Special Conditions
A Special Condition is an effect that impacts your character's efficiency during play. Whether it is something beneficial like being inspired by your team leader or the petrifying fear of staring down a Sith Lord, Special Conditions can drastically affect a creature's ability to be effective in or off the field.
Addicted
A character who becomes addicted to a substance must consume/take the substance in question every 1 day +(your Constitution Modifier). If not the character will suffer a persistent -1 on the Condition Track every day they do not consume/take the substance. If a character goes 3 days without the substance they gain the Nauseated condition as well. After 10 days of not consuming/taking the substance, a character may make an Endurance check, DC 30, to overcome their addiction. A character may use an Antitoxin to make a Treat Injury check DC 20 +5 (For each day before day 10, to overcome their addiction faster.)
Antagonized
An antagonized creature can only target its antagonist (the one who caused the antagonized condition) with hostile* actions. Furthermore, an antagonized creature does not threaten any opponents except their antagonist: they cannot make attacks of opportunity or be used to determine flanking bonuses against other opponents. A creature is no longer antagonized if their antagonist is helpless, unconscious, or cannot participate in combat. If an antagonized creature uses an ability that targets multiple creatures, the antagonist must be chosen among these targets. If an antagonized creature uses an ability that targets an area, their antagonist must be within the ability’s targeted area.
On each round after the first, an antagonized creature may attempt a Perception skill check to realize the folly of their actions during their turn as a swift action. This skill check is opposed by the antagonist’s original antagonize check. If the creature succeeds on their Perception skill check, the antagonized condition ends.
*A hostile action is any attack or effect that causes direct harm to an opponent in the form of damage, negative conditions, or any other effect that penalizes or hinders a creature.
Bleeding
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped before its round limit with a DC 15 Treat Injury check or by applying any type of medpac or Force Power that heals hit point damage (even if the bleed is ability damage). Bleed effects stack with each other even if it's the same attack.
Blinded
The creature cannot see. A blinded creature loses their Dexterity to General Defense and is therefore considered Flat-Footed against all attacks, they take a -15 penalty & Disadvantage to their attack roll, a –5 penalty & disadvantage on all Dexterity-based & Athletics skill checks, and all checks and activities that rely solely on vision automatically fail. All opponents are considered to have total concealment against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Broken -Item Condition-
Items or Droids that have taken damage in excess of half its total hit points are broken. They are less effective at their designated task and have the following effects, depending upon the item.
- If the item is a weapon, any attacks made with the item suffer a –10 penalty with Disadvantage on attack rolls and disadvantage on damage rolls. Broken weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
- If the item is armor, see the Cracked (Armor Condition) .
- If the item is a tool needed for a skill, any skill check made with the item takes a –10 penalty with disadvantage.
- If they are Droid it takes a -10 penalty with disadvantage on all of its rolls and is permanently moved -6 on the Condition Track until the condition is repaired.
- 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 50% of its normal value. Items lose the broken condition if it regains at least half of its original hit points or higher. Generally speaking, this requires a DC 30 Mechanic check and 1 hour of work & half its Material cost to be repaired, the time is reduced by 10 minutes for each multiple of two the check exceeds. Most mechanics charge one-fifth of the item’s total cost to repair such damage.
*Special Note on Ships. Ships, and sometimes their means of propulsion—are objects, and like any other object, when they take damage in excess of half their hit points, they are broken.
- When a ship is broken, it takes a –10 penalty to all Defenses, as well as Disadvantage on pilot checks, saving throws, and on pilot maneuver checks.
- When a ship or its means of propulsion becomes broken, the ship’s maximum speed is halved and the ship can no longer gain the upper hand until repaired.
- If the ship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed.
Burning
When a target is on fire they are considered burning, in addition to the indicated fire damage a burning target is also Panicked and must either Sprint to the nearest source of something to extinguish the flames; or spend a Full-Round Action to stop, drop, and roll to extinguish the flames.
If a creature ends their turn while Burning they take 2d6 Fire Damage, that stacks each turn they end while Burning.
