A special
ability is either extraordinary, spell-like, or supernatural in nature.
Extraordinary
Abilities (Ex): Extraordinary abilities are nonmagical.
They are, however, not something that just anyone can do or even learn to do
without extensive training. Effects or areas that negate or disrupt magic have
no effect on extraordinary abilities.
Spell-Like
Abilities (Sp): Spell-like abilities, as the name implies,
are spells and magical abilities that are very much like spells. Spell-like
abilities are subject to spell resistance and dispel magic. They do not
function in areas where magic is suppressed or negated (such as an antimagic
field).
Supernatural
Abilities (Su): Supernatural abilities are magical but not
spell-like. Supernatural abilities are not subject to spell resistance and do
not function in areas where magic is suppressed or negated (such as an antimagic
field). A supernatural ability’s effect cannot be dispelled and is not
subject to counterspells. See the table below for a summary of the types of
special abilities.
Table:
Special Ability Types
|
|||
|
Extraordinary |
Spell-Like |
Supernatural |
Dispel |
No |
Yes |
Yes |
Spell resistance |
No |
Yes |
No |
Antimagic field |
No |
Yes |
Yes |
Attack of opportunity |
No |
Yes |
No |
Dispel: Can dispel magic and
similar spells dispel the effects of abilities of that type? |
|||
Spell Resistance: Does spell
resistance protect a creature from these abilities? |
|||
Antimagic Field: Does an antimagic
field or similar magic suppress the ability? |
|||
Attack of Opportunity: Does
using the ability provoke attacks of opportunity the way that casting a spell
does? |
Various
attacks cause ability score loss, either ability damage or ability drain.
Points lost to ability damage return at the rate of 1 point per day (or double
that if the character gets complete bed rest) to each damaged ability, and the
spells lesser restoration and restoration offset ability damage
as well. Ability drain, however, is permanent, though restoration can
restore even those lost ability score points.
While any
loss is debilitating, losing all points in an ability score can be devastating.
• Strength
0 means that the character cannot move at all. He lies helpless on the ground.
• Dexterity
0 means that the character cannot move at all. He stands motionless, rigid, and
helpless.
•
Constitution 0 means that the character is dead.
•
Intelligence 0 means that the character cannot think and is unconscious in a
coma-like stupor, helpless.
• Wisdom 0
means that the character is withdrawn into a deep sleep filled with nightmares,
helpless.
• Charisma
0 means that the character is withdrawn into a catatonic, coma-like stupor,
helpless.
Keeping
track of negative ability score points is never necessary. A character’s
ability score can’t drop below 0.
Having a
score of 0 in an ability is different from having no ability score whatsoever.
Some spells
or abilities impose an effective ability score reduction, which is different
from ability score loss. Any such reduction disappears at the end of the
spell’s or ability’s duration, and the ability score immediately returns to its
former value.
If a
character’s Constitution score drops, then he loses 1 hit point per Hit Die for
every point by which his Constitution modifier drops. A hit point score can’t
be reduced by Constitution damage or drain to less than 1 hit point per Hit
Die.
The ability
that some creatures have to drain ability scores is a supernatural one,
requiring some sort of attack. Such creatures do not drain abilities from enemies
when the enemies strike them, even with unarmed attacks or natural weapons.
An antimagic
field spell or effect cancels magic altogether. An antimagic effect has the
following powers and characteristics.
• No
supernatural ability, spell-like ability, or spell works in an area of
antimagic (but extraordinary abilities still work).
• Antimagic
does not dispel magic; it suppresses it. Once a magical effect is no longer
affected by the antimagic (the antimagic fades, the center of the effect moves
away, and so on), the magic returns. Spells that still have part of their
duration left begin functioning again, magic items are once again useful, and
so forth.
• Spell
areas that include both an antimagic area and a normal area, but are not
centered in the antimagic area, still function in the normal area. If the
spell’s center is in the antimagic area, then the spell is suppressed.
• Golems
and other constructs, elementals, outsiders, and corporeal undead, still
function in an antimagic area (though the antimagic area suppresses their
spellcasting and their supernatural and spell-like abilities normally). If such
creatures are summoned or conjured, however, see below.
• Summoned
or conjured creatures of any type, as well as incorporeal undead, wink out if
they enter the area of an antimagic effect. They reappear in the same spot once
the field goes away.
• Magic
items with continuous effects do not function in the area of an
antimagic effect, but their effects are not canceled (so the contents of a bag
of holding are unavailable, but neither spill out nor disappear forever).
• Two
antimagic areas in the same place do not cancel each other out, nor do they
stack.
• Wall
of force, prismatic wall, and prismatic sphere are not affected by
antimagic. Break enchantment, dispel magic, and greater dispel magic spells
do not dispel antimagic. Mage’s disjunction has a 1% chance per caster
level of destroying an antimagic field. If the antimagic field survives
the disjunction, no items within it are disjoined.
BLINDSIGHT
AND BLINDSENSE
Some
creatures have blindsight, the extraordinary ability to use a nonvisual sense
(or a combination of such senses) to operate effectively without vision. Such
sense may include sensitivity to vibrations, acute scent, keen hearing, or
echolocation. This ability makes invisibility and concealment (even magical
darkness) irrelevant to the creature (though it still can’t see ethereal
creatures). This ability operates out to a range specified in the creature
description.
•
Blindsight never allows a creature to distinguish color or visual contrast. A
creature cannot read with blindsight.
•
Blindsight does not subject a creature to gaze attacks (even though darkvision
does).
• Blinding
attacks do not penalize creatures using blindsight.
• Deafening
attacks thwart blindsight if it relies on hearing.
•
Blindsight works underwater but not in a vacuum.
•
Blindsight negates displacement and blur effects.
Blindsense:
Other creatures have blindsense, a lesser ability that lets the creature notice
things it cannot see, but without the precision of blindsight. The creature
with blindsense usually does not need to make Spot or Listen checks to notice
and locate creatures within range of its blindsense ability, provided that it
has line of effect to that creature. Any opponent the creature cannot see has
total concealment (50% miss chance) against the creature with blindsense, and
the blindsensing creature still has the normal miss chance when attacking foes
that have concealment. Visibility still affects the movement of a creature with
blindsense. A creature with blindsense is still denied its Dexterity bonus to
Armor Class against attacks from creatures it cannot see.
A creature
attacking with a breath weapon is actually expelling something from its mouth
(rather than conjuring it by means of a spell or some other magical effect).
Most creatures with breath weapons are limited to a number of uses per day or
by a minimum length of time that must pass between uses. Such creatures are usually
smart enough to save their breath weapon until they really need it.
• Using a
breath weapon is typically a standard action.
• No attack
roll is necessary. The breath simply fills its stated area.
• Any
character caught in the area must make the appropriate saving throw or suffer
the breath weapon’s full effect. In many cases, a character who succeeds on his
saving throw still takes half damage or some other reduced effect.
• Breath
weapons are supernatural abilities except where noted.
• Creatures
are immune to their own breath weapons.
• Creatures
unable to breathe can still use breath weapons. (The term is something of a
misnomer.)
Many
abilities and spells can cloud the minds of characters and monsters, leaving
them unable to tell friend from foe—or worse yet, deceiving them into thinking
that their former friends are now their worst enemies. Two general types of
enchantments affect characters and creatures: charms and compulsions.
Charming
another creature gives the charming character the ability to befriend and
suggest courses of actions to his minion, but the servitude is not absolute or
mindless. Charms of this type include the various charm spells.
Essentially, a charmed character retains free will but makes choices
according to a skewed view of the world.
