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? |
|||
ABILITY SCORE LOSS
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.
ANTIMAGIC
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.
BREATH WEAPON
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.)
CHARM AND COMPULSION
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.
COLD IMMUNITY
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
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.
DEATH ATTACKS
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.
ENERGY DRAIN AND NEGATIVE LEVELS
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.
EVASION AND IMPROVED EVASION
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.
FAST HEALING
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.
FEAR
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.
FIRE IMMUNITY
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.
GAZE ATTACKS
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.
INCORPOREALITY
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.
LEVEL LOSS
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.
LOW-LIGHT VISION
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.
POISON
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.
One dose of poison smeared on
a weapon or some other object affects just a single target. A poisoned weapon
or object retains its venom until the weapon scores a hit or the object is
touched (unless the poison is wiped off before a target comes in contact with
it). Any poison smeared on an object or exposed to the elements in any way remains
potent until it is touched or used.
Although supernatural and
spell-like poisons are possible, poisonous effects are almost always
extraordinary.
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.
PSIONICS
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.
RAYS
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.
REGENERATION
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.
RESISTANCE TO ENERGY
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.
SCENT
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.
TREMORSENSE
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 favored warriors.
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.