Choking
When a character is choking they may only take actions to alleviate their current condition (making a grab/grapple check to break free of a choke, escape the area of gas that is choking them, get to the nearest source of breathable environment for their species, etc). If a choking person can not ascertain/interact with the method being used to choke them (the Force, asphyxiation from poison, colorless & odorless gas, etc) or they failed in their attempt to alleviate the condition they can take no other actions that turn. The first turn a character ends while choking, they take 1d8 Unstoppable damage and move -1 step on the Condition Track. Each additional turn they end while choking they take an additional Die of Unstoppable Damage and move an additional step down the Condition Track. This condition has no effect on characters that don't need to breathe or Droids. The effects of this condition can not be mitigated by holding your breath.
Clouded
A creature with a Clouded mind has trouble forming and maintaining coherent thoughts and struggles with any mental tasks. While clouded all Mental Attributes Scores are reduced by 6, the character takes Disadvantage on all attempts to use 'Mind-Affecting' effects, 'Mind-Affecting' effects used against them have Advantage, and if the Coulded character makes a Use the Force check it is done with double Disadvantage.
Confused
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. A confused creature is considered unwilling to any assistance attempted by allies, and allies attempting to force assistance onto them must overcome their corresponding defense. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d% | Behavior |
---|---|
01–25 | Act normally. |
26–50 | Do nothing but ramble incoherently. |
51–75 | Deal 1d8 points of damage + Str modifier to self with item in hand. |
76–100 | Attack the nearest creature (for this purpose, a familiar counts as part of the subject’s self). |
A confused creature who can’t carry out the indicated action does nothing but ramble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
Note that a confused creature will not make attacks of opportunity against anything 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 –5 penalty to all Defenses and loses their Dexterity bonus, but it is not considered Flat-Footed. This is the third level of a fear, above Shaken and Frightened but below Panicked.
Damaged
Items that have taken damage in excess of a quarter its total hit points are Damaged. They are less effective at their designated task and have the following effects, depending upon the item.
- If the item is a weapon, any attacks made with the item suffer a –5 penalty with Disadvantage on attack rolls and disadvantage on damage rolls. Damaged weapons only score a critical hit on a natural 20 but still deal its normal critical hit damage.
- If the item is armor, it is not affected by the Damaged condition.
- If the item is a tool needed for a skill, any skill check made with the item takes a –5 penalty with disadvantage.
- If they are Droid they are not affected by the Damaged condition.
- If the item does not fit into any of these categories, the Damaged condition has no effect on its use.
Items with the broken condition, regardless of type, are worth 25% of its normal value. Items lose the damaged condition if it regains at least quarter of its original hit points or higher. Generally speaking, this requires a DC 20 Mechanic check and 30 minutes of work & half its Material worth to be repaired, the time is reduced by 10 minutes for each multiple of two the check exceeds. Most mechanics charge one-tenth of the item’s total cost to repair such damage.
Dazed
The creature is unable to act normally. A dazed creature can take no actions but has no penalty to any Defenses.
The dazed conditioncondition typically lasts 1 round.
Dazzled
The creatures eyes are extremely over-stimulated. A dazzled creature has Disadvantage on all attack rolls & sight-based checks, and also is considered Flat-Footed.
Dead
When a creature’s hit points are reduced to a negative amount equal to their Fortitude Defense, or they're killed outright by a Force Power or Ability effect. Dead characters cannot benefit from normal or Force healing, but they can be restored to life. A dead body decays normally unless preserved, but the Force may restore a dead character to life and also restores the body either to full health or to its condition at the time of death (depending on the Force Power 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 –5 penalty with Disadvantage on initiative checks and automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
Debilitated
A Debilitated character can only take Swift & Free Actions, cannot make Reactions, and all checks, rolls, & saves are rolled with Disadvantage.
Destroyed -Item Condition-
Droids or Items that have taken damage that reduces its Hit Points to a negative amount equal to its total Hit Points, are Destroyed. Droids or Items with the Destroyed condition are completely inoperable and unable to be repaired or salvaged.
Disabled -Item Condition-
Items or Droids that have taken damage that reduces its current hit points to 0 are Disabled. They no longer function and move to the bottom of their Condition Track and have the following effects, depending upon the item.
