B.2 Circumstances and Debuffs
blinded: A blinded creature cannot see. It is at least partially unaware (50% miss chance, -2 Armor and Ref) of everything, it may be fully unaware (-6 Armor and Ref) as normal depending on its non-visual understanding of its surroundings. In addition, it automatically fails at actions which depend on vision, including simply seeing the locations of other objects and creatures.
charmed: A charmed creature is mentally influenced to like another creature. It always sees the words and actions of the creature that charmed it in the most favorable way, as a close friend or trusted ally. A charmed creature cannot be controlled like an automaton, but can be persuaded to take particular actions with the Persuasion skill (see Persuasion). It treats the creature that charmed it as a friend (a +10 relationship modifier) for the purpose of Persuasion checks.
Any act by the charming creature or by creatures that appear to be its allies that threatens or harms the charmed person breaks the effect. Harming a charmed creature is not limited to dealing it damage, but also includes causing it significant subjective discomfort. An observant creature may interpret overt threats to its allies as a threat to itself.
climbing: A creature that is climbing without a climb speed takes a -2 penalty to its accuracy, Armor defense, and Reflex defense.
confused: A confused creature takes a -2 penalty to all defenses and is unable to independently control its actions. This penalty does not stack with the stunned (-2 defenses) effect. When a creature becomes confused, and at the beginning of each round, it randomly decides to have one of two behaviors that round: attack its enemies, or protect itself and its allies without attacking. Within those constraints, it can freely choose its actions. If it can’t carry out the indicated action, it does nothing but babble incoherently.
A confused creature automatically stops being confused after ten minutes, even if it was unable to rest due to its confusion.
dazzled: A dazzled creature has difficulty seeing. It loses the benefits of the darkvision and low-light vision abilities if it has them. In addition, it treats everything as if it had concealment. Among other effects, this gives its targeted attacks a 20% miss chance.
deafened: A deafened creature cannot hear. It automatically fails at actions which depend on hearing, and is immune to Auditory abilities. In addition, it has a 20% failure chance when casting any spell with verbal components.
dominated: A dominated creature is mentally compelled to obey another creature. It obeys the commands of the creature of the dominated it unquestioningly, as an automaton. If it does not understand the language of the creature that dominated it, it still attempts to obey as much as possible, and simple commmands (such as “attack” or “follow”) can usually be communicated successfully. A creature that is both dominated and confused (-2 defenses, randomly attack or defend) obeys its dominated orders, ignoring the confusion.
enraged: An enraged creature must spend a standard action to make an attack during each round. It can still take other actions normally. The creature’s attacks do not have to specifically target other creatures, so it can attack inanimate objects. If it is unable to take standard actions, such as if it is unconscious, it suffers no extra penalty.
An enraged creature automatically stops being enraged after ten minutes, even if it was unable to rest due to its rage.
flying: A creature that is flying takes a -4 penalty to its Armor and Reflex defenses (see Aerial Movement).
frightened: A frightened creature takes a -2 penalty to its Mental defense. In addition, it takes a -2 penalty to accuracy against the source of its fear. This does not stack with the panicked (-4 Mental, cannot attack source) effect. If the source of a frightened creature’s fear is defeated, this effect is broken. Being frightened is always an Emotion effect, even if it is caused by an ability that does not have that tag.
gliding: A creature that is gliding takes a -4 penalty to its Armor and Reflex defenses (see Aerial Movement).
goaded: A goaded creature takes a -2 penalty to accuracy against creatures other than the creature that goaded it it as long as it is within Medium (60 ft.) range of of that creature. If the goading creature is defeated, this effect is broken. If a creature is goaded by multiple different creatures simultaneously, it suffers the accuracy penalty on all of its attacks. Being goaded is always an Emotion effect, even if it is caused by an ability that does not have that tag.
grappled: A grappled creature is wrestling or in some other form of hand-to-hand struggle with at least one other creature. While grappled, you suffer certain penalties and restrictions, as described below.
- One of your hands cannot be used for any purposes. This prevents humanoid creatures from taking any actions which would require having two free hands, such as attacking with Heavy weapons. This does not affect creatures without hands.
- You take a -2 penalty to Armor and Reflex defenses.
