Status Conditions

From Epic Path
Jump to navigation Jump to search

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.

To dive right in, all the status conditions in Epic Path are included 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 per 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

STRONG Moderate Weak
Ability Drain Ability Damage Ability Dilution
Asleep Sluggish Drowsy
[[Asphyxiated]] [[Asphyxiated]] [[Asphyxiated]]
Atrophied Withered Weakened
Compelled Antagonized Vexed
Confused Baffled Muddled
Cowering Trembling Nervous
Cursed Hexed Jinxed
Dazed Disoriented Unsteady
Disgraced Slandered Humbled
Dominated Charmed Influenced
[[Energy Drain]] [[Energy Drain]] [[Energy Drain]]
Entrapped Entangled Hindered
Exiled Displaced Cloistered
[[==Invisibility==

An invisible creature is visually undetectable. Invisibility makes a creature undetectable by senses which require line of sight, including Darkvision, but most non-visual senses completely negate the benefits of invisibility. While they can't be seen, invisible creatures can be heard, smelled, or felt.

Against creatures which rely on visual senses, invisibility provides the following benefits:

  • While invisible, if you are also using stealth, you can only be revealed by a creature that makes an active Spot check against you. Passive Perception checks may not be used against a stealthed creature which is also invisible.
  • Your Stealth checks while invisible are made with a +2 circumstance bonus (+4 if you are standing still).
  • Attacks made while invisible, against enemies who can't see you, are made with a +2 circumstance bonus to the attack roll, and the target is treated as flat-footed versus the attack.
  • While invisible, you are not subject to precision damage (e.g. sneak attacks) unless the attacker has a targeting sense which pierces your invisibility and provides no miss chance.

Finding Invisible Creatures

If a creature has reason to be making active perception checks (Spot checks) against a stealthed, invisible creature (such as an alert guard), then the perception roll, within 30 feet, is resolved as normal against the creature's stealth result (with a bonus for being invisible).

A creature can seek to actively notice the presence of a non-stealthed, invisible creature within 30 feet, by making an Average DC Perception check (based on the invisible creature's CR (challenge rating) or level). A creature must make a Spot check to actively look for an invisible creature (which usually requires a move action to perform) — they will never perceive them with Passive Perception. There is normally no reason to look for invisible things, unless some other clue of their existence suggests that you look for them.

  • A successful perception check reveals the square in which the invisible creature is located, but the creature still benefits from total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies).
  • There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.

A creature can also grope about to find an invisible creature using its sense of touch. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, the touch attack may land as long as the Natural Result on the attack die is 12 or higher, assuming the final number hits the target's Armor Class. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location. If the invisible creature moves, its location, obviously, is once again unknown.

If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves).

If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies). A particularly large and slow invisible creature might get a smaller miss chance at the GM's discretion.

If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. Whether or not the invisible creature is present in that square, conduct the attack normally. If the roll is below the Natural result needed, the player is informed they missed due to a poor roll. If the square is empty, and the player rolls well (above a natural 12, regardless of hit or miss), inform the player the square is empty. if the square is occupied, and the roll is above a 12 but still misses the creatures AC, inform the player the creature is present, but they do no damage. If the roll is sufficient to hit the monster, then it is resolved as a normal attack, and the player knows where the creature is.

Limitations of Invisibility

If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).

Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location, assuming they can make the appropriate skill checks.

An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies).

An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it. An invisible creature carrying an exposed source of bright light may still make a stealth check to mask both himself and the exact location of the light source. The light source is diffuse and difficult to pinpoint, but a pretty potent clue as to the creature's whereabouts. That is, a light source, even an invisible one, is passively noticeable by anyone with sight-based senses, and is automatically noticed. Most creatures will then wonder where the light is coming from, and make an active check to look for its source, triggering the opposed Perception vs. Stealth roll. If the invisible creature hasn't made a Stealth check, the opposed Perception check is against an Average DC (based on the invisible creature's CR (challenge rating) or level).

