Conditions

This page details the various conditions that exist within this system. Each status effect has an associated Tier attached to it. This is representative in the severity and how common the effect is, with tier 1 effect being easiest to remove, and tier 2 and higher being more difficult to remove.

Some conditions have a type of N/A, these conditions are usually conditions that are not detrimental conditions, or conditions that are representative of impairments by outside forces such as the entangled or grappled conditions.

Bleed
Type: Tier 1

Creatures afflicted with bleed take bleed damage at the beginning of their turn. The amount of damage caused by the bleed is dependent upon the ability that applied it; if the ability lists a dice, the value is rolled at the start of each turn. Unless otherwise specified bleed effects only last 1d4 rounds plus an additional round per 5 base attack bonus of the creature that applied it.

Bleeding can be removed through a Medic check (Usually DC 10+½ Base attack bonus + the higher strength or dexterity modifiers of the attacker) or through the application of any spell or ability that cures at least 5 + the base attack bonus of the attacker, hit points of damage.

Unless otherwise specified bleed effects do not stack with themselves, but may stack from different sources. Applications of the same source of bleed only rests the duration of the bleed. If an effect from the same source would deal a worse form of bleed (such as a spell dealing more bleed when a spell point is spent) the duration is reset and the worse bleed effect is used instead.

Muddled
Type: Tier 1

At the start of the afflicted creature’s turn they have a 50% chance of acting normally and must roll a d%. A result of 50 or higher and the creature may take their turn normally.

For the purposes of abilities the muddled creature cannot treat any creature as their ally besides themselves. Creatures wishing to cast beneficial spells must succeed at any save attack or melee touch attack the spell calls for, and the muddled creature cannot willingly fail and must roll against these as if they were a hostile enemy.

The result of the d6 correlates to an action the creature must take instead of their normal behavior from the table below: If for some reason a creature cannot carry out the action they instead do nothing and simply babbles incoherently. Muddled creatures do not threaten squares around them while muddled unless they roll behavior #4 on the table, in which they only threaten the creature they attacked until the start of their next turn.

Dazzled
Type: Tier 1

The creature’s eyesight is temporarily impaired. A dazed creature can still see, but takes a -1 penalty on attack rolls and Perception checks based on sight.

Disoriented
Type: Tier 1

Creatures that are disoriented must roll randomly to determine the direction of their voluntary movement (including a 5-foot step). The movement must continue for at least 10 feet in that direction (except in the case of a 5-foot step) before the creature may choose to end the movement, forgoing any unused movement remaining. A creature under this effect may instead spend a full-round action to move up to half its speed without rolling to determine a random direction.

Fatigued
Type: Tier 1

Creatures that are fatigued are unable to take the run or charge action. In addition the creature surfers a temporary -2 penalty to their Strength and Dexterity ability scores while they remain fatigued. Unless otherwise specified if the creature performs a task, or is afflicted by an ability, that would cause them to become fatigued while they already are fatigued, they instead become exhausted. Unless otherwise specified a creature is fatigued until they rest for at least 8 hours.

Shaken
Type: Tier 1

Shaken creatures cannot willingly approach the source of this fear effect unless they pass a will save against 10 + the bonus of the save attack or demoralize check that caused the shaken condition. If the shaken condition was applied without a save the DC instead becomes 10 + ½ the hit dice of the source + the source’s charisma modifier. The creature does not need to pass this save if they cannot see or otherwise locate the source.

In addition, while within 30 feet of the source of this fear effect, and has line of sight the creature takes a -2 penalty on attack rolls, save attack rolls, saving throws, skill checks, and ability checks. Creatures immune to mind-affecting abilities are generally immune to the shaken status.

Sickened
Type: Tier 1

A sickened creature cannot take swift, immediate, or reactions while they remain sickened. Sickened is a less severe form of nauseated, and unless otherwise specified if an effect would cause you to become sickened while already sickened you instead become nauseated.

Staggered
Type: Tier 1

A staggered creature is limited to a single move or standard action, but may still utilize free, swift, immediate, and reactions as normal.

Dazed
Type: Tier 1

A dazed creature can take no actions during their turn. Despite being unable to take actions the creature takes no penalty to their AC, nor are they treated as flat-footed. Dazed condition has a duration of 1 round unless otherwise specified.

Blinded
Type: Tier 2

A creature with the blinded conduction is unable to see. All sight-based perception checks, skill, or activities dependent upon vision automatically fail (such as reading). The creature is unaffected by vision-based illusions, though other illusions that can interact with a creature (such as through touch or sound) are unaffected. All gaze attacks automatically fail against the creature. The blinded creature treats all opponents as invisible. A blinded creature must make a DC 10 Acrobatics skill check if they move more than half their speed in a single movement; failing this check causes the creature to fall prone. If the afflicted creature possesses blindsense, blindsight, or tremorsense they do not need to make the acrobatics check to move; in addition these senses provide the usual benefits to a creature attempting to fight invisible creatures.

