This material is Open Game
Content, and is licensed for public use under the terms of the Open Game
License v1.0a.
CONDITION SUMMARY
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. These points return at a rate of 1 per day. Ability
damage is different from effective ability loss, which is an effect that goes
away when the condition causing it goes away. 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 Drained
The character has permanently lost 1 or
more ability score points. The character cannot regain these points through
natural healing or the passage of time. 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 at all, and thus
everything has full concealment to him. He has a 50% chance to miss in combat,
loses his positive Dexterity bonus to AC (if any), and grants a +2 bonus on
attack rolls to enemies that attack him, just as if all his enemies were
invisible. He moves at half speed and suffers a -4 penalty on most Strength and
Dexterity-based skills. He cannot make Spot skill checks or perform any other
activity (such as reading) that requires vision.
Blown Away
Depending on their size, creatures can be
blown away by winds of high velocity. Creatures on the ground that are blown
away are knocked down and rolled 1d4x10 feet, sustaining 1d4 points of subdual
damage per 10 feet. Flying creatures that are blown away are blown back 2d6x10
feet and sustain 2d6 points of subdual damage due to battering and buffering.
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 specific effect.
Confused
A confused character's actions are
determined by a 1d10 roll, rerolled each round: 1: wander away (unless
prevented) for 1 minute (and don't roll for another random action until the
minute is up); 2-6: do nothing for 1 round; 7-9: attack the nearest creature
for 1 round; 10: act normally for 1 round. Any confused creature who is
attacked automatically attacks her attackers on her next turn.
Cowering
The character is frozen in fear, loses her
Dexterity bonus to AC (if any), drops everything held, and can take no actions.
Foes gain a +2 bonus to hit cowering characters.
Dazed
A dazed creature can take no actions (but
defends itself normally). A dazed condition typically lasts 1 round.
Dazzled
Unable to see well because of over
stimulation of the eyes. A dazzled creature suffers a -1 penalty on attack
rolls until the effect ends.
Dead
The character's soul leaves his body
permanently, or until he is raised or resurrected. A dead body decays, but
magic that allows a dead character to come back to life 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 similar sorts of unpleasantness. A dead character
cannot regain hit points.
Deafened
A deafened character cannot hear, suffers a
-4 penalty to initiative checks, and has a 20% chance of spell failure when
casting spells with verbal components. He cannot make Listen skill checks.
Disabled
A character with 0 hit points, or one who
has negative hit points but has stabilized and then improved, is disabled. He
is conscious and able to act but horribly wounded. He can take only a partial
action each round, and if he performs any strenuous action, he takes 1 point of
damage after completing the act. Strenuous actions include running, attacking,
casting a spell, or using any ability that requires physical exertion or mental
concentration. Unless the strenuous action increased the character's hit points,
he is now dying.
A disabled character with negative hit
points recovers hit points naturally if he is being helped. Otherwise, each day
he has a 10% chance to start recovering hit points naturally (starting with
that day); otherwise, he loses 1 hit point. Once an unaided character starts
recovering hit points naturally, he is no longer in danger of losing hit points
(even if his current hit points are negative).
Dying: A dying character has negative hit
points. She is unconscious and near death. At the end of each round (starting
with the round in which the character dropped below 0 hit points), her player
rolls d% to see whether she stabilizes. She has a 10% chance to become stable.
If she doesn't stabilize, she loses 1 hit point.
Dying
When a character's current hit
points drop to between -1 and -9 inclusive, the character is dying. The
character immediately falls unconscious and can take no actions.
At the end of each round (starting
with the round in which the character dropped below 0), roll d% to see whether
the character stabilizes. The character has a 10% chance to become stable. If
the character doesn't, the character loses 1 hit point.
Energy Drained
The character gains one or more negative
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
competence penalty on attack rolls, saving throws, skill checks, ability
checks, and effective level (for determining the power, duration, DC, and other
details of spells or special abilities). Additionally, a spellcaster loses one
spell or spell slot from her highest available level. Negative levels
stack. Negative levels remain for 24
hours or until removed with a spell.
After 24 hours, the afflicted character must attempt a Fortitude save.
The DC is 10 + one-half the attacker's Hit Dice + the attacker's Charisma
modifier. If the DC succeeds, the
negative level dissipates. If not, the
negative level is removed, but the character's level is permanently reduced by
1. The afflicted character makes a
separate saving throw for each negative level it is has gained.
Entangled
An entangled creature suffers a -2 penalty
to attack rolls and a -4 penalty to effective Dexterity. If the bonds are
anchored to an immobile object, the entangled character cannot move. Otherwise,
he can move at half speed, but can't run or charge. An entangled character who
attempts to cast a spell must make a Concentration check (DC usually 15) or
lose the spell.
