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"Snot", here to help illustrate Conditions.
Source: Copyright 2013 PFBeginner.com
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Conditions are effects that happen to
characters and monsters, like being deafened by a loud noise, entangled by a
giant spider’s web, fatigued from a long day of work, or sickened by poison or
disease.
CONDITION RULES
This section explains
the rules for these conditions and things that may cause them. If more than one
condition affects a character, apply them all. If effects can’t combine, apply
the most harmful effect.
BLINDED
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You cannot see. You take a –2 penalty to AC and lose your
DEX Mod to AC. You automatically fail checks requiring sight. All opponents are
invisible to you. You can’t sneak attack creatures you can’t see. Feeling into
two adjacent squares to pinpoint (find) an opponent’s location is a standard
action.
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Source: Copyright 2013 PFBeginner.com
DAZED
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You are unable to see well because of overstimulation of
your eyes. You take a –1 penalty on attack rolls and sight-based Perception
checks.
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Source: Copyright 2013 PFBeginner.com
DEAD
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You’re dead, either because your negative hit points are
equal to or less than your Constitution ability score, or because you have been
killed instantly by a spell or effect. You can’t be healed by cure spells,
but powerful magic (like a scroll of new life) can bring you back to
life.
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Source: Copyright 2013 PFBeginner.com
DEAFENED
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You can’t hear. You take a –4 penalty on initiative
checks, automatically fail Perception checks based on sound, and take a –4
penalty on opposed Perception checks. Loud noises, such as explosions,
avalanches, and waterfalls, can temporarily deafen a character.
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Source: Copyright 2013 PFBeginner.com
DISABLED
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You have exactly 0 hit points, or are stable and
conscious with negative hit points. You move
at half speed and are staggered. Taking a standard action deals you 1 point of
damage when it is completed; if you are still at negative hp, you are
unconscious and dying.
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Source: Copyright 2013 PFBeginner.com
DYING
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You are unconscious and near death. Every round, you must make a DC 10 CON check (1d20 + CON Mod) or lose
1 hit point. You take a penalty on this check equal to your negative hit point
total. If you make the check, you become stable.
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Source: Copyright 2013 PFBeginner.com
ENTANGLED
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You are ensnared, such as by a net or giant spiderweb.
Being entangled hampers movement but you aren’t totally immobilized. You move
at half speed, cannot charge, and take a –2 penalty on all attack rolls, Reflex
saves, and DEX-based skill checks.
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Source: Copyright 2013 PFBeginner.com
EXHAUSTED
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You take a –3 penalty on attack rolls, Reflex saves, and
STR- and DEX-based skill checks. You move at half speed and can’t charge. After
1 hour of complete rest, you become fatigued instead of exhausted.
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Source: Copyright 2013 PFBeginner.com
FATIGUED
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You take a –1 penalty on attack rolls, Reflex saves, and
STR- and DEX-based skill checks. You can’t charge. After 8 hours of rest, you
are no longer fatigued. If you are fatigued and do something else that would
make you fatigued, you become exhausted instead.
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Source: Copyright 2013 PFBeginner.com
FLAT-FOOTED
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You haven’t had a turn yet in combat and you’re unable to
react to the situation. You lose your DEX Mod to AC (if positive). A monster’s
“flat-footed” Armor Class already has that calculated.
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Source: Copyright 2013 PFBeginner.com
FRIGHTENED
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You are in fear for your life. You flee from the source
of your fear as best you can. If you’re unable to flee, you may fight, but you
take penalties like you are shaken. You can use spells, class features, or
other abilities to help you escape (especially if they’re the only way you can
escape).
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Source: Copyright 2013 PFBeginner.com
GRABBED
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You have been grabbed by a monster (such as a boggard,
mimic, or reefclaw) using the grab special ability. You can’t move from your
current square until the monster is killed or lets you go. You lose your DEX
Mod to Armor Class (if positive) and you take a –2 penalty on attack rolls.
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Source: Copyright 2013 PFBeginner.com
HELPLESS
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You are unconscious, paralyzed, bound, sleeping, or
otherwise completely at your opponent’s mercy. You are treated as having a –5
DEX Mod. Melee attacks against you get a +4 attack bonus. You can always be
sneak attacked. Enemies can automatically crit you with a melee weapon as a
full-round action.
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Source: Copyright 2013 PFBeginner.com
INVISIBLE
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You are undetectable by sight. Against creatures that
can’t see you, you gain a +2 bonus on attack rolls and have total concealment. To attack you, a creature must pinpoint what square you
are in by feeling (see Blinded) or making a Perception check (DC = your Stealth
check + 20).
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Source: Copyright 2013 PFBeginner.com
NAUSEATED
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You are experiencing stomach distress. You are unable to
attack, cast spells, concentrate on spells, or do anything else requiring attention.
The only action you can take is a single move action on your turn. An
overwhelming stench such as a stinking cloud spell can make you
nauseated.
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Source: Copyright 2013 PFBeginner.com
PARALYZED
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You are frozen in place and unable to move or act. You
are helpless, but you can still think. If you were flying by means of wings,
you fall. If you were swimming, you start sinking. Your enemies and allies can
move through your square (this counts as 2 squares of movement for them).
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Source: Copyright 2013 PFBeginner.com
PETRIFIED
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You have been turned to stone and are considered
unconscious. If you are cracked or broken, as long as the broken pieces are
joined with you when you are restored to flesh, you are unharmed. If you are
missing pieces when you’re restored to flesh, these become injuries.
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Source: Copyright 2013 PFBeginner.com
PRONE
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You are lying on the ground. You have a –4 penalty on
melee attack rolls and cannot use ranged weapons (except for crossbows and
ranged spells). You get a +4 bonus to AC against ranged attacks, but take a –4
penalty to AC against melee attacks. Standing up is a move action.
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Source: Copyright 2013 PFBeginner.com
SHAKEN
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You are afraid, but not enough to run away. You take a –2
penalty on attack rolls, saving throws, skill checks, and ability checks.
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Source: Copyright 2013 PFBeginner.com
SICKENED
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You take a –2 penalty on all attack rolls, weapon damage
rolls, saving throws, skill checks, and ability checks.
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Source: Copyright 2013 PFBeginner.com
STABLE
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You were dying, and are still unconscious and have
negative hit points, but you have stopped losing hit points each round (see
Dying). You can make a DC 10 CON check (with a
penalty equal to your current hit points) each hour to become conscious and
disabled.
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STAGGERED
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You are reeling and not fully in control of yourself. You
may take a single move action or standard action each round (but not both, nor
can you take a full-round action). You can still take a free action on your
turn.
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Source: Copyright 2013 PFBeginner.com
STUNNED
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You’re overwhelmed with physical or mental shock. You
drop whatever you’re holding, can’t take any actions, take a –2 penalty to AC,
and lose your DEX Mod (if positive) to AC.
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Source: Copyright 2013 PFBeginner.com
UNCONSCIOUS
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You are knocked out and helpless. You can’t take any
actions or think.
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Source: Copyright 2013 PFBeginner.com |