...
Not case-sensitive.
Do not stack.
Condition | Modifiers Applied | Notes |
---|---|---|
Actions | ||
Climbing | GRANTCA | |
Kneeling | AC: -2 melee; AC: 2 ranged | |
Running | GRANTCA | |
Sitting | AC: -2 melee; AC: 2 ranged | |
Squeezing | GRANTCA; ATK:-5 | |
Combat Advantage | ||
CA | (T), When attacking, actor treats defender as flat-footed. | |
GRANTCA | (T), Actor is considered flat-footed when attacked. | |
Status | ||
Blinded | AC:-2; GRANTCA; SKILL:-2 strength,dexterity; SKILL:-4 search,perception | Attacks treat defenders as if they have Total Concealment |
Cowering | AC:-2 | |
Dazed | ||
Dazzled | ATK:-1; SKILL:-1 spot,search,perception | |
Deafened | ||
Entangled | ATK:-2; DEX:-4 | |
Evasion | Treated as having evasion. | |
Exhausted | DEX:-6; STR:-6 | |
Fascinated | SKILL:-4 spot,listen,perception | |
Fatigued | DEX:-2; STR:-2 | |
Frightened | ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2 | |
Grappled | GRANTCA | Combat advantage is only applied to actors who are not the source actor for the Grappled effect. |
Helpless | AC:-4 melee | Treated as having zero Dex for AC calculation |
Improved Evasion | Treated as having improved evasion. | |
Invisible | ATK:2; CA; TCONC | (T) |
Incorporeal | Corporeal attacks against actor have 50% miss chance. | |
Nauseated | ||
Panicked | ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2 | |
Paralyzed | AC:-4 melee | Treated as having zero Dex for AC calculation |
Petrified | AC:-4 melee | Treated as having zero Dex for AC calculation |
Pinned | GRANTCA, AC:-4 | In 3.5E, AC penalty excludes source actor. In PFRPG, applies to all. |
Prone | ATK:-4 melee; AC:-4 melee; AC:4 ranged | |
Rebuked | AC:-2 | |
Shaken | ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2 | |
Sickened | ATK:-2; DMG:-2; SAVE:-2; SKILL:-2; ABIL:-2 | |
Slowed | ATK:-1; AC:-1; REF:-1 | |
Stunned | AC:-2; GRANTCA | |
Turned | AC:-2 | |
Unconscious | AC:-4 melee | Treated as having zero Dex for AC calculation, Prone effect should be applied separately |
(T) = Effects can be targeted to only apply to conditions against certain opponents
...
Format: [tag]: [dice/number] [descriptors]
Case-sensitive
If colon missing, assume no dice, numerical modifier or descriptors.
Modifiers stack as long as their bonus type is blank or unique. If two modifiers have the same bonus type, only the larger value will be used.
When applying effects from PC sheet powers, bracketed ability tags ([STR],[DEX],...) can be added to the modifier dice and numerical portion to adjust by current PC attribute modifiers. The ability tags can be set to negative ([-INT]), half ([HWIS]) or double ([2CHA]).
Modifier | Value | Descriptors | Notes |
---|---|---|---|
Combat | |||
INIT | (D) | [bonus] | Initiative checks |
ATK | (D) | [bonus], [range], opportunity | (T), Attack rolls |
CC | (N) | [bonus] | (T), Critical confirmation rolls |
AC | (N) | [bonus], [range], opportunity | (T), Armor class defense |
CMB | (D) | [bonus], opportunity | (T), Combat maneuver rolls |
CMD | (N) | [bonus], opportunity | (T), Combat maneuver defense |
DMG | (D) | [bonus], [range], [damage type]* | (T), Damage rolls for weapons |
DMGS | (D) | [bonus], [range], [damage type]* | (T), Damage rolls for spells |
HEAL | (D) | - | Healing rolls |
SAVE | (N) | [bonus], [save] | (T), Saving throws |
CLC | (N) | (T), Caster level checks | |
Abilities | |||
ABIL | (D) | [bonus], [ability] | Ability checks |
STR | (N) | [bonus] | Strength modifier |
DEX | (N) | [bonus] | Dexterity modifier |
CON | (N) | [bonus] | Constitution modifier |
INT | (N) | [bonus] | Intelligence modifier |
WIS | (N) | [bonus] | Wisdom modifier |
CHA | (N) | [bonus] | Charisma modifier |
Damage | |||
DMGTYPE | (-) | [damage type]* | (T), Adds damage type to weapon damage rolls. |
DMGSTYPE | (-) | [damage type] | (T), Adds damage type to spell damage rolls. |
DMGO | (D) | [damage type]* | Damage (Ongoing) |
FHEAL | (D) | - | Fast Healing |
REGEN | (D) | [special] | Regeneration. Use and/or clause to specify damage types which can overcome regeneration. |
DR | (N) | [special], all | (T), Damage resistance. Use and/or clause to specify damage types which can overcome DR. |
IMMUNE | (-) | [damage type], all | (T), Immune to damage type. |
RESIST | (N) | [damage type], all | (T), Resistance to damage type. |
VULN | (N) | [damage type] | (T), Vulnerability to damage type. |
Situational | |||
CONC | (-) | [range]* | (T), Concealment |
TCONC | (-) | [range]* | (T), Concealment (Total) |
PCOVER | (-) | [range]* | (T), Cover (Partial) |
COVER | (-) | [range]* | (T), Cover |
SCOVER | (-) | [range]* | (T), Cover (Superior) |
Traits | |||
Construct traits | (-) | IMMUNE: nonlethal | Construct creature type. |
Swarm traits | (-) | - | Swarm creature type. Informational only. |
Undead traits | (-) | IMMUNE: nonlethal | Undead creature type. |
Misc | |||
NLVL | (N) | - | Negative levels. |
SKILL | (D) | [bonus], [skill], [ability] | Skill checks |
SPEED | (N) | [bonus] | Speed. Informational only. |
(D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
(T) = Effects can be targeted to only apply to modifiers against certain opponents
...
