STATUS EFFECTS
COMBAT STUFF
CONSUMABLES
USEFUL LINKS
Status Effects
Barrier Strike
- Until the end of your next turn, reduce all damage you take by your Constitution modifier.
- 3rd level spell: Reduce damage by 4 + Con
- 5th level spell: Reduce damage by 6 + 2x Con
- 7th level spell: Reduce damage by 10 + 2x Con
- 9th level spell: Reduce damage by 20 +3x Con
- Adventurer feat: You also gain the damage reduction effect on an even miss.
- Champion feat: You can grant the damage reduction to a nearby ally instead of yourself.
- Epic feat: Increase the damage reduction by 10.
Blurred
- For the rest of the battle (or for five minutes), attacks miss you 20% of the time.
- Level 3+: 25% of the time
Challenged
- Until the end of the battle the target (and you) take a –4 attack penalty against all other creatures and a –4 penalty to disengage checks from each other
- Only 1 creature may be challenged at a time but subsequent attacks of a multi-attack may target other creatures (without suffering the -4)
- Ends if:
- either creature are reduced to 0hp
- either creature fall unconscious
- you choose to challenge another creature (after hitting with the -4)
- you drop it when the opponent flees
- DMs: If the paladin disengages, pops free, or teleports away from the enemy, the enemy may ignore the challenge.
Charmed
- You can’t attack.
- The condition ends if you are attacked by an enemy.
- You can use your actions to do anything other than attacking.
- You know who your allies are and can take actions to help them.
Confused
- At the start of your turn, roll a d6 to determine your only actions this turn:
- 1-3: Pick a random nearby ally & do what you can to make a basic or at-will attack against that ally
- when moving away from enemies to make the attack, you can choose to Disengage instead of triggering opportunity attacks from enemies
- 4-5: You attempt to Disengage from everyone you are engaged with, treating allies as if they were also enemies
- You don’t move far, you’re just trying not to get hit
- 6+: You take no actions on your turn
- 1-3: Pick a random nearby ally & do what you can to make a basic or at-will attack against that ally
- You cannot take actions when it isn’t your turn
- (eg. making opportunity attacks or activating magic items)
Dazed
- You take a –4 penalty to attacks.
Feared
- Fear Dazes you (-4 to attacks) and prevents you from using the escalation die.
Focusing
- Required for use of many Occultist powers & spells
- Requires a Standard Action
- Draws Opportunity Attacks just like a ranged attack does
Frenzied
- On your turn, your only actions are as follows:
- Choose which of your melee attacks you want to use to attack
- Then randomly select a nearby creature.
- You’ll do what you can to attack that creature, ally or enemy, with your chosen attack
- If you need to move to attack your target, you can attempt to Disengage instead of taking Opportunity Attacks, even twice if your first attempt fails.
- You take no actions when it isn’t your turn.
Gather Power
- Requires a Standard Action (loud & flashy)
- Cannot be done before Initiative
- Does not provoke Opportunity Attacks and cannot be Countered
- If not used on the very next turn, the Gathered Power is lost
- Ongoing damage is doubled on the first turn only
- May use a quick action on the subsequent turn to enact an Overspill effect
Grabbed
- Monsters grabbing you deal automatic dmg at the start of its turn as a Free Action
- The damage is half the normal dmg it does on a regular attack
- Monsters can then do their regular actions & attacks that round, and if bigger than you, they can move and carry you
- When you are Grabbed you are also Engaged with them
- You can only escape by:
- Teleport
- Pop Free
- Disengage
- You can make regular attacks, but not Opportunity attacks
Helpless
- If you’re unconscious or asleep, you’re Helpless and a lot easier to hit.
- You take a –4 penalty to all defenses
- You can be the target of a coup de grace.
