Conditions
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 drained 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.Bleed
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is Ability Damage). Some bleed effects cause Ability Damage or even Ability Drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, Ability Drain is worse than Ability Damage.Blinded
The character cannot see. They take a -2 penalty to Armor Class, lose their Dexterity bonus to AC (if any), move at half speed, cannot Run or Charge, and take 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, and their location must be pinpointed in order to attack the right square. A blinded character cannot deal any precision based damage (such as sneak attack or skirmish damage). Characters who remain blinded for a long time can grow accustomed to these drawbacks and can even overcome some of them.Blown Away
Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is Knocked Down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.Broken
Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.- If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
- If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
- If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
- If the item is a wand or staff, it uses up twice as many charges when used.
- If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a Mending or Make Whole spell cast by a character with a Caster Level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).
Broken Bone
Unlike hit point damage, a broken bone can be a prolonged, if not permanent debilitation for a creature. The location and severity of the break dictates the exact effects. Curing a broken bone requires a combination of a Heal check (to set the bone and allow it to properly heal), some amount of Healing (whether magical or mundane), and, in more severe cases, some amount of down time. Healing applied towards a broken bone does not cure hit point damage, and vice versa. Some spells may reduce or remove the down time required to heal a broken bone (but not the Heal check and hit point healing). The Restoration, Lesser spell can substitute a long rest, the Restoration spell can substitute one day of full rest, and the Regenerate spell can cure any broken or fractured bones with no other healing required.- Hand Break: A broken hand covers breaks in the wrist, finger, or hand bones, and makes it very difficult to use the hand effectively, and such use risks further damage. A -4 penalty is incurred to any roll relying on the use of said hand. A broken hand can be set with a DC 10 Heal check, followed by 10 points of Healing dedicated to the hand.
- Hand Fracture: A fractured hand involves compound breaks of multiple wrist, finger, and/or hand bones. A fractured hand is unusable until healed.
- Arm Break: A broken arm covers any break between the shoulder and wrist, and makes it difficult to use the arm or hand effectively. A -6 penalty is incurred to any roll relying on the use of said arm.
- Arm Fracture: A fractured arm involves compound breaks of multiple arm bones. A fractured arm is unusable until healed.
- Foot Break: A broken foot is difficult and painful to put any amount of weight on. Movement rates are halved, and a -2 penalty is applied to both Dexterity and AC. A character with a broken foot may elect to move at full speed, and even take a Run action, but they must make a Fortitude Save after each such act (DC 5 for a full move, DC 10 for a Run action). A failed save results in the break advancing to a fracture.
- Foot Fracture: A fractured foot is painful to the touch and impossible to put weight on. Movement rates are quartered, a -4 penalty is applied to both Dexterity and AC, and running is impossible.
- Leg Break: A broken leg is difficult and painful to move. Movement rates are halved, running is impossible, and a -4 penalty is applied to Dexterity along with a -2 penalty to AC. A character with a broken leg may elect to move at full speed, but they must make a DC 10 Fortitude Save after each such act. A failed save results in the break advancing to a fracture.
- Leg Fracture: A fractured leg is painful to the touch and impossible to put weight on. Movement rates are quartered, a -8 penalty is applied to Dexterity, a -4 penalty is applied to AC, and running is impossible.
- Rib Break: A broken rib is a painful injury that inhibits swift motion. The character is Fatigued until the rib is healed, has a -2 penalty to attack and AC, and takes an additional 1d6 nonlethal damage whenever hit by an attack.
- Rib Fracture: A fractured rib, or multiple broken ribs make breathing and strenuous activity even more difficult. The character is Fatigued until the ribs are healed, has a -4 penalty to attack and AC, and takes an additional 2d6 nonlethal damage whenever hit by an attack.
- Back Break: A broken back involves a break in the vertebrae of the spine, and is severely debilitating. Movement is set to 0 and the character suffers a -8 penalty to Dexterity and a -4 penalty to AC.
- Back Fracture: A fractured back involves extensive damage to the vertebrae of the spine, and renders a creature nearly Helpless. The character's Movement is set to 0, they cannot stand without assistance, their Dexterity is set to 1, they suffer a -4 penalty to AC, and they must make a Fortitude Save in order to make an attack, cast a spell, or perform any other similar task using only their upper body. The DC for this save starts at 5, and increases by 1 each additional time this save is made. A failed save means the character fails to perform the action.
- Neck Break: A broken neck involves a break in the spine between the shoulders and head, and is severely debilitating. The character immediately takes temporary damage equal to their current hit point total, and are Paralyzed until the neck is healed.