A creature may always choose to close their eyes as a free action to temporarily grant themselves the blinded condition.

Confused
Type: Tier 2

This ailment is identical to the muddled condition except the creature only has a 25% chance of acting normally on their turn.

Deafened
Type: Tier 2

A creature with the deafened condition cannot hear. All sound-based Perception checks automatically fail. The creature gains a 20% spell failure chance when casting spells unless they are affected by the Silent Spell meta talent. Illusions based on sound automatically fail against a deafened creature, and the deafened creature takes only half damage from sources dealing sonic type damage.

Exhausted
Type: Tier 2

A creature with the exhausted condition moves at half speed and cannot take the run or charge action. In addition the creature suffers a -3 penalty to their strength and dexterity modifiers. A creature can reduce the exhausted condition to fatigued after 1 hour of rest. Exhausted is a more severe version of fatigue, and unless otherwise specified when a fatigued character does something or is affected by something that would cause fatigue, they instead become exhausted.

Fascinated
Type: Tier 2

A creature  with the fascinated condition is entranced, unable to take actions other than devote their attention to the object of this fascination, for the duration of the effect. The creature takes a -4 penalty on all perception and sense motive checks; though if the creature is in danger, such as a hostile creature approaching, they receive a new saving throw against the effect. Obvious threats, such as a creature drawing or readying a weapon, or casting a spell, immediately ends the effect. A creature may also attempt to end the fascinated condition on another creature by using a standard action to break their concentration on the object.

Frightened
Type: Tier 2

A creature with the frightened condition automatically flees from the source of the fear effect to the best of its ability. The creature can use abilities and spells to flee; and must do so if they would otherwise be unable to escape. If for some reason the affected creature would be unable to flee it may attempt to fight, but takes a -2 penalty on attack rolls, save attack rolls, saving throws, skill checks, and ability checks. Frightened is a more severe version of shaken, but a less severe form of panicked. Unless stated otherwise creatures who are already shaken and would become shaken again instead become frightened; if a creature is shaken but would be targeted by the frightened or panicked condition, only take that effect rather than stacking immediately into a more severe effect.

Nauseated
Type: Tier 2

A creature with the nauseated condition is  in such a state of distress they are unable to attack, cast, concentrate, or perform any action beyond taking a single move action per turn. In addition the creature is unable to take swift, immediate, or reactions as long as the nauseated condition persists.

Stunned
Type: Tier 2

A creature with the stunned condition automatically drops any weapons they are holding. In addition the creature is unable to take any actions, takes a -2 penalty on all AC and CMD rolls, and is denied their dexterity bonus to AC.

Madness
Type: Tier 3

This condition is identical to the confused condition, but has no duration and instead must be removed through other abilities, such as those able to remove tier 3 conditions.

Cowering
Type: Tier 3

A creature with the cowering condition is frozen in fear, unable to take any actions (including free, swift, immediate, or reactions). A cowering creature takes a -2 penalty to AC and is denied their dexterity bonus to AC. Cowering is a more extreme state of fear than shaken, frightened, or panicked conditions.

Panicked
Type: Tier 3

The panicked condition is identical to the frightened condition, except the affected creature must also immediately drop anything it is currently holding when it begins to flee. In addition if the creature is unable to flee, they cannot attack and must instead use their actions to perform the total defense or some other action that would assist in hiding or protecting themselves.

Paralyzed
Type: Tier 3

A creature with the paralyzed condition is unable to move or act, frozen in place. Creatures with the paralyzed condition are helpless, but may still take purely mental actions. Creature flying in the air flying through mundane means (such as wings) are unable to sustain their flight and immediately fly. Swimming creatures that become paralyzed are unable to continue swimming and may become at risk of drowning.

Petrified
Type: Tier 3

A creature with the petrified condition is turned to stone and treated as if they are unconscious. If the petrified creature’s stone form is broken, the creature may remain unharmed if the broken pieces are returned before they are returned to their normal state; if the pieces are not returned then the creature suffers the appropriate hit point loss or debilitation associated with the lost parts.

Ability Damage
Type: N/A

Creatures with ability damage have their ability score reduced by the listed amount, imparting a penalty to the ability score and modifier. Ability damage heals naturally at a rate of 1 point of ability damage per day per ability score affected. Most creatures become paralyzed if either strength or dexterity scores reach 0, or unconscious if their intelligence, wisdom, or charisma reach 0. If a creature’s constitution score is reduced to 0 the creature immediately dies.

Ability Drain
Type: N/A

Ability drain is identical to ability damage, except its effects are permanent and do not heal naturally over time. Ability drain usually requires some form of magic to restore the lost ability score.

Broken
Type: N/A

Broken is a condition applied to objects rather than creatures. An object is broken once its hit points have been reduced to below half.

