Initiative Tracker
Character Init Conditions Gone?
Aker Cruven      
Eol Seregon      
Evo Shandor      
Grot Bloodtunneler      
Lyrin Sinbal      
Morak Beardfist      
Thoril Songsteel      
Valgen      
       
       
Age of Worms

Current Round

 

 

Blinded: -2 penalty to Armor Class, loses Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character.

Confused: A confused character's actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject's self ). A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Cowering: The character is frozen in fear and can take no actions. -2 penalty to Armor Class and lose Dexterity bonus (if any)

Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round.

Dazzled: The creature is unable to see well because of overstimulation of the eyes. -1 penalty on attack rolls, Search checks, and Spot checks

Deafened: -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components

Entangled: Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell's level) or lose the spell.

Exhausted: Move at half speed, -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.

Fascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. 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.

Fatigued: Can neither run nor charge, -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Flat-Footed: A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.

Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Invisible: +2 bonus on attack rolls against sighted opponents, and ignore opponents' Dexterity bonuses to AC (if any)

Nauseated: Unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Prone: -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an AoO.

Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks

Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks

Staggered: A character whose nonlethal damage exactly equals his current hit points is staggered. A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions).

Stunned: Drops everything held, can't take actions, -2 penalty to AC, and lose Dexterity bonus to AC (if any)

Standard ActionAoO1
Attack (melee)No
Attack (ranged)Yes
Attack (unarmed)Yes
Activate a magic item other than a potion or oilNo
Aid anotherMaybe2
Bull rushNo
Cast a spell (1 standard action casting time)Yes
Concentrate to maintain an active spellNo
Dismiss a spellNo
Draw a hidden weapon (see Sleight of Hand skill)No
Drink a potion or apply an oilYes
Escape a grappleNo
FeintNo
Light a torch with a tindertwigYes
Lower spell resistanceNo
Make a dying friend stable (see Heal skill)Yes
OverrunNo
Read a scrollYes
Ready (triggers a standard action)No
Sunder a weapon (attack)Yes
Sunder an object (attack)Maybe3
Total defenseNo
Turn or rebuke undeadNo
Use extraordinary abilityNo
Use skill that takes 1 actionUsually
Use spell-like abilityYes
Use supernatural abilityNo

No ActionAoO1
DelayNo
5-foot stepNo

Action Type VariesAoO1
Disarm7Yes
Grapple7Yes
Trip an opponent7No
Use feat8Varies

Full-Round ActionAoO1
Full attackNo
Charge5No
Deliver coup de graceYes
Escape from a netYes
Extinguish flamesNo
Light a torchYes
Load a heavy or repeating crossbowYes
Lock or unlock weapon in locked gauntletYes
Prepare to throw splash weaponYes
RunYes
Use skill that takes 1 roundUsually
Use touch spell on up to six friendsYes
Withdraw5No

Move ActionAoO1
MoveYes
Control a frightened mountYes
Direct or redirect an active spellNo
Draw a weapon4No
Load a hand crossbow or light crossbowYes
Open or close a doorNo
Mount a horse or dismountNo
Move a heavy objectYes
Pick up an itemYes
Sheathe a weaponYes
Stand up from proneYes
Ready or loose a shield4No
Retrieve a stored itemYes

Free ActionAoO1
Cast a quickened spellNo
Cease concentration on a spellNo
Drop an itemNo
Drop to the floorNo
Prepare spell components to cast a spell6No
SpeakNo

1 Regardless of the action, if you move out of a threatened square, you usually provoke an AoO. This column indicates whether the action itself, not moving, provokes an AoO.
2 If you aid someone performing an action that would normally provoke an AoO, then the act of aiding another provokes an AoO as well.
3 If the object is being held, carried, or worn by a creature, yes. If not, no.
4 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two- Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
5 May be taken as a standard action if you are limited to taking only a single action in a round.
6 Unless the component is an extremely large or awkward item.
7 These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full attack action, or even as an AoO.
8 The description of a feat defines its effect.