- If the item is a weapon, any attacks made with the item suffer a –30 penalty with Triple Disadvantage on attack rolls and -10 penalty with triple disadvantage on damage rolls. Disabled weapons cannot score a critical hit.
- If the item is armor, see the Fragmented (Armor Condition).
- If the item is a tool needed for a skill, any skill check made with the item takes a –30 penalty with triple disadvantage.
- If they are Droid they move to the bottom of their Condition Track and falls prone until the condition is repaired.
- If the item does not fit into any of these categories, the impaired condition inflicts a -30 penalty with disadvantage on its use.
Items with the disabled condition, regardless of type, are worthless. Items lose the disabled condition if it regains at least a positive hit points. Generally speaking, this requires a DC 50 Mechanic check and 3 hour of work & its Material cost to be repaired, the time is reduced by 10 minutes for each multiple of two the check exceeds. Most mechanics charge the item’s total cost to repair such damage.
*Special Note on Ships. Ships, and sometimes their means of propulsion—are objects, and like any other object, when they take damage in excess of three-quarters their hit points, they are impaired.
- When a ship is impaired, it takes a –30 penalty to all Defenses, as well as Triple Disadvantage on pilot checks, saving throws, and on pilot maneuver checks.
- When a ship or its means of propulsion becomes impaired, the ship’s maximum speed is divided by three-fourths and the ship can no longer gain the upper hand until repaired.
- If the ship is in motion and traveling faster than its new maximum speed, it automatically decelerates to 0.
Dying
A creature reduced to 0 Hit Points is dying. They receive a Devastating Injury and fall Prone, the only action they can take being Death Saves.
Death Saves
Death Saves are an Endurance Skill check: DC (10 + Negative Hit Points), as a Full Round Action.
- On a success, a Creature gains one success on their Death Save counter or removes one failure on their Death Save counter. but remains unconscious.
- On a failure, they lose one success or gain one failure on the Death Save counter if they have no successes to lose. If the roll fails by 10 or more points, you also receive another Devastating Injury. If you roll a Natural 1 on your Death Save, you gain two failures. If a creature gets five failures on the Death Save counter, the creature has to make a last chance Luck Check.
- If a creature falls unconscious again before a Long Rest the Death Save DC is increased by 10. This effect stacks each time they fall unconscious before a Long Rest.
An unconscious or helpless creature subjected to a Coup de Grace attack or an attack that deals Massive Damage, dies immediately.
Stabilizing
When a creature attempts to Stabilize through normal means, they must make a Treat Injury skill check, DC (10 + negative Hit Points - each success the Dying creature has on their Death Save counter)
At the start of each of their turns, a creature that is Stabilized may make an Endurance skill check, DC (10 + negative Hit Points - each success the Dying creature has on their Death Save counter), as a Swift Action.
- On a success, the creature is no longer unconscious (but still Prone), moves +1 on the Condition Track and gets to recovery 1 Hit Die of Hit Points.
- On a failure, the creature remains unconscious and loses 1 Hit Point.
- The creature continues to make Death Saves every turn.
If the creature is healed resulting in them having positive Hit Points they immediately move +1 on the Condition Track and are revived. The creature can get up to fight again (but start Prone).
Force & Light Side Points
Creatures with Force/Light Side Points can not use them as normal to modify Death Save rolls.
- They may spend one point to ignore a normal failure.
- They may spend two points for Advantage on a Death Save.
- They may even use a Light Side Point to pass a Death Save outright.
- They may spend two Light Side Points to ignore a Natural 1.
Droids
When a Droid is Disabled (the mechanical equivalent of being unconscious), it moves to the bottom of the Condition Track, falls Prone, and is unable to take any Actions. It remains inert and inoperable until Repaired.
- If the Droid is a Hero Character it may attempt to reactivate itself (make a Death Save) with the same rules applying to it as well.
A Droid that is Repaired immediately reactivates and can get up to fight again (but starts Prone). The repaired Droid has a number of Hit Points equal to the amount Repaired, and it moves +1 step on the Condition Track.
Entangled
The creature 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 –10 penalty on all melee attack rolls and a –6 penalty to their Dexterity-based skills.