• A charmed
creature doesn’t gain any magical ability to understand his new friend’s
language.
• A charmed
character retains his original alignment and allegiances, generally with
the exception that he now regards the charming creature as a dear friend
and will give great weight to his suggestions and directions.
• A charmed
character fights his former allies only if they threaten his new friend,
and even then he uses the least lethal means at his disposal as long as these
tactics show any possibility of success (just as he would in a fight between
two actual friends).
• A charmed
character is entitled to an opposed Charisma check against his master in
order to resist instructions or commands that would make him do something he wouldn’t
normally do even for a close friend. If he succeeds, he decides not to go along
with that order but remains charmed.
• A charmed
character never obeys a command that is obviously suicidal or grievously
harmful to her.
• If the
charming creature commands his minion to do something that the influenced
character would be violently opposed to, the subject may attempt a new saving
throw to break free of the influence altogether.
• A charmed
character who is openly attacked by the creature who charmed him or
by that creature’s apparent allies is automatically freed of the spell or
effect.
Compulsion
is a different matter altogether. A compulsion overrides the subject’s free
will in some way or simply changes the way the subject’s mind works. A charm
makes the subject a friend of the caster; a compulsion makes the subject obey
the caster.
Regardless
of whether a character is charmed or compelled, he won’t volunteer information
or tactics that his master doesn’t ask for.
A creature
with cold immunity never takes cold damage. It has vulnerability to fire, which
means it takes half again as much (+50%) damage as normal from fire, regardless
of whether a saving throw is allowed, or if the save is a success or failure.
DAMAGE
REDUCTION
Some magic
creatures have the supernatural ability to instantly heal damage from weapons
or to ignore blows altogether as though they were invulnerable.
The
numerical part of a creature’s damage reduction is the amount of hit points the
creature ignores from normal attacks. Usually, a certain type of weapon can
overcome this reduction. This information is separated from the damage
reduction number by a slash. Damage reduction may be overcome by special
materials, by magic weapons (any weapon with a +1 or higher enhancement bonus,
not counting the enhancement from masterwork quality), certain types of weapons
(such as slashing or bludgeoning), and weapons imbued with an alignment. If a
dash follows the slash then the damage reduction is effective against any
attack that does not ignore damage reduction.
Ammunition
fired from a projectile weapon with an enhancement bonus of +1 or higher is
treated as a magic weapon for the purpose of overcoming damage reduction.
Similarly, ammunition fired from a projectile weapon with an alignment gains
the alignment of that projectile weapon (in addition to any alignment it may
already have).
Whenever
damage reduction completely negates the damage from an attack, it also negates
most special effects that accompany the attack, such as injury type poison, a
monk’s stunning, and injury type disease. Damage reduction does not negate
touch attacks, energy damage dealt along with an attack, or energy drains. Nor
does it affect poisons or diseases delivered by inhalation, ingestion, or
contact.
Attacks
that deal no damage because of the target’s damage reduction do not disrupt
spells.
Spells,
spell-like abilities, and energy attacks (even nonmagical fire) ignore damage
reduction.
Sometimes
damage reduction is instant healing. Sometimes damage reduction represents the
creature’s tough hide or body,. In either case, characters can see that
conventional attacks don’t work.
If a
creature has damage reduction from more than one source, the two forms of
damage reduction do not stack. Instead, the creature gets the benefit of the
best damage reduction in a given situation.
Darkvision
is the extraordinary ability to see with no light source at all, out to a range
specified for the creature. Darkvision is black and white only (colors cannot be
discerned). It does not allow characters to see anything that they could not
see otherwise—invisible objects are still invisible, and illusions are still
visible as what they seem to be. Likewise, darkvision subjects a creature to
gaze attacks normally. The presence of light does not spoil darkvision.
In most
cases, a death attack allows the victim a Fortitude save to avoid the affect,
but if the save fails, the character dies instantly.
• Raise
dead doesn’t work on someone killed by a death attack.
• Death
attacks slay instantly. A victim cannot be made stable and thereby kept alive.
• In case
it matters, a dead character, no matter how she died, has –10 hit points.
• The spell
death ward protects a character against these attacks.
DISEASE
When a
character is injured by a contaminated attack touches an item smeared with
diseased matter, or consumes disease-tainted food or drink, he must make an
immediate Fortitude saving throw. If he succeeds, the disease has no effect—his
immune system fought off the infection. If he fails, he takes damage after an
incubation period. Once per day afterward, he must make a successful Fortitude
saving throw to avoid repeated damage. Two successful saving throws in a row
indicate that he has fought off the disease and recovers, taking no more
damage.
These
Fortitude saving throws can be rolled secretly so that the player doesn’t know
whether the disease has taken hold.
Disease
Descriptions
Diseases
have various symptoms and are spread through a number of vectors. The
characteristics of several typical diseases are summarized on Table: Diseases
and defined below.
Disease:
Diseases whose names are printed in italic in
the table are supernatural in nature. The others are extraordinary.
Infection:
The disease’s method of delivery—ingested, inhaled, via
injury, or contact. Keep in mind that some injury diseases may be transmitted
by as small an injury as a flea bite and that most inhaled diseases can also be
ingested (and vice versa).
DC:
The Difficulty Class for the Fortitude saving throws to
prevent infection (if the character has been infected), to prevent each
instance of repeated damage, and to recover from the disease.
Incubation
Period: The time before damage begins.
Damage:
The ability damage the character takes after incubation
and each day afterward.
Types
of Diseases: Typical diseases include the following:
Blinding
Sickness: Spread in tainted water.
Cackle
Fever: Symptoms include high fever,
disorientation, and frequent bouts of hideous laughter. Also known as “the
shrieks.”
Demon
Fever: Night hags spread it. Can cause permanent
ability drain.
Devil
Chills: Barbazu and pit fiends spread it. It takes
three, not two, successful saves in a row to recover from devil chills.
Filth
Fever: Dire rats and otyughs spread it. Those
injured while in filthy surroundings might also catch it.
Mindfire:
Feels like your brain is burning. Causes stupor.
Mummy
Rot: Spread by mummies. Successful saving throws
do not allow the character to recover (though they do prevent damage normally).
Red
Ache: Skin turns red, bloated, and warm to the
touch.
The
Shakes: Causes involuntary twitches, tremors, and
fits.
Slimy
Doom: Victim turns into infectious goo from the
inside out. Can cause permanent ability drain.
Table: Diseases |
|||
Disease
|
Infection
DC
|
Incubation
|
Damage
|
Blinding sickness |
Ingested 16 |
1d3 days |
1d4 Str1 |
Cackle fever |
Inhaled 16 |
1 day |
1d6 Wis |
Demon fever |
Injury 18 |
1 day |
1d6 Con2 |
Devil chills3 |
Injury 14 |
1d4 days |
1d4 Str |
Filth fever |
Injury 12 |
1d3 days |
1d3 Dex, 1d3 Con |
Mindfire |
Inhaled 12 |
1 day |
1d4 Int |
Mummy rot4 |
Contact 20 |
1 day |
1d6 Con |
Red ache |
Injury 15 |
1d3 days |
1d6 Str |
Shakes |
Contact 13 |
1 day |
1d8 Dex |
Slimy doom |
Contact 14 |
1 day |
1d4 Con2 |
1 Each time the victim takes 2 or more damage from the
disease, he must make another Fortitude save or be permanently blinded. |
|||
2 When damaged, character must succeed on another saving
throw or 1 point of damage is permanent drain instead. |
|||
3 The victim must make three successful Fortitude saving
throws in a row to recover from devil chills. |
|||
4 Successful saves do not allow the character to recover.
Only magical healing can save the character. |
Healing a
Disease
Use of the
Heal skill can help a diseased character. Every time a diseased character makes
a saving throw against disease effects, the healer makes a check. The diseased
character can use the healer’s result in place of his saving throw if the Heal
check result is higher. The diseased character must be in the healer’s care and
must have spent the previous 8 hours resting.
