Disabled
A disabled creature is at exactly 0 hit points. It is badly wounded but still conscious — just barely. It can act, but strenuous effort risks pushing it into the dying state.
Effects
- May take only a single move action or standard action per turn — not both, and no full-round actions.
- Move actions (walking, drawing a weapon, etc.) can be taken without further harm.
- Standard actions and other strenuous activities deal 1 point of damage after completion. Unless this brings the creature above 0 HP, it immediately becomes dying.
- A spellcaster who attempts to cast a spell while disabled must make a concentration check (DC 10 + spell level), or lose the spell without effect. If the check succeeds, the spell is cast but the caster still takes 1 damage from the exertion.
Strenuous activity examples.
Attacking, casting a spell, using a spell-like ability, or any action the GM
rules as physically demanding counts as strenuous. Using a purely mental
standard action (e.g., a purely verbal command) may not, at GM discretion.
Ending the Condition
- Any amount of magical healing that brings the creature to 1 or more HP removes the disabled condition.
- A successful stabilization does not end disabled — the creature remains at 0 HP.
- Natural healing overnight brings a disabled creature to 1 HP, removing the condition.
The HP Death Chain
Disabled sits at the boundary between fighting and dying:
Common Sources
Any damage that reduces a creature to exactly 0 HP. Also reached when a dying or stable creature receives healing that brings it to exactly 0 HP rather than above it.