Invisible creatures cannot use gaze attacks.

Invisibility does not thwart divination spells.

Invisibility with Ethereal and Incorporeal

Ethereal creatures are invisible. Since ethereal creatures are not materially present, such creatures gain the bonus to Stealth checks even against some extraordinary senses, such as Tremorsense, since they are no longer interacting with the material plane like a normal invisible creature would. GM's are the final arbiter of which senses can ignore invisibility caused by being ethereal.

Faded

An even more extreme version of invisibility, faded creatures are difficult to remember in addition to being invisible.

Creatures wishing to attack a faded target must make a will save (DC 10 + creature's level or CR) to even remember that the target exists. If they succeed on the saving throw, they must still attempt to target the creature through its invisibility: determining its location, and dealing with the total concealment miss chance. If they fail the save, the faded creature is treated as out of range for that creature's attacks this round, even though they might otherwise be able to attack. They've forgotten about the faded creature entirely (for this round), and won't even try to attack them or include them in an area of effect.

Assuming that enemy creatures can continue to bypass or somehow target through the faded creature's invisibility (e.g. they have Tremorsense, etc.), the enemy creatures may make a new saving throw each round to attempt to pierce the Faded status as well.

When a save is failed, Faded also suppresses invisibility-bypassing effects and senses such as Glitterdust (Sorcerer/Wizard Spell), a barbarian's doodlebug, Blindsense, and other effects which allow targeting of invisible creatures (but only with regard to the Faded creature). If these effects are ongoing (as with Glitterdust (Sorcerer/Wizard Spell), Tremorsense, etc.), the creature can be targeted only on those rounds in which a successful save against the Faded status was made.]] || [[==Invisibility== An invisible creature is visually undetectable. Invisibility makes a creature undetectable by senses which require line of sight, including Darkvision, but most non-visual senses completely negate the benefits of invisibility. While they can't be seen, invisible creatures can be heard, smelled, or felt.

Against creatures which rely on visual senses, invisibility provides the following benefits:

  • While invisible, if you are also using stealth, you can only be revealed by a creature that makes an active Spot check against you. Passive Perception checks may not be used against a stealthed creature which is also invisible.
  • Your Stealth checks while invisible are made with a +2 circumstance bonus (+4 if you are standing still).
  • Attacks made while invisible, against enemies who can't see you, are made with a +2 circumstance bonus to the attack roll, and the target is treated as flat-footed versus the attack.
  • While invisible, you are not subject to precision damage (e.g. sneak attacks) unless the attacker has a targeting sense which pierces your invisibility and provides no miss chance.

Finding Invisible Creatures

If a creature has reason to be making active perception checks (Spot checks) against a stealthed, invisible creature (such as an alert guard), then the perception roll, within 30 feet, is resolved as normal against the creature's stealth result (with a bonus for being invisible).

A creature can seek to actively notice the presence of a non-stealthed, invisible creature within 30 feet, by making an Average DC Perception check (based on the invisible creature's CR (challenge rating) or level). A creature must make a Spot check to actively look for an invisible creature (which usually requires a move action to perform) — they will never perceive them with Passive Perception. There is normally no reason to look for invisible things, unless some other clue of their existence suggests that you look for them.

  • A successful perception check reveals the square in which the invisible creature is located, but the creature still benefits from total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies).
  • There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.

A creature can also grope about to find an invisible creature using its sense of touch. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, the touch attack may land as long as the Natural Result on the attack die is 12 or higher, assuming the final number hits the target's Armor Class. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location. If the invisible creature moves, its location, obviously, is once again unknown.

If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves).

If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies). A particularly large and slow invisible creature might get a smaller miss chance at the GM's discretion.