Exhausted
An exhausted creature moves at half speed, cannot Run, Sprint, or Charge; takes a -4 penalty to all Attribute scores; a -6 to all Skill Checks; and -8 Attack Rolls. After a Full Rest, a character loses their Exhaustion & one level of Fatigue. After a Total Rest, a character loses their Exhaustion and all levels of Fatigue.
An Exhausted creature still gains levels of Fatigue, and the penalties granted by Fatigue stack with the effects of being Exhausted. A creature that is Exhausted can gain another level of exhaustion if they do anything that would normally cause Exhaustion.
Exhausted characters can also remove a level of exhaustion by; take 3 Strain, Spending 4 Force Points, or spending a Light Side point.
Fascinated
A fascinated creature is entranced by a Force power or device 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 –5 penalty on skill checks made as reactions, such as Perception 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, using the Force, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the effect as a standard action.
Fatigued
A fatigued character can neither Run nor Charge and takes a –2 penalty to all Attribute Scores; a -4 Penalty to all Skill checks; and -6 Attack Rolls; all with Disadvantage . Doing anything that would normally cause fatigue causes the fatigued character to gain another Level of Fatigue.
After a Character has gained more than three Levels of Fatigue they become Exhausted. Fatigued characters will lose a level of Fatigue after either a Short Rest, taking 1 Strain, or spending 2 Force Points; a character may also clear all levels of Fatigue by either taking a Standard Rest or spending a Light Side point.
Flat-Footed
A flat-footed character; loses their Dexterity bonus to General, Reflex, & Combat Maneuver Defense. While flat-footed the character cannot make attacks of opportunity, unless they have the Combat Reflexes feat or Uncanny Dodge class talent; and they cannot take swift actions or reactions.
Characters with Uncanny Dodge retain their Dexterity bonus to their Defenses and can make attacks of opportunity while Flat-Footed.
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –3 penalty on all special defenses, and Disadvantage & -5 on all Rolls (unless they're being used to flee). A frightened creature can use talents, feats, and Force Powers, 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.
Frightened is the second level of fear, after Shaken.
Grappled
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –8 penalty to their Dexterity score. A grappled creature takes an additional –8 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.
- A grappled creatures can take no action that requires two hands to perform.
- A grappled character who attempts to use the Force must make a concentration check (DC 10 + grappler’s CMB).
- A grappled creatures cannot make attacks of opportunity.
- A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special talent or power, would normally allow it to do so. If a grappled creature becomes invisible, through a talent or power, it gains a +5 circumstance bonus on their 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). Attacks against a helpless target get a +5 bonus with Advantage. A helpless target may be sneak attacked.
As a full-round action, a character may use a weapon to deliver a coup de grace to a helpless foe. The attacker automatically hits and scores a critical hit. Sneak attack damage is added to the coup de grace. If the defender survives, they must make a Constitution 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 Constitution saves to avoid being killed by a coup de grace.
Incorporeal
Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all non-Force damage (including unstoppable).
Inspired
Creatures with the inspired condition receive a bonus to rolls (the bonus they receive and which rolls it affects is determined by the creature giving the inspiration) and gain Advantage on rolls for resisting 'Mind-Affecting' effects. If a creature is inspired from multiple sources they only gain Advantage once, but will receive an additional +5 to resist 'Mind-Affecting' effects from each source of inspiration beyond the first.
Intoxicated
A character's Intoxication Threshold is equal to (1 + their Constitution Modifier + their Species Modifier.) Every alcoholic drink the character consumes contains a number of Intoxication Points that count toward their Intoxication Threshold, similar to Stun Damage. When the number of Intoxication Points equals the character's Intoxication Threshold, the character is tipsy and gains their 1st level of Intoxication. When the number of Intoxication Points surpasses the character's Intoxication Threshold, the character must make an Endurance check (DC 15 + the difference between current Intoxication Points & the character's Intoxication Threshold).
- On a failed check, the character gains another level of Intoxication; if the check is failed by 5 or more they gain two levels of Intoxication, and with a failure involving a natural 1 they gain three levels. On a successful check, the character resists the effects of the extra alcohol they've consumed but does not lose any levels already gained.
