Conditions
Bleed
Takes damage each round at the start of your turn; a DC 15 Heal check or any magical healing stops it.
Full RulesBlinded
Cannot see; –2 AC, loses Dex bonus; –4 Perception; 50% miss chance; all opponents have total concealment.
Full RulesBroken
Item penalty: weapons deal half damage; armor and shields lose half their AC bonus; –2 on all checks made with the item.
Full RulesConfused
Acts randomly each round: attacks self, babbles, attacks nearest creature, or acts normally (d%).
Full RulesDazed
Cannot act; no attacks, spells, or actions of any kind; does not lose Dex bonus to AC.
Full RulesDead
No longer alive; gone from combat; may be returned to life by raise dead, resurrection, or similar magic.
Full RulesDeafened
Cannot hear; –4 Perception (sound); 20% spell failure for verbal spells; –4 initiative.
Full RulesDisabled
At 0 HP; may take one move or standard action per round; strenuous activity deals 1 damage.
Full RulesEnergy Drained
–1 to all rolls per negative level; –5 max HP per level; casters lose their highest available spell slot.
Full RulesEntangled
–2 attack rolls; –4 Dex; cannot move unless foe/object allows; 15% spell failure; concentration check to cast.
Full RulesFascinated
Takes no actions except observe the fascinating effect; –4 Perception; any threat breaks fascination.
Full RulesFlat-Footed
Has not yet acted in combat; loses Dex bonus to AC; cannot make attacks of opportunity (unless Combat Reflexes).
Full RulesFrightened
Flees if possible; –2 on attacks, saves, and skill checks; must fight if cornered.
Full RulesGrappled
–4 Dex; –2 attacks; no two-handed or ranged attacks; must make concentration check to cast spells.
Full RulesHelpless
Dex score is treated as 0; can be coup de grâced; adjacent melee attackers gain +4 to hit.
Full RulesIncorporeal
Has no Str score; 50% chance to ignore non-magical physical attacks; uses Cha modifier for Fly checks.
Full RulesInvisible
+2 attack rolls; opponents lose Dex bonus; 50% miss chance; can use Stealth while observed.
Full RulesNauseated
May only take a single move action per round; cannot attack, cast spells, concentrate, or use items.
Full RulesPanicked
Drops held items; flees; –2 on attacks, saves, and checks; cannot take offensive actions.
Full RulesParalyzed
Str and Dex are treated as 0; cannot move or act; flying creatures fall; can be coup de grâced.
Full RulesPetrified
Turned to stone; unconscious; if shattered, all pieces must be present for full restoration.
Full RulesPinned
Helpless while grappled; –4 AC; very restricted actions; cannot cast spells with somatic components.
Full RulesProne
–4 melee attack rolls; +4 AC vs ranged; –4 AC vs melee; must spend a move action to stand up.
Full RulesStable
No longer losing HP while dying; unconscious; needs aid (Heal check or magic) to regain consciousness.
Full RulesStaggered
May only take one move or standard action per round; cannot take full-round actions.
Full RulesUnconscious
Knocked out and helpless; often the result of HP dropping below 0 or magical sleep effects.
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