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
Perception checks and on most
Strength- and
Dexterity-based skill checks. All checks and activities that rely on vision (such as reading) 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 10 points 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.
Chi Disrupted
A character who's Chi, Ki, or Power points are reduced to negative are chi disrupted. A chi disrupted character cannot naturally recover Chi, Ki, or Power points, nor do they heal hit point damage or recover from
Disease or
Poison progression tracks from rest or any mundane means (including skills and
Extraordinary Abilities. Any Chi abilities which cause hit point healing can instead be used to remove negative Chi, removing one negative Chi point for each point spent on the ability.
Restoration,
Heal, and other powerful healing magics can also be used to remove negative Chi from a character.
While chi disrupted, characters must make a
Will Save (DC determined by the ability that reduced them to negative Chi) each week to prevent from wasting away. After each save attempt, their maximum hit point total is reduced by the total number of times they have failed this save since being disrupted. When reduced to zero maximum hit points, they fall into a coma and any further loss is instead applied as
Ability Drain (roll randomly each week and apply all drain for that week to the rolled ability score). If a disrupted creature has all their negative points removed, their maximum hit point total is restored to its normal value (though their current hit points are not recovered).
Confused
A confused character’s actions are determined by rolling d% at the beginning of their turn:
d% | Behavior |
01-25 | Act normally |
26-50 | Do nothing but babble incoherently |
51-75 | Deal 1d8 points of damage + Str modifier to self with item in hand |
76-100 | 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
Dying.
Diseased
When a character is exposed to a disease, they must make an immediate
Fortitude Save. If they succeed, the disease has no effect—their immune system fought off the infection. If they fail, they are afflicted by the disease. Details on diseases can be found in the
Disease article.
Dying
A character below 0 hit points is dying. A dying character is
Unconscious and in mortal peril. Each round on a dying character's
Initiative, they roll a
Constitution save, starting at a DC of 14. If the check succeeds, the character's state does not worsen, and they repeat the process the next round. If the check fails, the DC increases by 2 on the next round. A natural 1 increases the check by an additional 2, and a natural 20 puts the character's status to
Disabled, though their negative hit points remain until healed, and any further damage returns them to the dying condition. If a check fails with a DC of 20 or higher, the character is
Dead.
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 cannot
Run or
Charge, moves at half speed and takes a -6 penalty to
Strength and
Dexterity. After 1 hour of complete rest, or by spending healing die during a Short 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. They take 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 them 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. Fatigue can also be removed during a Short Rest
Flanked
A flanking character gains a +2 bonus to their
Melee Attack rolls.
Whenever a character is threatened by two or more creatures from different directions, they are considered flanked by those creatures. To determine if two creatures flank an opponent, draw an imaginary line between the centers of their bases. If the line passes through the opponent's square, they are flanking that opponent. A character is also flanked by their opponents when threatened by three or more creatures regardless of position.
Creatures with a reach of 0 feet can’t flank an opponent.
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 their
Dexterity bonus to
Armor Class (if any) and cannot make
Attacks of Opportunity.
Frightened
A frightened creature flees from the source of its fear as best they can. If unable to flee, they may fight. A frightened creature takes a -2 penalty on all attack rolls,
Saving Throws, skill checks, and ability checks. A frightened creature can use
Special Abilities, including spells, to flee; indeed, they must use such means if they are the only means of escape.
Frightened is like
Shaken, except that the creature must flee if possible.
Panicked is a more extreme state of fear.
Grappled
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures do not threaten any squares, and lose their
Dexterity bonus to
Armor Class (if any) against opponents they aren't grappling. A grappled creature takes a –2 penalty on all attack rolls and
Combat Maneuver Checks, except those made to
Grapple or escape a
Grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a
Concentration check (DC 10 + grappler’s
CMB + spell level), or lose the spell. Grappled creatures cannot make
Attacks of Opportunity.
A grappled creature cannot use
Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes
Invisible, it gains a +2 circumstance bonus on its
CMD to avoid being grappled, but receives no other benefit.
