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On-Screen DM Screen
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MOVEMENT AND TRAVEL
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Table: LIGHT SOURCES AND ILLUMINATION
| Object |
Bright |
Shadowy |
Duration |
| Candle |
n/a1 |
5 ft. |
1 hr. |
| Everburning Torch
|
20 ft. |
40 ft. |
Permanent |
| Lamp, common |
15 ft. |
30 ft. |
6 hr./pint |
| Lantern, bullseye2 |
60-ft. cone |
120-ft. cone |
6 hr./pint |
| Lantern, hooded |
30 ft. |
60 ft. |
6 hr./pint |
| Sunrod |
30 ft. |
60 ft. |
6 hr. |
| Torch |
20 ft. |
40 ft. |
1 hr. |
| Spell |
Bright |
Shadowy |
Duration |
| Continual flame |
20 ft. |
40 ft. |
Permanent |
| Dancing lights (torches) |
20 ft. (each) |
40 ft. (each) |
1 min. |
| Daylight |
60 ft. |
120 ft. |
30 min. |
| Light |
20 ft. |
40 ft. |
10 min. |
| 1 A candle does not provide bright
illumination, only shadowy illumination. |
| 2 A bullseye lantern illuminates a
cone, not a radius. |
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Table: MOVEMENT AND DISTANCE
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——————— Speed ——–———— |
|
15 feet |
20 feet |
30 feet |
40 feet |
| One Round (Tactical)1 |
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|
|
|
| Walk |
15 ft. |
20 ft. |
30 ft. |
40 ft. |
| Hustle |
30 ft. |
40 ft. |
60 ft. |
80 ft. |
| Run (x3) |
45 ft. |
60 ft. |
90 ft. |
120 ft. |
| Run (x4) |
60 ft. |
80 ft. |
120 ft. |
160 ft. |
| One Minute (Local) |
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|
|
| Walk |
150 ft. |
200 ft. |
300 ft. |
400 ft. |
| Hustle |
300 ft. |
400 ft. |
600 ft. |
800 ft. |
| Run (x3) |
450 ft. |
600 ft. |
900 ft. |
1,200 ft. |
| Run (x4) |
600 ft. |
800 ft. |
1,200 ft. |
1,600 ft. |
| One Hour (Overland) |
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|
|
|
| Walk |
1-1/2 miles |
2 miles |
3 miles |
4 miles |
| Hustle |
3 miles |
4 miles |
6 miles |
8 miles |
| Run |
— |
— |
— |
— |
| One Day (Overland) |
|
|
|
|
| Walk |
12 miles |
16 miles |
24 miles |
32 miles |
| Hustle |
— |
— |
— |
— |
| Run |
— |
— |
— |
— |
| 1 Tactical movement is often measured
in squares on the battle grid (1 square = 5 feet) rather than feet. |
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Table: TERRAIN AND OVERLAND MOVEMENT
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Table: HAMPERED MOVEMENT
| Condition |
Additional
Movement Cost |
| Difficult terrain |
x2 |
| Obstacle1 |
x2 |
| Poor visibility |
x2 |
| Impassable |
— |
| 1 May require a skill check |
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Table: MOUNTS AND VEHICLES
| Mount/Vehicle |
Per Hour |
Per Day |
| Mount (carrying load) |
|
|
| Light horse or light warhorse |
6 miles |
48 miles |
| Light horse (151–450 lb.)1 |
4 miles |
32 miles |
| Light warhorse (231–690 lb.)1 |
4 miles |
32 miles |
| Heavy horse or heavy warhorse |
5 miles |
40 miles |
| Heavy horse (201–600 lb.)1 |
3-1/2 miles |
28 miles |
| Heavy warhorse (301–900 lb.)1 |
3-1/2 miles |
28 miles |
| Pony or warpony |
4 miles |
32 miles |
| Pony (76–225 lb.)1 |
3 miles |
24 miles |
| Warpony (101–300 lb.)1 |
3 miles |
24 miles |
| Donkey or mule |