Exhausted
Characters who are exhausted move at half
normal speed and suffer an effective penalty of -6 to Strength and Dexterity. A
fatigued character becomes exhausted by doing something else that would
normally cause fatigue. After 1 hour of complete rest, exhausted characters
become fatigued.
Fatigued
Characters who are fatigued cannot run or
charge and suffer an effective penalty of -2 to Strength and Dexterity. A
fatigued character becomes exhausted by doing something else that would
normally cause fatigue. 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).
Frightened
A creature that is frightened flees as well
as it can. If unable to flee, the creature may fight. It suffers a -2 morale
penalty on attack rolls, checks, and saving throws. A frightened creature can
use special abilities, including spells, to flee; indeed, the creature must use
such means if they are the only way to escape.
Frightened is like shaken, except that the
creature must flee, if possible. Panicked is a more extreme state of fear.
Grappled
Engaged in wrestling or some other form of
hand-to-hand struggle with one or more attackers. A grappled character cannot
move, cast a spell, fire a missile, or undertake any action more complicated
than making a barehanded attack, attacking with a light weapon, or attempting
to break free from the opponent. In addition, grappled characters do not
threaten any area and lose any Dexterity bonuses to AC against opponents they
aren't grappling.
Held
Held characters are subject to enchantments
that make them unable to move. They are helpless. They can perform no physical
actions (but they continue to breathe and can take purely mental actions).
Helpless
Bound, held, sleeping, paralyzed, or
unconscious characters are helpless. Enemies can make advantageous attacks
against helpless characters, or even deliver a usually lethal coup de grace.
A melee attack against a helpless character
is at a +4 bonus on the attack roll (equivalent to attacking a prone target). A
ranged attack gets no special bonus. A helpless defender can't use any
Dexterity bonus to AC. In fact, his Dexterity score is treated as if it were 0
and his Dexterity modifier to AC was -5 (and a rogue can sneak attack him).
Incapacitated
Characters who are incapacitated are
treated as helpless.
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 magical weapons, spells, spell-like
effects, or supernatural effects.
Invisible
Visually undetectable. Invisible creatures
gain a +2 bonus to attack rolls and negate Dexterity bonuses to their
opponents' AC.
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 1d6x10
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 (or move-equivalent action) per turn.
Normal
The character is unharmed (except,
possibly, for hit points that have been lost) and unafflicted. She acts
normally.
Panicked
A panicked creature suffers a -2 morale
penalty on saving throws and must flee. A panicked creature has a 50% chance to
drop what he's holding, chooses his path randomly (as long as he is getting
away from immediate danger), and flees any other dangers that confront him. If
cornered, a panicked creature cowers. A creature may use a special ability or
spell to escape.
Panicked is a more extreme state of fear
than shaken or frightened.
Paralyzed
A paralyzed character stands rigid and
helpless, unable to move or act physically. He has effective Strength and
Dexterity scores of 0 but may take purely mental actions.
Petrified
A petrified character is not dead as long
as a majority of his body remains intact. He cannot move or take actions of any
kind, not even purely mental ones. His Strength and Dexterity scores are
effectively (but not actually) 0. He is unaware of what occurs around him,
since all of his senses have ceased operating. If a petrified character cracks
or breaks but the broken pieces are joined with him 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.
Pinned
Held immobile (but not helpless) in a
grapple.
Prone
The character is on the ground. He suffers
a -4 penalty on melee attack rolls, and the only ranged weapon he can
effectively use is a crossbow, which he may use without penalty. Opponents
receive +4 bonuses on melee attacks against him but -4 penalties on ranged
attacks. Standing up is a move-equivalent action.
Shaken
A shaken character suffers a -2 morale
penalty on attack rolls, checks, and saving throws. Shaken is a less severe
state of fear than frightened or panicked.
Stable
A character who was dying but who has
stabilized and still has negative hit points is stable. The character is no
longer dying, but is still unconscious. If the character has become stable
because of aid from another character, then the character no longer loses hit
points. He has a 10% chance each hour to become conscious and be disabled (even
though his hit points are still negative).
If the character stabilized on his own and
hasn't had help, he is still at risk of losing hit points. Each hour, he has a
10% chance to become conscious and be disabled. Otherwise he loses 1 hit point.
Staggered
A character whose subdual damage exactly
equals his current hit points is staggered. He is so badly weakened or roughed
up that he can only take a partial action when he would normally be able to
take a standard action.
Stunned
The character loses her Dexterity bonus to
AC (if any) and can take no actions. Foes gain a +2 bonus to hit stunned
characters.
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.
Unconscious
Knocked out and helpless.