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Fading



A fading creature has Conditional Damage exceeding their current HP or has been reduced to 0 or less HP. They are Slowed 1 and Staggered 2 and are taking 1d6 nonlethal bleed in Persistent Damage. If also unconscious, they cannot awaken until their current hit points rise above their current nonlethal damage.

When damaged, even by persistent damage, a fading creature must immediately make a Fortitude saving throw: DC10 + absolute value of their negative HP (or 0 if not in the negatives) + 2 per round they've had this condition + 1/2 damage taken (after resistances).

A creature with 0 hit points or nonlethal damage equal to or greater than their current hit points gains the fading condition. A fading creature is:
Slowed
Staggered.

A fading creature that is conscious or at 0 hit points must make a Fortitude saving throw against DC10 + 2 per round they've had this condition or fall unconscious. If they critically fail this save or fail this save while already unconscious and at 0 hit points, they die. A fading creature that is unconscious cannot awaken until their hit points are restored to 1 or more above their current nonlethal damage.

If dealt lethal damage while Fading, a creature must make a Fortitude saving throw DC10 + 1/2 damage taken or die. If dealt nonlethal damage, they make the same save but fall unconscious instead of dying.

A creature can only have an amount of nonlethal damage up to their maximum hit point pool. Any additional nonlethal damage beyond this amount is always taken as lethal damage.