If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. Whether or not the invisible creature is present in that square, conduct the attack normally. If the roll is below the Natural result needed, the player is informed they missed due to a poor roll. If the square is empty, and the player rolls well (above a natural 12, regardless of hit or miss), inform the player the square is empty. if the square is occupied, and the roll is above a 12 but still misses the creatures AC, inform the player the creature is present, but they do no damage. If the roll is sufficient to hit the monster, then it is resolved as a normal attack, and the player knows where the creature is.

Limitations of Invisibility

If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).

Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location, assuming they can make the appropriate skill checks.

An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies).

An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it. An invisible creature carrying an exposed source of bright light may still make a stealth check to mask both himself and the exact location of the light source. The light source is diffuse and difficult to pinpoint, but a pretty potent clue as to the creature's whereabouts. That is, a light source, even an invisible one, is passively noticeable by anyone with sight-based senses, and is automatically noticed. Most creatures will then wonder where the light is coming from, and make an active check to look for its source, triggering the opposed Perception vs. Stealth roll. If the invisible creature hasn't made a Stealth check, the opposed Perception check is against an Average DC (based on the invisible creature's CR (challenge rating) or level).

Invisible creatures cannot use gaze attacks.

Invisibility does not thwart divination spells.

Invisibility with Ethereal and Incorporeal

Ethereal creatures are invisible. Since ethereal creatures are not materially present, such creatures gain the bonus to Stealth checks even against some extraordinary senses, such as Tremorsense, since they are no longer interacting with the material plane like a normal invisible creature would. GM's are the final arbiter of which senses can ignore invisibility caused by being ethereal.

Faded

An even more extreme version of invisibility, faded creatures are difficult to remember in addition to being invisible.

Creatures wishing to attack a faded target must make a will save (DC 10 + creature's level or CR) to even remember that the target exists. If they succeed on the saving throw, they must still attempt to target the creature through its invisibility: determining its location, and dealing with the total concealment miss chance. If they fail the save, the faded creature is treated as out of range for that creature's attacks this round, even though they might otherwise be able to attack. They've forgotten about the faded creature entirely (for this round), and won't even try to attack them or include them in an area of effect.

Assuming that enemy creatures can continue to bypass or somehow target through the faded creature's invisibility (e.g. they have Tremorsense, etc.), the enemy creatures may make a new saving throw each round to attempt to pierce the Faded status as well.

When a save is failed, Faded also suppresses invisibility-bypassing effects and senses such as Glitterdust (Sorcerer/Wizard Spell), a barbarian's doodlebug, Blindsense, and other effects which allow targeting of invisible creatures (but only with regard to the Faded creature). If these effects are ongoing (as with Glitterdust (Sorcerer/Wizard Spell), Tremorsense, etc.), the creature can be targeted only on those rounds in which a successful save against the Faded status was made.]] || [[==Invisibility== An invisible creature is visually undetectable. Invisibility makes a creature undetectable by senses which require line of sight, including Darkvision, but most non-visual senses completely negate the benefits of invisibility. While they can't be seen, invisible creatures can be heard, smelled, or felt.

Against creatures which rely on visual senses, invisibility provides the following benefits:

  • While invisible, if you are also using stealth, you can only be revealed by a creature that makes an active Spot check against you. Passive Perception checks may not be used against a stealthed creature which is also invisible.
  • Your Stealth checks while invisible are made with a +2 circumstance bonus (+4 if you are standing still).
  • Attacks made while invisible, against enemies who can't see you, are made with a +2 circumstance bonus to the attack roll, and the target is treated as flat-footed versus the attack.
  • While invisible, you are not subject to precision damage (e.g. sneak attacks) unless the attacker has a targeting sense which pierces your invisibility and provides no miss chance.

Finding Invisible Creatures

If a creature has reason to be making active perception checks (Spot checks) against a stealthed, invisible creature (such as an alert guard), then the perception roll, within 30 feet, is resolved as normal against the creature's stealth result (with a bonus for being invisible).

