it does '''''not''''' escalate the condition to the next stronger condition in its array; it cannot stack.  Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.
 
If any damage inflicted by the trap allows a saving throw, then making that saving throw also negates that condition before it is laid. If the same condition is inflicted by the trap on a creature more than once, it does '''''not''''' escalate the condition to the next stronger condition in its array; it cannot stack.  Of course, having a condition from this trap doesn't prevent the creature from gaining additional conditions from other sources, if such sources are also present.
   <!-- Adds text to the bottom of the existing default attack description.  -->
   <!-- Adds text to the bottom of the existing default attack description.  -->
   }}</onlyinclude>
   }}</onlyinclude>
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| On-Destruction-Update=<onlyinclude>{{#ifeq:{{{transcludesection|On-Destruction-Update}}}
| On-Destruction-Update=<onlyinclude>{{#ifeq:{{{transcludesection|On-Destruction-Update}}}
| On-Destruction-Update | '''Lingering Pain Complication'''
| On-Destruction-Update | When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a [[Status Conditions|weak status condition]] of the GM's choice (chosen at the time the trap is created).  This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition).  Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used.  However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does '''''not''''' end at the end of the encounter).
 
The condition laid by this complication (see description above) can never be removed through the standard means of removing the selected condition (listed in the "Ended-By" section of the condition).  Instead, any source of healing negates the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used.  However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does '''''not''''' end at the end of the encounter).


If any damage inflicted by the trap allows a saving throw, then making that saving throw also negates that condition before it is laid. If the same condition is inflicted by the trap on a creature more than once, it does '''''not''''' escalate the condition to the next stronger condition in its array; it cannot stack.  Of course, having a condition from this trap doesn't prevent the creature from gaining additional conditions from other sources, if such sources are also present.
If this condition is inflicted on the same creature more than once, it does '''''not''''' escalate the condition to the next stronger condition in its array; it cannot stack.  Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.
   <!-- Adds text to the bottom of the existing default attack description.  -->
   <!-- Adds text to the bottom of the existing default attack description.  -->
   }}</onlyinclude>
   }}</onlyinclude>


}}
}}

Latest revision as of 20:29, 19 February 2022

Lingering Pain (Trap Complication)

+2 CR
  • Updates Description:
    Traps with this complication add a Weak Status Condition of the GM's choice any time one of its attacks either hit a creature, or that creature fails a save against one of the trap's attacks. GM's are encouraged to choose status conditions that are thematically well-suited to the current adventure they are running. If the trap already lays a Status Condition, this condition instead increases that condition's severity by one step on its array (e.g., a weak condition becomes a moderate condition in the same array, or a moderate condition becomes a strong condition in the same array).



  • Updates Default Attack: When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a weak status condition of the GM's choice (chosen at the time the trap is created). This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition). Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used. However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does not end at the end of the encounter).

If this condition is inflicted on the same creature more than once, it does not escalate the condition to the next stronger condition in its array; it cannot stack. Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.

  • Updates Anti-Tamper Attack: When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a weak status condition of the GM's choice (chosen at the time the trap is created). This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition). Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used. However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does not end at the end of the encounter).

If this condition is inflicted on the same creature more than once, it does not escalate the condition to the next stronger condition in its array; it cannot stack. Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.

  • Updates Reset Attack: When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a weak status condition of the GM's choice (chosen at the time the trap is created). This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition). Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used. However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does not end at the end of the encounter).

If this condition is inflicted on the same creature more than once, it does not escalate the condition to the next stronger condition in its array; it cannot stack. Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.

  • Updates On-Destruction Attack: When this attack successfully hits a target, or the target fails to save against the attack, it inflicts a weak status condition of the GM's choice (chosen at the time the trap is created). This condition cannot be removed through the standard means (i.e., the methods listed in the "Ended-By" section of the condition). Instead, any source of healing immediately ends the condition, in addition to the healing it normally applies. Any form of Restoration spell, or ability that specifically can remove any weak (or stronger) status condition may also be used. However, if one of these methods is not used to remove the condition, the condition only goes away after the next full night's rest (it does not end at the end of the encounter).

If this condition is inflicted on the same creature more than once, it does not escalate the condition to the next stronger condition in its array; it cannot stack. Of course, having a condition from this trap doesn't prevent the creature from gaining other conditions from other sources, if such sources are also present.