Status Conditions: Difference between revisions

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[[Category:Epic Path]]
[[Category:Epic Path]]
[[Category:Status Conditions]]
[[Category:Status Conditions]]
* ''Go back to the [[Epic Path]] page.''
== Status Conditions ==
In D&D and Pathfinder, status conditions date all the way back to the mighty Gygax.  But old EGG was kind of a jerk, to be honest.  (Seriously? A Sphere of Annihilation trap in the ''first room''?!  Dick move, man.)
In D&D and Pathfinder, status conditions date all the way back to the mighty Gygax.  But old EGG was kind of a jerk, to be honest.  (Seriously? A Sphere of Annihilation trap in the ''first room''?!  Dick move, man.)


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Frankly, missing an entire combat or gaming session because you rolled a "1" at the wrong time sucks.  Bad luck is part of gaming, but bad luck that ruins your fun should not ever have a place at any gaming table that doesn't involve money.
Frankly, missing an entire combat or gaming session because you rolled a "1" at the wrong time sucks.  Bad luck is part of gaming, but bad luck that ruins your fun should not ever have a place at any gaming table that doesn't involve money.


The status conditions used in Epic Path are listed in the table below, sorted into arrays. You can search the page to find them by name, or click in each header to sort alphabetically by column.  See below the table for explanations of what arrays are and how they may optionally be used to add even more dynamism to conditions.


=== The Status Array ===
=== Status Condition Arrays ===
The first thing we did was examine all the status conditions in Pathfinder and categorize them as Strong, Medium, or Weak. 
{| class="ep-default2 sortable" style="text-align:left" width="100%"
 
|- style="{{class-gradient}}"
A Strong status condition is a hard control: If you are hit with one of these, you are out of the game.  These are things like petrification, stun, and nauseated.  You generally lose all your actions and for particularly onerous conditions, you run away screaming like a little girl.  Fear sucks.
! width="15%" | Weak || width="15%" | Moderate || width="15%" | Strong || Array Description
 
A Medium status condition is a partial hard control: If you are hit with one of these, you are pretty severely degraded.  Things like entangled, grappled, and prone fall here.  You generally have a negative modifier to any actions you can take, and you usually lose some portion of your actions.
 
A Weak status condition is a soft control: They are debuffs to your rolls which make you worse at being an adventurer.  Annoying, but not nearly as crippling as a Medium or a Strong status.  But be careful, getting several Weak statuses stacked up on you will, indeed, ruin your ability to be effective.  Although it can be kinda cool to see a dude keep on operating under a pile of troubles.
 
In the Status Array, we listed out all the Strong, Medium, and Weak conditions and associated them in ranks of severity.  Namely, all Strong conditions now have a 'lesser' version which is a Medium condition, and then a 'least' version which is a Weak condition.  In order to make this 'work' we had to add in a few new conditions, such as slowed and phased.
 
 
=== At-Risk ===
Status Arrays allow the DM to (optionally) declare that all monsters and spells which inflict a Strong condition upon a failed save to now inflict the associated Medium condition instead.  This removes most cases of 'instant suck' from the game.  To maintain balance, Strong conditions also place the victim in an At-Risk state.  To resolve At-Risk, use the following progression.
 
When a condition is applied, if it is a Strong condition, instead bump it down to the associated moderate condition in the Status Array and allow a save at the listed DC.  If this is successful, resolve as normal.  If this save is failed, the character is affected by the Moderate condition and is At-Risk.  An At-Risk character must roll a second save at the end of their NEXT turn against the original DC of the status.  If this second save is successful, the Moderate condition changes to the associated Weak condition.  If this second save is failed, the Strong condition is applied as normal.  The Weak condition gained from At-Risk always lasts one round, ending at the end of the characters next turn.
 
Similar conditions from any number of sources do not stack, as per the normal rules. It is possible (if your DM hates you) to have multiple At-Risk rolls to make, as long as they are from different rows of the Status Array.  All these rolls and effects are resolved separately at whatever DC applies to each one.
 
Only Strong conditions can place a character At-Risk.  A medium or a weak condition which is applied directly from a monster is not affected by these rules, they are only triggered by 'save or suck' Strong conditions. However, GM's can also create attacks which inflict a medium status condition, that then reduce to a weak status condition on a successful save.
 
Spells or abilities which cure the strong status condition also cure the moderate and weak sub-conditions of that condition's array. Creatures immune to a strong condition are generally afflicted with the moderate condition of its array instead. Some abilities, such as the paladin's immunity to fear protect against multiple conditions.
 
 
==== Status Array Example ====
Say you want to make a creature which has a Panicked attack (or you want to adjust an existing monster). Using the table below, you would find the Panicked condition's row, and the special attack would inflict a Startled condition on any target that fails the save, instead of Panicked. At the end of any afflicted player's next turn, they would make a second save, and if they fail that save as well, they become panicked. If you wish, this creature's attack could inflict the weak status: Anxious, even if a successful save is made, or only inflict it if the first save is failed but the second save is made. Any player with the Anxious status suffers its effects for 1 round and then it ends.
 