A creature can seek to actively notice the presence of a non-stealthed, invisible creature within 30 feet, by making an Average DC Perception check (based on the invisible creature's CR (challenge rating) or level). A creature must make a Spot check to actively look for an invisible creature (which usually requires a move action to perform) — they will never perceive them with Passive Perception. There is normally no reason to look for invisible things, unless some other clue of their existence suggests that you look for them.

  • A successful perception check reveals the square in which the invisible creature is located, but the creature still benefits from total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies).
  • There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.

A creature can also grope about to find an invisible creature using its sense of touch. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, the touch attack may land as long as the Natural Result on the attack die is 12 or higher, assuming the final number hits the target's Armor Class. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location. If the invisible creature moves, its location, obviously, is once again unknown.

If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves).

If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies). A particularly large and slow invisible creature might get a smaller miss chance at the GM's discretion.

If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. Whether or not the invisible creature is present in that square, conduct the attack normally. If the roll is below the Natural result needed, the player is informed they missed due to a poor roll. If the square is empty, and the player rolls well (above a natural 12, regardless of hit or miss), inform the player the square is empty. if the square is occupied, and the roll is above a 12 but still misses the creatures AC, inform the player the creature is present, but they do no damage. If the roll is sufficient to hit the monster, then it is resolved as a normal attack, and the player knows where the creature is.

Limitations of Invisibility

If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).

Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location, assuming they can make the appropriate skill checks.

An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies).

An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it. An invisible creature carrying an exposed source of bright light may still make a stealth check to mask both himself and the exact location of the light source. The light source is diffuse and difficult to pinpoint, but a pretty potent clue as to the creature's whereabouts. That is, a light source, even an invisible one, is passively noticeable by anyone with sight-based senses, and is automatically noticed. Most creatures will then wonder where the light is coming from, and make an active check to look for its source, triggering the opposed Perception vs. Stealth roll. If the invisible creature hasn't made a Stealth check, the opposed Perception check is against an Average DC (based on the invisible creature's CR (challenge rating) or level).

Invisible creatures cannot use gaze attacks.

Invisibility does not thwart divination spells.

Invisibility with Ethereal and Incorporeal

Ethereal creatures are invisible. Since ethereal creatures are not materially present, such creatures gain the bonus to Stealth checks even against some extraordinary senses, such as Tremorsense, since they are no longer interacting with the material plane like a normal invisible creature would. GM's are the final arbiter of which senses can ignore invisibility caused by being ethereal.

Faded

An even more extreme version of invisibility, faded creatures are difficult to remember in addition to being invisible.

Creatures wishing to attack a faded target must make a will save (DC 10 + creature's level or CR) to even remember that the target exists. If they succeed on the saving throw, they must still attempt to target the creature through its invisibility: determining its location, and dealing with the total concealment miss chance. If they fail the save, the faded creature is treated as out of range for that creature's attacks this round, even though they might otherwise be able to attack. They've forgotten about the faded creature entirely (for this round), and won't even try to attack them or include them in an area of effect.

Assuming that enemy creatures can continue to bypass or somehow target through the faded creature's invisibility (e.g. they have Tremorsense, etc.), the enemy creatures may make a new saving throw each round to attempt to pierce the Faded status as well.

When a save is failed, Faded also suppresses invisibility-bypassing effects and senses such as Glitterdust (Sorcerer/Wizard Spell), a barbarian's doodlebug, Blindsense, and other effects which allow targeting of invisible creatures (but only with regard to the Faded creature). If these effects are ongoing (as with Glitterdust (Sorcerer/Wizard Spell), Tremorsense, etc.), the creature can be targeted only on those rounds in which a successful save against the Faded status was made.]]

Fascinated Mesmerized Distracted
Fogged Blind Dazzled
Frightened Cringing Shaken
Helpless Wobbly Flat-Footed
Incapacitated Exhausted Fatigued
Maimed Crippled Impaired
Nauseated Afflicted Sickened
Panicked Startled Anxious
Paralyzed Immobilized Slowed
Petrified Benumbed Torpid
[[== Incorporeal ==
Incorporeal: Suffers only half damage from any attack that hits.