Characters
recover points lost to ability score damage at a rate of 1 per day per ability
damaged, and this rule applies even while a disease is in progress. That means
that a character with a minor disease might be able to withstand it without
accumulating any damage.
Some
horrible creatures, especially undead monsters, possess a fearsome supernatural
ability to drain levels from those they strike in combat. The creature making
an energy drain attack draws a portion of its victim’s life force from her.
Most energy drain attacks require a successful melee attack roll—mere physical
contact is not enough. Each successful energy drain attack bestows one or more
negative levels on the opponent. A creature takes the following penalties for
each negative level it has gained.
–1 on all
skill checks and ability checks.
–1 on
attack rolls and saving throws.
–5 hit
points.
–1
effective level (whenever the creature’s level is used in a die roll or
calculation, reduce it by one for each negative level).
If the
victim casts spells, she loses access to one spell as if she had cast her
highest-level, currently available spell. (If she has more than one spell at
her highest level, she chooses which she loses.) In addition, when she next
prepares spells or regains spell slots, she gets one less spell slot at her
highest spell level.
Negative
levels remain for 24 hours or until removed with a spell, such as restoration.
After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10
+ 1/2 attacker’s HD + attacker’s Cha modifier). (The DC is provided in the
attacker’s description.) If the saving throw succeeds, the negative level goes
away with no harm to the creature. The afflicted creature makes a separate
saving throw for each negative level it has gained. If the save fails, the
negative level goes away, but the creature’s level is also reduced by one.
A character
with negative levels at least equal to her current level, or drained below 1st
level, is instantly slain. Depending on the creature that killed her, she may
rise the next night as a monster of that kind. If not, she rises as a wight. A
creature gains 5 temporary hit points for each negative level it bestows
(though not if the negative level is caused by a spell or similar effect).
ETHEREALNESS
Phase
spiders and certain other creatures can exist on the Ethereal Plane. While on
the Ethereal Plane, a creature is called ethereal. Unlike incorporeal
creatures, ethereal creatures are not present on the Material Plane.
Ethereal
creatures are invisible, inaudible, insubstantial, and scentless to creatures
on the Material Plane. Even most magical attacks have no effect on them. See
invisibility and true seeing reveal ethereal creatures.
An ethereal
creature can see and hear into the Material Plane in a 60-foot radius, though
material objects still block sight and sound. (An ethereal creature can’t see
through a material wall, for instance.) An ethereal creature inside an object
on the Material Plane cannot see. Things on the Material Plane, however, look
gray, indistinct, and ghostly. An ethereal creature can’t affect the Material
Plane, not even magically. An ethereal creature, however, interacts with other
ethereal creatures and objects the way material creatures interact with
material creatures and objects.
Even if a
creature on the Material Plane can see an ethereal creature the ethereal
creature is on another plane. Only force effects can affect the ethereal
creatures. If, on the other hand, both creatures are ethereal, they can affect
each other normally.
A force
effect originating on the Material Plane extends onto the Ethereal Plane, so
that a wall of force blocks an ethereal creature, and a magic missile
can strike one (provided the spellcaster can see the ethereal target). Gaze
effects and abjurations also extend from the Material Plane to the Ethereal
Plane. None of these effects extend from the Ethereal Plane to the Material
Plane.
Ethereal
creatures move in any direction (including up or down) at will. They do not
need to walk on the ground, and material objects don’t block them (though they
can’t see while their eyes are within solid material).
Ghosts have
a power called manifestation that allows them to appear on the Material Plane
as incorporeal creatures. Still, they are on the Ethereal Plane, and another
ethereal creature can interact normally with a manifesting ghost. Ethereal
creatures pass through and operate in water as easily as air. Ethereal
creatures do not fall or take falling damage.
These extraordinary
abilities allow the target of an area attack to leap or twist out of the way.
Rogues and monks have evasion and improved evasion as class features, but
certain other creatures have these abilities, too.
If
subjected to an attack that allows a Reflex save for half damage, a character
with evasion takes no damage on a successful save.
As with a
Reflex save for any creature, a character must have room to move in order to
evade. A bound character or one squeezing through an area cannot use evasion.
As with a
Reflex save for any creature, evasion is a reflexive ability. The character
need not know that the attack is coming to use evasion.
Rogues and
monks cannot use evasion in medium or heavy armor. Some creatures with the
evasion ability as an innate quality do not have this limitation.
Improved
evasion is like evasion, except that even on a failed saving throw the
character takes only half damage.
A creature
with fast healing has the extraordinary ability to regain hit points at an exceptional
rate. Except for what is noted here, fast healing is like natural healing.
At the
beginning of each of the creature’s turns, it heals a certain number of hit
points (defined in its description).
Unlike
regeneration, fast healing does not allow a creature to regrow or reattach lost
body parts.
A creature
that has taken both nonlethal and lethal damage heals the nonlethal damage
first.
Fast
healing does not restore hit points lost from starvation, thirst, or
suffocation.
Fast
healing does not increase the number of hit points regained when a creature
polymorphs.
Spells,
magic items, and certain monsters can affect characters with fear. In most
cases, the character makes a Will saving throw to resist this effect, and a
failed roll means that the character is shaken, frightened, or panicked.
Shaken:
Characters who are shaken take a –2 penalty on attack
rolls, saving throws, skill checks, and ability checks.
Frightened:
Characters who are frightened are shaken, and in addition they flee from the source
of their fear as quickly as they can. They can choose the path of their flight.
Other than that stipulation, once they are out of sight (or hearing) of the
source of their fear, they can act as they want. However, if the duration of
their fear continues, characters can be forced to flee once more if the source
of their fear presents itself again. Characters unable to flee can fight
(though they are still shaken).
Panicked:
Characters who are panicked are shaken, and they run
away from the source of their fear as quickly as they can. Other than running
away from the source, their path is random. They flee from all other dangers
that confront them rather than facing those dangers. Panicked characters cower
if they are prevented from fleeing.
Becoming
Even More Fearful: Fear effects are cumulative. A
shaken character who is made shaken again becomes frightened, and a shaken
character who is made frightened becomes panicked instead. A frightened
character who is made shaken or frightened becomes panicked instead.
A creature
with fire immunity never takes fire damage. It has vulnerability to cold, which
means it takes half again as much (+50%) damage as normal from cold, regardless
of whether a saving throw is allowed, or if the save is a success or failure.
GASEOUS
FORM
Some
creatures have the supernatural or spell-like ability to take the form of a
cloud of vapor or gas.
Creatures
in gaseous form can’t run but can fly. A gaseous creature can move about and do
the things that a cloud of gas can conceivably do, such as flow through the
crack under a door. It can’t, however, pass through solid matter. Gaseous
creatures can’t attack physically or cast spells with verbal, somatic,
material, or focus components. They lose their supernatural abilities (except
for the supernatural ability to assume gaseous form, of course).
Creatures
in gaseous form have damage reduction 10/magic. Spells, spell-like abilities,
and supernatural abilities affect them normally. Creatures in gaseous form lose
all benefit of material armor (including natural armor), though size,
Dexterity, deflection bonuses, and armor bonuses from force armor still apply.
Gaseous
creatures do not need to breathe and are immune to attacks involving breathing
(troglodyte stench, poison gas, and the like).