 
=== Strong Status Conditions ===
{| border="1" cellpadding="5" style="text-align:left"
! width="150" | Status Condition || width="300" | Status Array || width="600" | Effect
|-
! [[Ability Damage]]
| [[Ability Damage]] ← [[Ability Damage]] ← [[Ability Damage]] || One or more ability is reduced, leading to other negative effects.
|-
! [[Asleep]]
| [[Asleep]] ← [[Sluggish]] ← [[Drowsy]] || Target falls prone and can take no actions. Wakes up if damaged.
|-
! [[Confused]]
| [[Confused]] ← [[Baffled]] ← [[Dazzled]] || Target treats everyone as an enemy and may attack allies or himself.
|-
! [[Cowering]]
| [[Cowering]] ← [[Trembling]] ← [[Nervous]] || Target can take no actions other than wetting pants.
|-
! [[Dazed]]
| [[Dazed]] ← [[Disoriented]] ← [[Unsteady]] || Target falls prone and can take no actions. Usually ends automatically after 1 round.
|-
! [[Dominated]]
| [[Dominated]] ← [[Charmed]] ← [[Influenced]] || Target acts as directed by his master.
|-
! [[Energy Drain]]
| [[Energy Drain]] ← [[Energy Drain]] ← [[Energy Drain]] || Target's level is significantly reduced, leading to numerous other penalties.
|-
|-
! [[Faded]]
| [[{{:Ability Damage|transcludesection=Weak}}]] || [[{{:Ability Damage|transcludesection=Moderate}}]] || [[{{:Ability Damage|transcludesection=Strong}}]] || Some critical piece of your very being has been drained, making you less yourself.
| [[Faded]] ← [[Invisible]] ← [[Concealed]] || Target is not only invisible, but also difficult to remember.
|-
|-
! [[Fascinated]]
| [[{{:Anxious|transcludesection=Weak}}]] || [[{{:Anxious|transcludesection=Moderate}}]] || [[{{:Anxious|transcludesection=Strong}}]] || You are filled with a terrible paranoia.
| [[Fascinated]] ← [[Blind]] ← [[Deafened]] || Target stares off into space and takes no actions.
|-
|-
! [[Frightened]]
| [[{{:Bruised|transcludesection=Weak}}]] || [[{{:Bruised|transcludesection=Moderate}}]] || [[{{:Bruised|transcludesection=Strong}}]] || A wound you've taken is bleeding profusely.
| [[Frightened]] ← [[Cringing]] ← [[Shaken]] || Target runs away at full speed taking no other actions.
|-
|-
! [[Helpless]]
| [[{{:Cloistered|transcludesection=Weak}}]] || [[{{:Cloistered|transcludesection=Moderate}}]] || [[{{:Cloistered|transcludesection=Strong}}]] || You have been partially shunted out of reality.
| [[Helpless]] ← [[Prone]] ← [[Flat-Footed]] || Target falls prone, can take no actions and is subject to coup-de-grace attacks.
|-
|-
! [[Incapacitated]]
| [[{{:Dazzled|transcludesection=Weak}}]] || [[{{:Dazzled|transcludesection=Moderate}}]] || [[{{:Dazzled|transcludesection=Strong}}]] || Your senses have been assaulted.
| [[Incapacitated]] ← [[Exhausted]] ← [[Fatigued]] || Target falls prone, can take no actions other than to crawl 5 feet per round.
|-
|-
! [[Nauseated]]
| [[{{:Distracted|transcludesection=Weak}}]] || [[{{:Distracted|transcludesection=Moderate}}]] || [[{{:Distracted|transcludesection=Strong}}]] || You are hypnotically forced to pay attention to a specific creature.
| [[Nauseated]] ← [[Afflicted]] ← [[Sickened]] || Target can take a single move action after depositing recent meals onto the floor.
|-
|-
! [[Panicked]]
| [[{{:Drowsy|transcludesection=Weak}}]] || [[{{:Drowsy|transcludesection=Moderate}}]] || [[{{:Drowsy|transcludesection=Strong}}]] || You are succumbing to sleepiness.
| [[Panicked]] ← [[Startled]] ← [[Anxious]] || Target drops any held objects and runs away at full speed.
|-
|-
! [[Paralyzed]]
| [[{{:Essence Suppression|transcludesection=Weak}}]] || [[{{:Essence Suppression|transcludesection=Moderate}}]] || [[{{:Essence Suppression|transcludesection=Strong}}]] || Your memories, ambitions, and very life essence have been stolen from you.
| [[Paralyzed]] ← [[Immobilized]] ← [[Slowed]] || Target is frozen in place and can take no actions.
|-
|-
! [[Petrified]]
| [[{{:Fatigued|transcludesection=Weak}}]] || [[{{:Fatigued|transcludesection=Moderate}}]] || [[{{:Fatigued|transcludesection=Strong}}]] || You have pushed yourself too hard, and need to rest.
| [[Petrified]] ← [[Entangled]] ← [[Torpid]] || Target is turned to stone, frozen solid, or otherwise transformed into non-flesh.
|-
|-
! [[Phased]]
| [[{{:Flat-Footed|transcludesection=Weak}}]] || [[{{:Flat-Footed|transcludesection=Moderate}}]] || [[{{:Flat-Footed|transcludesection=Strong}}]] || You have been knocked badly off-balance.
| [[Phased]] ← [[Incorporeal]] ← [[Nebulous]] || Attackers have a 50% miss chance, and the creature takes only 50% damage.
|-
|-
! [[Pinned]]
| [[{{:Gagging|transcludesection=Weak}}]] || [[{{:Gagging|transcludesection=Moderate}}]] || [[{{:Gagging|transcludesection=Strong}}]] || You are being suffocated.
| [[Pinned]] ← [[Grappled]] ← [[Hindered]] || Target can only make escape checks.
|-
|-
! [[Ruptured]]
| [[{{:Grabbed|transcludesection=Weak}}]] || [[{{:Grabbed|transcludesection=Moderate}}]] || [[{{:Grabbed|transcludesection=Strong}}]] || You are being wrestled into submission.
| [[Ruptured]] ← [[Bleed]] ← [[Bruised]] || Target can take no actions and drops any held objects.
|-
|-
! [[Stunned]]
| [[{{:Hindered|transcludesection=Weak}}]] || [[{{:Hindered|transcludesection=Moderate}}]] || [[{{:Hindered|transcludesection=Strong}}]] || You are caught up in something that impedes your ability to move.
| [[Stunned]] ← [[Rattled]] ← [[Jostled]] || Target can take no actions and drops any held objects.
|-
|-
! [[Unconscious]]
| [[{{:Humbled|transcludesection=Weak}}]] || [[{{:Humbled|transcludesection=Moderate}}]] || [[{{:Humbled|transcludesection=Strong}}]] || You feel compelled to leave a particular enemy alone.
| [[Unconscious]] ← [[Staggered]] ← [[Bloodied]] || You are unconscious, which includes a lot of other statuses.
|}
 