Creatures with the incorporeal condition do not have a physical body, but they are still within the Material Plane. Some ethereal creatures may be able to manifest an Incorporeal effect from the Ethereal plane to the material plane, but such things are rare and potent.

An incorporeal creature can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms.

Even when hit by spells or magic weapons, it takes only half damage from a corporeal source.

Although it is not a magical attack, holy water can affect incorporeal undead. Incorporeal undead also take full damage from Channel Divinity.

Corporeal spells and effects that do not cause damage are resolved as normal.

Force spells and effects, such as from a magic missile or Ghost Touch weapon, affect an incorporeal creature normally.

An incorporeal creature's attacks are nearly always resolved as touch attacks, when made against corporeal creatures, as they pass straight through an enemy's natural and non-magical protections.

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own.

  • It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies) from an incorporeal creature that is inside an object.
  • In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge.
  • An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has partial cover until the start of its next turn.
  • An incorporeal creature cannot pass through a force effect.

Incorporeal creatures pass through and operate in water as easily as they do in air.

Incorporeal creatures cannot fall or take falling damage.

Incorporeal creatures cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. This includes nearly all combat maneuvers.

Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be.

Non-visual senses, such as scent and Blindsense, suffer a -10 penalty when attempting to perceive incorporeal creatures.

Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Nebulous

Nebulous: Suffers only half damage from any attack that hits, unless they are in an area of bright light (in which case, they take normal damage).

Some creatures, tied to shadow and darkness, have a lesser form of incorporeality, called nebulous.

Nebulous creatures take half damage from all attacks, including non-magical attacks, but only while the creature is not in an area of bright light. Furthermore, as with incorporeal, ghost-touch attacks, attacks by other nebulous or incorporeal creatures, and force effects, all deal full damage. Note that nebulous creatures deal only half damage to incorporeal creatures, as they are more corporeal than not.

Phased

Phased: Any to-hit roll in which the d20 result is 12 or less on the die is treated as an automatic miss, and suffers only half damage from any attack that hits.

Phased is a stronger form of incorporeality. It combines the features of incorporeal with total concealment (except that, unless specifically stated, the creature's space is apparent to anyone looking).

Creatures that are phased are missed any time the d20 to-hit roll has a natural result is 12 or less on the die (i.e. the naked die result not including any bonuses) is treated as an automatic miss.

Furthermore, a phased creature takes only half damage from all damage sources. On any effect which normally inflicts half damage on a successful save, a phased creature takes only ¼ (one quarter) damage if they succeed on that save. Note that this applies to any such attacks, spells, or effects, regardless of which saving throw (FORT, REFL, or WILL) they target.

Corporeal spells and effects that do not cause damage are resolved as normal.

As with Incorporeal creatures, force effects, other incorporeal creatures, and ghost touch weapons are resolved normally against a Phased creature.]] || [[== Incorporeal ==

Incorporeal: Suffers only half damage from any attack that hits.

Creatures with the incorporeal condition do not have a physical body, but they are still within the Material Plane. Some ethereal creatures may be able to manifest an Incorporeal effect from the Ethereal plane to the material plane, but such things are rare and potent.

An incorporeal creature can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms.

Even when hit by spells or magic weapons, it takes only half damage from a corporeal source.

Although it is not a magical attack, holy water can affect incorporeal undead. Incorporeal undead also take full damage from Channel Divinity.

Corporeal spells and effects that do not cause damage are resolved as normal.

Force spells and effects, such as from a magic missile or Ghost Touch weapon, affect an incorporeal creature normally.

An incorporeal creature's attacks are nearly always resolved as touch attacks, when made against corporeal creatures, as they pass straight through an enemy's natural and non-magical protections.

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own.

  • It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies) from an incorporeal creature that is inside an object.
  • In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge.
  • An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has partial cover until the start of its next turn.
  • An incorporeal creature cannot pass through a force effect.

