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Compelled




A compelled creature can act normally so long as they obey the instructions given to them. Each round they try to disobey or subvert these instructions (as determined by the GM), they must make a Will save against the effect DC.
Using the Resist action to resist a compulsion counts as violating the compulsion unless the effect has the incapacitation type.

A compelled creature is not aware they are being controlled while it's happening but may be able to figure out what happened afterwards.

If compelled to harm themselves or allies, the incapacitation type is added to the effect for the remainder of its duration or until the command is rescinded (whichever occurs first).

Compelling a creature to do something contrary to their nature (such as telling a greedy person to give up money or kind person to be cruel) grants them them a +5 bonus to theirs saves against the compulsion. Conversely, compelling them to do something they already want to do imposes a -5 penalty. The GM interprets and determines these modifiers, based on a character's alignment, motivations, aspirations, reputations, secrets, and influences.

For example, a lawful paladin told to restrain his allies wouldn't necessarily get a bonus to their saving throws, as arresting people is something he would likely do. However, executing a foe without a fair trial may be against their code of honor, so being told to kill allies would grant them a bonus to resist the command.