PFRPG2 Effects

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*** WHOLE PAGE UNDER CONSTRUCTION ***

This page is currently a copy of the 3.5E/Pathfinder Effects page. It is slowly being modified as the relevant changes are made to the PFRPG2 ruleset.

Entries with ++ indicate a new or modified entry for PFRPG2. The ++ is not part of effect coding.

Many of these effects will not currently work correctly for the PFRPG2 (Pathfinder Playtest) rules. They may also change from one release of the ruleset to another.


See the Effects topic for basic effects information.

Using Effect Features in Your Game

Effects in the PFRPG2 ruleset can be very complex, once you decide to take advantage of all of the functionality available. Many features provided in this section can be handled manually by calculations done by the players and GM, just like sitting around the gaming table. It is recommended that you slowly add effect capabilities to your game until the comfort level of you and your players has been reached.

While effects can be entered manually, the effects system was also designed to pull the effect information directly from the ability or spell description text by parsing the words. Just provide the description text from the rulebooks directly into an ability or spell entry on the Actions tab of the character sheet, or drop the abilities and spells from your own data modules.

The effect system was built to handle 80-90% of the rules available in the game system (including automatic parsing of effects from ability and spell description text). PFRPG2 can be a very complex game, as it is built using exception-based game design principles. The primary focus of the effects system is to support the abilities and spells in the core rulebooks. There will be some powers and effects that will not be able to be represented in the current version of the ruleset.

Campaign Effects

In addition to the effect text field and visibility fields, the PFRPG2 ruleset adds an effect expenditure toggle button and duration fields. The effect text field can contain one or more modifiers or conditions that adjust rolls made by that CT actor.

  • Expenditure: By default, an effect is applied to all future rolls until the duration expires. The expenditure button can be toggled to Action, Roll or Singles as well. If set to Action, the effect will be applied to the next relevant action (set of rolls)(i.e. area of effect attack rolls as a set). If set to Roll, the effect will be applied to the next relevant single roll. If set to Singles, each component of the effect will be applied once when relevant, then removed. (See below for effect label components.)
  • Duration: The duration consists of two fields indicating a numerical value and a unit period (round, minute, hour, day). If the numerical duration is zero (or empty), then the effect does not expire.

Combat Tracker

When an effect is applied to an actor in the combat tracker, in addition to the fields added in Campaign Effects, a few additional fields have been added.

  • Active State: By default, an effect is set to always be active (i.e. On). The active state can be toggled to Skip or Off. If set to Skip, the next application of the effect will be skipped, and then the effect will be set to On again. If set to Off, the effect will no longer be applied to rolls, but will remain in the CT.
  • Duration: When the main duration field is set to Start/End Turn values, an additional field will be shown to track the initiative number when the duration should start/end.
  • Applied By: The active actor will be used as the source actor of an effect, and shown in the lower right of the effect entry. If no actor is active, then this field is hidden. To set the source actor of an effect, drag the name field of a CT actor onto the label field of a CT effect entry. The source is usually just informational, but may occasionally be used to support advanced effects (such as Marked). Click on the Applied By field to clear the source actor.
  • Targets: By default, effects are applied to relevant rolls for all targets. However, some effect components can be targeted (such as attack and damage modifiers). A targeting button is shown next to each effect entry, and can be dragged onto a CT entry or CT-linked token to specify that the effect is targeted to a specific actor or set of actors. Additional options to target all allies or enemies are available by right-clicking on the targeting button. The Targets field is hidden unless targets are defined. Click on the Targets field to clear the targets.

Effect Text Field Features

In the PFRPG2 ruleset, conditions and modifiers can be embedded into the effect text field in order to modify rolls made by the actor.

Each description, condition or modifier needs to be separated by a semi-colon within the effect text field, and these are called effect components. Effect components that do not start with a modifier tag or a condition tag are treated as descriptive text only.

