Conditions

If more than one condition affects a character, apply them all. If certain effects can't combine, apply the most severe effect.

Ability Damaged: The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damage is different from penalties to ability scores, which go away when the conditions causing them go away. See Ability Score Loss for more details.

Ability Drained: The character has permanently lost 1 or more ability score points. The character can regain these points only through magical means. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. See Ability Score Loss for more details.

Blinded: The character cannot see. He takes a -2 penalty to Armor Class, moves at half speed, and takes a -4 penalty on Search checks and most Strength- and Dexterity-based checks. All checks and activities that rely on vision (such as reading and some Perception checks) automatically fail. All opponents are considered to have total concealment (+4 bonus to AC) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Blown Away: Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 x 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Checked: Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect.

Concealed: The character is partially or totally hidden from view by fog, smoke, leaves, etc., but he has no cover (enemies can still hit him normally). There are two forms of concealment – partial and total. Partial concealment means the character is only partially visible; he gains a +2 bonus to AC.

Total concealment means the character is completely hidden from view – invisible, hiding behind "soft cover" (any substance with 0 hardness), or hidden in smoke, fog, etc. He gains a +4 bonus to AC, and enemies can't target him with ranged attacks.

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 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. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Cowering: The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class.

Dazed: The creature is unable to act normally. A dazed creature can take no actions and suffers a -2 penalty to AC.

A dazed condition typically lasts 1 round. Dazed is a more severe condition than staggered. A creature that is already dazed that is dazed again becomes stunned.

Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Perception checks.

Dead: The character's hit points are reduced to his negative Con score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

Deafened: A deafened character cannot hear. She takes a -4 penalty on initiative, automatically fails Perception checks to hear things, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Dying: A dying character is unconscious and near death. He has between -1 and negative Con score current hit points. A dying character can take no actions and is unconscious. Each round, a dying PC must make a DC 10 Constitution check; if he succeeds by less than 5, there is no change. If he succeeds by 5 or more, he becomes stable and unconscious (0 hit points). An unaided, unconscious character has a 10% chance per hour of regaining consciousness (1 hit point). If the Con check fails, he loses 1 hit point; three failures, or a natural 1 on any roll, and the PC dies. (This roll should be made in secret by the DM so as to keep tension in the game.)

  A PC who regains consciousness, either on his own or by being healed, is staggered (single action each round, -2 to all rolls) for one minute.

  If a character takes damage while dying, it is subtracted from his current hit point total (this could well kill him if it reduces his hit points to below his death threshold). If he has already failed one or more saves to become stable, this has no effect.

Energy Drained: The creature loses one or more Hit Dice/levels. If the subject's effective Hit Dice are reduced to 0, it dies. Each lost Hit Die gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). If a spellcaster's effective level is too low to cast certain spells, he loses access to those spells and they are wiped from his memory.

Entangled: The character is ensnared. 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, Dexterity-based checks, and Reflex saves. An entangled character who attempts to cast a spell must make a [[skills:Concentration]]] check (DC 15 + spell 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.

Fascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.

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, fatigued characters are no longer fatigued.

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 suffers a -4 penalty to AC and cannot make attacks of opportunity.

Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saves, skill checks, and ability checks. It can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. It must make a Concentration check (DC 15 + spell level) to cast any spells while frightened; if the check fails, it loses the spell.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Grappling: Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling character can undertake only a limited number of actions. He does not threaten an area, and suffers a -4 penalty to AC against opponents he isn't grappling.

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 standard action, an enemy can use a melee weapon to deliver a coup de grace 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 her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.

Delivering a coup de grace provokes attacks of opportunity.

Creatures that are not alive (constructs and undead) do not need to make Fortitude saves to avoid being killed by a coup de grace.

Incorporeal: Having 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, spells, spell-like effects, or supernatural effects. See Incorporeality.

Invisible: Visually undetectable. An invisible creature gains a +4 bonus on attack rolls against sighted opponents. See Invisibility.

Knocked Down: Depending on their size, creatures can be knocked down by winds of high velocity. Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 x 10 feet.

Nauseated: Experiencing stomach distress. A nauseated creature can't attack, cast spells, concentrate on spells, or do anything else requiring attention. It is limited to 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. In addition, the creature takes a -4 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. It must make a Spellcraft check (DC 15 + spell level) to cast any spells while panicked; if the check fails, it loses the spell.

Panicked is a more extreme state of fear than shaken or frightened.

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 may drown. A creature can move through a space occupied by a paralyzed creature - ally or not – without provoking attacks of opportunity, as long as there is room to do so.

Petrified: A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.

Pinned: Held immobile (but not helpless) in a grapple.

Prone: The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks.

Standing up is a move action that provokes an attack of opportunity.

Shaken: A shaken character takes a -2 penalty on attack rolls, saves, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Sickened: The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature that is already sickened and becomes sickened again is nauseated.

Stable: A character who reaches 0 hit points after being at negative hit points is unconscious and stable. An unaided, unconscious character who is stable has a 10% chance per hour of regaining consciousness (1 hit point). A PC who regains consciousness, either on his own or by being healed, is staggered (single action each round, -2 to all rolls) for one minute.

Staggered: A character whose nonlethal damage exactly equals his current hit points, or who has regained consciousness after being reduced to 0 hit points or below, is staggered. A staggered character can take a single move action or standard action each round (but not both, nor can she take full-round actions) but suffers no penalty to AC.

A character whose current hit points exceed her nonlethal damage is no longer staggered; a character whose nonlethal damage exceeds her hit points becomes unconscious.

A character who is staggered and becomes staggered again is dazed.

Stunned: A stunned creature drops everything held, can't take any actions, and suffers a -4 penalty to AC.

Turned: Affected by a turn undead attempt. See Turning.

Unconscious: Knocked out and helpless. Unconsciousness can result from having current hit points between 0 and the death threshold, or from nonlethal damage in excess of current hit points.

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