=== Moderate Status Conditions ===
{| border="1" cellpadding="5" style="text-align:left"
! width="150" | Status Condition || width="300" | Status Array || width="600" | Effect
|-
|-
! [[Ability Damage]]
| [[{{:Impaired|transcludesection=Weak}}]] || [[{{:Impaired|transcludesection=Moderate}}]] || [[{{:Impaired|transcludesection=Strong}}]] || You have taken a grievous wound, as from a vorpal weapon.
| [[Ability Damage]] ← [[Ability Damage]] ← [[Ability Damage]] || One or more ability is reduced, leading to other negative effects.
|-
|-
! [[Afflicted]]
| [[{{:Infected|transcludesection=Weak}}]] || [[{{:Infected|transcludesection=Moderate}}]] || [[{{:Infected|transcludesection=Strong}}]] || You have contracted a disease, which will slowly corrupt your body.
| [[Nauseated]] ← [[Afflicted]] ← [[Sickened]] || Skill rolls and concentration checks to cast spells automatically fail.
|-
|-
! [[Baffled]]
| [[{{:Influenced|transcludesection=Weak}}]] || [[{{:Influenced|transcludesection=Moderate}}]] || [[{{:Influenced|transcludesection=Strong}}]] || An enemy is controlling your actions against your will.
| [[Confused]] ← [[Baffled]] ← [[Dazzled]] || Target takes a -6 penalty to INT, WIS and CHA, and immediately drops down 6 in the initiative order.
|-
|-
! [[Bleed]]
| [[{{:Jinxed|transcludesection=Weak}}]] || [[{{:Jinxed|transcludesection=Moderate}}]] || [[{{:Jinxed|transcludesection=Strong}}]] || Your luck has turned against you.
| [[Ruptured]] ← [[Bleed]] ← [[Bruised]] || Target takes ongoing damage each round.
|-
|-
! [[Blind]]
| [[{{:Jostled|transcludesection=Weak}}]] || [[{{:Jostled|transcludesection=Moderate}}]] || [[{{:Jostled|transcludesection=Strong}}]] || You have been hit so hard, you've become uncoordinated.  
| [[Fascinated]] ← [[Blind]] ← [[Deafened]] || Target can't see, and takes a 50% miss chance on all attacks.
|-
|-
! [[Charmed]]
| [[{{:Mellow|transcludesection=Weak}}]] || [[{{:Mellow|transcludesection=Moderate}}]] || [[{{:Mellow|transcludesection=Strong}}]] || You are feeling strangely powerful right now, but you aren't sure why.
| [[Dominated]] ← [[Charmed]] ← [[Influenced]] || Target treats the attacker as an ally.
|-
|-
! [[Cringing]]
| [[{{:Muddled|transcludesection=Weak}}]] || [[{{:Muddled|transcludesection=Moderate}}]] || [[{{:Muddled|transcludesection=Strong}}]] || You can't muster your thoughts.
| [[Frightened]] ← [[Cringing]] ← [[Shaken]] || You may only take the Total Defense action. No other actions are possible.
|-
|-
! [[Disoriented]]
| [[{{:Nervous|transcludesection=Weak}}]] || [[{{:Nervous|transcludesection=Moderate}}]] || [[{{:Nervous|transcludesection=Strong}}]] || Your body quakes with fear, making every action difficult.
| [[Dazed]] ← [[Disoriented]] ← [[Unsteady]] || Attacks have a chance to hit neighboring squares instead of intended target.
|-
|-
! [[Energy Drain]]
| [[{{:Quelled|transcludesection=Weak}}]] || [[{{:Quelled|transcludesection=Moderate}}]] || [[{{:Quelled|transcludesection=Strong}}]] || You have been knocked down to the ground.
| [[Energy Drain]] ← [[Energy Drain]] ← [[Energy Drain]] || Target's level is reduced, leading to numerous other penalties.
|-
|-
! [[Entangled]]
| [[{{:Secured|transcludesection=Weak}}]] || [[{{:Secured|transcludesection=Moderate}}]] || [[{{:Secured|transcludesection=Strong}}]] || Your enemies seek to subdue you, rather than kill you.