Every time the character consumes alcohol after reaching their Threshold they must make another Endurance check.
Levels of Intoxication
- 1st Level of Intoxication (At Threshold): +2 Charisma, & -2 Intelligence.
- 2nd Level of Intoxication: +1 Charisma, -1 Dexterity, & -2 Intelligence.
- 3rd Level of Intoxication: -2 Dexterity, -3 Intelligence, & -2 Wisdom.
- 4th Level of Intoxication: -3 Dexterity, -4 Intelligence, -3 Wisdom, & -1 Charisma. -3 to all Intelligence Skills & -1 to all Dexterity & Wisdom Skills.
- 5th Level of Intoxication: -4 Dexterity, -5 Intelligence, -4 Wisdom, & -2 Charisma. -5 to all Intelligence Skills, -3 to all Dexterity & Wisdom Skills, & -1 to all Charisma skills.
- 6th Level of Intoxication: -5 Dexterity, -6 Intelligence, -5 Wisdom, & -3 Charisma. -7 to all Intelligence Skills, -5 to all Dexterity & Wisdom Skills, & -3 to all Charisma skills. Disadvantage on Attack Rolls and Pilot checks.
- 7th Level of Intoxication: -6 Dexterity, -7 Intelligence, -6 Wisdom, & -4 Charisma. -10 to all Intelligence Skills, -7 to all Dexterity & Wisdom Skills, & -5 to all Charisma skills. Disadvantage on Attack Rolls and Double Disadvantage Pilot checks. Gain Flat-Footed Condition.
- 8th Level of Intoxication: -7 Dexterity, -8 Intelligence, -7 Wisdom, & -5 Charisma. -13 to all Intelligence Skills, -10 to all Dexterity & Wisdom Skills, & -7 to all Charisma skills. Double Disadvantage on Attack Rolls and automatic fail on Pilot checks. Gain Flat-Footed Condition & Advantage against Fear effects.
- 9th Level of Intoxication: -8 Dexterity, -9 Intelligence, -8 Wisdom, & -6 Charisma. -15 to all Intelligence Skills, -13 to all Dexterity & Wisdom Skills, & -10 to all Charisma skills. Double Disadvantage on Attack Rolls and automatic fail on Pilot checks. Gain Flat-Footed & Staggered Conditions, Immunity against Fear effects, and Advantage on (hostile) Mind-Affecting effects.
- 10th Level of Intoxication: -10 Dexterity, Intelligence, Wisdom, & Charisma. -15 to all Intelligence, Dexterity, Wisdom & Charisma Skills. Triple Disadvantage on Attack Rolls (failed Attack rolls carry a critical fail consequence regardless of the dice result) and automatic fail on Pilot checks. Gain Flat-Footed & Debilitated Conditions, Immunity against Fear effects & (hostile) Mind-Affecting effects, and Advantage on rolls against (hostile) Force Powers used against you.
Detoxing
During a Short or Standard Rest, characters lose half an Intoxication Point per hour. During a Long or Full Rest, characters lose an Intoxication Point per hour. Only a Total Rest will completely clear all Intoxication Points.
Other methods of Detoxing
- Antidotepacs: The use of Antidotepacs will either remove one Intoxication Point during normal use or three points when used solely to treat Intoxication.
- Food & Water: You may remove one Intoxication Point after consuming Food & Water.
- Force Points: You may spend one Force Point to remove one Intoxication Point.
- Light Side Points: You may spend a Light Side Point to remove all Intoxication Points.
- Medical Kit: The use of Medical Kits will either remove one Intoxication Point during normal use or two points when used solely to treat Intoxication.
- Stimpacs: The use of Stimpacs will remove one Intoxication Point, but will only work once per hour.
- Stimulants: The use of Stimulants will remove one Intoxication Point.
Invisible
Invisible creatures are visually undetectable. An invisible creature gains a +5 bonus with Advantage on attack rolls against opponents and ignores their opponents’ Dexterity bonuses to Defenses, treating them as though they are Flat-Footed.