3 miles |
24 miles |
| Donkey (51–150 lb.)1 |
2 miles |
16 miles |
| Mule (231–690 lb.)1 |
2 miles |
16 miles |
| Dog, riding |
4 miles |
32 miles |
| Dog, riding (101–300 lb.)1 |
3 miles |
24 miles |
| Cart or wagon |
2 miles |
16 miles |
| Ship |
|
|
| Raft or barge (poled or towed)2 |
1/2 mile |
5 miles |
| Keelboat (rowed)2 |
1 mile |
10 miles |
| Rowboat (rowed)2 |
1-1/2 miles |
15 miles |
| Sailing ship (sailed) |
2 miles |
48 miles |
| Warship (sailed and rowed) |
2-1/2 miles |
60 miles |
| Longship (sailed and rowed) |
3 miles |
72 miles |
| Galley (rowed and sailed) |
4 miles |
96 miles |
| 1 Quadrupeds, such as horses, can carry
heavier loads than characters can. See Carrying Capacity, above, for
more information. |
| 2 Rafts, barges, keelboats, and
rowboats are used on lakes and rivers. If going downstream, add the
speed of the current (typically 3 miles per hour) to the speed of the
vehicle. In addition to 10 hours of being rowed, the vehicle can also
float an additional 14 hours, if someone can guide it, so add an
additional 42 miles to the daily distance traveled. These vehicles
can’t be rowed against any significant current, but they can be pulled
upstream by draft animals on the shores. |
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Table: CARRYING CAPACITY
Strength
Score |
Light Load |
Medium Load |
Heavy Load |
| 1 |
3 lb. or less |
4–6 lb. |
7–10 lb. |
| 2 |
6 lb. or less |
7–13 lb. |
14–20 lb. |
| 3 |
10 lb. or less |
11–20 lb. |
21–30 lb. |
| 4 |
13 lb. or less |
14–26 lb. |
27–40 lb. |
| 5 |
16 lb. or less |
17–33 lb. |
34–50 lb. |
| 6 |
20 lb. or less |
21–40 lb. |
41–60 lb. |
| 7 |
23 lb. or less |
24–46 lb. |
47–70 lb. |
| 8 |
26 lb. or less |
27–53 lb. |
54–80 lb. |
| 9 |
30 lb. or less |
31–60 lb. |
61–90 lb. |
| 10 |
33 lb. or less |
34–66 lb. |
67–100 lb. |
| 11 |
38 lb. or less |
39–76 lb. |
77–115 lb. |
| 12 |
43 lb. or less |
44–86 lb. |
87–130 lb. |
| 13 |
50 lb. or less |
51–100 lb. |
101–150 lb. |
| 14 |
58 lb. or less |
59–116 lb. |
117–175 lb. |
| 15 |
66 lb. or less |
67–133 lb. |
134–200 lb. |
| 16 |
76 lb. or less |
77–153 lb. |
154–230 lb. |
| 17 |
86 lb. or less |
87–173 lb. |
174–260 lb. |
| 18 |
100 lb. or less |
101–200 lb. |
201–300 lb. |
| 19 |
116 lb. or less |
117–233 lb. |
234–350 lb. |
| 20 |
133 lb. or less |
134–266 lb. |
267–400 lb. |
| 21 |
153 lb. or less |
154–306 lb. |
307–460 lb. |
| 22 |
173 lb. or less |
174–346 lb. |
347–520 lb. |
| 23 |
200 lb. or less |
201–400 lb. |
401–600 lb. |
| 24 |
233 lb. or less |
234–466 lb. |
467–700 lb. |
| 25 |
266 lb. or less |
267–533 lb. |
534–800 lb. |
| 26 |
306 lb. or less |
307–613 lb. |
614–920 lb. |
| 27 |
346 lb. or less |
347–693 lb. |
694–1,040 lb. |
| 28 |
400 lb. or less |
401–800 lb. |
801–1,200 lb. |
| 29 |
466 lb. or less |
467–933 lb. |
934–1,400 lb. |
| +10 |
x4 |
x4 |
x4 |
Table: CARRYING LOADS
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–—— Speed —–— |
| Load |
Max Dex |
Check Penalty |
(30 ft.) |
(20 ft.) |
Run |
| Medium |
+3 |
–3 |
20 ft. |
15 ft. |
x4 |
| Heavy |
+1 |
–6 |
20 ft. |
15 ft. |
x3 |
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GETTING LOST
Survival check 1/hour.
