Removing Conditions?


Running the Game

Shadow Lodge

Had some centipedes inflict the sluggish condition on a PC, and realized I have no idea how long it takes that to go away naturally - sluggish doesn't specify (unlike, for example, sick) and if there are general rules for removing conditions I haven't found them. All I know is that it doesn't automatically end when the PC makes a save against poison.

Any help?

EDIT: Oh, I found a note in the affliction saying sluggish (1 round) - that means that the condition lasts 1 round from when it was acquired?


Weirdo wrote:
EDIT: Oh, I found a note in the affliction saying sluggish (1 round) - that means that the condition lasts 1 round from when it was acquired?

That's probably the affliction stage interval, not the condition duration.

page 325, Stages wrote:

An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.

At the end of a stage’s interval, you must attempt a new saving throw. [...]

I'm not sure how conditions go away, other than agreeing with you that conditions can outlive the afflictions that cause them.

Shadow Lodge

You're right, that is the interval.


If you read the rest of the Stages section on page 325, it mentions that making the new saving throw reduces the affliction value and if it is reduced to zero it goes away.

Shadow Lodge

That's for ending an affliction, not for removing conditions applied by an infliction. Relevant text:

Quote:

Stages

An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.

At the end of a stage’s interval, you must attempt a new saving throw. On a success, you reduce the stage by 1 and take the effects of that stage again. On a critical success, you reduce the stage by 2. If the affliction’s stage is ever reduced to lower than stage 1, the affliction ends and you don’t need to attempt further saves unless you’re exposed to the affliction again.

On a failure, the stage increases by 1, and on a critical failure its stage increases by 2. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.

Conditions from Afflictions

An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition.

Alternatively, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.


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Here is what I have found:


  • Page 324 - sluggish always includes a value which determines the penalty applied to various checks.
  • Page 306 - Some conditions decrease at the end of each of your turns. But sluggish is not listed as one of them. and it doesn't appear that the sluggish condition on page 324 says that it does so either.
  • Page 332 - Regular 8 hour rest will reduce drained by 1 and remove fatigued. But again nothing about sluggish.
  • Page 334 - Long term rest will remove all damage and conditions other than a few that are specifically listed.

So it looks like long term rest is your answer.

Which seems rather harsh.

Shadow Lodge

That sounds like a reasonable reading of the rules. So far, the party has been doing a day of full bed rest per adventuring day anyway. It may become more onerous with different adventure design.

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