Hindered
- You cannot:
- cast spells
- use powers (not even kin powers)
- use limited use abilities, or
- make attacks other than basic attacks
- You can:
- make a basic attack
- move normally
- drink a potion
- Rally
- Intercept (but not using the Skilled Interceptor Fighter talent)
- make an Opportunity Attack
- make a Saving Throw
- benefit from a Heal granted by a non-Hindered character with a healing spell
- benefit from a kin power like the Forgeborn’s Rugged (it’s ‘built-in’)
- deal automatic damage if already have an enemy Grabbed
Invisible
- During Combat:
- Attacks against you miss 50% of the time (before the attack is rolled)
- missed attacks deal no damage or effects on the missed creature
- other effects on a miss might occur
- Outside of Combat:
- at least +5 to skill checks for sneaking around
- Unless dealing with enemies you can smell or detect you otherwise
- at least +5 to skill checks for sneaking around
Marked
- Applied with the Mark with Sigil spell (close-quarters, quick-action, at-will)
- the enemy has to focus its attacks on you or suffer the consequences
- If the target attacks an ally, you can trigger a sigil effect as an interrupt action
- you are limited to one interrupt action between each of your turns, even if the marked enemy makes more than one attack on its turn
Momentum
- Gained by hitting with an attack
- Lost by being hit by an attack
- Used to fuel (and sometimes spent) rogue powers
Prone
-
- You are lying down.
- We have decided that it takes ___% of your movement to get back to a standing position.
- You cannot change your “Prone” status using a teleport. For example: if you are prone, you cannot use Teleport to move to another location and be standing at your destination.
- 2015-09-29
- DM: Eric
Raging
- When raging, you can use a rage attack on your turn instead of having to use a basic attack.
Regenerating
- Use a recovery and roll dice as normal, but heal only half (rounding down) the amount of healing rolled.
- At the start of your next turn, heal using a free recovery, but heal only half (rounding down) the amount rolled
- then roll a normal save to see if the regeneration spell will continue.
- fails – the regeneration spell ends
- succeeds – the regeneration spell continues and the target will heal using a free recovery for half hit points again at the start of its next turn
- then roll another save to see if the regeneration continues
- and so on
- The save becomes hard (16+) if the target
- is at max hp, or
- has dropped to 0 hit points or below while the regeneration is in effect
Shocked
- you roll twice for all d20 rolls and take the lower result
Staggered
- You are potentially vulnerable to enemy attacks that trigger when attacking Staggered opponents
Stuck
- You cannot:
- move
- disengage
- pop free
- change your position, or
- let anyone else move you without teleporting.
- You can:
- use the rare move actions that do not require actual movement like:
- re-loading a crossbow, etc.
- use the rare move actions that do not require actual movement like:
Stunned
- You take a –4 penalty to all defenses
- You can’t take any actions
- At the start of your turn, roll a hard save (16+).
- Success – you can take 1 action on this turn
- Failure – nothing
- continue to save vs. the condition at the end of your turns, as normal
Unconscious
- You can’t take any actions
- At the start of each turn, make a Death Save
Vulnerable
- When you attack a vulnerable creature, hit or miss, you deal bonus damage of your level x2
- On a Crit, the bonus damage is your level x4
- On a 1, you deal 0 damage as usual – vulnerable can’t help you when you fumble.
Weakened
- You take a –4 penalty to attacks and to defenses
Combat Stuff
Coup de Grace
It’s easier to take out a helpless enemy, but you have to concentrate on the attack. When you attack a helpless enemy you’re engaged with, you score an automatic critical hit if you follow these three steps:
- Skip your move action and your quick action that turn.
- Make a standard action attack on your turn against the helpless enemy you are engaged with.
- Your attack only targets the helpless enemy; you’re focusing the entire attack against the helpless foe, even if the attack would normally target multiple creatures.
Death Saves
- 1-15 – gain 1 more skull, and end your turn
- 16–19 – use a recovery to return to consciousness. Getting up is all you can do on your turn.
- 20 – heal as with a roll of 16–19 but also take actions normally that turn.
Opportunity Attacks
- Opportunity attacks are limited-strength, bonus attacks that creatures sometimes make against enemies engaged with them.
- You can make an opportunity attack against an engaged enemy if it uses a ranged attack or moves away from you without disengaging first.
- An opportunity attack is a basic melee attack against that foe as a free action, made just before the enemy’s action that provoked the attack.
- You can’t use limited-use or flexible attacks for an opportunity attack, only a basic melee attack.
Readying an Action
- Readying is a Standard Action that lets you take a single action (Standard, Move, or Free (but not Quick)) later – after your turn is over but before your next one has begun
- Specify the action you will take and the conditions under which you will take it.
- Then, any time before your next turn, you may take the readied action in response to that condition.
- The readied action occurs just before the action that triggers it.
- If the triggered action is part of another character’s activities, you interrupt the other character – who can continue their actions once you complete your readied action.
- Your initiative result changes to the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
Rules
Stacking Rules
- In general, bonuses accumulate, or “stack,” so a +1 bonus from your magic wand can pile onto a +2 bonus from an ally’s power for a +3.