Incorporeal creatures pass through and operate in water as easily as they do in air.

Incorporeal creatures cannot fall or take falling damage.

Incorporeal creatures cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. This includes nearly all combat maneuvers.

Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be.

Non-visual senses, such as scent and Blindsense, suffer a -10 penalty when attempting to perceive incorporeal creatures.

Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Nebulous

Nebulous: Suffers only half damage from any attack that hits, unless they are in an area of bright light (in which case, they take normal damage).

Some creatures, tied to shadow and darkness, have a lesser form of incorporeality, called nebulous.

Nebulous creatures take half damage from all attacks, including non-magical attacks, but only while the creature is not in an area of bright light. Furthermore, as with incorporeal, ghost-touch attacks, attacks by other nebulous or incorporeal creatures, and force effects, all deal full damage. Note that nebulous creatures deal only half damage to incorporeal creatures, as they are more corporeal than not.

Phased

Phased: Any to-hit roll in which the d20 result is 12 or less on the die is treated as an automatic miss, and suffers only half damage from any attack that hits.

Phased is a stronger form of incorporeality. It combines the features of incorporeal with total concealment (except that, unless specifically stated, the creature's space is apparent to anyone looking).

Creatures that are phased are missed any time the d20 to-hit roll has a natural result is 12 or less on the die (i.e. the naked die result not including any bonuses) is treated as an automatic miss.

Furthermore, a phased creature takes only half damage from all damage sources. On any effect which normally inflicts half damage on a successful save, a phased creature takes only ¼ (one quarter) damage if they succeed on that save. Note that this applies to any such attacks, spells, or effects, regardless of which saving throw (FORT, REFL, or WILL) they target.

Corporeal spells and effects that do not cause damage are resolved as normal.

As with Incorporeal creatures, force effects, other incorporeal creatures, and ghost touch weapons are resolved normally against a Phased creature.]] || [[== Incorporeal ==

Incorporeal: Suffers only half damage from any attack that hits.

Creatures with the incorporeal condition do not have a physical body, but they are still within the Material Plane. Some ethereal creatures may be able to manifest an Incorporeal effect from the Ethereal plane to the material plane, but such things are rare and potent.

An incorporeal creature can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms.

Even when hit by spells or magic weapons, it takes only half damage from a corporeal source.

Although it is not a magical attack, holy water can affect incorporeal undead. Incorporeal undead also take full damage from Channel Divinity.

Corporeal spells and effects that do not cause damage are resolved as normal.

Force spells and effects, such as from a magic missile or Ghost Touch weapon, affect an incorporeal creature normally.

An incorporeal creature's attacks are nearly always resolved as touch attacks, when made against corporeal creatures, as they pass straight through an enemy's natural and non-magical protections.

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own.

  • It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies) from an incorporeal creature that is inside an object.
  • In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge.
  • An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has partial cover until the start of its next turn.
  • An incorporeal creature cannot pass through a force effect.

Incorporeal creatures pass through and operate in water as easily as they do in air.

Incorporeal creatures cannot fall or take falling damage.

Incorporeal creatures cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. This includes nearly all combat maneuvers.

Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be.

Non-visual senses, such as scent and Blindsense, suffer a -10 penalty when attempting to perceive incorporeal creatures.

Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Nebulous

Nebulous: Suffers only half damage from any attack that hits, unless they are in an area of bright light (in which case, they take normal damage).

Some creatures, tied to shadow and darkness, have a lesser form of incorporeality, called nebulous.

Nebulous creatures take half damage from all attacks, including non-magical attacks, but only while the creature is not in an area of bright light. Furthermore, as with incorporeal, ghost-touch attacks, attacks by other nebulous or incorporeal creatures, and force effects, all deal full damage. Note that nebulous creatures deal only half damage to incorporeal creatures, as they are more corporeal than not.

