Status Conditions

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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.)

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 Array

The first thing we did was examine all the status conditions in Pathfinder and categorize them as Strong, Medium, or Weak.

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.

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

Status Condition Status Array Effect
Ability Damage Ability DamageAbility DamageAbility Damage One or more ability is reduced, leading to other negative effects.
Asleep AsleepSluggishDrowsy Target falls prone and can take no actions. Wakes up if damaged.
Confused ConfusedBaffledDazzled Target treats everyone as an enemy and may attack allies or himself.
Cowering CoweringTremblingNervous Target can take no actions other than wetting pants.
Dazed DazedDisorientedUnsteady Target falls prone and can take no actions. Usually ends automatically after 1 round.
Dominated DominatedCharmedInfluenced Target acts as directed by his master.
Energy Drain Energy DrainEnergy DrainEnergy Drain Target's level is significantly reduced, leading to numerous other penalties.
Faded FadedInvisibleConcealed Target is not only invisible, but also difficult to remember.
Fascinated FascinatedBlindDeafened Target stares off into space and takes no actions.
Frightened FrightenedCringingShaken Target runs away at full speed taking no other actions.
Helpless HelplessProneFlat-Footed Target falls prone, can take no actions and is subject to coup-de-grace attacks.
Incapacitated IncapacitatedExhaustedFatigued Target falls prone, can take no actions other than to crawl 5 feet per round.
Nauseated NauseatedAfflictedSickened Target can take a single move action after depositing recent meals onto the floor.
Panicked PanickedStartledAnxious Target drops any held objects and runs away at full speed.
Paralyzed ParalyzedImmobilizedSlowed Target is frozen in place and can take no actions.
Petrified PetrifiedEntangledTorpid Target is turned to stone, frozen solid, or otherwise transformed into non-flesh.
Phased PhasedIncorporealNebulous Attackers have a 50% miss chance, and the creature takes only 50% damage.
Pinned PinnedGrappledHindered Target can only make escape checks.
Ruptured RupturedBleedBruised Target can take no actions and drops any held objects.
Stunned StunnedRattledJostled Target can take no actions and drops any held objects.
Unconscious UnconsciousStaggeredBloodied You are unconscious, which includes a lot of other statuses.

Moderate Status Conditions

Status Condition Status Array Effect
Ability Damage Ability DamageAbility DamageAbility Damage One or more ability is reduced, leading to other negative effects.
Afflicted NauseatedAfflictedSickened Skill rolls and concentration checks to cast spells automatically fail.
Baffled ConfusedBaffledDazzled Target takes a -6 penalty to INT, WIS and CHA, and immediately drops down 6 in the initiative order.
Bleed RupturedBleedBruised Target takes ongoing damage each round.
Blind FascinatedBlindDeafened Target can't see, and takes a 50% miss chance on all attacks.
Charmed DominatedCharmedInfluenced Target treats the attacker as an ally.
Cringing FrightenedCringingShaken You may only take the Total Defense action. No other actions are possible.
Disoriented DazedDisorientedUnsteady Attacks have a chance to hit neighboring squares instead of intended target.
Energy Drain Energy DrainEnergy DrainEnergy Drain Target's level is reduced, leading to numerous other penalties.
Entangled PetrifiedEntangledTorpid Target cannot move more than 10 feet, and takes -2 to hit and -4 to DEX.
Exhausted IncapacitatedExhaustedFatigued Target moves half speed and takes a -6 to STR and DEX.
Grappled PinnedGrappledHindered Target cannot take actions requiring two hands, spell casting is impaired.
Immobilized ParalyzedImmobilizedSlowed Target cannot move from their space except by forced movement or teleport.
Incorporeal PhasedIncorporealNebulous Creature takes half damage from most attacks.
Invisible FadedInvisibleConcealed Creature is missed 50% of the time.
Prone HelplessProneFlat-Footed Target falls to ground, takes -4 on many rolls, and can't used ranged weapons except crossbows.
Rattled StunnedRattledJostled Target may only take a standard or a move action. Full attack actions are right out.
Sluggish AsleepSluggishDrowsy Target cannot make concentration checks and is flat-footed. Skills are at -5 penalty.
Staggered UnconsciousStaggeredBloodied You may only take a standard or a move action. Full attack actions are right out.
Startled PanickedStartledAnxious Allies can provoke attacks of opportunity from you, and you must fight defensively.
Trembling CoweringTremblingNervous -4 penalty to attacks, AC, DEX-based skills, and concentration checks for spells with somatic components.

Weak Status Conditions

Status Condition Status Array Effect
Ability Damage Ability Damage ==> Ability Damage ==> Ability Damage One or more ability is reduced, leading to other negative effects.
Anxious Panicked ==> Startled ==> Anxious Target grants a +2 flanking bonus to all enemies, and cannot make attacks of opportunity.
Bloodied Unconscious ==> Staggered ==> Bloodied You have taken damage greater than or equal to half your maximum hit points.
Bruised Ruptured ==> Bleed ==> Bruised The next heal, first aid check or temp hit points granted the target provide no benefit.
Concealed Faded ==> Invisible ==> Concealed Creature is hit only 80% of the time (20% miss chance).
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.


Other Ways To Modify Special Attacks

GM's can strengthen or weaken special (status condition-inflicting) attacks using several simple methods.


Weakening the Severity

  • 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.


Strengthening the Severity

  • The creature can use the ability once per round.
  • 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.


Fixing Status Effects

Most status effects last a fairly short period of time. The exact time when the effects end are usually described in the power of the creature who inflicts the status effect. If there are ever status effects which persist, the Lesser Restoration, Restoration, and Greater Restoration spells have been updated to reflect the fact that those spells cure just about anything.

In addition, the [Heal] and [Heal, Mass] spells will instantly remove a considerable array of deleterious conditions.