Gaseous
creatures can’t enter water or other liquid. They are not ethereal or
incorporeal. They are affected by winds or other forms of moving air to the
extent that the wind pushes them in the direction the wind is moving. However,
even the strongest wind can’t disperse or damage a creature in gaseous form.
Discerning
a creature in gaseous form from natural mist requires a DC 15 Spot check.
Creatures in gaseous form attempting to hide in an area with mist, smoke, or
other gas gain a +20 bonus.
While the
medusa’s gaze is well known, gaze attacks can also charm, curse, or even kill.
Gaze attacks not produced by a spell are supernatural.
Each
character within range of a gaze attack must attempt a saving throw (which can
be a Fortitude or Will save) each round at the beginning of his turn.
An opponent
can avert his eyes from the creature’s face, looking at the creature’s body,
watching its shadow, or tracking the creature in a reflective surface. Each
round, the opponent has a 50% chance of not having to make a saving throw. The
creature with the gaze attack gains concealment relative to the opponent. An
opponent can shut his eyes, turn his back on the creature, or wear a blindfold.
In these cases, the opponent does not need to make a saving throw. The creature
with the gaze attack gains total concealment relative to the opponent.
A creature
with a gaze attack can actively attempt to use its gaze as an attack action.
The creature simply chooses a target within range, and that opponent must
attempt a saving throw. If the target has chosen to defend against the gaze as
discussed above, the opponent gets a chance to avoid the saving throw (either
50% chance for averting eyes or 100% chance for shutting eyes). It is possible
for an opponent to save against a creature’s gaze twice during the same round,
once before its own action and once during the creature’s action.
Looking at
the creature’s image (such as in a mirror or as part of an illusion) does not
subject the viewer to a gaze attack.
A creature
is immune to its own gaze attack.
If
visibility is limited (by dim lighting, a fog, or the like) so that it results
in concealment, there is a percentage chance equal to the normal miss chance
for that degree of concealment that a character won’t need to make a saving
throw in a given round. This chance is not cumulative with the chance for
averting your eyes, but is rolled separately.
Invisible
creatures cannot use gaze attacks.
Characters
using darkvision in complete darkness are affected by a gaze attack normally.
Unless
specified otherwise, a creature with a gaze attack can control its gaze attack
and “turn it off ” when so desired.
Spectres,
wraiths, and a few other creatures lack physical bodies. Such creatures are
insubstantial and can’t be touched by nonmagical matter or energy. Likewise,
they cannot manipulate objects or exert physical force on objects. However,
incorporeal beings have a tangible presence that sometimes seems like a
physical attack against a corporeal creature.
Incorporeal
creatures are present on the same plane as the characters, and characters have
some chance to affect them.
Incorporeal
creatures can be harmed only by other incorporeal creatures, by magic weapons,
or by spells, spell-like effects, or supernatural effects. They are immune to
all nonmagical attack forms. They are not burned by normal fires, affected by
natural cold, or harmed by mundane acids.
Even when
struck by magic or magic weapons, an incorporeal creature has a 50% chance to
ignore any damage from a corporeal source—except for a force effect or
damage dealt by a ghost touch weapon.
Incorporeal
creatures are immune to critical hits, extra damage from being favored enemies,
and from sneak attacks. They move in any direction (including up or down) at
will. They do not need to walk on the ground. They can pass through solid
objects at will, although they cannot see when their eyes are within solid
matter.
Incorporeal
creatures hiding inside solid objects get a +2 circumstance bonus on Listen
checks, because solid objects carry sound well. Pinpointing an opponent from
inside a solid object uses the same rules as pinpointing invisible opponents
(see Invisibility, below).
Incorporeal
creatures are inaudible unless they decide to make noise.
The
physical attacks of incorporeal creatures ignore material armor, even magic
armor, unless it is made of force (such as mage armor or bracers of armor) or
has the ghost touch ability.
Incorporeal
creatures pass through and operate in water as easily as they do in air.
Incorporeal
creatures cannot fall or take falling damage.
Corporeal
creatures cannot trip or grapple incorporeal creatures.
Incorporeal
creatures have no weight and do not set off traps that are triggered by weight.
Incorporeal
creatures do not leave footprints, have no scent, and make no noise unless they
manifest, and even then they only make noise intentionally.
INVISIBILITY
The ability
to move about unseen is not foolproof. While they can’t be seen, invisible
creatures can be heard, smelled, or felt.
Invisibility
makes a creature undetectable by vision, including darkvision.
Invisibility
does not, by itself, make a creature immune to critical hits, but it does make
the creature immune to extra damage from being a ranger’s favored enemy and
from sneak attacks.
A creature
can generally notice the presence of an active invisible creature within 30
feet with a DC 20 Spot check. The observer gains a hunch that “something’s
there” but can’t see it or target it accurately with an attack. A creature who
is holding still is very hard to notice (DC 30). An inanimate object, an
unliving creature holding still, or a completely immobile creature is even
harder to spot (DC 40). It’s practically impossible (+20 DC) to pinpoint an
invisible creature’s location with a Spot check, and even if a character
succeeds on such a check, the invisible creature still benefits from total
concealment (50% miss chance).
A creature
can use hearing to find an invisible creature. A character can make a Listen
check for this purpose as a free action each round. A Listen check result at
least equal to the invisible creature’s Move Silently check result reveals its
presence. (A creature with no ranks in Move Silently makes a Move Silently
check as a Dexterity check to which an armor check penalty applies.) A
successful check lets a character hear an invisible creature “over there
somewhere.” It’s practically impossible to pinpoint the location of an
invisible creature. A Listen check that beats the DC by 20 pinpoints the invisible
creature’s location.
Listen Check DCs to Detect Invisible Creatures |
|
Invisible Creature Is . . . |
DC |
In combat or speaking |
0 |
Moving at half speed |
Move Silently check result |
Moving at full speed |
Move Silently check result –4 |
Running or charging |
Move Silently check result –20 |
Some distance away |
+1 per 10 feet |
Behind an obstacle (door) |
+5 |
Behind an obstacle (stone wall) |
+15 |
A creature
can grope about to find an invisible creature. 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, there is a
50% miss chance on the touch attack. 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 still knows the
location of the creature that struck him (until, of course, the invisible
creature moves). The only exception is if the invisible creature has a reach
greater than 5 feet. In this case, the struck character knows the general
location of the creature but has not pinpointed the exact location.
If a
character tries to attack an invisible creature whose location he has
pinpointed, he attacks normally, but the invisible creature still benefits from
full concealment (and thus a 50% miss chance). A particularly large and slow
creature might get a smaller miss chance.
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. If
the invisible creature is there, conduct the attack normally. If the enemy’s
not there, roll the miss chance as if it were there, don’t let the player see
the result, and tell him that the character has missed. That way the player
doesn’t know whether the attack missed because the enemy’s not there or because
you successfully rolled the miss chance.
If an
invisible character picks up a visible object, the object remains visible. One
could coat an invisible object with flour to at least keep track of its
position (until the flour fell off or blew away). 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.
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.
An
invisible creature in the water displaces water, revealing its location. The
invisible creature, however, is still hard to see and benefits from
concealment.
A creature
with the scent ability can detect an invisible creature as it would a visible
one.
A creature
with the Blind-Fight feat has a better chance to hit an invisible creature.
Roll the miss chance twice, and he misses only if both rolls indicate a miss.
(Alternatively, make one 25% miss chance roll rather than two 50% miss chance
rolls.)
A creature
with blindsight can attack (and otherwise interact with) creatures regardless
of invisibility.
