Skip to content

Conditions

Conditions are temporary states that usually end on their own or expire after a short duration. They are separate from afflictions, which are longer-term problems such as wounds, injuries, diseases, and curses.

Bad Luck

A creature with bad luck rolls the minimum result on all damage dice for the duration.

Deafened

A deafened creature cannot hear. It automatically fails Listen checks, cannot benefit from sonic or music-based bonuses, and ignores sonic or music-based penalties unless the effect also works through vibration or another sense. Spells with verbal components have a 10% chance to fail when cast by a deafened creature.

Dizzy

A dizzy creature must succeed on a Concentration check with a DC equal to 10 + HD + spell level to cast a spell. When the creature moves, it must succeed on a DC 15 Balance check or fall prone. If the creature runs, this Balance DC becomes 25. Melee attack rolls made by a dizzy creature take a -2 circumstance penalty.

Exhausted

An exhausted creature can take either a standard action or a move action each round, but not both. It takes a -3 dodge penalty to AC and Reflex saves, and its movement speeds are halved.

Fatigued

A fatigued creature cannot charge or double-move. Any excessively tiring activity makes it exhausted. A fatigued creature also takes a -1 dodge penalty to AC and Reflex saves.

Nauseated

A nauseated creature is overwhelmed by dizziness and sickness. Each round, roll 1d3. On a 1, the creature vomits and takes no actions. On a 2, it must succeed on a DC 18 Balance check or fall prone. On a 3, it acts normally for that round.

Panicked

A panicked creature must flee from the source of its fear as directly as it can, even through dangerous terrain or threatened spaces. If it cannot flee, it can defend itself, but it cannot willingly move closer to the source of its fear or take offensive actions against it. A panicked creature takes a -4 penalty to attack rolls, skill checks, and Will saves while the source of fear remains present.

Scared

A scared creature hesitates to resist, fight, or deny the source of its fear. Against that source, it takes a -2 penalty to attack rolls, skill checks, and Will saves, and strongly prefers to stay out of reach. A scared creature is also more likely to comply with requests that avoid direct conflict. If it has multiple sources of fear, it prioritizes the greatest fear.

Shaken

A shaken creature is rattled but still in control of itself. It takes a -1 penalty to attack rolls, skill checks, and Will saves.

Sickened

A sickened creature takes a -2 penalty to all rolls and reduces all movement speeds by 10 ft.

Sleep

A sleeping creature is temporarily unconscious. A sound with a Listen DC of 15 or higher gives the creature a chance to wake up if it succeeds on the Listen check. Sleeping creatures take a -5 penalty to Listen checks.

Soaked

A soaked creature becomes vulnerable to electric spells and effects. If it has electric resistance, it loses that resistance instead. If it has electric immunity, it becomes resistant instead. If it absorbs electric damage, it heals an amount equal to the vulnerable damage instead.

Staggered

A staggered creature can take either a standard action or a move action on its turn, but not both. It can still take free actions and immediate actions normally. A staggered creature threatens squares and can defend itself.

Stifle

Emotion overwhelms a stifled creature. It cannot take actions if left alone, but it can dodge, defend, and protect itself against offensive actions. If the stifle is magical, any offensive action against the creature grants it another immediate Will save. Reactive skills such as Balance, Spot, and Listen take a -4 circumstance penalty. A stifled creature is not flat-footed.

Stunned

A stunned creature drops held weapons and cannot take standard actions. It does not threaten squares, but it can move at half speed. While stunned, the creature takes a -2 dodge penalty to AC and Reflex saves, and a -4 circumstance penalty to Acrobatics, Balance, Investigate, Listen, and Spot checks.