Disoriented
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Condition Severity: Moderate
The ground tilts and rocks beneath you, and you are seeing double.
Effects
- You treat all targets as having total concealment against your attacks (attacks automatically miss on a natural result of a 12 or less on the d20), though you can still perceive the space in which they are located.
- All skill checks you perform (including Concentration checks and Combat Maneuvers) also automatically fail on a natural result of 12 or less on the d20.
- Spells or abilities that affect an area (e.g., Fireball) may not be manipulated to exclude targets in their area of effect, such as through the use of the Selective feat, while you are under the effects of this condition.
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:
- As a full round action, you can hold your head in your hands and wait for the room to stop spinning, immediately ending the disoriented condition.
- You can spend a standard 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 check, you shake off the condition. If you fail the check, the standard action is expended, and cannot be used as part of the full round action needed to shake off the condition naturally. You may retry this as often as you like, as long as you have sufficient actions to do so.
- If not cleared, disoriented automatically ends at the end of the encounter.
Array
- Unsteady → Disoriented → Dazed