Cloistered
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Condition Severity: Weak
You have been shifted slightly out of phase with the Prime Material plane.
Effects
- The first action you take each round which includes dealing hit point damage to one or more enemies automatically fails, and any secondary effects it might include also fail to occur.
- You can still perform any actions which do not deal hit point damage, and any attacks after the first are resolved normally.
- Attacks where the damage element is optional can also be used, as long as you declare you are not dealing damage.
- The first attack made against you each round automatically fails with no effect, whether it hits or misses, even if it normally has some effect if on a miss, or includes a non-damaging effect.
Ended By
If the ability, trap, or effect description includes specific directions for how the condition is ended, then that is the primary means of ending this condition. In many cases, it is the only way to end the condition. If nothing is specifically listed for ending the condition, then the following methods can be used to end it, instead:
- You can spend a standard action to will yourself back into reality, ending the cloistered condition.
- You can spend a move action to attempt an Escape Artist check against the Maneuver Defense of the creature who inflicted this status. If there is no creature involved, the target is a challenging DC based on the CR (challenge rating) of the effect. If you succeed on the attempt, you shake off the condition. If you fail the attempt, the condition persists. You may not make more than one Escape Artist attempt per round (though you may do so with an action point that grants (at least) a move action).
- If not cleared, cloistered automatically ends at the end of the encounter.