Knocked Out (Condition & Non-Lethal)
When a creature's Non-Lethal Damage equals their current HP, or they reach the bottom of their condition track, the creature is knocked out, unconscious, & helpless. While knocked out in this fashion, a creature may attempt to make a skill check, DC 10 + (the difference between their Non-Lethal Damage & their Current HP) + (3 for each step beyond 15 they are down on the condition track).
- On a success, the creature wakes up and gains 1 hit die + modifier in Hit Points or moves to Step 14 on the Condition Track, whichever the creature needs to be back up.
- On a failure, the creature is still knocked out.
Knocked Out (Stunned)
If the total stun damage they've taken meets or exceeds their current HP, they immediately gain the Stunned Condition. While Stunned in this manner they must spend a Standard Action making an Endurance check, DC: 10 + the difference between their Stun Damage and their Current HP.
- On a successful check, the creature is no longer Stunned and may continue their turn. However, if they take more Stun Damage, they will be stunned again, so long as their Stun Damage still meets or exceeds their current Hit Points.
- If the creature fails, they remain stunned and end their turn.
Nauseated
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, make Reactions, Use the Force, concentrate on using the Force, or do anything else requiring attention. The actions a nauseated creature can take are Move & Swift actions.
Off Balance
Creatures that are off balance cannot get proper footing and are unsteady of their feet. They are Flat-Footed, take Disadvantage on every roll they make, and a -5 circumstance penalty to General & Reflex Defense.
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 Disadvantage on all skill checks and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the Total Defensive Combat Focus in combat. A panicked creature must use talents, feats, or Force powers, to flee. While panicked, the creature is considered Flat-Footed.
Panicked the most extreme condition of fear. than shaken, frightened, or cowered.
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.
Pinned
A pinned creature is tightly bound and can take few actions. A pinned creature cannot attack or move and is Flat-Footed. A pinned character also takes an additional –10 penalty to their General Defense. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself with a combat maneuver attack check, rolled against the pinner's Combat Maneuver Defense.
A pinned creature can still make verbal and mental actions. A pinned character who attempts to use a Force power must make a concentration check (DC 10 + grappler’s CMAB). Pinned is a more severe version of grappled, but their effects do not stack.
Prone
A creature lying on the ground is considered Prone.
A prone attacker has a -5 penalty with Disadvantage on melee attack rolls and a +5 bonus with Advantage on ranged weapon attack rolls.
A prone defender gains a +5 bonus to General Defense against ranged attacks and inflicts Disadvantage on the ranged attacks; but takes a -5 Penalty to their Reflex Defense, and grants Advantage to melee attackers.
Standing up from Prone takes half of a creature's movement and provokes an attack of opportunity.
Reeling
A reeling creature is violently unsteady and at extreme risk of losing their footing. A reeling creature is Flat-Footed, take Disadvantage on all rolls, a -10 circumstance penalty to General & Reflex Defense, and can't take Move Actions. The reeling condition often only lasts for 1 turn.
Shaken
A shaken character takes a –2 penalty on all special defenses, and Disadvantage on all Rolls. Shaken is the least severe level of fear.
Shut Down
When a Droid is Shut Down, it is unable to act and unaware of its surroundings. It can only wake itself if the Shutdown is voluntary.
Sickened
A Sickened creature takes a –5 penalty & Disadvantage on all d20 rolls and any other non-d20 rolls based on physical attributes.
Stable
A character who was dying but who has stopped losing hit points each round 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 (such as a Treat Injury check or Force healing), then the character no longer loses hit points. The character can make a DC (15 + negative Hit Point total) Constitution save each round to become conscious (even if their hit points are still negative).
Staggered
A staggered creature may take a single move action or standard action each round (but not both, nor can they take full-round actions). A staggered creature can still take free & swift actions and reactions.
Stunned
A stunned creature drops everything held, can’t take any actions and they're considered Flat-Footed.
Attackers receive a +5 bonus with Advantage on attack rolls or to perform combat maneuvers against a stunned opponent.
Unconscious (Ability Effect)
Falling Unconscious out via effect renders the creature Unconscious & helpless, unable to wake itself until the effect ends.
Unconscious (Sleeping)
Falling asleep is treated as being unconscious. While asleep any sensation caught by the creature's Passive Perception will wake them.
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