| [[Petrified]] ← [[Entangled]] ← [[Torpid]] || Target cannot move more than 10 feet, and takes -2 to hit and -4 to DEX.
|-
|-
! [[Exhausted]]
| [[{{:Shaken|transcludesection=Weak}}]] || [[{{:Shaken|transcludesection=Moderate}}]] || [[{{:Shaken|transcludesection=Strong}}]] || You are afraid, and your confidence is shaken.
| [[Incapacitated]] ← [[Exhausted]] ← [[Fatigued]] || Target moves half speed and takes a -6 to STR and DEX.
|-
|-
! [[Grappled]]
| [[{{:Sickened|transcludesection=Weak}}]] || [[{{:Sickened|transcludesection=Moderate}}]] || [[{{:Sickened|transcludesection=Strong}}]] || Your stomach is rebelling, causing you agonizing discomfort.
| [[Pinned]] ← [[Grappled]] ← [[Hindered]] || Target cannot take actions requiring two hands, spell casting is impaired.
|-
|-
! [[Immobilized]]
| [[{{:Singed|transcludesection=Weak}}]] || [[{{:Singed|transcludesection=Moderate}}]] || [[{{:Singed|transcludesection=Strong}}]] || Your flesh is burning due to fire, cold, acid or electricity.
| [[Paralyzed]] ← [[Immobilized]] ← [[Slowed]] || Target cannot move from their space except by forced movement or teleport.
|-
|-
! [[Incorporeal]]
| [[{{:Slowed|transcludesection=Weak}}]] || [[{{:Slowed|transcludesection=Moderate}}]] || [[{{:Slowed|transcludesection=Strong}}]] || Your muscles are seizing up.
| [[Phased]] ← [[Incorporeal]] ← [[Nebulous]] || Creature takes half damage from most attacks.
|-
|-
! [[Invisible]]
| [[{{:Tainted|transcludesection=Weak}}]] || [[{{:Tainted|transcludesection=Moderate}}]] || [[{{:Tainted|transcludesection=Strong}}]] || You have been exposed to something which is progressively harmful.
| [[Faded]] ← [[Invisible]] ← [[Concealed]] || Creature is missed 50% of the time.
|-
|-
! [[Prone]]
| [[{{:Torpid|transcludesection=Weak}}]] || [[{{:Torpid|transcludesection=Moderate}}]] || [[{{:Torpid|transcludesection=Strong}}]] || Your flesh is being transformed.
| [[Helpless]] ← [[Prone]] ← [[Flat-Footed]] || Target falls to ground, takes -4 on many rolls, and can't used ranged weapons except crossbows.
|-
|-
! [[Rattled]]
| [[{{:Unsteady|transcludesection=Weak}}]] || [[{{:Unsteady|transcludesection=Moderate}}]] || [[{{:Unsteady|transcludesection=Strong}}]] || You are profoundly dizzy.
| [[Stunned]] ← [[Rattled]] ← [[Jostled]] || Target may only take a standard or a move action. Full attack actions are right out.
|-
|-
! [[Sluggish]]
| [[{{:Vexed|transcludesection=Weak}}]] || [[{{:Vexed|transcludesection=Moderate}}]] || [[{{:Vexed|transcludesection=Strong}}]] || You feel compelled to focus your attacks on one particularly annoying enemy.
| [[Asleep]] ← [[Sluggish]] ← [[Drowsy]] || Target cannot make concentration checks and is flat-footed. Skills are at -5 penalty.
|-
|-
! [[Staggered]]
| [[{{:Weakened|transcludesection=Weak}}]] || [[{{:Weakened|transcludesection=Moderate}}]] || [[{{:Weakened|transcludesection=Strong}}]] || Your physical and mystical strength have been drained, making your attacks weak.
| [[Unconscious]] ← [[Staggered]] ← [[Bloodied]] || You may only take a standard or a move action. Full attack actions are right out.
|-
! [[Startled]]
| [[Panicked]] ← [[Startled]] ← [[Anxious]] || Allies can provoke attacks of opportunity from you, and you must fight defensively.
|-
! [[Trembling]]
| [[Cowering]] ← [[Trembling]] ← [[Nervous]] || -4 penalty to attacks, AC, DEX-based skills, and concentration checks for spells with somatic components.
|}
|}


