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Pathfinder conditions

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Bleeding
  • Take damage equal to Bleed amount (overlaps) at the beginning of your turn
  • Cures:
DC 15 Heal check
Magical healing of HP (stops ability bleeding as well)
Blinded
  • -2 AC and lose Dex bonus
  • Opponents have total concealment
50% miss chance
  • Sight based checks & activities automatically fail
  • -4 Str & Dex skill checks
  • -4 Opposed Perception checks
  • DC 10 Acrobatics check to move faster than half speed
Failure causes you to fall Prone
Broken
  • Weapon
    • -2 attack & damage
    • Critical on 20 for x2
  • Armor & shield
    • Half AC (round down)
    • Double skill check penalties
  • Magical items use twice as many charges
  • Tools have a -2 penalty
  • All items are worth 75% standard
  • Fixes (guideline only):
DC20 Craft check taking 1 hour for each point of damage (craftsmen charge 1/10 item cost)
Magical items must be fixed with mending or make whole cast at a level at least as high as the item
Confused
  • Defend yourself against all creatures
Attack rolls are required for allied touch spells
You must attack the last creature that attacked you since becoming confused until it's dead or out of sight
You cannot make attacks of opportunity against creatures that you're not currently committed to attacking
  • Each round that you're not committed to an attack roll a d4 (if unable to do the indicated action, babble incoherently):
1 Act normally (may allow touch spells)
2 Do nothing but babble incoherently
3 Deal 1d8+Str damage to yourself with an item on hand
4 Attack the closest creature (your familiar is excluded)
Cowering
  • Cannot take actions
  • -2 AC and lose Dex bonus
Dazed
  • Cannot take actions
Dazzled
  • -1 attack
  • -1 sight based Perception checks
Dead
  • Resurrection may result in permanent Energy Drain
Deafened
  • -4 initiative checks
  • Sound based checks & activities automatically fail
  • -4 Opposed Perception checks
  • 20% chance of failure casting spells with a verbal component
Disabled
  • Cannot take full round actions
  • Move at half speed, make only single move actions
  • May make a single standard action (or other strenuous action) on a turn that you don't make a move action
Lose 1 HP after the action is finished, if at negative HP you are now Dying
  • Recover:
Any healing that increases HP to a positive number
If recovering from Dying without help there is a 10% chance each day to start recovering HP naturally, otherwise lose 1 HP
Dying
  • Unconscious & Helpless
    • Cannot take actions
    • Dex of 0 (-5 modifier)
    • -4 AC against Melee attacks
    • Vulnerable to Coup de Grace
A full round attack action with a melee weapon or arrow/bolt adjacent to target
Provokes attacks of opportunity
Automatically hits & causes a critical (allows sneak attack damage)
DC 10+damage Fortitude check vs death
Creatures that are immune to criticals are not vulnerable to save vs death
  • Bleeding
Lose 1 HP each round
  • If HP drops to -Con or -10 (whichever's better) you are Dead
  • Recover:
DC 15 Heal check by an ally, you are now Stabilized
Any healing: if still below 0 HP you are now Stable, at exactly 0 HP become Disabled
Before the Bleed each round there is a 10% chance to become Stabilized without help
Energy Drained
  • -1 attack & combat maneuver
  • -1 saves, skills, ability checks
  • -1 effective level on spells and special abilities
  • Lose one spell slot from the highest castable but do not lose any memorized spells
  • -5 permanent HP (level loss equal to your current level results in death)
  • Cures:
Save vs original DC once a day for each level lost to remove it unless it is 'permanent'
Restoration & Greater Restoration spells (permanent level loss will require components to remove)
Entangled
  • -2 attack
  • -4 Dex
  • Half movement speed, cannot run or charge
  • DC 15+spellLevel Spellcraft when casting or lose spell
Exhausted
  • -6 Str & Dex
  • Half movement speed, cannot run or charge
  • Recover:
1 hour complete rest, become fatigued
Fascinated
  • Cannot take actions
  • -4 skill checks
  • Recover:
Potential threat (eg: hostile creature approaching) allows saving throw vs effect
Obvious threat (eg: drawing weapon, casting spell, pointing bow) ends effect
A character may shake you free as a standard action
Fatigued
  • -2 Str & Dex
  • Cannot run or charge
  • If Fatigued again become Exhausted
  • Recover:
8 hours complete rest
Flat-Footed
  • Lose Dex bonus
  • Cannot make attacks of opportunity
Frightened
  • Shaken
-2 attack
-2 saves, skills, ability checks
  • Must flee but may choose the method using all available resources
  • May fight if flight is impossible
  • If Shaken or Frightened again become Panicked
Grappled
  • Cannot take move actions or any action requiring two hands (except grappling)
  • -4 Dex
  • -2 attack & combat maneuver (except grappling)
