GM Toothy's Wrath of the Righteous (Inactive)

Game Master Sir Longears

HP, Sanity and Conditions:
Darrien - 17/22 - Grazed (-0*) | Sanity 31/33 (2 thd) |
Edril - 15/15 - Healthy (-0) | Sanity 35/38 (3 thd) |
Finja - 5/20 - Critical (-3) | Sanity 31/32 (2 thd) |
Ivanna - 9/17 - Grazed (-0*) | Sanity 36/36 (3 thd) |
Jiao Feng - (-1)/22 - Critical (-3) | Sanity 33/33 (2 thd) | disabled
Matheus Critchton - 16/16 - Healthy (-0) | Sanity 36/36 (3 thd) | (1 Str dmg)
___________________________
NPCs

Anevia 17/17 - Healthy (-0)
Aravashnial 35/35 - Healthy (-0)
Horgus 18/18 - Healthy (-0)
Isa 2/2 - Healthy (-0)

Battle Map


Levels of Fear:

The following system expands the various states of fear into seven levels, divided into two groups (lesser fear and greater fear). The three levels of lesser fear—spooked, shaken, and scared—cause you to take penalties, but you are still ultimately in control. The four levels of greater fear—frightened, panicked, terrified, and horrified—cause you to progressively lose control of your character.

When you are subject to a fear effect whose level exceeds your current fear level, your fear level increases to that level. If you are subject to a fear effect of a level equal to or lower than your current fear level, your fear level usually increases by one.

However, multiple lesser fear effects can’t force you to progress from a lesser fear level to a greater one. If you are scared and are subject to an additional lesser fear effect, you are staggered for 1 round, rather than becoming frightened. You can, however, accept the frightened condition rather than be staggered while scared if you prefer (such as if you actually want to run away).

Lesser Fear

Fear begins as a shiver down your spine, but soon grows.

1. Spooked: The nature of your surroundings or events that you have witnessed makes you uneasy. You take a –2 penalty on saving throws against fear effects and on Perception checks, as your mind conjures potential horrors in every shadow. However, you are ready to face danger, and gain a +1 circumstance bonus on initiative checks.

2. Shaken: Fear has taken hold of you and you are no longer thinking or acting clearly. You take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

3. Scared: You are noticeably afraid, jumping at shadows and easily panicked by odd sights and unexplained noises. You take all of the penalties of the shaken condition, except the penalty on saves against fear effects becomes –4. In addition, if being subject to a lesser fear effect would increase your fear level, you are staggered for 1 round instead.

Greater Fear

At these levels, your fear begins to overwhelm you.

4. Frightened: You are so afraid that you must flee from the source of your fear. On your turn, you must move away from any source of fear you perceive. Once you can no longer perceive any source of fear, you can act as normal, but you still take all the penalties of the shaken condition. You can use special abilities, such as spells and equipment, to flee and must resort to such abilities if they seem like the only way to escape. If you flee from the source of your fear and it later reappears while you are still frightened, you must immediately begin fleeing again. If unable to flee, you can fight.

5. Panicked: This functions as the frightened condition, but you drop anything held whenever you are forced to flee and you flee in a random direction. In addition, you treat all sources of danger as fear sources and must flee from them as well. If unable to flee, you cower in fear.

6. Terrified: This functions as panicked, but you do not treat any other character as an ally and thus must attempt saving throws against spells that allow them, even if the spells are beneficial. If unable to flee, you cower in fear. In addition, once you have fled from fear, you do not act as normal. Instead, each round you roll on the following table to determine your course of action.
d%_____Result
1–25___Continue to flee, moving away from any known source of danger.
26–50__Find a place nearby to hide, using Stealth as normal. You do nothing until you are discovered (and forced to run again) or you are no longer terrified.
51–75__Lash out at the nearest creature, even an ally, attacking it with whatever weapon is available.
76–100_Do nothing. If you get this result in two consecutive rounds, you no longer need to roll on this chart starting on the third round and can act as normal unless you encounter a source of fear or danger, in which case you are still terrified and act accordingly.

7. Horrified: You are transfixed with fear and can take no actions. You take a –2 penalty to your AC, are flat-footed (even if you normally cannot be), and are considered helpless.

Fear Duration

Using this system can make the tracking of your overall fear level a bit more complicated. Track each fear effect separately, evaluating your current fear level whenever an effect is added or removed, starting with the most severe effect and adding levels on top of that for each new effect. Remember that lesser fear effects cannot add up to a greater fear effect, regardless of their number, and the staggered condition that can result from being scared and then suffering another lesser fear effect applies at the moment when the new fear effect begins (not when it expires).

Fear Immunity
A number of creatures and characters are immune to fear.
While that is fine for most fantasy adventure campaigns, it can prove problematic for horror-themed campaigns. GMs running such games should consider changing fear immunity to a form of resistance. Creatures and characters with fear resistance track their fear levels as normal, but they take the penalties of the fear level two steps lower than their actual level (thus, they suffer no effect at all unless they are at least scared). Furthermore, effects that normally cause a character to become spooked or shaken don’t increase such a character’s fear to a higher level.

Wound Threshold:

This rules variant uses three special conditions that apply automatically when a character reaches the corresponding wound thresholds: grazed, wounded, and critical. These conditions are not cumulative—only the most severe one applies at a given time. The disabled and staggered conditions have the same effects as in the core rules, but apply to a wider range of hit point totals, as described below. Unlike grazed, wounded, and critical, the disabled and staggered conditions stack, so a character who is disabled or staggered is still critical as well.

Healthy: A character above her grazed threshold (3/4 of her maximum hit points) is healthy, applying no special modifiers. The character doesn’t gain a condition in this state.

Grazed: A character above her wounded threshold (1/2 of her maximum hit points) but at or below 3/4 of her maximum hit points is grazed. She takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Wounded: A character above her critical threshold (1/4 of her maximum hit points) but at or below 1/2 of her maximum hit points is wounded. She takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Critical: A character at or below 1/4 of her maximum hit points is in critical condition. She takes a –3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Disabled: A character with a Constitution score of 12 or higher who is at or below 0 hit points is disabled until she falls below a number of hit points equal to the negative of her Constitution modifier. For example, a character with a Constitution score of 18 would be disabled from 0 to –4 hit points and unconscious at –5 hit points. A character with a Constitution score of 11 or lower is disabled only while she has exactly 0 hit points.

Staggered: Instead of being staggered only when their amount of nonlethal damage equals their remaining hit points, characters using this system continue to be staggered from that point until their nonlethal damage exceeds their current hit points by an amount greater than their Constitution bonus, at which point they fall unconscious. A character with a Constitution score of 11 or lower is staggered only when her nonlethal damage exactly equals her current hit point total.

Caster Level Penalties
The penalty to caster level from the grazed, wounded, or critical condition can make it so an injured spellcaster is unable to cast the highest levels of spells she would normally be able to. However, it doesn’t cause her to lose any prepared spells or spell slots. The penalty to caster level also reduces her bonus on concentration checks and lowers the range, duration, and effectiveness of her spells. The penalty can’t make her effective caster level lower than 1.