=== Weak Status Conditions ===
=== Status Arrays Explained ===
{| border="1" cellpadding="5" style="text-align:left"
Each row of the table above represents one array, each consisting of three status conditions -- one strong, one moderate and one weak. Generally speaking, each trio of conditions share a theme, and the effects of the conditions scale up.  This means that Quelled, Prone and Splayed (for example) are all related to getting knocked down. If you are Quelled, you've been knocked down to one knee, or turned around the wrong way. If you are Prone, you're face down on the ground. If you are Splayed, you're knocked flat on your back, or jumbled up in a heap of limbs.  This same principle applies to each of the arrays in the table above. Similarly, the effects of Quelled, the weak condition, are not as severe as the effects of Prone (the moderate condition), which is, itself, not as bad as Splayed (the strong condition).
! width="150" | Status Condition || width="300" | Status Array || width="600" | Effect
 
|-
A strong status condition often severely limits you in what actions you can take until the condition is removed. Some strong conditions even force you to use your actions in particular (usually bad) ways, such as running away screaming.
! [[Ability Damage]]
 
| [[Ability Damage]] ==> [[Ability Damage]] ==> [[Ability Damage]] || One or more ability is reduced, leading to other negative effects.
A Moderate status condition severely degrades your ability to act, but doesn't prevent you from acting entirely.
|-
 
! [[Anxious]]
A Weak status condition is a minor debuff to one or more specific aspects of your character. Annoying, but not nearly as crippling as a Moderate or a Strong condition. But be careful! Getting several Weak statuses stacked up on you will, indeed, ruin your ability to be effective.
| [[Panicked]] ==> [[Startled]] ==> [[Anxious]] || Target grants a +2 flanking bonus to all enemies, and cannot make attacks of opportunity.
 
|-
=== [[Stacking]] Conditions ===
! [[Bloodied]]
You can never suffer from two conditions in the same array. Only the strongest condition from any particular array applies. You can, however, be afflicted with multiple status conditions from different arrays.
| [[Unconscious]] ==> [[Staggered]] ==> [[Bloodied]] || You have taken damage greater than or equal to half your maximum hit points.
 
|-
The same status conditions usually cannot stack with themselves (with the exceptions of Dazzled, Ability Damage and Energy Drain). You can't be knocked Prone if you're already Prone, but you can be made Confused if you're already Prone.
! [[Bruised]]
 
| [[Ruptured]] ==> [[Bleed]] ==> [[Bruised]] || The next heal, first aid check or temp hit points granted the target provide no benefit.
===Immunity to Conditions===
|-
Creatures immune to a specific condition are afflicted with the next weaker status condition in the array.  If they are immune to all conditions in the array (such as a Paladin's immunity to all three of the Fear arrays), then they do not get any status condition applied to them.
! [[Concealed]]
 
| [[Faded]] ==> [[Invisible]] ==> [[Concealed]] || Creature is hit only 80% of the time (20% miss chance).
In some cases, a GM may rule that an attack which inflicts damage plus a status condition deals no damage if the target creature is immune to the status condition. (Optional) 
|-
! [[Dazzled]]
| [[Confused]] ==> [[Baffled]] ==> [[Dazzled]] || Target takes -1 penalty to attack and perception rolls.
|-
! [[Deafened]]
| [[Fascinated]] ==> [[Blind]] ==> [[Deafened]] || Target fails auditory perception checks. Spellcasting is impaired.
|-
! [[Drowsy]]
| [[Asleep]] ==> [[Sluggish]] ==> [[Drowsy]] || Concentration checks suffer a -2 penalty. Skills suffer a -5 penalty.
|-
! [[Energy Drain]]
| [[Energy Drain]] ==> [[Energy Drain]] ==> [[Energy Drain]] || Target's level is reduced, leading to numerous other penalties.
|-
! [[Fatigued]]
| [[Incapacitated]] ==> [[Exhausted]] ==> [[Fatigued]] || Target takes a -2 penalty to STR and DEX.
|-
! [[Flat-Footed]]
| [[Helpless]] ==> [[Prone]] ==> [[Flat-Footed]] || Target loses DEX bonus to AC and CMD, and cannot make attacks of opportunity.
|-
! [[Hindered]]
| [[Pinned]] ==> [[Grappled]] ==> [[Hindered]] || Target takes a -2 penalty on attacks, AC and all STR and DEX-based skill checks.
|-
! [[Influenced]]
| [[Dominated]] ==> [[Charmed]] ==> [[Influenced]] || Target has trouble attacking their attacker
|-
! [[Jostled]]
| [[Stunned]] ==> [[Rattled]] ==> [[Jostled]] || Target takes -2 to AC and immediately drops by 3 in the initiative order.
|-
! [[Nebulous]]
| [[Phased]] ==> [[Incorporeal]] ==> [[Nebulous]] || When not in bright light, target takes only half damage from all attacks.
|-
! [[Nervous]]
| [[Cowering]] ==> [[Trembling]] ==> [[Nervous]] || Target takes a -2 penalty on attacks, and concentration checks for spells with a somatic component.
|-
! [[Shaken]]
| [[Frightened]] ==> [[Cringing]] ==> [[Shaken]] || Target takes a -2 penalty on attacks, saves, skill and ability checks.
|-
! [[Sickened]]
| [[Nauseated]] ==> [[Afflicted]] ==> [[Sickened]] || Target takes a -2 penalty on attacks, damage, saves, skill and ability checks.  
|-
! [[Slowed]]
| [[Paralyzed]] ==> [[Immobilized]] ==> [[Slowed]] || Target cannot move more than 10 feet per move action, cannot charge, run or take 5-foot steps.
|-
! [[Torpid]]
| [[Petrified]] ==> [[Entangled]] ==> [[Torpid]] || Target's next attack takes a -2 penalty, and its move is reduced by 10 feet.
|-
! [[Unsteady]]
| [[Dazed]] ==> [[Disoriented]] ==> [[Unsteady]] || Target's AC is reduced by 2, cannot take 5-foot-steps or make attacks with a move component.
|}


