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Warbal Bumblebrasher

The document outlines various character conditions and their effects in a role-playing game context, including statuses like Blinded, Broken, Clumsy, and many others. Each condition describes penalties to actions, checks, and other gameplay mechanics that affect characters. Additionally, it includes details on how to recover from or end these conditions during gameplay.

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Ben Denny
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0% found this document useful (0 votes)
48 views10 pages

Warbal Bumblebrasher

The document outlines various character conditions and their effects in a role-playing game context, including statuses like Blinded, Broken, Clumsy, and many others. Each condition describes penalties to actions, checks, and other gameplay mechanics that affect characters. Additionally, it includes details on how to recover from or end these conditions during gameplay.

Uploaded by

Ben Denny
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Warbal Bumblebrasher

Female Bumblebrasher Goblin Ambassador


Alak Stagram
Male Human Hellknight Armiger

Voz Lirayne
Calmont
Female Aiuvarin Norgorberite Necromancer
Male Halfling Arsonist

Greta Gardania
Female Human Breachill Council President Helba Bumblebrasher
Female Bumblebrasher Goblin Chieftain
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Blinded succeed at a DC 5 flat check, or the action
You can't see. All normal terrain is difficult is lost. You are immune to auditory effects.
terrain. You can't detect anything using
vision. Automatically critically fail
Perception checks that require you to see; if
vision is your only precise sense, you take a
–4 status penalty to Perception checks. You
are immune to visual effects. Blinded
overrides dazzled.

Broken
A broken object can't be used, nor does it
grant bonuses. Broken armor grants its
item bonus to AC but gives a status penalty
to AC (–1 light, –2 medium,–3 heavy). An
effect that makes an item broken reduces
the item's HP to its Broken Threshold.

Clumsy
Take a status penalty equal to your clumsy
value on Dexterity-based checks and DCs,
including AC, Reflex saves, ranged attacks,
and skill checks using Acrobatics, Stealth,
and Thievery.

Confused
You are off-guard, don't treat anyone as
your ally, and can't Delay, Ready, or use
reactions. Use all your actions to Strike or
cast offensive cantrips. The GM determines
targets randomly. If you have no other
option, target yourself, automatically
hitting. If it's impossible for you to attack or
cast spells, you babble incoherently,
wasting your actions. Each time you take
damage from an attack or spell, attempt a
DC 11 flat check to end the condition.

Controlled
Your controller dictates how you act.

Dazzled
All creatures and objects
are concealed from you.

Deafened
Automatically critically fail Perception
checks that require hearing. Take a –2
status penalty to Perception checks for
initiative and checks that involve sound but
also rely on other senses. If you perform an
action that has the auditory trait, you must
Drained the effect holding you in place you or the
Take a status penalty equal to your drained relevant defense (usually Fortitude DC) of
value on Constitution-based checks, such the creature holding you in place.
as Fortitude saves. Lose Hit Points equal to
Off-Guard
your level times the drained value, and
Take a –2 circumstance penalty to AC.
your maximum Hit Points are reduced by
the same amount. When you regain Hit
Points by resting for 8 hours, your drained Paralyzed
value is reduced by 1, but you don't You're off-guard and can't take actions
immediately recover the lost Hit Points. except Recall Knowledge and others that
require only your mind. You can't Seek.
Encumbered
You're clumsy 1 and take a –10-foot penalty Persistent Damage
to all your Speeds. Instead of taking persistent damage
immediately, take it at the end of each of
your turns, rolling any damage dice each
Fascinated
time. After you take persistent damage, roll
Take a –2 status penalty to Perception and
a DC 15 flat check to see if you recover. If
skill checks, and you can't use actions with
you succeed, the condition ends. You or an
the concentrate trait unless they are
ally can help you recover, allowing an
related to the subject of your fascination.
additional flat check. This usually takes 2
This condition ends if a creature
actions and must be something that would
takes hostile actions toward you or any of
reasonably help against the source of the
your allies.
damage. The GM can reduce the DC to 10,
have the damage end automatically, or
Fatigued change the number of actions.
Take a –1 status penalty to AC and saving
throws. During exploration, you can't
Petrified
choose an exploration activity. Recover
You can't act, nor can you sense anything.
from fatigue after a full night's rest.
You're an object with double your normal
Bulk (typically 12 if Medium or 6 if Small),
Fleeing AC 9, Hardness 8, and the same current HP
On your turn, spend each action trying to you had when alive.
escape the source of the condition as
expediently as possible. You
Prone
can't Delay or Ready.
You're off-guard with a –2 circumstance
penalty to attack rolls. The only move
Frightened actions you can take are Crawl and Stand.
Take a status penalty equal to the value to Standing ends the prone condition. You
all checks and DCs. At the end of each of can Take Cover while prone, gaining greater
your turns, the value decreases by 1. cover against ranged attacks (but remain
off-guard).
Grabbed
You're immobilized and off-guard. If you Quickened
attempt a manipulate action, you must You gain 1 additional action at the start of
succeed at a DC 5 flat check, or it is lost. your turn each round. Many effects that
make you quickened specify the types of
Immobilized additional actions you can use. Because
You can't take any action with quickened has its effect at the start of your
the move trait. If you're immobilized by turn, you don't gain actions immediately if
something holding you in place and an you become quickened during your turn.
external force would move you, the force
must succeed at a check against the DC of
Restrained  You receive healing, other than natural
You're tied up and can barely move, or a healing from resting.
creature has you pinned. You  Someone nudges or shakes you awake
are immobilized and off-guard, and you with an Interact action.
can't use any actions with  If there's loud noise, at the start of your
the attack or manipulate traits except to turn attempt a Perception check against
attempt to Escape or Force Open your the noise's DC, waking up if you
bonds. Restrained overrides grabbed. succeed. If creatures are attempting to
stay quiet, this uses their Stealth DC.
 The GM decides you wake up either
Sickened because you have had a restful night's
Take a status penalty equal to the value on sleep, or something disrupted that
all checks and DCs. You can't willingly restful sleep.
ingest anything. You can spend an action
retching to attempt a Fortitude save
against the DC of the sickening effect. On a
success, reduce the value by 1 (2 on a
critical success).

Slowed
When you regain your actions at the start
of your turn, reduce the number of actions
by your slowed value. You don't lose actions
immediately if slowed during your turn.

Stunned
You can't act. A stunned value indicates
how many total actions you lose. Each time
you regain actions, reduce the number by
your stunned value, then reduce your
stunned value by the number of actions
lost. If stunned has a duration, lose all your
actions for the listed duration. Stunned
overrides slowed. Actions lost to stunned
count toward those lost to slowed.

Stupefied
Take a status penalty equal to the value to
checks and DCs based on Intelligence,
Wisdom, or Charisma, including Will saves,
spell attack rolls and DCs, and appropriate
skill checks. If you Cast a Spell, it's
disrupted unless you succeed at a flat
check (DC = 5 + value).

Unconscious
You can't wake up from unconsciousness
while you have 0 Hit Points. If
you're unconscious and have 1 or more Hit
Points, you wake up in one of five ways.
 You take damage, provided the damage
doesn't drop you to 0 HP.

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