Conditions

Conditions

 

  • Bleed – A creature that is bleeding takes the amount of damage listed at the beginning of its turn. Bleeding can be stopped by a DC 10 Survival check or through the application of any spell that cures hit point damage
  • Blinded – The character cannot see. They take a -2 penalty to Armor Class, lose their Dexterity bonus to AC (if any), and moves at half speed. Any target they attack gets a 50% chance to dodge the attack.
  • Confused – A Confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A Confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a Confused character. Any Confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still Confused when its turn comes.
  • Cower – The character is frozen in fear and can take no actions. A Cowering character takes a -2 penalty to Armor Class and loses their Dexterity bonus (if any).
  • Dazed – The character or creature loses one action.
  • Dead – A character or creature below -10 hit points.
  • Deafened – A Deafened character cannot hear. They take a -4 penalty on initiative checks, have a 50% chance of failure of Awareness checks, and a 20% chance of spell failure when casting spells. Characters who remain Deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
  • Disabled – A character or creature at or below zero (0) hit points. No actions, communication, or movement allowed.
  • Distracted – The character’s focus is so intent that they are unaware of other actions around them.
  • Energy-Drained – The character gains one or more negative levels, which might permanently drain the character’s levels. If the subject has at least as many negative levels as Hit Dice, they die. Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities).
  • Entangled – Being Entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An Entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An Entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
  • Exhausted – An Exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes Fatigued. A Fatigued character becomes Exhausted by doing something else that would normally cause fatigue.
  • Fatigued – A Fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the Fatigued character to become Exhausted. After 8 hours of complete rest, characters are no longer Fatigued.
  • Flanked – A Flanked character has two enemies on opposite sides threatening them. They lose their DEX bonus to AC (Armor Class).
  • Flat-footed – A character who has not yet acted during a combat is Flat-footed, not yet reacting normally to the situation. A Flat-footed character loses their Dexterity bonus to AC (if any).
  • Frightened – A Frightened creature flees from the source of its fear as best it can. If unable to flee, it will fight. A Frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A Frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
  • Helpless – A Helpless character is Paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A Helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a Helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can Sneak Attack Helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a killing blow to a Helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. A rogue also gets their sneak attack damage bonus against a helpless foe when delivering a killing blow. If the damage inflicted is not enough to to kill the defender, they must still make a Fortitude save (DC 10 + damage dealt) or die; multiple attacks require multiple saves.
  • Immobilized – The character or creature cannot move, but can perform any other action.
  • Incorporeal – The character or creature has no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other Incorporeal creatures, +1 or better magic weapons, legacy weapons, spells, spell-like effects, or supernatural effects.
  • Nauseated – The character or creature experiences gastric distress, and may also vomit up the contents of their stomach. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
  • Panicked – A Panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. If cornered, a Panicked creature is also considered to be Cowering.
  • Paralyzed – A Paralyzed character is frozen in place and unable to move or act. A Paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes Paralyzed cannot flap its wings and falls. A Paralyzed swimmer can’t swim and will drown. A creature can move through a space occupied by a Paralyzed creature, regardless of whether it is an ally or an opponent..
  • Prone – A character knocked down is considered Flat-footed and does not get their DEX bonus. Standing up from being Prone is a standard movement action.
  • Scared – The character or creature tries to flee the source of the fear.
  • Shaken – The character or creature takes a -2 penalty to all rolls.
  • Sickened – The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
  • Stunned – Unable to take any actions.

Unconscious – Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.