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#Fantasy grounds 2 pathfinder effects full
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). Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. The character’s hit points are reduced to -10, his Constitution drops to 0, or he is killed outright by a spell or effect. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks. The creature is unable to see well because of overstimulation of the eyes. A dazed creature can take no actions, but has no penalty to AC.Ī dazed condition typically lasts 1 round. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus (if any). The character is frozen in fear and can take no actions. 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). 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. Attackers are not at any special advantage when attacking a confused character. A confused character who can’t carry out the indicated action does nothing but babble incoherently. Checked flying creatures move back a distance specified in the description of the effect.Ī 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). Checked creatures on the ground merely stop. Prevented from achieving forward motion by an applied force, such as wind. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.ĭepending on its size, a creature can be blown away by winds of high velocity. All opponents are considered to have total concealment (50% miss chance) to the blinded character. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. 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. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. A character with Dexterity 0 is paralyzed. A character with Strength 0 falls to the ground and is helpless. The character can regain drained points only through magical means. The character has permanently lost 1 or more ability score points. Ability damage is different from penalties to ability scores, which go away when the conditions causing them go away.
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Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. The character has temporarily lost 1 or more ability score points. If certain effects can’t combine, apply the most severe effect.
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If more than one condition affects a character, apply them all.