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 get 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 they are adjacent to the target. The attacker automatically hits and scores a critical hit. (A
Rogue also gets their sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, they must make a
Fortitude Save (DC 10 + damage dealt) or die.
Delivering a coup de grace provokes
Attacks of Opportunity.
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 non-magical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects. Even so, damage from corporeal sources deals half damage (rounded down, minimum 1) to an incorporeal creature, and non-damaging spells and effects from corporeal sources have a 50% chance of having no effect on an incorporeal creature.
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 × 10 feet.
Level Drained
When a character is level drained, their maximum and current health are both reduced by the maximum of the Hit Die of their highest class level (4 for d4, 8 for d8, etc), and receive a -1 penalty to all d20 rolls.
A drained character's HD/level/
Caster Level is considered lowered by the amount drained for all level dependant variables not already affected by the above penalty (e.g.
Caster Level check DC's targeting them and
Combat Maneuver Defense).
Any spells or abilities used by a drained character with level dependent effects use the caster's lowered level. This does not remove access to cast spells or use level dependent abilities so long as their
Caster Level is at least 1.
If a character is drained an amount of levels equal to or greater than their level (or
Hit Dice if applicable), then they are immediately slain.
Drained levels can be recovered at a rate of one level per day with a successful fortitude save (DC according to draining source), or through the use of spells such as
Restoration. All level drain is removed from a creature that is slain.
Some abilities and spells (such as
Raise Dead) bestow permanent level drain. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them, and remain when a creature is slain. A creature whose permanent negative levels equal its
Hit Dice cannot be brought back to life through spells like
Raise Dead and
Resurrection without also receiving a
Restoration spell, cast the round after it is restored to life.
Example:
Drogo is a Wizard 5/Fighter 2 and is drained three levels. His current and maximum hit point totals are reduced by 18 (Wizard being his highest class level with a d6 hit die), He receives a -3 penalty to all d20 rolls, Any spells Drogo casts after being drained have a counter or dispel DC 3 lower than otherwise, and he would now be susceptible to spells or abilities that affect creatures of 4 or more HD. He would retain his normal compliment of spells as a 5th level Wizard, but any spell cast would be done with a Caster Level of 2. Were he to be drained 2 additional levels, his Caster Level would be 0, and he could no longer cast spells.
Nauseated
Experiencing intense stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such characters can take is a single
Move Action per turn.
Panicked
A panicked creature must drop anything they hold and flee at top speed from the source of their fear, as well as any other dangers they encounter, along a random path. They 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. A panicked creature can use
Special Abilities, including spells, to flee; indeed, they must use such means if they are the only means of escape.
Panicked is a more extreme state of fear than
Shaken or
Frightened.
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
Difficult Terrain.
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 they return to flesh, they are 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.
Pinned
A pinned creature is tightly bound and held immobile (but not
Helpless). A pinned creature loses their
Dexterity bonus to AC (if any), and take an additional -4 penalty to their AC from opponents other than the one pinning them. A pinned creature can always attempt to free itself, usually through a
Combat Maneuver Check or
Escape Artist check. A pinned creature can take mental actions, but cannot cast any spells that require a somatic or material component (or verbal if your opponent elects to block your ability to speak). Pinned is a more severe version of
Grappled, and their effects do not stack. See
Grapple.
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.
Standing up is a
Move Action that provokes an
Attack of Opportunity, or can be taken as a
Full-Round Action that does not.
Shaken
A shaken character takes a -2 penalty on attack rolls,
Saving Throws, skill checks, and ability checks.
Shaken is a less severe state of fear than
Frightened or
Panicked.
Sickened
The character takes a -2 penalty on all attack rolls, weapon damage rolls,
Saving Throws, skill checks, and ability checks.
Staggered
A staggered character may take a single
Move Action or
Standard Action each round (but not both, nor can they take a
Full-Round Action).
A character is staggered so long as their nonlethal damage exactly equals their current hit points.
Stunned
A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses their
Dexterity bonus to AC (if any).
Unconscious
Knocked out and
Helpless. Unconsciousness can result from having negative hit points, from nonlethal damage in excess of current hit points, or from other sources that directly cause it.
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