- The exceptions are:
- Magic item bonuses don’t stack:
- If you have one magic item that gives you +1 AC, another magic item giving you +2 AC only provides you with the higher bonus: +2 AC.
- Many condition penalties don’t stack:
- Conditions like Dazed, Weakened, and Stunned come with attack and defense penalties, but condition penalties to the same stat don’t stack.
- Just use the worst one.
- Powers, spells, and abilities don’t stack with themselves or with other game elements with the same name:
- This works for both PCs and monsters.
- As a PC, you can use multiple powers and spells that all happen to provide a bonus to AC, and they stack.
- But you can’t stack bonuses from two castings of shield of faith, nor can you stack bonuses from two uses of the fighter maneuver defensive fighting.
- Powers and spells that break this rule say so explicitly.
- Magic item bonuses don’t stack:
Used Interrupt Action
- You can use one interrupt action when it’s not your turn
- You can’t use another one until the end of your next turn
- Intercepting now uses your interrupt action
Used Quick Action
- Example Quick Actions:
- drawing weapons
- opening unlocked doors
- picking something light off the ground
- reloading a light crossbow
Used Sneak Attack
- Conditions:
- You must:
- use a Rogue Melee Weapon attack
- target an enemy that is Engaged with 1 or more allies
- successfully Hit the target
- Bonus damage may only be used 1/round
- You must:
13A House Rules
Escaping Burning Leash with Invisibility
- Invis allows the leashed enemy to move away, but it does not escape the fire damage mentioned in the power as the result of Disengaging
- 2021-09-21
- DM: Eric
Minimum Attendance
- We can play as long as no more than 1 player is missing
- 5 PCs in party – 4 PCs minimum
- 4 PCs in party – 3 PCs minimum, etc.
- 2021-10-11
- DM: Joe
Mis-Clicks (Woops!)
- If a button is clicked more than once, the first roll counts
- or a single-click causes multiple outputs to chat
- If the wrong button is clicked – no matter how good/bad the roll, it doesn’t count until the proper button is clicked
- 2016-08-02
- DM: Joe
Consumables
Potions of Healing
- Adventurer-Tier: Recovery+1d8
- HP cap: 30hp
- 50g each
- Champion-Tier: Recovery+2d8
- HP cap: 60hp
- 100g each
- Epic-Tier: Recovery+3d8
- HP cap: 100hp
- 200g each
- Zenith-Tier: Recovery+4d8
- HP cap: 130hp
- 300g each
Potions of Resistance
- Grants Resistance 16+ against the same-tier (or lower tier) attack
- Adventurer-Tier: 100g each
- Champion-tier: 200g each
- Epic-Tier: 400g each
- Zenith-Tier: 800g each
- Taking one potion negates the effect any potion the PC has taken previously.
- That means that potions let you resist only one sort of energy at a time, and
- taking a healing potion turns off its effect
Runes
- Adventurer-Tier: +1 bonus
- 150g each
- Champion-Tier: +2 bonus
- 300g each
- Epic-Tier: +3 bonus
- 600g each
- Random Rune Effect on Armor
- 1-4: The bonus also applies to PD
- 5-8: The bonus also applies to MD
- 9-12: The bonus also applies to both PD and MD
- 13-16: As 9-12, and you can reroll one failed save while the rune is active
- 17-20: You can take your first rally this battle with a quick action (if you can already rally with a quick action, the action is free)
- Random Rune Effect on Weapon
- 1-4: +4 bonus to opportunity attacks
- 5-8: Weapon gains an energy damage type such as fire, cold, etc., and deals +1d4 damage (champion hero: +2d6; epic hero: +5d6)
- 9-12: +4 attack bonus on first round of combat
- 13-16: Weapon deals +1d10 damage while escalation die is 3+ (champion hero: +4d6; epic hero: +3d20)
- 17-20: Reroll one missed attack roll with weapon
- Random Rune Effect on Spellcasting Implement
- 1-4: +1 additional attack bonus if spell has only one target
- 5-8: Implement gains an energy damage type such as fire, negative energy, etc., and deals +1d4 damage (champion hero: +2d6; epic hero: +5d6)
- 9-12: +1 additional attack bonus with arc spells
- 13-16: +1 additional attack bonus if spell has more than one target
- 17-20: Reroll one missed attack roll with implement