An
invisible burning torch still gives off light, as does an invisible object with
a light spell (or similar spell) cast upon it.
Ethereal
creatures are invisible. Since ethereal creatures are not materially present,
Spot checks, Listen checks, Scent, Blind-Fight, and blindsight don’t help
locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and
blindsight don’t help creatures find or attack invisible, incorporeal
creatures, but Spot checks and possibly Listen checks can help.
Invisible
creatures cannot use gaze attacks.
Invisibility
does not thwart detect spells.
Since some
creatures can detect or even see invisible creatures, it is helpful to be able
to hide even when invisible.
A character
who loses a level instantly loses one Hit Die. The character’s base attack
bonus, base saving throw bonuses, and special class abilities are now reduced
to the new, lower level. Likewise, the character loses any ability score gain,
skill ranks, and any feat associated with the level (if applicable). If the
exact ability score or skill ranks increased from a level now lost is unknown
(or the player has forgotten), lose 1 point from the highest ability score or
ranks from the highest-ranked skills. If a familiar or companion creature has
abilities tied to a character who has lost a level, the creature’s abilities
are adjusted to fit the character’s new level.
The victim’s
experience point total is immediately set to the midpoint of the previous
level.
Characters
with low-light vision have eyes that are so sensitive to light that they can
see twice as far as normal in dim light. Low-light vision is color vision. A
spellcaster with low-light vision can read a scroll as long as even the tiniest
candle flame is next to her as a source of light.
Characters
with low-light vision can see outdoors on a moonlit night as well as they can
during the day.
PARALYSIS
Some
monsters and spells have the supernatural or spell-like ability to paralyze
their victims, immobilizing them through magical means. (Paralysis from toxins
is discussed in the Poison section below.)
A paralyzed
character cannot move, speak, or take any physical action. He is rooted to the
spot, frozen and helpless. Not even friends can move his limbs. He may take
purely mental actions, such as casting a spell with no components.
A winged
creature flying in the air at the time that it becomes paralyzed cannot flap
its wings and falls. A swimmer can’t swim and may drown.
When a
character takes damage from an attack with a poisoned weapon, touches an item
smeared with contact poison, consumes poisoned food or drink, or is otherwise
poisoned, he must make a Fortitude saving throw. If he fails, he takes the
poison’s initial damage (usually ability damage). Even if he succeeds, he
typically faces more damage 1 minute later, which he can also avoid with a
successful Fortitude saving throw. Poisons can be divided into four basic types
according to the method by which their effect is delivered, as follows.
Contact:
Merely touching this type of poison necessitates a saving throw. It can be
actively delivered via a weapon or a touch attack. Even if a creature has
sufficient damage reduction to avoid taking any damage from the attack, the
poison can still affect it. A chest or other object can be smeared with contact
poison as part of a trap.
Ingested:
Ingested poisons are virtually impossible to utilize in a combat situation. A
poisoner could administer a potion to an unconscious creature or attempt to
dupe someone into drinking or eating something poisoned. Assassins and other
characters tend to use ingested poisons outside of combat.
Inhaled:
Inhaled poisons are usually contained in fragile vials or eggshells. They can
be thrown as a ranged attack with a range increment of 10 feet. When it strikes
a hard surface (or is struck hard), the container releases its poison. One dose
spreads to fill the volume of a 10-foot cube. Each creature within the area
must make a saving throw. (Holding one’s breath is ineffective against inhaled
poisons; they affect the nasal membranes, tear ducts, and other parts of the
body.)
Injury:
This poison must be delivered through a wound. If a creature has sufficient
damage reduction to avoid taking any damage from the attack, the poison does
not affect it. Traps that cause damage from weapons, needles, and the like
sometimes contain injury poisons.
The
characteristics of poisons are summarized on Table: Poisons. Terms on the table
are defined below.
Type:
The poison’s method of delivery (contact, ingested,
inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s
damage.
Initial
Damage: The damage the character takes immediately
upon failing his saving throw against this poison. Ability damage is temporary
unless marked with an asterisk (*), in which case the loss is a permanent
drain. Paralysis lasts for 2d6 minutes.
Secondary
Damage: The amount of damage the character takes 1
minute after exposure as a result of the poisoning, if he fails a second saving
throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with an
asterisk is permanent drain instead of temporary damage.
Price:
The cost of one dose (one vial) of the poison. It is
not possible to use or apply poison in any quantity smaller than one dose. The
purchase and possession of poison is always illegal, and even in big cities it
can be obtained only from specialized, less than reputable sources.
A character
has a 5% chance of exposing himself to a poison whenever he applies it to a
weapon or otherwise readies it for use. Additionally, a character who rolls a
natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex
save or accidentally poison himself with the weapon.
Creatures
with natural poison attacks are immune to their own poison. Nonliving creatures
(constructs and undead) and creatures without metabolisms (such as elementals)
are always immune to poison. Oozes, plants, and certain kinds of outsiders are
also immune to poison, although conceivably special poisons could be concocted
specifically to harm them.
Table:
Poisons
|
||||
Poison |
Type |
Initial Damage |
Secondary Damage |
Price |
Nitharit |
Contact DC 13 |
0 |
3d6 Con |
650 gp |
Sassone leaf residue |
Contact DC 16 |
2d12 hp |
1d6 Con |
300 gp |
Malyss root paste |
Contact DC 16 |
1 Dex |
2d4 Dex |
500 gp |
Terinav root |
Contact DC 16 |
1d6 Dex |
2d6 Dex |
750 gp |
Black lotus extract |
Contact DC 20 |
3d6 Con |
3d6 Con |
4,500 gp |
Dragon bile |
Contact DC 26 |
3d6 Str |
0 |
1,500 gp |
Striped toadstool |
Ingested DC 11 |
1 Wis |
2d6 Wis + 1d4 Int |
180 gp |
Arsenic |
Ingested DC 13 |
1 Con |
1d8 Con |
120 gp |
Id moss |
Ingested DC 14 |
1d4 Int |
2d6 Int |
125 gp |
Oil of taggit |
Ingested DC 15 |
0 |
Unconsciousness |
90 gp |
Lich dust |
Ingested DC 17 |
2d6 Str |
1d6 Str |
250 gp |
Dark reaver powder |
Ingested DC 18 |
2d6 Con |
1d6 Con + 1d6 Str |
300 gp |
Ungol dust |
Inhaled DC 15 |
1 Cha |
1d6 Cha + 1 Cha* |
1,000 gp |
Insanity mist |
Inhaled DC 15 |
1d4 Wis |
2d6 Wis |
1,500 gp |
Burnt othur fumes |
Inhaled DC 18 |
1 Con* |
3d6 Con |
2,100 gp |
Black adder venom |
Injury DC 11 |
1d6 Con |
1d6 Con |
120 gp |
Small centipede poison |
Injury DC 11 |
1d2 Dex |
1d2 Dex |
90 gp |
Bloodroot |
Injury DC 12 |
0 |
1d4 Con + 1d3 Wis |
100 gp |
Drow poison |
Injury DC 13 |
Unconsciousness |
Unconsciousness for 2d4 hours |
75gp |
Greenblood oil |
Injury DC 13 |
1 Con |
1d2 Con |
100 gp |
Blue whinnis |
Injury DC 14 |
1 Con |
Unconsciousness |
120 gp |
Medium spider venom |
Injury DC 14 |
1d4 Str |
1d4 Str |
150 gp |
Shadow essence |
Injury DC 17 |
1 Str* |
2d6 Str |
250 gp |
Wyvern poison |
Injury DC 17 |
2d6 Con |
2d6 Con |
3,000 gp |
Large scorpion venom |
Injury DC 18 |
1d6 Str |
1d6 Str |
200 gp |
Giant wasp poison |
Injury DC 18 |
1d6 Dex |
1d6 Dex |
210 gp |
Deathblade |
Injury DC 20 |
1d6 Con |
2d6 Con |
1,800 gp |
Purple worm poison |
Injury DC 24 |
1d6 Str |
2d6 Str |
700 gp |
*Permanent drain, not temporary damage. |
POLYMORPH
Magic can
cause creatures and characters to change their shapes—sometimes against their
will, but usually to gain an advantage. Polymorphed creatures retain their own
minds but have new physical forms.