Similarly, a GM may rule that an attack which inflicts damage plus a status condition must deal damage to the target creature in order to have any chance of inflicting the status condition. (Optional)


=== Other Ways To Modify Special Attacks ===
===Escalating Conditions (Optional Rule)===
GM's can strengthen or weaken special (status condition-inflicting) attacks using several simple methods.
Optionally, if the same condition is applied to you a second time, that condition gets escalated to the next higher condition in the array. Note that the weak condition can only escalate the same weak condition to the moderate condition of its array. Getting hit with the weak condition of the array after you are already affected by the moderate condition has no further effect.  For example, if you are Quelled, and a creature inflicts Quelled on you again, you become Prone.  If a creature inflicts Quelled on you while you are Prone, it has no effect.  But if a creature inflicts a Prone while you are Prone, it escalates to Splayed.  Once you're afflicted with the strongest condition in the array, however, it cannot be escalated any further than that.


=== Clearing Conditions ===
Each status condition lists one or more criteria for getting rid of it. 


==== Weakening the Severity ====
It is also important to note that some creatures or magic items can inflict status conditions in such a way that the listed "Ended-By" criteria are changed. In such cases, the monster's bestiary entry or the magic item's description take precedence over the status condition entry.
* The creature can only use the ability once per encounter.
* A PC may not be the target of the ability more than once per encounter (or hour, or day, or ever).
* The status condition wears off (or is reduced to a lower status on the array) automatically after 1 round.
* The ability requires a full attack action to use.
* The ability is single-target.
* The ability requires a to-hit roll, in addition to allowing a save.


However, in addition to the listed ways of ending the condition, the following spells and abilities can always be used to clear status conditions:
* [[Restoration, Lesser (Cleric Spell)|Lesser Restoration]] can cure any weak status condition.
* [[Restoration (Cleric Spell)|Restoration]] can cure any weak or moderate status condition.
* [[Restoration, Greater (Cleric Spell)|Greater Restoration]] can cure any weak, moderate or strong status condition.
* [[Wish, Limited (Sorcerer/Wizard Spell)|Limited Wish (Sorcerer/Wizard Spell)]] and [[Wish (Sorcerer/Wizard Spell)|Wish]] can be used to emulate the appropriate Restoration spells.
* The Paladin's Cleansing ability can cure status conditions, depending on the Paladin's level.
* The Warlord's [[Warlord#Chirurgeon_.28Ex.29|Chirurgeon]] ability emulates the effects of the Restoration line of spells.
* Other classes may also have abilities which cure status conditions.


==== Strengthening the Severity ====
=== At-Risk (Optional Rule) ===
* The creature can use the ability once per round.
Status Arrays allow the referee to (optionally) declare that all monsters and spells which inflict a Strong condition upon a failed save now inflict the associated Moderate condition instead. This removes most cases of 'instant suck' from the game. To maintain balance, these modified abilities or spells also place the victim in an At-Risk state. To resolve At-Risk, use the following progression:
* The ability is always on.
* The ability always inflicts the weak status on any successful save.
* The ability requires only a swift action to use.
* The ability has an area of effect.
* The ability requires a to-hit roll, but does not allow a save.


When a condition is applied, if it is a Strong condition, instead bump it down to the associated Moderate condition in the Status Array and allow a save at the listed DC.  If this is successful, resolve as normal.  If this save is failed, the character is affected by the Moderate condition and gains the special At-Risk condition, which CANNOT be cleared in any way except by resolving the underlying Moderate condition.  An At-Risk character must roll a second save at the end of their NEXT turn against the original DC of the status.  If this second save is successful, the Moderate condition changes to the associated Weak condition.  If this second save is failed, the Strong condition is applied as normal.


====Fixing Status Effects====
It is possible (if your DM hates you) to have multiple At-Risk rolls to make, as long as they are from different status arrays.  All these rolls and effects are resolved separately at whatever DC applies to each one.