Conditions

  • Not case-sensitive.
  • Do not stack
Condition Value Modifiers Applied (pseudo effects) Notes
Actions
Climbing (-) Flat-footed Not flat-footed if the climbing creature has a climb speed.
Combat Advantage
CA (-) (T), When attacking, actor treats defender as flat-footed.
GRANTCA (-) (T), Actor is considered flat-footed when attacked.
Basic Conditions
Accelerated (N) [movement type] Information only - [movement type] speed increases by (N) feet.
Asleep (-) Blinded; Flat-footed; Prone; AC: -4 conditional; SKILL: -4 conditional, perception Taking damage ends this condition.
Blinded (-) Flat-footed; SKILL: -4 conditional, perception All creatures and objects unseen unless target of a successful Seek action. Treat all terrain as difficult terrain. Immune to visual effects. Overrides dazzled.
Broken (-) Affects objects.
Concealed (-) DC 5 flat check to target concealed creature with attack or spell that doesn't have an area effect.
Confused (-) Information only - attack most recent creature to attack you since your last turn, or manually roll 1d4 to determine activity for this round.
Dazzled (-) All creatures and objects are concealed from you
Dead (-)
Deafened (-) -2 Perception for Initiative checks. Automatically fail/critically fail perception checks based on sound, otherwise -2 to perception checks that involve sounds and other senses.
Drained (N) ABIL: -(N) constitution, conditional; SKILL: -(N) constitution, conditional; SAVE: -(N) fortitude, conditional Manually apply (N)*level HP loss and reduction in max HP. Reduce Drained level by 1 when gaining the benefits of proper rest (once per 24 hour period).
Dying (N) Dying: 4 = dead. Lose the dying condition when return to 1 or more Hit Points.
Encumbered (-) SPEED: -10; ACP: increased by 2 or = -2 if unarmored.
Enervated (N) PROF: -1*(N) conditional PROF penalty cannot exceed level. Treat current level as (N) levels less (minimum 1). Fort save every day to reduce level by 1 (2 on crit success).
Enfeebled (N) ATK: -(N) conditional;ABIL: -(N) conditional, strength;SKILL: -(N) conditional, strength; DMG: (N) conditional?? Take a conditional penalty equal to the enfeebled value on attack rolls, damage rolls, and Strength-based checks.
Entangled (-) Hampered: 10
Fascinated (-) SKILL:-2 conditional Can’t use actions, activities, free actions, or reactions with the concentrate trait unless they or their intended consequences are related to the subject of the fascination.
Fatigued (N) Hampered: 5; AC: -(N) conditional; SAVE: -(N) conditional; Each action you use during an encounter increases the penalty by 1 until the start of your next turn - currently handle manually. Recover with a full night's rest.
Flat-footed (-) AC: -2 circumstance
Fleeing (-) Informational only.
Friendly (-) Informational only. Handle +2 circumstance bonus to Lie, to Make an Impression on, or Request things from a friendly creature manually.
Frightened (N) SKILL: -(N) conditional; ABIL: -(N) conditional; AC: -(N) conditional; SAVE: -(N) conditional; DC: -(N) conditional Reduce level by 1 at the end of the frightened creature's turn - handle manually (for now).
