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, provided that both you and the enemy you’ve Challenged are conscious and capable of making an attack, you both take a –4 attack penalty against all other creatures and a –4 penalty to disengage checks from each other.
- You can only have one enemy Challenged at a time.
- Both you and the creature you have Challenged can briefly “turn off” the attack penalty for the rest of that turn by making an attack roll against the rival.
- Ending your Paladin’s Challenge:
- If either you or the creature you are Challenging falls unconscious or drops to 0 hp
- You can end your current Challenge and start another when you hit a different enemy with an attack (assuming you hit with the –4 penalty)
- You can choose to end the Challenge if an enemy flees far-away from you.
- An enemy can only be the subject of one Paladin’s Challenge at a time; a new Challenge overrides the previous one.
Charmed
- You can’t attack.
- This condition ends if you are attacked by an enemy.
- You can use your actions to do anything other than attack or delay, since for the moment it feels to you like there’s some sort of terrible misunderstanding between friends.
- You know who your true allies are and can take actions to help them.
Confused
- You take no actions when it isn’t your turn.
- On your turn, you make a half-damage, no-trigger attack against a random nearby ally.
- If you don’t have a nearby ally, you don’t do anything on your turn. (See the Clarifying Three Conditions section below for the full explanation.)
- Important note, GMs:
- Confused shouldn’t be a “save-ends” condition when applied to player characters; it should always end at the end of the target’s turn or perhaps at the end of the turn of
the monster that created the condition. (It can be a “save ends” condition against monsters, but it rarely is.)
- Confused shouldn’t be a “save-ends” condition when applied to player characters; it should always end at the end of the target’s turn or perhaps at the end of the turn of
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
- The first time you miss with a melee attack each turn, you deal a cumulative +2 damage with your subsequent melee attack hits until the end of the battle, up to a maximum of +12 damage.
- 2nd +3 per miss, +18 max
- 4th +4 per miss, +24 max
- 6th +6 per miss, +36 max
- 8th +10 per miss, +60 max
- 10th +15 per miss, +90 max
Gather Power
- Does not count as casting a spell.
- eg: you can gather power without taking opportunity attacks or having your action canceled by a power like the counter-magic attack from the wizard’s High Arcana talent.
- Empowered sorcerer spells deal double the damage
- If you do not use your next standard action to cast a sorcerer attack spell, you lose the power you’ve gathered.
- When you empower a spell that deals ongoing damage, the ongoing damage is doubled for the first turn.
- When you spend your standard action to gather power, you have the option of using a quick action afterwards that turn to generate a magical effect called an overspill effect
Grabbed
- Monsters grabbing you deal automatic dmg at the start of its turn as a Free Action 1/turn
- Monsters can then do their regular actions & attacks that round, and if bigger than you, they can move and carry you
- You are Engaged with opponent grabbing you
- You can only escape by:
- Teleport
- Pop Free
- successfully Disengage
- You can make regular attacks
- You cannot make 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:
- move normally
- drink a potion
- Rally
- Intercept (but not using the Skilled Interceptor Fighter talent)
- make an Opportunity Attack
- make a basic attack
- Heal, if some other non-hindered character has healed them with a healing spell
- benefit from a kin power like the Forgeborn’s Rugged (it’s ‘built-in’)
- benefit from a magic item power that boosts a stat if it is already active like a flaming weapon
- deal automatic damage if already have an enemy Grabbed
- Keep flying
- try to disengage
- keep raging
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 still 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 at the END of each of your turns
- Lost by:
- being hit by an attack
- Merely being damaged by an attack that misses you isn’t enough; it takes a hit from an enemy to temporarily lose your Momentum.
- if you drop to 0 hit points or below without having been hit since the end of your last turn.
- Thanks to miss damage, ongoing damage, and peculiar monster powers, it can happen.
- being hit by an attack
Prone
-
- You are lying down.
- We have decided that it takes 50% 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 on your turn, you can use a raging strike or a raging throw instead of making basic attacks.
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 must use the lower result
- Any power or ability you possess to roll more than one d20 is temporarily canceled while you’re shocked.
- If you get to reroll a d20 roll while shocked, you must roll twice and use the lower result again.
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:
- Teleport
- use the rare move actions that do not require actual movement like:
- re-loading a crossbow, etc.
- substitute a quick action for your move action
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 x3
- On a 1, you deal 0 damage as usual
Weakened
- You take a –4 penalty to attacks and to defenses
Combat Stuff
Coup de Grace
- When you attack a Helpless enemy you’re engaged with, you score an automatic critical hit if you follow these three steps:
- Spend your move action and your quick action that turn for no effect except to prepare to deliver the coup-de-grace.
- Make a standard action attack on your turn against the helpless enemy you’re engaged with.
- Your attack targets only 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
- Readying lets you take a single action later – after your turn is over but before your next one has begun
- You can ready a standard action, a move action, or a free action.
- 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 – assuming they are still capable of doing so, they continue their actions once you complete your readied action.
- Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
- If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again).
- If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.
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