PDA

View Full Version : Pathfinder Confusion redesign



Vovix
2014-04-15, 07:40 PM
I decided to dig up my old Confusion redesign.I didn't like Pathfinder's implementation of Confusion. There's only 4 possibilities, one of which is no confusion, one is doing nothing, and the other two are simply attacking or taking damage. I see a Confused character as acting completely erratic, not just hitting nearby things. I've made a Confusion table that includes more possibilities for the confused character(wizards casting spells, monks grappling, using items), and overall more erratic and unpredictable behavior.

All rules of default Confusion apply unless directly contradicted by these:

Roll twice each round, once to determine the confused creature’s behavior and once to determine the creature’s mode of speech for the round.


d%
Behavior


1–10
Act normally(-10% on the speech roll)


11–20
Do nothing(-5% on the speech roll)


21–35
Move erratically


36–50
Use random item(in gear or within reach)


51–60
Attempt a random combat maneuver against random target(not self)


61–75
Use random active ability on random valid target(including self)


76–90
Attack random target within reach with equipped weapon


91–100
Assault random target(not self) with maximum power





d%
Speech


1–25
Speak freely


26–50
Remain silent(can still cast spells)


51–75
Random nonsense


76–100
Gibberish




Every round, the confused creature may make a Will saving throw to gain a small degree of control over his actions. A successful save allows the target to roll twice for any ONE random choice and choose one of the two results. For every 2 points by which the DC is exceeded, an additional roll may be made, for the same or a different choice.

Move erratically: Roll a d8 to choose a direction to move and move 1d6 spaces in that direction. Repeat until a full double move action is expended. Obviously suicidal movement(such as walking off a cliff) is ignored. The Will save to gain control is used differently. If the save is successful and for every 2 points by which the save DC is exceeded, the result of either die may be adjusted by 1.

Use random item: If no hands are free to use the item, hands are freed by dropping held items as necessary.

Attempt a random combat maneuver: Choose randomly from:grapple,trip,disarm,sunder,bull rush. Increase each maneuver’s weight by 1 for every feat specializing in that maneuver you possess and by 1 if you possess a racial bonus on that maneuver.

Attack random target with equipped weapon: If there are no reachable targets, move as close as possible to the nearest one.

Assault random target with maximum power: Choose a target first, then choose from attacks that can target it. If there are any modifiers that can be used that can increase the damage or power of the attack(Ex: Power Attack,Vital Strike,Barbarian Rage,Sneak attack, wielding weapon in two hands,metamagic rods), they must be used.

Clarifications:

Item usage:


Weapon
Wield,sheathe if already in hand


Consumable(potion, food,alchemical substance)
Eat or drink


Text(book,nonmagical scroll, note)
Read


Thrown item(splash weapons, caltrops)
Throw 1d6 squares in a random direction


Clothing,armor and jewelry
Put on,take off if already worn


Activatable magic item(wand,scroll,Horn of Blasting)
Activate(if a target is required choose one randomly)


Miscellaneous(Climbing kit,chalk,bucket)
Use for primary intended purpose


Several categories(Ring of Force Fangs,splash potions,Bread of Blasting)
Randomly choose one of the possible uses





Melee attack target priority: If any targets are within reach, choose one of them. If no targets are in reach, choose from the ones that can be reached with a single move. If no targets are within single move distance, choose one within charge distance.

Ranged attack target priority: First look for targets within one range increment, then increase range by one increment at a time until a valid target is found.

A note on targeting objects: objects are considered valid targets for attacks, attack spells and spells that specifically target objects.

Definitions:

Active ability: This is any spell, class ability or feat that requires an action to use(Examples:Lay on Hands, Whirlwind Attack, Cleave, Bardic Performance,Barbarian Rage,Resiliency,Intimindating Glare,Touch of Law,Channel Energy,Smite Evil) Feats or class abilities that are used as part of an attack, such as Power Attack, are not considered active abilities.

Attack with maximum power: Use best judgement to choose an attack,active ability or item that will result in maximum damage or harm to the target. If possible, try to base the decision on the character’s judngement(for example, a pyromaniac wizard is likely to consider a Fireball to be more powerful than a Cone of Cold)