Grabbed (-) Immobile; Flat-footed Manual: If you attempt a manipulate action, activity, free action, or reaction while grabbed, you must succeed at a DC 5 flat check or it is lost.
Hampered (N) [movement type] Information only - [movement type] speed reduced by (N) feet.
Helpful (-) Informational only. Handle +4 circumstance bonus to Deceptions checks to Lie to the helpful creature manually.
Hostile (-) Informational only. Handle -4 penalty to Make an Impression and Lie actions against the hostile creature manually.
Immobile (-) Can’t use any action, activity, free action, or reaction that has the move trait. Handle DC checks for external force moving immobile creature manually.
Indifferent (-) Informational only. Assume creature is Indifferent unless specified otherwise.
Paralyzed (-) Flat-footed Can’t act except to Recall Knowledge and act in other ways that require only the use of your mind.
Persistent Damage (N) PERS: (N) [damage type] See PERS modifier effect.
Petrified (-) Blinded, Deafened Can't act. Manually handle any damage (dents) done to creature while paralyzed.
Prone (-) ATK:-2 circumstance; AC:-2 melee circumstance; AC:1 ranged circumstance Flat-footed vs. melee attacks - handled using AC:-2 melee circumstance.
Quick (-) Gain one additional action - Handle manually.
Restrained (-) Immobile; Flat-footed Can’t do anything with the attack or manipulate traits except Break Grapple or Escape - handle manually. Overrides grabbed.
Sensed (-) CA (T) Creature who has sensed you is flat-footed to you. Can target you with a Strike or another action that targets individuals, though it must succeed at a DC 11 flat check or the action fails to affect you. TODO - targetable only or can be general? Is CA good enough?
Sick (N) SKILL: -(N) conditional; ABIL: -(N) conditional; AC: -(N) conditional; SAVE: -(N) conditional; DC: -(N) conditional You can spend an action retching in an attempt to recover - Fort save vs. effect DC.
Slowed (N) Handle manually: Regain (N) less actions at the start of turn. Can't use ready action.
Sluggish (N) AC: -(N) conditional;ATK: -(N) conditional;SAVE: -(N) conditional, reflex;ABIL: -(N) conditional, dexterity;SKILL: -(N) conditional, dexterity; When you are sluggish, you take a conditional penalty to AC, attack rolls, Dexterity-based checks, and Reflex saves equal to the condition’s value.
Stunned (-) Can’t act.
Stupefied (N) SPELLROLLS: -(N) conditional ; DC: -(N) conditional ; INT: -2*(N) conditional; WIS: -2*(N) conditional; CHA: -2*(N) conditional; Need to handle SPELLROLLS. Spells disrupted if attempting to cast while stupefied - unless save vs effect DC.
Unconscious (-) Blinded; Deafened; Flat-footed; AC:-4 conditional Prone effect should be applied separately. Recovery saving throw at the start of the creature's turn.
Unfriendly (-) Informational only. Handle -2 circumstance bonus to Lie to or to Make an Impression on, an unfriendly creature manually.
Unseen (-) CA (T) Unseen creatures can't be targeted. Use a Seek action to try to change unseen to sensed - handle manually. TODO - effect targetable only or can be general? Is CA good enough?
Wounded (N) New with v1.3 update. If Wounded and gain Dying (or increase Dying level) add Wounded value.