The polymorph
spell defines the general polymorph effect.
Since
creatures do not change types, a slaying or bane weapon designed to kill or
harm creatures of a specific type affects those creatures even if they are
polymorphed. Likewise, a creature polymorphed into the form of a creature of a
different type is not subject to slaying and bane effects directed at that type
of creature.
A ranger’s
favored enemy bonus is based on knowing what the foe is, so if a creature that
is a ranger’s favored enemy polymorphs into another form, the ranger is denied
his bonus.
A dwarf ’s
bonus for fighting giants is based on shape and size, so he does not gain a
bonus against a giant polymorphed into something else, but does gain the bonus
against any creature polymorphed into a giant.
Telepathy,
mental combat and psychic powers—psionics is a catchall word that describes
special mental abilities possessed by various creatures. These are spell-like
abilities that a creature generates from the power of its mind alone—no other
outside magical force or ritual is needed. Each psionic creature’s description
contains details on its psionic abilities.
Psionic
attacks almost always allow Will saving throws to resist them. However, not all
psionic attacks are mental attacks. Some psionic abilities allow the psionic
creature to reshape its own body, heal its wounds, or teleport great distances.
Some psionic creatures can see into the future, the past, and the present (in
far-off locales) as well as read the minds of others.
All ray attacks
require the attacker to make a successful ranged touch attack against the
target. Rays have varying ranges, which are simple maximums. A ray’s attack
roll never takes a range penalty. Even if a ray hits, it usually allows the
target to make a saving throw (Fortitude or Will). Rays never allow a Reflex
saving throw, but if a character’s Dexterity bonus to AC is high, it might be
hard to hit her with the ray in the first place.
Creatures
with this extraordinary ability recover from wounds quickly and can even regrow
or reattach severed body parts. Damage dealt to the creature is treated as
nonlethal damage, and the creature automatically cures itself of nonlethal
damage at a fixed rate.
Certain
attack forms, typically fire and acid, deal damage to the creature normally;
that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away.
The creature’s description includes the details.
Creatures
with regeneration can regrow lost portions of their bodies and can reattach
severed limbs or body parts. Severed parts die if they are not reattached.
Regeneration
does not restore hit points lost from starvation, thirst, or suffocation.
Attack
forms that don’t deal hit point damage ignore regeneration.
An attack
that can cause instant death only threatens the creature with death if it is
delivered by weapons that deal it lethal damage.
A creature
with resistance to energy has the ability (usually extraordinary) to ignore
some damage of a certain type each round, but it does not have total immunity.
Each
resistance ability is defined by what energy type it resists and how many
points of damage are resisted. It doesn’t matter whether the damage has a
mundane or magical source.
When
resistance completely negates the damage from an energy attack, the attack does
not disrupt a spell. This resistance does not stack with the resistance that a
spell might provide.
This
extraordinary ability lets a creature detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
A creature
with the scent ability can detect opponents by sense of smell, generally within
30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind,
the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be
detected at twice the ranges noted above. Overpowering scents, such as skunk
musk or troglodyte stench, can be detected at three times these ranges.
The
creature detects another creature’s presence but not its specific location.
Noting the direction of the scent is a move action. If it moves within 5 feet
of the scent’s source, the creature can pinpoint that source.
A creature
with the Track feat and the scent ability can follow tracks by smell, making a
Wisdom check to find or follow a track. The typical DC for a fresh trail is 10.
The DC increases or decreases depending on how strong the quarry’s odor is, the
number of creatures, and the age of the trail. For each hour that the trail is
cold, the DC increases by 2. The ability otherwise follows the rules for the
Track feat. Creatures tracking by scent ignore the effects of surface
conditions and poor visibility.
Creatures
with the scent ability can identify familiar odors just as humans do familiar
sights.
Water,
particularly running water, ruins a trail for air-breathing creatures.
Water-breathing creatures that have the scent ability, however, can use it in
the water easily.
False,
powerful odors can easily mask other scents. The presence of such an odor
completely spoils the ability to properly detect or identify creatures, and the
base Survival DC to track becomes 20 rather than 10.
SPELL
RESISTANCE
Spell
resistance is the extraordinary ability to avoid being affected by spells.
(Some spells also grant spell resistance.)
To affect a
creature that has spell resistance, a spellcaster must make a caster level
check (1d20 + caster level) at least equal to the creature’s spell resistance.
(The defender’s spell resistance is like an Armor Class against magical
attacks.) If the caster fails the check, the spell doesn’t affect the creature.
The possessor does not have to do anything special to use spell resistance. The
creature need not even be aware of the threat for its spell resistance to
operate.
Only spells
and spell-like abilities are subject to spell resistance. Extraordinary and
supernatural abilities (including enhancement bonuses on magic weapons) are
not. A creature can have some abilities that are subject to spell resistance
and some that are not. Even some spells ignore spell resistance; see When Spell
Resistance Applies, below.
A creature
can voluntarily lower its spell resistance. Doing so is a standard action that
does not provoke an attack of opportunity. Once a creature lowers its
resistance, it remains down until the creature’s next turn. At the beginning of
the creature’s next turn, the creature’s spell resistance automatically returns
unless the creature intentionally keeps it down (also a standard action that
does not provoke an attack of opportunity).
A
creature’s spell resistance never interferes with its own spells, items, or
abilities.
A creature
with spell resistance cannot impart this power to others by touching them or
standing in their midst. Only the rarest of creatures and a few magic items
have the ability to bestow spell resistance upon another.
Spell
resistance does not stack. It overlaps.
Each spell includes an entry that indicates whether spell
resistance applies to the spell. In general, whether spell resistance applies
depends on what the spell does:
Targeted
Spells: Spell resistance applies if the spell is
targeted at the creature. Some individually targeted spells can be directed at
several creatures simultaneously. In such cases, a creature’s spell resistance
applies only to the portion of the spell actually targeted at that creature. If
several different resistant creatures are subjected to such a spell, each
checks its spell resistance separately.
Area
Spells: Spell resistance applies if the resistant
creature is within the spell’s area. It protects the resistant creature without
affecting the spell itself.
Effect
Spells: Most effect spells summon or create
something and are not subject to spell resistance. Sometimes, however, spell
resistance applies to effect spells, usually to those that act upon a creature
more or less directly, such as web.
Spell
resistance can protect a creature from a spell that’s already been cast. Check
spell resistance when the creature is first affected by the spell.
Check spell
resistance only once for any particular casting of a spell or use of a
spell-like ability. If spell resistance fails the first time, it fails each
time the creature encounters that same casting of the spell. Likewise, if the
spell resistance succeeds the first time, it always succeeds. If the creature
has voluntarily lowered its spell resistance and is then subjected to a spell,
the creature still has a single chance to resist that spell later, when its
spell resistance is up.
Spell
resistance has no effect unless the energy created or released by the spell
actually goes to work on the resistant creature’s mind or body. If the spell
acts on anything else and the creature is affected as a consequence, no roll is
required. Creatures can be harmed by a spell without being directly affected.
