Softer Action Limitation (3.5e Variant Rule)
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Softer Action Limitation[edit]
I will write an intro soon, but tdrl being unable to act suck a lot. So this experimental rule really relax some of the more common action-limiting conditions.
Altered Conditions[edit]
Dazed[edit]
A dazed character can take a single standard or move action that is as long as it not offensive and cannot act at all outside of her turn. If a dazed creature attempts any action which require concentration it has 50% chance of failure. Finally a dazed character is unable to take swift actions.
A dazed creature could by example use a spell to heal herself, or take total defense, or drink a potion but not attack an enemy or target them with a spell.
Fascinated[edit]
A fascinated creature is able to act mostly normally, they take a -8 penalty on checks to notice any activities beyond what fascinate them and are unable to take actions outside of their turn. If a fascinated creature attempt to attack another creature, leave the area or similar action which would break the fascinated it must make a Will save (DC of the effect or 15, whichever is lower) otherwise the action cannot be performed and is wasted.
If a fascinated creature is attacked it is flat-footed and immediately break the effect. 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.
Paralysed[edit]
A paralyzed character is unable to move, his Strength and Dexterity as well as his movement speed are essentially reduced to 0. A paralyzed creature drop whatever they were holding and carrying as they become paralyze and also fall Prone. The character is not helpless and may still take purely mental actions.
Stunned[edit]
A stunned character can only take a single move or standard action during his turn, he also lose his dexterity to AC and Reflex saves and much like a dazed creature cannot act outside his turn. If a stunned creature attempts any action which require concentration it has 50% chance of failure. Unlike a dazed creature, a stunned creature is able to take a swift action and may use offensive abilities. Upon being stunned, the creature also drop whatever he was holding.
New Conditions[edit]
Hypnotized[edit]
A supernatural fascination effect, an hypnotized creature act as a fascinated creature except that it harder to bring back to sound mind. Any effect which would allow it to roll a new saving throws does not and any effect which would cause the effect to break simply grant a new saving throw. Unlike fascination you are unable to take action which would disturb the effect, and you must make a Will save to take any action at all.
It is recommended to use Hypnotized instead of Fascination on spell such as hypnotic pattern, hypnotism, similar spells and effect which replicate them.
Frozen[edit]
An alternate of paralysis, a frozen creature is completely unmoving in place, like a statue. A frozen his Strength and Dexterity as well as his movement speed are essentially reduced to 0. A frozen creature keep his Strength and still "resist" any attempt to move or disarm him as if it was able to act. A frozen creature do not drop prone nor does it drop anything it was holding or carrying. Otherwise it behave just like Paralysis.
It is recommended to use Frozen instead of Paralysis on Undead abilities which paralyze and effect that replicate them.
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Leziadv |
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Author | Leziad + |
Identifier | 3.5e Variant Rule + |
Rated By | Ghostwheel + |
Rating | Rating Pending + |
Summary | This experimental rule really relax some of the more common action-limiting status conditions and introduce new ones. + |
Title | Softer Action Limitation + |