- You cannot move unless you push all creatures grappling you, such as with the shove ability (see Shove). In addition, you cannot push a creature grappling with you so it stops being adjacent to you. However, you can use the shove ability to affect creatures you are grappling with as a movement instead of as a standard action.
- You can use the escape grapple and maintain grapple abilities to stop or continue grappling (see Special Combat Abilities).
helpless: A helpless creature is completely at an opponent’s mercy. It is considered to be unaware (-6 Armor and Ref) of all attacks against it, even if it knows they are coming. Paralyzed, bound, and unconscious creatures are helpless.
immobilized: An immobilized creature takes a -4 penalty to its Armor and Reflex defenses and can’t use any of its movement modes. This can cause flying and gliding creatures to fall (see Aerial Movement). These penalties do not stack with the slowed (half speed, -2 Armor and Ref) effect.
panicked: A panicked creature takes a -4 penalty to its Mental defense. In addition, it is unable to make any attacks that include the source of its fear as a target. The penalty from this effect does not stack with the frightened (-2 Mental, -2 accuracy vs. source) or panicked (-4 Mental, cannot attack source) effects. If the source of a panicked creature’s fear is defeated, this effect is broken. Being panicked is always an Emotion effect, even if it is caused by an ability that does not have that tag.
paralyzed: A paralyzed creature is unable to take physical actions. It is helpless (-6 Armor and Ref), but can take purely mental actions. This can cause flying creatures to crash, swimming creatures to drown, and so on. Any creature can move through a space occupied by a paralyzed creature without slowing down, and creatures can stand in a square with a paralyzed creature without squeezing (-2 Armor and Ref).
partially unaware: An creature that is partially unaware knows that something is nearby, but is missing information about the exact location or nature of the creature, object, or attack it is partially unaware of. Creatures take a -2 penalty to Armor and Reflex defenses against attacks that they are partially unaware of. They have a 50% miss chance with targeted atacks against creatures and objects that they are partially unaware of, and they can only attempt to target creatures and objects that they know the location of.
These penalties do not stack with the penalties for being unaware (-6 Armor and Ref). For details, see Awareness and Surprise.
prone: A prone creature is lying on the ground, rather than standing normally. It takes a -2 penalty to Armor and Reflex defenses. However, it gains a +4 bonus to all defenses against ranged strikes as long as the attacker is not adjacent. It moves at half of its normal speed. Creatures that are not on the ground, such as flying or gliding creatures, are immune to being knocked prone.
If a creature becomes prone while in a precarious situation, such as on a narrow ledge, it may fall. Mounted creatures that are knocked prone fall off their mounts. Creatures cannot glide or fly while prone.
A creature can stand up from being prone as part of a movement using one of their move speeds. This generally requires one free hand. Standing up from a prone position costs half of the creature’s speed during that movement.
slowed: A slowed creature moves at half speed and takes a -2 penalty to its Armor and Reflex defenses. This does not stack with the immobilized (-4 Armor and Ref, cannot use movement speeds) effect.
squeezing: A squeezing creature is trying to move though an area too small for it to fight in normally. While squeezing, a creature moves at half speed and takes a -2 penalty to its Armor and Reflex defenses. For details, see Squeezing.
stunned: A stunned creature takes a -2 penalty to all defenses. This does not stack with the confused (-2 defenses, randomly attack or defend) effect.
swimming: A creature that is swimming without a swim speed takes a -2 penalty to its accuracy, Armor defense, and Reflex defense.
unaware: An creature that is unaware makes no attempt to defend itself. Creatures take a -6 penalty to Armor and Reflex defenses against attacks that they are unaware of. They are completely unable to use targeted abilities against creatures and objects that they are unaware of.
These penalties do not stack with the penalties for being partially unaware (50% miss chance, -2 Armor and Ref). For details, see Awareness and Surprise.
unconscious: While you are unconscious, you are helpless (-6 Armor and Ref) and completely unable to take any actions. Some sensory abilities, such as the Awareness skill, can be used while you are asleep, but not while you are forcibly knocked unconscious.
underwater: Ranged weapons have difficulty working underwater. All ranged weapons have range limits of 5/15 when used by a creature that is underwater, or when used against a target that is underwater, regardless of the attack’s normal range limits or any other modifiers.