Spell
resistance does not apply if an effect fools the creature’s senses or reveals
something about the creature.
Magic
actually has to be working for spell resistance to apply. Spells that have
instantaneous durations but lasting results aren’t subject to spell resistance
unless the resistant creature is exposed to the spell the instant it is cast.
When in
doubt about whether a spell’s effect is direct or indirect, consider the
spell’s school:
Abjuration:
The target creature must be harmed, changed, or restricted in some manner for
spell resistance to apply. Perception changes aren’t subject to spell
resistance.
Abjurations
that block or negate attacks are not subject to an attacker’s spell
resistance—it is the protected creature that is affected by the spell (becoming
immune or resistant to the attack).
Conjuration:
These spells are usually not subject to spell resistance unless the spell
conjures some form of energy. Spells that summon creatures or produce
effects that function like creatures are not subject to spell resistance.
Divination:
These spells do not affect creatures directly and are not subject to spell
resistance, even though what they reveal about a creature might be very
damaging.
Enchantment:
Since enchantment spells affect creatures’ minds, they are typically subject to
spell resistance.
Evocation:
If an evocation spell deals damage to the creature, it has a direct effect. If
the spell damages something else, it has an indirect effect.
Illusion:
These spells are almost never subject to spell resistance.
Illusions that entail a direct attack are exceptions.
Necromancy:
Most of these spells alter the target creature’s life force and are subject to
spell resistance. Unusual necromancy spells that don’t affect other creatures
directly are not subject to spell resistance.
Transmutation:
These spells are subject to spell resistance if they transform the target
creature. Transmutation spells are not subject to spell resistance if they are
targeted on a point in space instead of on a creature. Some transmutations make
objects harmful (or more harmful), such as magic stone. Even these
spells are not generally subject to spell resistance because they affect the
objects, not the creatures against which the objects are used. Spell resistance
works against magic stone only if the creature with spell resistance is
holding the stones when the cleric casts magic stone on them.
Spell
resistance prevents a spell or a spell-like ability from affecting or harming
the resistant creature, but it never removes a magical effect from another
creature or negates a spell’s effect on another creature. Spell resistance
prevents a spell from disrupting another spell.
Against an
ongoing spell that has already been cast, a failed check against spell resistance
allows the resistant creature to ignore any effect the spell might have. The
magic continues to affect others normally.
A creature
with tremorsense automatically senses the location of anything that is in
contact with the ground and within range.
If no
straight path exists through the ground from the creature to those that it’s
sensing, then the range defines the maximum distance of the shortest indirect
path. It must itself be in contact with the ground, and the creatures must be
moving.
As long as
the other creatures are taking physical actions, including casting spells with
somatic components, they’re considered moving; they don’t have to move from
place to place for a creature with tremorsense to detect them.
TURN
RESISTANCE
Some creatures
(usually undead) are less easily affected by the turning ability of clerics or
paladins.
Turn
resistance is an extraordinary ability.
When
resolving a turn, rebuke, command, or bolster attempt, added the appropriate
bonus to the creature’s Hit Dice total.
CONDITIONS
If more
than one condition affects a character, apply them all. If certain effects
can’t combine, apply the most severe effect.
Ability
Damaged: The character has temporarily lost 1 or
more ability score points. Lost points return at a rate of 1 per day unless
noted otherwise by the condition dealing the damage. A character with Strength
0 falls to the ground and is helpless. A character with Dexterity 0 is
paralyzed. A character with Constitution 0 is dead. A character with Intelligence,
Wisdom, or Charisma 0 is unconscious. Ability damage is different from
penalties to ability scores, which go away when the conditions causing them go
away.
Ability
Drained: The character has permanently lost 1 or
more ability score points. The character can regain these points only through
magical means. A character with Strength 0 falls to the ground and is helpless.
A character with Dexterity 0 is paralyzed. A character with Constitution 0 is
dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.
Blinded:
The character cannot see. He takes a –2 penalty to Armor Class, loses his
Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on
Search checks and on most Strength- and Dexterity-based skill checks. All
checks and activities that rely on vision (such as reading and Spot checks)
automatically fail. All opponents are considered to have total concealment (50%
miss chance) to the blinded character. Characters who remain blinded for a long
time grow accustomed to these drawbacks and can overcome some of them.
Blown
Away: Depending on its size, a creature can be
blown away by winds of high velocity. A creature on the ground that is blown
away is knocked down and rolls 1d4 x 10 feet, taking 1d4 points of nonlethal
damage per 10 feet. A flying creature that is blown away is blown back 2d6 x 10
feet and takes 2d6 points of nonlethal damage due to battering and buffering.
Checked:
Prevented from achieving forward motion by an applied force, such as wind.
Checked creatures on the ground merely stop. Checked flying creatures move back
a distance specified in the description of the effect.
Confused:
A confused character’s actions are determined by
rolling d% at the beginning of his turn: 01–10, attack caster with melee or
ranged weapons (or close with caster if attacking is not possible); 11–20, act
normally; 21–50, do nothing but babble incoherently; 51–70, flee away from
caster at top possible speed; 71–100, attack nearest creature (for this
purpose, a familiar counts as part of the subject’s self ). A confused character
who can’t carry out the indicated action does nothing but babble incoherently.
Attackers are not at any special advantage when attacking a confused character.
Any confused character who is attacked automatically attacks its
attackers on its next turn, as long as it is still confused when its
turn comes. A confused character does not make attacks of opportunity
against any creature that it is not already devoted to attacking (either
because of its most recent action or because it has just been attacked).
Cowering:
The character is frozen in fear and can take no
actions. A cowering character takes a –2 penalty to Armor Class and loses her
Dexterity bonus (if any).
Dazed:
The creature is unable to act normally. A dazed creature can take no actions,
but has no penalty to AC.
A dazed
condition typically lasts 1 round.
Dazzled:
The creature is unable to see well because of overstimulation of the eyes. A
dazzled creature takes a –1 penalty on attack rolls, Search checks, and Spot
checks.
Dead:
The character’s hit points are reduced to –10, his
Constitution drops to 0, or he is killed outright by a spell or effect. The
character’s soul leaves his body. Dead characters cannot benefit from normal or
magical healing, but they can be restored to life via magic. A dead body decays
normally unless magically preserved, but magic that restores a dead character
to life also restores the body either to full health or to its condition at the
time of death (depending on the spell or device). Either way, resurrected
characters need not worry about rigor mortis, decomposition, and other
conditions that affect dead bodies.
Deafened:
A deafened character cannot hear. She takes a –4 penalty on initiative checks,
automatically fails Listen checks, and has a 20% chance of spell failure when
casting spells with verbal components. Characters who remain deafened for a
long time grow accustomed to these drawbacks and can overcome some of them.
Disabled:
A character with 0 hit points, or one who has negative hit points but has
become stable and conscious, is disabled. A disabled character may take a
single move action or standard action each round (but not both, nor can she
take full-round actions). She moves at half speed. Taking move actions doesn’t
risk further injury, but performing any standard action (or any other action
the DM deems strenuous, including some free actions such as casting a quickened
spell) deals 1 point of damage after the completion of the act. Unless the action
increased the disabled character’s hit points, she is now in negative hit
points and dying.
A disabled
character with negative hit points recovers hit points naturally if she is
being helped. Otherwise, each day she has a 10% chance to start recovering hit
points naturally (starting with that day); otherwise, she loses 1 hit point.
Once an unaided character starts recovering hit points naturally, she is no
longer in danger of losing hit points (even if her current hit points are
negative).