- Neck Fracture: A fractured neck is debilitating at best, and often life threatening. The character immediately makes a DC 20 Fortitude Save or dies. If the save succeeds, their hit point total is reduced to zero (before the damage from the fracturing attack is applied, putting them into the negative), and they are Paralyzed until the neck is healed.
- Skull Break: A broken skull represents a crack or break of the skull significant enough to be paired with damage and/or inflammation to the brain. The character's hit point total is reduced to zero (before the damage from the breaking attack is applied, putting them into the negative), and they suffer 2d4 Ability Damage to both Intelligence and Wisdom (roll each separately).
- Skull Fracture: A fractured skull represents several breaks in the skull along with significant brain damage. The character immediately makes a DC 20 Fortitude Save or dies. If the save succeeds, their hit point total is reduced to zero (before the damage from the breaking attack is applied, putting them into the negative), and they suffer 4d4 Ability Damage to both Intelligence and Wisdom (roll each separately).
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 their 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 their attackers on their next turn, as long as they are still confused when their turn comes. A confused character does not make attacks of opportunity against any creature that they are not already devoted to attacking (either because of their most recent action or because they have 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 their 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 over-stimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls and Perception checks.Dead
See Injury and Death for common causes of death. The character’s soul leaves their 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. They take a -4 penalty on Initiative checks, automatically fail Perception checks related to listening, and have 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.Disabled
A character with 0 hit points is disabled. A disabled character is unable to walk or stand unaided (whether by a wall, crutch of some form, or assisting character), and can only take a single move or move-equivalent action each round without suffering further damage. If a disabled character performs a standard or full round action, at the end of their action they take 1 damage. If this damage puts them below 0, they are now .Diseased
When a character is injured by a contaminated attack, touches an item smeared with diseased matter, or consumes disease-tainted food or drink, they must make an immediate Fortitude saving throw. If they succeed, the disease has no effect—their immune system fought off the infection. If they fail, they take damage after an incubation period. Once per day afterward, they must make a successful Fortitude saving throw to avoid repeated damage. Two successful Saving Throws in a row indicate that they have fought off the disease and recover, taking no more damage. These Fortitude Saving Throws can be rolled secretly so that the player doesn’t know whether the disease has taken hold.Disease Descriptions
Diseases have various symptoms and are spread through a number of vectors. The characteristics of several typical diseases are summarized on Table: Diseases and defined below. DiseaseDiseases whose names are printed in italic in the table are supernatural in nature. The others are extraordinary. Infection
The disease’s method of delivery—ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa). DC
The Difficulty Class for the Fortitude Saving Throws to prevent infection, or (if the character has been infected), to prevent each instance of repeated damage, and to recover from the disease. Incubation Period
The time before damage begins. Damage
The Ability Damage the character takes after incubation and each day afterward.
Types of Diseases
Typical diseases include the following: Blinding SicknessSpread in tainted water. Cackle Fever
Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Also known as “the shrieks.” Cascade Flu
Spread by brain moles and other vermin. A psionic cascade is a loss of control over psionic abilities. Using power points becomes dangerous for a character infected by cascade flu, once the incubation period has run its course. Every time an afflicted character manifests a power, they must make a DC 16 Concentration check. On a failed check, a psionic cascade is triggered. The power operates normally, but during the following round, without the character’s volition, two additional powers they know manifest randomly, and their power cost is deducted from the character’s reserve. During the next round, three additional powers manifest, and so on, until all the psionic character’s power points are drained. Powers with a range of personal or touch always affect the diseased character. For other powers that affect targets, roll d%: On a 01–50 result, the power affects the diseased character, and 51–00 indicates that the power targets other creatures in the vicinity. Psionic creatures (those that manifest their powers without paying points) cascade until all the powers they know have manifested at least twice. Cerebral Parasites
Spread by contact with infected psionic creatures. Cerebral parasites are tiny organisms, undetectable to normal sight. An afflicted character may not even know they carry the parasites—until they discover they have fewer power points for the day than expected. Psionic creatures with cerebral parasites are limited to using each of their known powers only once per day (instead of freely manifesting them). Demon Fever
Night hags spread it. Can cause permanent Ability Drain. Devil Chills
Barbazu and pit fiends spread it. It takes three, not two, successful saves in a row to recover from devil chills. Filth Fever
Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it. Mindfire
Feels like your brain is burning. Causes stupor. Mummy Rot
Spread by mummies. Successful Saving Throws do not allow the character to recover (though they do prevent damage normally). Red Ache
Skin turns red, bloated, and warm to the touch. The Shakes
Causes involuntary twitches, tremors, and fits. Slimy Doom
Victim turns into infectious goo from the inside out. Can cause permanent Ability Drain.
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