![]() ![]() For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.Ī broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. A broken object can't be used for its normal function, nor does it grant bonuses- with the exception of armor. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. ![]() Blinded overrides dazzled.īroken is a condition that affects objects. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks. ![]() ![]() All normal terrain is difficult terrain to you. Senses: Blinded, Concealed, Dazzled, Deafened, Invisible Blinded Source Core Rulebook pg. Lowered Abilities: Clumsy, Drained, Enfeebled, Stupefied It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact.Īttitudes: Friendly, Helpful, Hostile, Indifferent, Unfriendlyĭeath and Dying: Doomed, Dying, Unconscious, Woundedĭegrees of Detection: Hidden, Observed, Undetected, Unnoticed Some conditions exist relative to one another or share a similar theme. Groups of Conditions Source Core Rulebook pg. Conditions change your state of being in some way, and they represent everything from the attitude other creatures have toward you and how they interact with you to what happens when a creature drains your blood or life essence.Ĭlick here for the full rules on Conditions. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear. While adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. ![]()
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