Dying:
A dying character is unconscious and near death. She has –1 to –9 current hit
points. A dying character can take no actions and is unconscious. At the end of
each round (starting with the round in which the character dropped below 0 hit
points), the character rolls d% to see whether she becomes stable. She has a
10% chance to become stable. If she does not, she loses 1 hit point. If a dying
character reaches –10 hit points, she is dead.
Energy
Drained: The character gains one or more negative
levels, which might permanently drain the character’s levels. If the subject
has at least as many negative levels as Hit Dice, he dies. Each negative level
gives a creature the following penalties: –1 penalty on attack rolls, saving
throws, skill checks, ability checks; loss of 5 hit points; and –1 to effective
level (for determining the power, duration, DC, and other details of spells or
special abilities). In addition, a spellcaster loses one spell or spell slot
from the highest spell level castable.
Entangled:
The character is ensnared. Being entangled impedes movement, but does not
entirely prevent it unless the bonds are anchored to an immobile object or
tethered by an opposing force. An entangled creature moves at half speed,
cannot run or charge, and takes a –2 penalty on all attack rolls and a –4
penalty to Dexterity. An entangled character who attempts to cast a spell must
make a Concentration check (DC 15 + the spell’s level) or lose the spell.
Exhausted:
An exhausted character moves at half speed and takes a –6 penalty to Strength
and Dexterity. After 1 hour of complete rest, an exhausted character becomes
fatigued. A fatigued character becomes exhausted by doing something else that
would normally cause fatigue.
Fascinated:
A fascinated creature is entranced by a supernatural or
spell effect. The creature stands or sits quietly, taking no actions other than
to pay attention to the fascinating effect, for as long as the effect lasts. It
takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks.
Any potential threat, such as a hostile creature approaching, allows the
fascinated creature a new saving throw against the fascinating effect. Any
obvious threat, such as someone drawing a weapon, casting a spell, or aiming a
ranged weapon at the fascinated creature, automatically breaks the effect. A
fascinated creature’s ally may shake it free of the spell as a standard action.
Fatigued:
A fatigued character can neither run nor charge and takes a –2 penalty to
Strength and Dexterity. Doing anything that would normally cause fatigue causes
the fatigued character to become exhausted. After 8 hours of complete rest,
fatigued characters are no longer fatigued.
Flat-Footed:
A character who has not yet acted during a combat is flat-footed, not yet reacting
normally to the situation. A flat-footed character loses his Dexterity bonus to
AC (if any) and cannot make attacks of opportunity.
Frightened:
A frightened creature flees from the source of its fear as best it can. If
unable to flee, it may fight. A frightened creature takes a –2 penalty on all
attack rolls, saving throws, skill checks, and ability checks. A frightened
creature can use special abilities, including spells, to flee; indeed, the
creature must use such means if they are the only way to escape.
Frightened
is like shaken, except that the creature must flee if possible. Panicked is a
more extreme state of fear.
Grappling:
Engaged in wrestling or some other form of hand-to-hand struggle with one or
more attackers. A grappling character can undertake only a limited number of
actions. He does not threaten any squares, and loses his Dexterity bonus to AC
(if any) against opponents he isn’t grappling.
Helpless:
A helpless character is paralyzed, held, bound, sleeping, unconscious,
or otherwise completely at an opponent’s mercy. A helpless target is treated as
having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target
get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no
special bonus against helpless targets. Rogues can sneak attack helpless
targets.
As a
full-round action, an enemy can use a melee weapon to deliver a coup de grace
to a helpless foe. An enemy can also use a bow or crossbow, provided he is
adjacent to the target. The attacker automatically hits and scores a critical
hit. (A rogue also gets her sneak attack damage bonus against a helpless foe
when delivering a coup de grace.) If the defender survives, he must make a
Fortitude save (DC 10 + damage dealt) or die.
Delivering
a coup de grace provokes attacks of opportunity.
Creatures
that are immune to critical hits do not take critical damage, nor do they need
to make Fortitude saves to avoid being killed by a coup de grace.
Incorporeal:
Having no physical body. Incorporeal creatures are
immune to all nonmagical attack forms. They can be harmed only by other
incorporeal creatures, +1 or better magic weapons, spells, spell-like effects,
or supernatural effects.
Invisible:
Visually undetectable. An invisible creature gains a +2 bonus on attack rolls
against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC
(if any). (See Invisibility, under Special Abilities.)
Knocked
Down: Depending on their size, creatures can be
knocked down by winds of high velocity. Creatures on the ground are knocked
prone by the force of the wind. Flying creatures are instead blown back 1d6 x
10 feet.
Nauseated:
Experiencing stomach distress. Nauseated creatures are unable to attack, cast
spells, concentrate on spells, or do anything else requiring attention. The
only action such a character can take is a single move action per turn.
Panicked:
A panicked creature must drop anything it holds and
flee at top speed from the source of its fear, as well as any other dangers it
encounters, along a random path. It can’t take any other actions. In addition,
the creature takes a –2 penalty on all saving throws, skill checks, and ability
checks. If cornered, a panicked creature cowers and does not attack, typically
using the total defense action in combat. A panicked creature can use special
abilities, including spells, to flee; indeed, the creature must use such means
if they are the only way to escape.
Panicked is
a more extreme state of fear than shaken or frightened.
Paralyzed:
A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but
can take purely mental actions. A winged creature flying in the air at the time
that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer
can’t swim and may drown. A creature can move through a space occupied by a
paralyzed creature—ally or not. Each square occupied by a paralyzed creature,
however, counts as 2 squares.
Petrified:
A petrified character has been turned to stone and is considered unconscious.
If a petrified character cracks or breaks, but the broken pieces are joined
with the body as he returns to flesh, he is unharmed. If the character’s
petrified body is incomplete when it returns to flesh, the body is likewise
incomplete and there is some amount of permanent hit point loss and/or
debilitation.
Pinned:
Held immobile (but not helpless) in a grapple.
Prone:
The character is on the ground. An attacker who is prone has a –4 penalty on melee
attack rolls and cannot use a ranged weapon (except for a crossbow). A defender
who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes
a –4 penalty to AC against melee attacks.
Standing up
is a move-equivalent action that provokes an attack of opportunity.
Shaken:
A shaken character takes a –2 penalty on attack rolls,
saving throws, skill checks, and ability checks.
Shaken is a
less severe state of fear than frightened or panicked.
Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls,
saving throws, skill checks, and ability checks.
Stable:
A character who was dying but who has stopped losing hit points and still has
negative hit points is stable. The character is no longer dying, but is still
unconscious. If the character has become stable because of aid from another
character (such as a Heal check or magical healing), then the character no
longer loses hit points. He has a 10% chance each hour of becoming conscious
and disabled (even though his hit points are still negative).
If the
character became stable on his own and hasn’t had help, he is still at risk of
losing hit points. Each hour, he has a 10% chance of becoming conscious and
disabled. Otherwise he loses 1 hit point.
Staggered:
A character whose nonlethal damage exactly equals his current hit points is
staggered. A staggered character may take a single move action or standard
action each round (but not both, nor can she take full-round actions).
A character
whose current hit points exceed his nonlethal damage is no longer staggered; a
character whose nonlethal damage exceeds his hit points becomes unconscious.
Stunned:
A stunned creature drops everything held, can’t take
actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if
any).
Turned:
Affected by a turn undead attempt. Turned undead flee for 10 rounds (1 minute)
by the best and fastest means available to them. If they cannot flee, they
cower.
Unconscious:
Knocked out and helpless. Unconsciousness can result
from having current hit points between –1 and –9, or from nonlethal damage in
excess of current hit points.