Examples: FAIL, AURA, ...
Unique format for each tag
Case-sensitive
Special Tag | Notes |
---|---|
IF: [condition OR conditional operator] | Ignores the remainder of the effect components within the effect label, unless the source actor has the specified condition. |
IFT: [condition OR conditional operator] | Ignores the remainder of the effect components within the effect label, unless the opposing actor has the specified condition. |
Info |
---|
When IFT is combined with another effect then this will only work for effects with a (T) in its notes except when it is an effect in the conditions table with which IFT will not work at all. |
Conditional Operators
Not case-sensitive
Operator | Notes |
---|---|
ALIGN ([alignment]) | If the creature indicated by the conditional effect has the given alignment, then this operator returns true. |
SIZE ([size]) | If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true. |
TYPE ([creature type]*) | If the creature indicated by the conditional effect has the given creature type, then this operator returns true. |
Healthy | If the conditional effect target has no wounds, then this operator returns true. |
Wounded | If the conditional effect target has any wounds, then this operator returns true. |
Bloodied | If the conditional effect target has wounds greater than or equal to half its hit points, then this operator returns true. |
CUSTOM () | Allows for testing user created conditions. The condition to be tested is added in brackets after the custom keyword. Thus the syntax would be IF: CUSTOM (condition) or IFT: CUSTOM (condition). If the 'condition' is present on the target (for IFT) or actor (for IF) then the function will return true. The 'condition' to be tested for is applied as the custom condition name only (essentially a label), it does not include the 'custom' keyword. For example: Apply the text 'Quarry' to a target and then check with 'IFT: CUSTOM (Quarry);' |
[alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
[size] = F, D, T, S, M, L, H, G, C, fine, diminutive, tiny, small, medium, large, huge, gargantuan, colossal
[creature type] = aberration, animal, construct, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, outsider, plant, undead, vermin, air, angel, aquatic, archon, augmented, chaotic, cold, demon, devil, earth, evil, extraplanar, fire, good, incorporeal, lawful, living construct, native, psionic, shapechanger, swarm, water, dwarf, elf, gnoll, gnome, goblinoid, halfling, human, orc, reptilian
* = Multiple entries of this descriptor type allowed.
...
When applying effects from the Actions tab of the PC sheet, special tags can be inserted to provide numerical bonuses based on the PC's current attributes.
PC tag | Notes |
---|---|
STR | PC Strength bonus |
BAB | PC base attack bonus |
DEX | PC Dexterity bonus |
CON | PC Constitution bonus |
INT | PC Intelligence bonus |
WIS | PC Wisdom bonus |
CHA | PC Charisma bonus |
LVL | PC total level |
CL | PC caster level of the respective spell class |
H[other tag] | Half of the other tag bonus |
X[other tag] | Multiply other tag by X where X is 2-9 Adds an arbitrary number X to other tag. Works only in effects which supports a number as bonus type. Beware the space between the X and [other tag]. |
-[other tag] | Negative the other tag bonus (including half and double) |
Examples
Good
ATK: 2 sacred
SAVE: 1
DMGO: 2d6
DMG: 1d6 cold
RESIST: 5 fire; RESIST: 5 cold
...
RESIST: 2 [WIS]
ATK: [-DEX]
DMG: 2d6+1 [CON]
More
Power Text | Effect Label | Other Effect Fields |
---|---|---|
+1 to next d20 roll | ATK:1; DMG:1; SKILL:1; ABIL:1; SAVE:1 | (Duration: 1)(Expend on Roll) |
+2 to your next attack and damage roll | ATK:2; DMG:2 | (Duration: 1)(Expend on Single Usage) |