(T) = Effects can be targeted to only apply to conditions against certain opponents.
(N) = Condition has a numerical value - format <condition name>:<value> e.g. "Enervated: 1" Note: Cannot be used with Conditional (IF/IFT) effects.

Modifiers

  • 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 (N) ++ [bonus] Initiative checks ++ Note: Dice based modifiers removed in first implementation for PFRPG2
ATK (N) ++ [bonus], [range], opportunity (T), Attack rolls ++ Note: Dice based modifiers removed in first implementation for PFRPG2
AC (N) [bonus], [range], opportunity (T), Armor class defense
DMG (D) [bonus], [range], [damage type]* (T), Damage rolls
DMGS ++ (D) [bonus], [range], [damage type]* (T), Spell Damage rolls (where damage action set as "Spell Dmg?" = "Yes").
HEAL (D) - Healing rolls. PFRPG2 - no change from original PF action rules - uses HEAL effect and ability modifier. What other conditions/effects could impact a Heal action?
SAVE (N) [bonus], [save], [trait]++ Saving throws. ++ Trait matching experimental.
DC ++ (N) [bonus] Modifies base DC for a cast/save action.
CLC (N) Caster level checks
Abilities
ABIL (N) ++ [bonus], [ability] Ability checks ++ Note: Dice based modifiers removed in first implementation for PFRPG2
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] Adds damage type to all damage rolls.
DMGSTYPE ++ (-) [damage type] Adds damage type to spell damage rolls (where damage action set as "Spell Dmg?" = "Yes").
DMGO++ (D) [damage type]* Damage (Ongoing) - applied at the end of a turn.++
PERS++ (D) [damage type]* Persistent damage (Ongoing) - applied at the end of a turn. Manually handle the flat check for expiry.
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.++ Not used in PFRPG2
IMMUNE (-) [damage type], all (T), Immune to damage type or all damage (if "all" specified).
.
RESIST (N) [damage type], all (T), Resistance to damage type.
Assumes all if no [damage type] descriptor. ++NOTE: Exceptions not currently operational.
WEAK++ (N) [damage type] (T), Weakness to a specific damage type.
Damage type of "all" is not supported.
VULN++ (N) [damage type], all (T), Vulnerability to damage type.
Assumes all if no [damage type] descriptor.
++ Not used in PFRPG2
Situational
CONC (-) [range]* (T), Concealment
(Attacks must pass DC 5 flat check to affect the target.)
SENSED ++ (-) [range]* (T), Target is barely perceptible
(Attacks must pass DC 11 flat check to affect the target.)
SCREENED ++ (-) [range]* (T), Screened
(AC: 1 circumstance)
COVER ++ (-) [range]* (T), Cover
(AC: 2 circumstance; SAVE: 2 reflex, circumstance, area) TODO - best way to determine the save is vs. an area effect?
TCOVER ++ (-) [range]* (T), Taken Cover
(AC: 4 circumstance; SAVE: 2 reflex, circumstance, area) TODO - best way to determine the save is vs. an area effect?
Traits
Construct traits (-) IMMUNE: nonlethal Construct creature type.
Swarm traits (-) - Swarm creature type. Informational only.
Undead traits (-) IMMUNE: nonlethal Undead creature type.
Misc
PROF ++ (N) [bonus] Applies a proficiency modifier to relevant actions.
SKILL (N) ++ [bonus], [skill], [ability] Skill checks. ++ Note: Dice based modifiers removed in first implementation for PFRPG2
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

[bonus] = circumstance, conditional, item. ++ bonus types changed for PFRPG2
[range] = melee, ranged
[damage type] = acid, cold, electricity, fire, sonic, force, negative, positive, adamantine, bludgeoning, cold iron, epic, magic, piercing, silver, slashing, chaotic, evil, good, lawful, nonlethal, spell, critical, precision, poison, mental, area, splash, bleed++

++Note - damage types of physical, magical (and by extension, nonmagical = (not)magical) are determined at run time. Physical damage is determined if bludgeoning, piercing or slashing is part of the individual damage entry. Magical is determined if magic, magical or spell is already part of the damage type - nonmagical is set if magical isn't present.

[ability name] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill name] = any skill name in lowercase
[save] = fortitude, reflex or will. Leave blank for all.
[trait] - currently used only for saves. Adds a trait filter for saves - this can be any trait that could be attached to a spell/save action. For example: trap, poison, negative, necromancy, arcane, etc.. There is a special "magic" trait that is auto added to saves that contain a magic tradition trait (arcane, divine, occult or primal) or a spell school trait - this caters for saves vs. "magic".
* = Multiple entries of this descriptor type allowed.

Special Components

  • 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.

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.
Neutral is assumed for creatures where not specified.
True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically.
SIZE ([size])
SIZE ([>= OR <= OR > OR < OR =][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.
Medium size is assumed for creatures where not specified.
TYPE ([creature type]*) If the creature indicated by the conditional effect has the given creature type, then this operator returns true.
The humanoid creature type is assumed for creatures where not specified, and for PCs.
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.

PC Specific Notes

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
DEX PC Dexterity bonus
CON PC Constitution bonus
INT PC Intelligence bonus
WIS PC Wisdom bonus
CHA PC Charisma bonus
LVL PC total level
H[other tag] Half of the other tag bonus
2[other tag] Double the other tag bonus
-[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

Bad

  • RESIST: 5 fire,cold

PC Sheet

  • 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)