Phased

Phased: Any to-hit roll in which the d20 result is 12 or less on the die is treated as an automatic miss, and suffers only half damage from any attack that hits.

Phased is a stronger form of incorporeality. It combines the features of incorporeal with total concealment (except that, unless specifically stated, the creature's space is apparent to anyone looking).

Creatures that are phased are missed any time the d20 to-hit roll has a natural result is 12 or less on the die (i.e. the naked die result not including any bonuses) is treated as an automatic miss.

Furthermore, a phased creature takes only half damage from all damage sources. On any effect which normally inflicts half damage on a successful save, a phased creature takes only ¼ (one quarter) damage if they succeed on that save. Note that this applies to any such attacks, spells, or effects, regardless of which saving throw (FORT, REFL, or WILL) they target.

Corporeal spells and effects that do not cause damage are resolved as normal.

As with Incorporeal creatures, force effects, other incorporeal creatures, and ghost touch weapons are resolved normally against a Phased creature.]]

Pinned Grappled Grabbed
Ruptured Bleed Bruised
Splayed Prone Quelled
Stunned Rattled Jostled


Status Arrays Explained

The first thing we did for status conditions in Epic Path was examine all the status conditions in Pathfinder and categorize them as Strong, Moderate, or Weak. We then did a lot of play testing and designed a LOT of new status conditions that do a wider variety of interesting and inconvenient things to you, with an eye to making the variety of things that can happen wide enough that the game always feels dynamic and fresh.

All these status conditions are arranged into Arrays, with a Strong, Moderate, and Weak condition which are thematically similar. For example, Prone is a Moderate status condition which is quite common and has been in the game for ages and ages. We have added a weak condition, Quelled, which is a weaker version of Prone, to simulate that you have been knocked to one knee, or turned around, or otherwise discombobulated in a way not as bad as getting knocked completely to the ground. We then added a Strong condition, Splayed, which is like being knocked Prone but worse, so that you are splayed out spread-eagled on your back, or jumbled up in a heap of limbs, or otherwise just completely disrupted in your body kinesics. Like prone, but worse. We applied this same principal to all conditions.

A Strong status condition is a hard control: If you are hit with one of these, you are out of the game for at least a little while until it gets fixed. These are things like dominated, stunned, nauseated or petrified, . You generally lose all your actions and for particularly onerous conditions, you run away screaming like a little girl. Fear sucks.

A Moderate status condition is a partial hard control: If you are hit with one of these, you are pretty severely degraded. Things like entangled 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 Moderate 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 above, we list out all the Strong, Moderate, and Weak conditions and associated them in ranks of severity. This allows the use of the optional At-Risk mechanic(see next section).

Unless otherwise defined, all status conditions persist until the end of the encounter in which they were inflicted, unless actively removed. Most if not all of the Status Conditions have 'common sense' removal conditions right in their write-up: For example, Prone can be removed with a move action, as described in the status writeup. Note that many, if not most, of the Monster Bestiary Entries and Item Descriptions also include more detailed and usually more generous expiration and removal conditions. In all cases, defer to the Monster or Item description, then the actual condition writeup page, and last to the general rule, for removal of status conditions.

At-Risk

Status Arrays allow the referee to (optionally) declare that all monsters and spells which inflict a Strong condition upon a failed save to now inflict the associated Moderate 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 gains the special At-Risk condition, which CANNOT be cleared in any way except by resolving the underlying 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. 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 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. Noe 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 especially grants such a mechanic.

Spells or abilities which cure the strong status condition also cure the moderate and weak 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 using At-Risk

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. Any player with the Anxious status suffers its effects for 1 round and then it ends.

Other Ways To Modify Status Conditions

GM's can strengthen or weaken status conditions 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.

Curing Status Effects

Most status effects last a fairly short period of time, as defined in the creature or item writeup, then the status writeup, then in the general rule above. 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 (Spell)] and [Heal, Mass (Spell)] spells will instantly remove a considerable array of deleterious conditions.