The broken condition has different effect depending on the object its affecting.


 * Weapons: Broken weapons suffer a -2 penalty on all attack and damage rolls, and have their critical threat range and multiplier reduced to 20 and x2.
 * Armor and Shields reduce their granted AC bonus by half (rounded down).
 * Other objects that don’t fit into these columns may not have immediate noticeable effects, but otherwise are reduced in value to 50% their normal value.

Dead
Type: N/A

A creature that is dead is treated as an object. Normal and magical healing, including those that can repair objects, do not restore a creature from the dead; some magics may allow for the restoration from the dead. Dead bodies decay as normal, though some magic may be used to preserve the body. Creatures resurrected usually do not need to worry about any ill effects from being dead.

Disabled
Type: N/A

A creature with the disabled condition may only take a single move or standard action each round; and may take swift, immediate, free, and reactions as normal. In addition a disbaled character moves at half speed. A creature is normally disabled when they are at 0 hit points and taking a standard action deals 1 point of damage after the completion of the act, which may cause a creature to go to negative hit points and begin dying.

Dying
Type: N/A

A creature who is dying is unconscious and is at risk of death. Dying creatures are creatures at negative hit points and have not stabilized yet. Dying creatures can take no actions, but at the beginning of their turn must make a survival check to stabilize (see combat rules for more information).

Energy Drain
Type: N/A

A creature is afflicted with energy drain when they gain one or more negative levels. If the affected creature has negative levels equal or greater than their number of hit dice they automatically die.

Entangled
Type: N/A

A creature who becomes entangled has their movement impeded. Unless otherwise specified a creature can still move, but only at half speed, unable to run or charge. An entangled creature takes a -2 penalty on all attack rolls, and a -4 penalty to dexterity. Creatures who are entangled find it more difficult to cast spells and must make a concentration check (DC 15 + ½ BCB of the spell being cast), or lose the spell.

Flat-Footed
Type: N/A

A creature who is flat-footed loses their dexterity bonus to AC, and is unable to use reaction or immediate actions. Creatures who have yet to act in combat are flat-footed, though some abilities or effects may also cause a creature to become flat-footed.

Grappled
Type: N/A

A creature with the grappled condition is unable to move and takes a -4 penalty to dexterity, and a -2 penalty on all attack rolls except those made to grapple or escape a grapple. A grappled creature cannot perform actions that would require two hands to perform. Grappled spellcasters must make concentration checks to cast spells (DC 10 + grappler’s CMB +½ the BCB  of the spell being cast), or lose the spell.

Finally grappled creatures are unable to use stealth to hide as long as another creature is grappling them, though they receive a +2 bonus to their CMD if they are invisible to the creature that is attempting to grapple them.

Helpless
Type: N/A

A creature who is helpless is treated as having a Dexterity of 0 (-5 modifier), and all melee attacks against a helpless target gain a +4 bonus (same bonus as attacking a prone target). Creatures are usually helpless when paralyzed, bound, unconscious, or other similar effects. Finally, a helpless creature is susceptible to coup de grace attacks.

Invisible
Type: N/A

A creature who is invisible gains a +2 bonus to attack rolls against creatures who cannot see them, unless they have some sort of vision that would allow them to view their attacker (such as blindsight). In addition creatures unable to see an invisible foe are denied their dexterity bonus to AC from attacks from an invisible creature. Finally invisible creatures are treated as having total concealment (50% miss chance) against attacks originally from a creature who cannot see them.

Pinned
Type: N/A

Creatures with the pinned condition cannot move, are denied the dexterity bonus to AC, and are automatically prone (taking penalties as normal). A pinned creature can only attempt to free itself (usually using a CMB check or Escape Artist check). Pinned creatures are still able to speak and perform purely mental actions as normal, but are otherwise unable to cast spells unless they are modified by the Still Spell meta talent. Pinned creatures must make a concentration check as if they are grappled to cast. Pinned is a more severe version of grappled and thus the effects do not stack.

Prone
Type: N/A

A creature who becomes prone on the ground takes a -4 penalty to attack rolls, reflex saving throws, and becomes unable to use bow keyword ranged weapons to make attacks with. Prone defenders gain a +4 bonus to AC against ranged attacks, but take a -4 penalty to AC against melee attacks. Standing up from prone requires a move action, and provokes attacks of opportunity.

Stable
Type: N/A

A creature that has successfully stabilized either through their own effort, or outside assistance, is no longer dying, but is still at negative hit points. Creatures who are stable no longer need to make checks to stabilize and no longer lose hit points each round. A stable creature who takes damage after becoming stable resumes dying and must attempt to become stable again. (See combat rules for more information).

Unconscious
Type: N/A

A creature who is unconscious is helpless. Creatures can become unconscious through negative hit points, excessive nonlethal damage, or even falling asleep (either willingly or forcefully through a spell).