Tag: Condition

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  • Bleed (Condition)

    The Bleed Condition is given to a character when they are suffering bleed damage each round, not when they are damaged by an attack that does bleed damage (though often this will cause the bleed condition). A creature that is taking bleed damage takes the …

  • Blinded

    The creature cannot see. It takes a –2 penalty to Armor Class, loses its [[Dexterity]] bonus to AC (if any), and takes a –4 penalty on most [[Strength]]– and [[Dexterity]]-based skill checks and on opposed Perception skill checks. All checks and …

  • Broken

    Items that have taken damage in excess of half their total [[Hit Points | hit points]] gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item. * If …

  • Confused

    A creature with the Confused condition is mentally befuddled and cannot act normally. A creature with the Confused Condition cannot tell the difference between ally and foe, treating all creatures as enemies (including saving on beneficial spells they …

  • Cowering

    The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to [[Armor Class]] and loses his [[Dexterity]] bonus (if any).

  • Dazed

    The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to [[Armor Class | AC]]. A dazed condition typically lasts 1 round.

  • Dazzled

    The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based [[Perception]] checks.

  • Dead

    The character’s [[Hit Points | hit points]] are reduced to a negative amount equal to his [[Constitution]] 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 …

  • Deafened

    A deafened character cannot hear. He takes a –4 penalty on [[Initiative | initiative]] checks, automatically fails [[Perception]] checks based on sound, takes a –4 penalty on opposed [[Perception]] checks, and has a 20% chance of spell failure when …

  • Disabled

    A character with 0 [[Hit Points | hit points]], or one who has negative [[Hit Points | hit points]] but has become [[Stable | stable]] and conscious, is disabled. A disabled character may take a single [[Move Action | move action]] or [[Standard Action | …

  • Dying

    A dying creature is [[Unconscious | unconscious]] and near death. Creatures that have negative [[Hit Points | hit points]] and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to …

  • Energy Drained

    Creatures who are healed through positive energy are _usually_ vulnerable to the Energy Drained condition. The creature gains one or more negative levels, which might become permanent. If the subject has at least as many negative levels as Hit Dice, he …

  • 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 …

  • Exhausted

    A character with the Exhausted condition moves at half speed, can not [[Full-Round Actions | run]] or [[Charge | charge]], and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, a character with the Exhausted condition loses the …

  • 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 …

  • Fatigued

    A character with the Fatigued condition can not [[Full-Round Actions | run]] or [[Charge | charge]] and takes a –2 penalty to [[Strength]] and [[Dexterity]]. Being subjected to anything that would normally cause a character with the Fatigued condition to …

  • Flat-Footed

    A character who has not yet acted during a combat has the Flat-Footed condition and is unable to react normally to the situation. A character with the Flat-Footed condition loses his [[Dexterity]] bonus to [[Armor Class | AC]] and Combat Maneuver Defense …

  • Frightened

    A creature with the Frightened condition flees from the source of its fear as best it can. If unable to flee, it may fight. A creature with the Frightened condition takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A …

  • Grappled

    A creature with the Grappled condition is restrained by a creature, trap, or effect. A creature with the Grappled condition cannot move and take a –4 penalty to [[Dexterity]]. A creature with the Grappled condition takes a –2 penalty on all attack rolls …

  • Helpless

    A character with the Helpless condition is [[Paralyzed | paralyzed]], held, bound, sleeping, [[Unconscious | unconscious]], or otherwise completely at an opponent’s mercy. A target with the Helpless condition is treated as having a [[Dexterity]] of 0 (–5 …

  • Incorporeal

    Creatures with the Incorporeal condition do not have a physical body. Creatures with the Incorporeal condition can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or …

  • Invisible

    _This ability is under review and is subject to change at any time_ Creatures with the Invisible condition are almost visually undetectable. A creature with the Invisible condition gains a +2 bonus on attack rolls against sighted opponents, and ignores …

  • Nauseated

    Creatures with the nauseated condition experience stomach distress. 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 …

  • Panicked

    A creature with the Panicked condition 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 –2 …

  • Paralyzed

    A character with the Paralyzed condition is frozen in place and unable to move or act. A character with the Paralyzed condition has an effective [[Dexterity]] and [[Strength]] scores of 0 and is helpless, but can take purely mental actions. A winged …

  • Petrified

    A character with the Petrified condition has been turned to stone and is considered [[Unconscious | unconscious]]. If a character with the Petrified condition cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is …

  • Pinned

    A creature with the Pinned condition is tightly bound and can take few actions. A creature with the Pinned condition cannot move and is denied its [[Dexterity]] bonus. A pinned character also takes an additional –4 penalty to his [[Armor Class]]. A …

  • Pilot

    A character with the Pilot condition is one who is in charge of maneuvering a vehicle in some way. Whether the vehicle is a ship on the sea, a wagon on a road or an ornithopter in the air, the character in charge of where it goes has the Pilot condition. …

  • Prone

    The character is lying on the ground. An attacker with the Prone condition has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender with the Prone condition gains a +4 bonus to [[Armor Class]] against …

  • Shaken

    A character with the Shaken condition takes a –2 penalty on [[Attack Roll | attack rolls]], [[Saving Throws | saving throws]], skill checks, and ability checks. Shaken is a less severe state of fear than [[Frightened | frightened]] or [[Panicked | …

  • Sickened

    The character with the Sickened condition takes a –2 penalty on all [[Attack Roll | attack rolls]], weapon damage rolls, [[Saving Throws | saving throws]], skill checks, and ability checks. A character with the Shaken condition may use the [[Delay]] or …

  • Sinking

    A ship that is reduced to 0 or fewer [[Hit Points | hit points]] gains the Sinking condition. A ship with the Sinking condition cannot move or attack, and it sinks completely 10 rounds after it gains the Sinking condition. Each additional hit on a ship …

  • Stable

    A character who was [[Dying | dying]] but who has stopped losing [[Hit Points | hit points]] each round and still has negative [[Hit Points | hit points]] has the Stable condition. The character is no longer [[Dying | dying]], but is still [[Unconscious | …

  • Staggered

    A creature with the Staggered condition may take a single [[Move Actions | move action]] or [[Standard Actions | standard action]] each round (but not both, nor can he take [[Full-Round Actions | full-round actions]]). A creature with the Staggered …

  • Stunned

    A creature who gains the Stunned condition drops everything held, can’t take actions, takes a –2 penalty to [[Armor Class | AC]], and loses its [[Dexterity]] bonus to [[Armor Class | AC]] (if any). Attackers receive a +4 bonus on [[Attack Roll | attack …

  • Unconscious

    Creatures with the Unconscious condition are knocked out and [[Helpless | helpless]]. Unconsciousness can result from having negative [[Hit Points | hit points]] (but not more than the creature’s [[Constitution]] score), or from [[Nonlethal | nonlethal]] …

  • Drowsy

    A character who has the Drowsy condition is half-awake and inattentive, but otherwise able to act normally. A character with the Drowsy condition takes a -4 penalty on all ability checks and skill checks, as well as on concentration checks, Reflex saves, …

  • Sleeping (Condition)

    A character who has the Sleeping condition is [[Unconscious | unconscious]], takes a -10 penalty on all Perception checks and is considered [[Helpless | helpless]]. The character takes a –4 penalty to [[Armor Class | AC]] against melee attacks. In …

  • Energy Infused

    Creatures healed by negative energy are _usually_ vulnerable to the Energy Infused condition. The character gains one or more positive levels, which might become permanent. If the subject has at least as many positive levels as Hit Dice, he dies. The …

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