Most status effects last a fairly short period of timeThe exact time when the effects end are usually described in the power of the creature who inflicts the status effectIf there are ever status effects which persist, the [[Restoration, Lesser (Spell)|Lesser Restoration]], [[Restoration (Spell)|Restoration]], and [[Restoration, Greater (Spell)|Greater Restoration]] spells have been updated to reflect the fact that those spells cure just about anything.
Only Strong conditions can place a character At-RiskA moderate or a weak condition which is applied directly from a monster is not affected by these rules, they are only triggered by 'save or suck' Strong conditionsOptionally, GM's can also create attacks which inflict a moderate status condition, that then reduce to a weak status condition on a successful save. Note that it is possible (although mercifully rare) for extremely powerful monsters to have String conditions against which there is no save: Players should be prepared with alternate methods of handling such situations, as such terribly unfair attacks are not subject to the At-Risk mechanic unless the referee specifically grants such a mechanic.


In addition, the [Heal] and [Heal, Mass] spells will instantly remove a considerable array of deleterious conditions.
:'''Example:''' Say you want to make a creature which has a Panicked attack (or you want to adjust an existing monster). Using the table above, you would find the Panicked condition's row, and the special attack would inflict a Startled condition on any target that fails the save, instead of Panicked. At the end of any afflicted player's next turn, they would make a second save, and if they fail that save as well, they become panicked. If you wish, this creature's attack could inflict the weak status: Anxious, even if a successful save is made, or only inflict it if the first save is failed but the second save is made.

Latest revision as of 13:11, 4 June 2020

In D&D and Pathfinder, status conditions date all the way back to the mighty Gygax. But old EGG was kind of a jerk, to be honest. (Seriously? A Sphere of Annihilation trap in the first room?! Dick move, man.)

So we are addressing status conditions, with an eye to the overriding point of all gaming: Having fun.

Frankly, missing an entire combat or gaming session because you rolled a "1" at the wrong time sucks. Bad luck is part of gaming, but bad luck that ruins your fun should not ever have a place at any gaming table that doesn't involve money.

The status conditions used in Epic Path are listed in the table below, sorted into arrays. You can search the page to find them by name, or click in each header to sort alphabetically by column. See below the table for explanations of what arrays are and how they may optionally be used to add even more dynamism to conditions.

Status Condition Arrays

Weak Moderate Strong Array Description
Ability Dilution Ability Damage Ability Drain Some critical piece of your very being has been drained, making you less yourself.
Anxious Startled Panicked You are filled with a terrible paranoia.
Bruised Bleed Ruptured A wound you've taken is bleeding profusely.
Cloistered Displaced Exiled You have been partially shunted out of reality.
Dazzled Blind Fogged Your senses have been assaulted.
Distracted Mesmerized Fascinated You are hypnotically forced to pay attention to a specific creature.
Drowsy Sluggish Asleep You are succumbing to sleepiness.
Essence Suppression Essence Omission Essence Destruction Your memories, ambitions, and very life essence have been stolen from you.
Fatigued Exhausted Incapacitated You have pushed yourself too hard, and need to rest.
Flat-Footed Wobbly Helpless You have been knocked badly off-balance.
Gagging Choking Asphyxiating You are being suffocated.
Grabbed Grappled Pinned You are being wrestled into submission.
Hindered Entangled Entrapped You are caught up in something that impedes your ability to move.
Humbled Slandered Disgraced You feel compelled to leave a particular enemy alone.
Impaired Crippled Maimed You have taken a grievous wound, as from a vorpal weapon.
Infected Diseased Plagued You have contracted a disease, which will slowly corrupt your body.
Influenced Charmed Dominated An enemy is controlling your actions against your will.
Jinxed Hexed Cursed Your luck has turned against you.
Jostled Rattled Stunned You have been hit so hard, you've become uncoordinated.
Mellow Genial Rowdy You are feeling strangely powerful right now, but you aren't sure why.
Muddled Baffled Confused You can't muster your thoughts.
Nervous Trembling Cowering Your body quakes with fear, making every action difficult.
Quelled Prone Splayed You have been knocked down to the ground.
Secured Subdued Sapped Your enemies seek to subdue you, rather than kill you.
Shaken Cringing Frightened You are afraid, and your confidence is shaken.
Sickened Afflicted Nauseated Your stomach is rebelling, causing you agonizing discomfort.
Singed Burned Immolated Your flesh is burning due to fire, cold, acid or electricity.
Slowed Immobilized Paralyzed Your muscles are seizing up.
Tainted Poisoned Blighted You have been exposed to something which is progressively harmful.
Torpid Benumbed Petrified Your flesh is being transformed.
Unsteady Disoriented Dazed You are profoundly dizzy.
Vexed Antagonized Compelled You feel compelled to focus your attacks on one particularly annoying enemy.
Weakened Withered Atrophied Your physical and mystical strength have been drained, making your attacks weak.

Status Arrays Explained

Each row of the table above represents one array, each consisting of three status conditions -- one strong, one moderate and one weak. Generally speaking, each trio of conditions share a theme, and the effects of the conditions scale up. This means that Quelled, Prone and Splayed (for example) are all related to getting knocked down. If you are Quelled, you've been knocked down to one knee, or turned around the wrong way. If you are Prone, you're face down on the ground. If you are Splayed, you're knocked flat on your back, or jumbled up in a heap of limbs. This same principle applies to each of the arrays in the table above. Similarly, the effects of Quelled, the weak condition, are not as severe as the effects of Prone (the moderate condition), which is, itself, not as bad as Splayed (the strong condition).

