Difference between revisions of "D20 Mechanic: Status Effects"
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|A creature with this status can take no actions. While ejected, time does not elapse (and thus durations do not decrement), and the creature is unaware of how much time has elapsed since the status was gained. | |A creature with this status can take no actions. While ejected, time does not elapse (and thus durations do not decrement), and the creature is unaware of how much time has elapsed since the status was gained. | ||
+ | |} | ||
+ | </div> | ||
+ | |||
+ | | ||
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+ | <div id="Haste"> | ||
+ | {|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;" | ||
+ | ! style="background:#000000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">HASTE</font></div> | ||
+ | |-style="background:white;" align="left" | ||
+ | |'''Type:''' Effect | ||
+ | |- align="left" | ||
+ | |'''Aspect:''' Physical (Temporal) | ||
+ | |-align="left" | ||
+ | |The creature moves and acts more quickly than normal. This extra speed has several effects. | ||
+ | |- align="left" | ||
+ | |When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a ''speed'' weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) | ||
+ | |- align="left" | ||
+ | |A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. | ||
+ | |- align="left" | ||
+ | |All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. | ||
+ | |- align="left" | ||
+ | |If a creature with this status would gain ''[[#Slow|slow]]'', both that status and haste are negated. | ||
|} | |} | ||
</div> | </div> |
Revision as of 16:11, 11 March 2015
This should be a comprehensive list of all status effects in Trinity.
Terms and Definitions
A short list of terms that are used here.
- Type
- The type of status effect. This can be either an ailment, which is a negative effect; an effect, which is either beneficial or neutral in nature; or a flag, which simply indicates that the creature has some state that other effects may depend upon.
- Aspect
- The class of status effect. This can be either physical, which is an effect that has a physical component; mental, which has a mental component; spiritual, which has a spiritual component; or universal, which affects multiple aspects of a character.
Status Ailments and Effects
Burn: You can neither run nor charge and take a -2 penalty to Strength and Dexterity. If you perform a standard action, you take 1d6 points of fire damage. You suffer a -4 penalty to saving throws against effects that deal fire damage or are otherwise associated with fire. The penalties of this status stack with fatigue.
Mute: You cannot speak. This prohibits you from casting spells, if you are a caster, or vocalizing prayers, if you are a petitioner. You cannot communicate verbally, however you can still communicate telepathically and in writing.
BLOODIED
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Type: Flag |
Aspect: Physical |
A creature whose current hit points are equal to or less than 50% of its maximum hit points gains this status. |
DEAD
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Type: Ailment |
Aspect: Universal |
A creature with this status is reduced to negative hit points equal to their Constitution score, or -10 hit points if the creature has no Constitution score, and becomes immune to healing effects. |
Only effects that specifically state they can remove this status can do so. |
This status always has a duration of a number of rounds equal to the creature's Hit Die + their Charisma modifier, minimum 3. |
At the end of the duration, the creature becomes an object, and can no longer be raised. |
DOOM
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Type: Ailment |
Aspect: Universal |
A creature with this status ailment immediately gains the dead status when the effect's duration ends. |
Avoidance effects are ineffective against the end of the duration of this effect. |
If the target has resistance or weakness to [death] effects, their bonus or penalty to saving throws is applied to the duration of this ailment when it is applied, to a minimum of 1 round. |
EJECT
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Type: Ailment |
Aspect: Physical |
A creature with this status is removed from normal space, trapped within folded space, or otherwise unable to interact with reality. |
A creature with this status can take no actions. While ejected, time does not elapse (and thus durations do not decrement), and the creature is unaware of how much time has elapsed since the status was gained. |
HASTE
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Type: Effect |
Aspect: Physical (Temporal) |
The creature moves and acts more quickly than normal. This extra speed has several effects. |
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) |
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. |
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. |
If a creature with this status would gain slow, both that status and haste are negated. |
HELPLESS
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Type: Ailment |
Aspect: Physical |
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 get no special bonus against helpless targets. Helpless targets can be affected by sneak attacks and other precision-based damage. |
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, crossbow, or firearm, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit, and sneak attack damage also applies. 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. |
STOP
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Type: Ailment |
Aspect: Universal |
A creature with this status is frozen in time. |
A creature with this status can take no actions and is also considered helpless. |