Conditions

Rules Index
Showing 34 of 34 conditions

Bleed

Takes damage each round at the start of your turn; a DC 15 Heal check or any magical healing stops it.

Full Rules

Blinded

Cannot see; –2 AC, loses Dex bonus; –4 Perception; 50% miss chance; all opponents have total concealment.

Full Rules

Broken

Item penalty: weapons deal half damage; armor and shields lose half their AC bonus; –2 on all checks made with the item.

Full Rules

Confused

Acts randomly each round: attacks self, babbles, attacks nearest creature, or acts normally (d%).

Full Rules

Cowering

Frozen in fear; cannot act; loses Dex bonus to AC; –2 AC.

Full Rules

Dazed

Cannot act; no attacks, spells, or actions of any kind; does not lose Dex bonus to AC.

Full Rules

Dazzled

–1 on attack rolls and sight-based Perception checks.

Full Rules

Dead

No longer alive; gone from combat; may be returned to life by raise dead, resurrection, or similar magic.

Full Rules

Deafened

Cannot hear; –4 Perception (sound); 20% spell failure for verbal spells; –4 initiative.

Full Rules

Disabled

At 0 HP; may take one move or standard action per round; strenuous activity deals 1 damage.

Full Rules

Dying

Unconscious with negative HP; loses 1 HP per round until stabilized or dead.

Full Rules

Energy Drained

–1 to all rolls per negative level; –5 max HP per level; casters lose their highest available spell slot.

Full Rules

Entangled

–2 attack rolls; –4 Dex; cannot move unless foe/object allows; 15% spell failure; concentration check to cast.

Full Rules

Exhausted

–6 Str and Dex; half speed; becomes fatigued after 1 hour of complete rest.

Full Rules

Fascinated

Takes no actions except observe the fascinating effect; –4 Perception; any threat breaks fascination.

Full Rules

Fatigued

–2 Str and Dex; cannot run or charge; 8 hours of rest removes the condition.

Full Rules

Flat-Footed

Has not yet acted in combat; loses Dex bonus to AC; cannot make attacks of opportunity (unless Combat Reflexes).

Full Rules

Frightened

Flees if possible; –2 on attacks, saves, and skill checks; must fight if cornered.

Full Rules

Grappled

–4 Dex; –2 attacks; no two-handed or ranged attacks; must make concentration check to cast spells.

Full Rules

Helpless

Dex score is treated as 0; can be coup de grâced; adjacent melee attackers gain +4 to hit.

Full Rules

Incorporeal

Has no Str score; 50% chance to ignore non-magical physical attacks; uses Cha modifier for Fly checks.

Full Rules

Invisible

+2 attack rolls; opponents lose Dex bonus; 50% miss chance; can use Stealth while observed.

Full Rules

Nauseated

May only take a single move action per round; cannot attack, cast spells, concentrate, or use items.

Full Rules

Panicked

Drops held items; flees; –2 on attacks, saves, and checks; cannot take offensive actions.

Full Rules

Paralyzed

Str and Dex are treated as 0; cannot move or act; flying creatures fall; can be coup de grâced.

Full Rules

Petrified

Turned to stone; unconscious; if shattered, all pieces must be present for full restoration.

Full Rules

Pinned

Helpless while grappled; –4 AC; very restricted actions; cannot cast spells with somatic components.

Full Rules

Prone

–4 melee attack rolls; +4 AC vs ranged; –4 AC vs melee; must spend a move action to stand up.

Full Rules

Shaken

–2 on attacks, saves, ability checks, and skill checks (weakest fear condition).

Full Rules

Sickened

–2 on attacks, damage, saves, ability checks, and skill checks.

Full Rules

Stable

No longer losing HP while dying; unconscious; needs aid (Heal check or magic) to regain consciousness.

Full Rules

Staggered

May only take one move or standard action per round; cannot take full-round actions.

Full Rules

Stunned

Cannot act; drops held items; –2 AC; loses Dex bonus to AC.

Full Rules

Unconscious

Knocked out and helpless; often the result of HP dropping below 0 or magical sleep effects.

Full Rules

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