|
Survival DC |
|
Survival DC |
| Moor or hill, map |
6 |
Poor visibility |
12 |
| Mountain, map |
8 |
Mountain, no map |
12 |
| Moor or hill, no map |
10 |
Forest |
15 |
| +2 bonus with 5 ranks in Knowledge (geography) or Knowledge (local). |
| + 2 bonus (or more) for recognized landmarks. |
Effects of Being Lost: Randomly determine the direction for each hour of local or overland movement.
Recognizing that You’re Lost: Survival check (DC 20, –1 per hour of random travel) each hour to recognize that they are lost.
Setting a New Course: Survival
check (DC 15, +2 per hour of random travel). To determine the correct
direction; failure indicates a random direction is thought to be the
“correct” one; multiple characters can make the attempt,
which may result in conflicting directions; whether traveling the
correct direction or not, they may get lost again. |
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WILDERNESS THREATS
Forest Fire (CR 6)
Avalanche (CR 6)
Quicksand
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COMBAT
In a single round a combatant may perform, in addition to no-action or free actions:
1 Full-Round action; or
1 standard action and 1 move action; or
2 move actions
1 Moving out of a threatened square usually provokes an
attack of opportunity. The action itself provokes an attack of
opportunity.
2 If you aid someone that provokes an attack of opportunity,
then the act of aiding another also provokes an attack of opportunity.
3 If the object is being held, carried, or worn by a creature, yes. If not, no.
4 If you have a base attack bonus of +1 or higher, you can
combine one of these actions with a regular move. If you have the Two-
Weapon Fighting feat, you can draw two light or one-handed weapons in
the time it would normally take you to draw one.
5 May be taken as a standard action if you are limited to taking only a single action in a round.
6 Unless the component is an extremely large or awkward item.
7 These attack forms substitute for a melee attack, not an action.
8 The description of a feat defines its effect.
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Table: Attack Roll Modifiers
| Attacker is . . . |
Melee |
Ranged |
| Dazzled |
–1 |
–1 |
| Entangled |
–21 |
–21 |
| Flanking defender |
+2 |
— |
| Invisible |
+22 |
+22 |
| On higher ground |
+1 |
+0 |
| Prone |
–4 |
—3 |
| Shaken or frightened |
–2 |
–2 |
| Squeezing through a space |
–4 |
–4 |
| 1 An entangled character also takes a
–4 penalty to Dexterity, which may affect his attack roll. |
| 2 The defender loses any Dexterity
bonus to AC. This bonus doesn’t apply if the target is blinded. |
| 3 Most ranged weapons can’t be used
while the attacker is prone, but you can use a crossbow or shuriken
while prone at no penalty. |
Table: Armor Class Modifiers
| Defender is . . . |
Melee |
Ranged |
| Behind cover |
+4 |
+4 |
| Blinded |
–21 |
–21 |
| Concealed or invisible |
— See Concealment — |
| Cowering |
–21 |
–21 |
| Entangled |
+02 |
+02 |
| Flat-footed (such as surprised, balancing, climbing) |
+01 |
+01 |
| Grappling (but attacker is not) |
+01 |
+01,3 |
| Helpless (such as paralyzed, sleeping, or bound) |
–44 |
+04 |
| Kneeling or sitting |
–2 |
+2 |
| Pinned |
–44 |
+04 |
| Prone |
–4 |
+4 |
| Squeezing through a space |
–4 |
–4 |
| Stunned |
–21 |
–21 |
| 1 The defender loses any Dexterity
bonus to AC. |
| 2 An entangled character takes a –4
penalty to Dexterity. |
| 3 Roll randomly to see which grappling
combatant you strike. That defender loses any Dexterity bonus to AC. |
| 4 Treat the defender’s Dexterity as 0
(–5 modifier). Rogues can sneak attack helpless or pinned defenders. |
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Table: Two-Weapon Fighting Penalties
| Circumstances |
Primary Hand |
Off Hand |
| Normal penalties |
–6 |
–10 |
| Off-hand weapon is light |
–4 |
–8 |
| Two-Weapon Fighting feat |
–4 |
–4 |
Off-hand weapon is light and
Two-Weapon Fighting feat |
–2 |
–2 |
Table: Special Attacks
| Special Attack |
Brief Description |
| Aid another |
Grant an ally a +2 bonus on attacks or AC |
| Bull rush |
Push an opponent back 5 feet or more |
| Charge |
Move up to twice your speed and attack with +2 bonus |
| Disarm |
Knock a weapon from your opponent’s hands |
| Feint |
Negate your opponent’s Dex bonus to AC |
| Grapple |
Wrestle with an opponent |
| Overrun |
Plow past or over an opponent as you move |
| Sunder |