  • Cannot make attacks of opportunity
  • DC 15+spellLevel Spellcraft when casting or lose spell
  • Escape:
DC 15+opponent'sCMB Grapple check as a standard action
DC 10+opponent'sCMB Escape Artist check as a standard action
Opponent must make DC 15+yourCMB Grapple check each round or you escape (there is a +5 bonus to the roll after the first)
Helpless
  • Cannot take actions
  • Dex of 0 (-5 modifier)
  • -4 AC against Melee attacks
  • Vulnerable to Coup de Grace
A full round attack action with a melee weapon or arrow/bolt adjacent to target
Provokes attacks of opportunity
Automatically hits & causes a critical (allows sneak attack damage)
DC 10+damage Fortitude check vs death
Creatures that are immune to criticals are not vulnerable to save vs death
Incorporeal
  • Immune to normal damage
  • Vulnerabilities:
Other incorporeal creatures
+1 or better magic weapons
Spells, spell-like abilities & supernatural effects
Invisible
  • +2 attack, ignores opponent's Dex bonus
  • Total concealment even if location is pinpointed
50% miss chance
  • DC 20 Perception to be passively noticed by a creature within 30ft
  • DC 40 Perception to pinpointed location
-20 in combat or speaking
-20 running or charging
-10 moving at full speed
- 5 moving at half speed
+ 1 for each 10 feet distance
+ 5 behind obstacle (eg: door)
+15 behind obstacle (eg: stone wall)
+40 successful stealth check
Nauseated
  • Cannot take actions except a single move action each turn
  • Unable to concentrate
Panicked
  • Shaken
-2 attack
-2 saves, skills, ability checks
  • Drop anything held
  • Must flee at top speed on a random path away from the source of panic & other dangers using all available resources
  • Will go fully defensive if cornered
Paralyzed
  • Helpless
    • Cannot take actions (physical)
    • Dex of 0 (-5 modifier)
    • -4 AC against Melee attacks
    • Vulnerable to Coup de Grace
A full round attack action with a melee weapon or arrow/bolt adjacent to target
Provokes attacks of opportunity
Automatically hits & causes a critical (allows sneak attack damage)
DC 10+damage Fortitude check vs death
Creatures that are immune to criticals are not vulnerable to save vs death
  • May make purely mental actions
Petrified
  • Cannot take actions
  • Considered Unconscious
  • Damage during petrification remains after cure (may result in permanent HP loss & crippling)
If broken pieces are held in proper place during cure then the damage is repaired
Pinned
  • Cannot take actions except those wholly mental/verbal (or to escape)
  • -4 AC
  • Flat-Footed
Lose Dex bonus
Cannot make attacks of opportunity
  • DC 15+SpellLevel Spellcraft or lose spell (cannot have somatic or material components)
  • Escape:
DC 15+opponent'sCMB Grapple check as a standard action to become Grappled
DC 15+opponent'sCMB Escape Artist skill check (if held by creature) as standard action to become Grappled
DC 20+opponent'sCMB Escape Artist skill check (if tied up) as extended action, at least 1 minute
Prone
  • -4 melee attack
  • -4 AC vs melee
  • +4 AC vs range
  • Cannot use ranged weapons except crossbows
  • Stand up:
Move equivalent action
Provokes attacks of opportunity
Shaken
  • -2 attack
  • -2 saves, skills, ability checks
  • If Shaken again become Frightened
  • If Frightened become Panicked
Sickened
  • -2 attack & weapon damage
  • -2 skill, save & ability checks
Stabilized
  • Unconscious & Helpless
    • Cannot take actions (physical)
    • Dex of 0 (-5 modifier)
    • -4 AC against Melee attacks
    • Vulnerable to Coup de Grace
A full round attack action with a melee weapon or arrow/bolt adjacent to target
Provokes attacks of opportunity
Automatically hits & causes a critical (allows sneak attack damage)
DC 10+damage Fortitude check vs death
Creatures that are immune to criticals are not vulnerable to save vs death
  • Recover:
Heal above 0 HP, if healed to exactly 0 HP you are now Disabled
10% chance after each hour of waking up, you are now Disabled
If stabilized naturally (without help) lose 1 HP on each failed attempt
Staggered
  • Cannot take full round actions
  • Can take a single move or a standard action (one or the other) each round
  • Can take swift & immediate actions
  • Recover:
Heal above 0 HP if Staggered by being at 0 HP with non-lethal damage
Stunned
  • Cannot take actions
  • Drop anything held
  • -2 AC and lose Dex bonus
Unconscious
  • Helpless
    • Cannot take actions (physical)
    • Dex of 0 (-5 modifier)
    • -4 AC against Melee attacks
    • Vulnerable to Coup de Grace
A full round attack action with a melee weapon or arrow/bolt adjacent to target
Provokes attacks of opportunity
Automatically hits & causes a critical (allows sneak attack damage)
DC 10+damage Fortitude check vs death
Creatures that are immune to criticals are not vulnerable to save vs death
  • Wake up:
Heal above 0 HP if knocked out from damage.

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