A strong status condition often severely limits you in what actions you can take until the condition is removed. Some strong conditions even force you to use your actions in particular (usually bad) ways, such as running away screaming.

A Moderate status condition severely degrades your ability to act, but doesn't prevent you from acting entirely.

A Weak status condition is a minor debuff to one or more specific aspects of your character. Annoying, but not nearly as crippling as a Moderate or a Strong condition. But be careful! Getting several Weak statuses stacked up on you will, indeed, ruin your ability to be effective.

Stacking Conditions

You can never suffer from two conditions in the same array. Only the strongest condition from any particular array applies. You can, however, be afflicted with multiple status conditions from different arrays.

The same status conditions usually cannot stack with themselves (with the exceptions of Dazzled, Ability Damage and Energy Drain). You can't be knocked Prone if you're already Prone, but you can be made Confused if you're already Prone.

Immunity to Conditions

Creatures immune to a specific condition are afflicted with the next weaker status condition in the array. If they are immune to all conditions in the array (such as a Paladin's immunity to all three of the Fear arrays), then they do not get any status condition applied to them.

In some cases, a GM may rule that an attack which inflicts damage plus a status condition deals no damage if the target creature is immune to the status condition. (Optional)

Similarly, a GM may rule that an attack which inflicts damage plus a status condition must deal damage to the target creature in order to have any chance of inflicting the status condition. (Optional)

Escalating Conditions (Optional Rule)

Optionally, if the same condition is applied to you a second time, that condition gets escalated to the next higher condition in the array. Note that the weak condition can only escalate the same weak condition to the moderate condition of its array. Getting hit with the weak condition of the array after you are already affected by the moderate condition has no further effect. For example, if you are Quelled, and a creature inflicts Quelled on you again, you become Prone. If a creature inflicts Quelled on you while you are Prone, it has no effect. But if a creature inflicts a Prone while you are Prone, it escalates to Splayed. Once you're afflicted with the strongest condition in the array, however, it cannot be escalated any further than that.

Clearing Conditions

Each status condition lists one or more criteria for getting rid of it.

It is also important to note that some creatures or magic items can inflict status conditions in such a way that the listed "Ended-By" criteria are changed. In such cases, the monster's bestiary entry or the magic item's description take precedence over the status condition entry.

However, in addition to the listed ways of ending the condition, the following spells and abilities can always be used to clear status conditions:

  • Lesser Restoration can cure any weak status condition.
  • Restoration can cure any weak or moderate status condition.
  • Greater Restoration can cure any weak, moderate or strong status condition.
  • Limited Wish (Sorcerer/Wizard Spell) and Wish can be used to emulate the appropriate Restoration spells.
  • The Paladin's Cleansing ability can cure status conditions, depending on the Paladin's level.
  • The Warlord's Chirurgeon ability emulates the effects of the Restoration line of spells.
  • Other classes may also have abilities which cure status conditions.

At-Risk (Optional Rule)

Status Arrays allow the referee to (optionally) declare that all monsters and spells which inflict a Strong condition upon a failed save now inflict the associated Moderate condition instead. This removes most cases of 'instant suck' from the game. To maintain balance, these modified abilities or spells also place the victim in an At-Risk state. To resolve At-Risk, use the following progression:

When a condition is applied, if it is a Strong condition, instead bump it down to the associated Moderate condition in the Status Array and allow a save at the listed DC. If this is successful, resolve as normal. If this save is failed, the character is affected by the Moderate condition and gains the special At-Risk condition, which CANNOT be cleared in any way except by resolving the underlying Moderate condition. An At-Risk character must roll a second save at the end of their NEXT turn against the original DC of the status. If this second save is successful, the Moderate condition changes to the associated Weak condition. If this second save is failed, the Strong condition is applied as normal.

It is possible (if your DM hates you) to have multiple At-Risk rolls to make, as long as they are from different status arrays. All these rolls and effects are resolved separately at whatever DC applies to each one.

Only Strong conditions can place a character At-Risk. A moderate or a weak condition which is applied directly from a monster is not affected by these rules, they are only triggered by 'save or suck' Strong conditions. Optionally, GM's can also create attacks which inflict a moderate status condition, that then reduce to a weak status condition on a successful save. Note that it is possible (although mercifully rare) for extremely powerful monsters to have String conditions against which there is no save: Players should be prepared with alternate methods of handling such situations, as such terribly unfair attacks are not subject to the At-Risk mechanic unless the referee specifically grants such a mechanic.

Example: Say you want to make a creature which has a Panicked attack (or you want to adjust an existing monster). Using the table above, you would find the Panicked condition's row, and the special attack would inflict a Startled condition on any target that fails the save, instead of Panicked. At the end of any afflicted player's next turn, they would make a second save, and if they fail that save as well, they become panicked. If you wish, this creature's attack could inflict the weak status: Anxious, even if a successful save is made, or only inflict it if the first save is failed but the second save is made.