Strike an opponent’s weapon or shield |
| Throw splash weapon |
Throw container of dangerous liquid at target |
| Trip |
Trip an opponent |
| Turn (rebuke) undead |
Channel positive (or negative) energy to turn away (or
awe) undead |
| Two-weapon fighting |
Fight with a weapon in each hand |
Table: Turning Undead
Turning Check
Result |
Most Powerful Undead Affected
(Maximum Hit Dice) |
| 0 or lower |
Cleric’s level – 4 |
| 1–3 |
Cleric’s level – 3 |
| 4–6 |
Cleric’s level – 2 |
| 7–9 |
Cleric’s level – 1 |
| 10–12 |
Cleric’s level |
| 13–15 |
Cleric’s level + 1 |
| 16–18 |
Cleric’s level + 2 |
| 19–21 |
Cleric’s level + 3 |
| 22 or higher |
Cleric’s level + 4 |
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Table: Special Ability Types
|
Extraordinary |
Spell-Like |
Supernatural |
| Dispel |
No |
Yes |
No
|
| 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? |
Table: Influencing NPC Attitudes
Initial
Attitude |
New
Attitude (DC to achieve) |
| Hostile |
Unfriendly |
Indifferent |
Friendly |
Helpful |
| Hostile |
Less than 20 |
20 |
25 |
35 |
50 |
| Unfriendly |
Less than 5 |
5 |
15 |
25 |
40 |
| Indifferent |
— |
Less than 1 |
1 |
15 |
30 |
| Friendly |
— |
— |
Less than 1 |
1 |
20 |
| Helpful |
— |
— |
— |
Less than 1 |
1 |
| Attitude |
Means |
Possible Actions |
| Hostile |
Will take risks to hurt
you |
Attack, interfere, berate, flee |
| Unfriendly |
Wishes you ill |
Mislead, gossip, avoid, watch suspiciously, insult |
| Indifferent |
Doesn’t much care |
Socially expected interaction |
| Friendly |
Wishes you well |
Chat, advise, offer limited help, advocate |
| Helpful |
Will take risks to help
you |
Protect, back up, heal, aid |
Conditions
Ability Damaged
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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.
Also see Ability Score Loss.
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Ability Drained
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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.
Also see Ability Score Loss.
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Blinded
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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
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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.
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Checked
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Checked: Prevented from achievingforward 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
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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
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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
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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
|
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
|
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
|
Deafened: A deafened charactercannot hear.
She takes a –4 penalty on initiative checks,
automatically fails Listenchecks,
and has a 20% chance of spell failure when castingspells with verbal components.
Characters who remain deafened for along time grow accustomed to these drawbacks and can overcome some ofthem.
|
Disabled
|
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 hitpoints naturally if she is being helped. Otherwise,
each day she has a 10% chance to start recovering hit points naturally
(starting with thatday); otherwise, she loses 1 hit point.
Once an unaided character starts recovering
hit points naturally, she is no longer in danger oflosing hit points
(even if her current hit points are negative).
|
Dying
|
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
|
Energy Drained: The character gains one or more negative levels, which might permanentlydrain 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 spellcasterloses one spell or spell slot from the highest spell level castable.
Also see Energy Drain and Negative Levels.
|
Entangled
|
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
|
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
|
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 Spotchecks.
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
|
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
Frightened
|
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
|
Grappling: Engaged in wrestlin |
| | |