If more than one condition affects a character, apply them all. If certain effects can't combine, apply the most severe effect.
Ability Damaged: The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the
damage. A character with Strength 0 falls to the ground and is
helpless. A character with Dexterity 0 is
paralyzed. A character with Constitution 0 is
dead. A character with Intelligence, Wisdom, or Charisma 0 is
unconscious. Ability
damage is different from penalties to ability scores, which go away when the conditions causing them go away.
Ability Drained: The character has permanently lost 1 or more ability score points. The character can regain these points only through magical means. A character with Strength 0 falls to the ground and is
helpless. A character with Dexterity 0 is
paralyzed. A character with Constitution 0 is
dead. A character with Intelligence, Wisdom, or Charisma 0 is
unconscious.
Blinded: The character cannot see. He takes a -2 penalty to
Armor Class, loses his Dexterity bonus to AC (if any), moves at half
speed, and takes a -4 penalty on
Search checks and on most Strength- and Dexterity-based
skill checks. All checks and activities that rely on vision (such as reading and
Spot checks) automatically fail. All opponents are considered to have total
concealment (50% miss chance) to the
blinded character. Characters who remain
blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Checked: Prevented from achieving forward motion by an applied force, such as wind.
Checked creatures on the ground merely stop.
Checked flying creatures move back a distance specified in the description of the effect.
Confused:
A
confused character's actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible
speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject's self ). A
confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a
confused character. Any
confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still
confused when its turn comes. A
confused character does not make
attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Cowering: The character is frozen in
fear and can take no actions. A
cowering character takes a -2 penalty to
Armor Class and loses her Dexterity bonus (if any).
Dazed: The creature is unable to act normally. A
dazed creature can take no actions, but has no penalty to AC.
A
dazed condition typically lasts 1 round.
Dazzled: The creature is unable to see well because of overstimulation of the eyes. A
dazzled creature takes a -1 penalty on
attack rolls,
Search checks, and
Spot checks.
Dead: The character's
hit points are reduced to -10, 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 benefit from normal or magical
healing, but they can be restored to life via magic. A
dead body decays normally unless magically preserved, but magic that restores a
dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect
dead bodies.
Deafened: A
deafened character cannot hear. She takes a -4 penalty on
initiative checks, automatically fails
Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain
deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
A
disabled character with negative
hit points recovers
hit points naturally if she is being helped. Otherwise, each day she has a 10% chance to start recovering
hit points naturally (starting with that day); otherwise, she loses 1
hit point. Once an unaided character starts recovering
hit points naturally, she is no longer in danger of losing
hit points (even if her current
hit points are negative).
Energy Drained: The character gains one or more negative levels, which might permanently drain the character's levels. If the subject has at least as many negative levels as Hit
Dice, he dies. Each negative level gives a creature the following penalties: -1 penalty on
attack rolls,
saving throws,
skill checks,
ability checks; loss of 5
hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or
special abilities). In addition, a spellcaster loses one spell or spell slot from the highest spell level castable.
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 a -2 penalty on all
attack rolls and a -4 penalty to Dexterity. An
entangled character who attempts to cast a spell must make a
Concentration check (DC 15 + the spell's level) or lose the spell.
Exhausted: An
exhausted character moves at half
speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an
exhausted character becomes
fatigued. A
fatigued character becomes
exhausted by doing something else that would normally cause fatigue.
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 as reactions, such as
Listen and
Spot checks. Any potential threat, such as a hostile creature approaching, allows the
fascinated creature a new
saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the
fascinated creature, automatically breaks the effect. A
fascinated creature's ally may shake it free of the spell as a
standard action.
Fatigued: A
fatigued character can neither
run nor
charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the
fatigued character to become
exhausted. After 8 hours of complete rest,
fatigued characters are no longer
fatigued.
Flat-Footed: A character who has not yet acted during a combat is
flat-footed, not yet reacting normally to the situation. A
flat-footed character loses his Dexterity bonus to AC (if any) and cannot make
attacks of opportunity.
Grappling: Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A
grappling character can undertake only a limited number of actions. He does not threaten any squares, and loses his Dexterity bonus to AC (if any) against opponents he isn't
grappling.
Helpless: A
helpless character is
paralyzed,
held, bound, sleeping,
unconscious, or otherwise completely at an opponent's mercy. A
helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a
helpless target get a +4 bonus (equivalent to attacking a
prone target). Ranged attacks gets no special bonus against
helpless targets. Rogues can sneak attack
helpless targets.
As a
full-round action, an enemy can use a melee weapon to deliver a coup de grace to a
helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A
rogue also gets her sneak attack
damage bonus against a
helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 +
damage dealt) or die.
Creatures that are immune to critical hits do not take critical
damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.
Incorporeal: Having no physical body.
Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other
incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.
Knocked Down: Depending on their size, creatures can be
knocked down by winds of high velocity. Creatures on the ground are knocked
prone by the force of the wind. Flying creatures are instead blown back 1d6 x 10 feet.
Nauseated: Experiencing 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 per turn.
Panicked: A
panicked creature 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 penalty on all
saving throws,
skill checks, and
ability checks. If cornered, a
panicked creature cowers and does not attack, typically using the total defense action in combat. A
panicked creature can use
special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Paralyzed: A
paralyzed character is frozen in place and unable to move or act. A
paralyzed character has effective Dexterity and Strength scores of 0 and is
helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes
paralyzed cannot flap its wings and falls. A
paralyzed swimmer can't
swim and may drown. A creature can move through a space occupied by a
paralyzed creature-ally or not. Each square occupied by a
paralyzed creature, however, counts as 2 squares.
Petrified: A
petrified character has been
turned to stone and is considered
unconscious. If a
petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's
petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent
hit point loss and/or debilitation.
Prone: The character is on the ground. An attacker who is
prone has a -4 penalty on melee
attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is
prone gains a +4 bonus to
Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks.
If the character became
stable on his own and hasn't had help, he is still at risk of losing
hit points. Each hour, he has a 10% chance of becoming conscious and
disabled. Otherwise he loses 1
hit point.
Stunned: A
stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any).
Turned: Affected by a turn undead attempt.
Turned undead flee for 10 rounds (1 minute) by the best and fastest means available to them. If they cannot flee, they cower.
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