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44 rules

Name ▲ Page Description Chapter
Conditions Appendix 618While adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear.Conditions Appendix
List of Conditions 618Conditions Appendix
Blinded 618You can’t see. All normal terrain is difficult terrain to you. You can’t detect anything using vision.Conditions Appendix
Broken 618Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold.Conditions Appendix
Clumsy 618Your movements become clumsy and inexact. Clumsy always includes a value.Conditions Appendix
Concealed 618While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you’re tougher to target.Conditions Appendix
Confused 618You don’t have your wits about you, and you attack wildly. You are flat-footed, you don’t treat anyone as your ally (though they might still treat you as theirs), and you can’t Delay, Ready, or use reactions.Conditions Appendix
Controlled 618Someone else is making your decisions for you, usually because you’re being commanded or magically dominated.Conditions Appendix
Dazzled 619Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.Conditions Appendix
Deafened 619You can’t hear. You automatically critically fail Perception checks that require you to be able to hear.Conditions Appendix
Doomed 619A powerful force has gripped your soul, calling you closer to death. Doomed always includes a value. The dying value at which you die is reduced by your doomed value.Conditions Appendix
Drained 619When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value.Conditions Appendix
Dying 619You are bleeding out or otherwise at death’s door. While you have this condition, you are unconscious. Dying always includes a value, and if it ever reaches dying 4, you die.Conditions Appendix
Encumbered 619You are carrying more weight than you can manage. While you’re encumbered, you’re clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet.Conditions Appendix
Enfeebled 619You’re physically weakened. Enfeebled always includes a value.Conditions Appendix
Fascinated 619You are compelled to focus your attention on something, distracting you from whatever else is going on around you.Conditions Appendix
Fatigued 620You’re tired and can’t summon much energy. You take a –1 status penalty to AC and saving throws. While exploring, you can’t choose an exploration activity.Conditions Appendix
Flat-Footed 620You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC.Conditions Appendix
Fleeing 620You’re forced to run away due to fear or some other compulsion.Conditions Appendix
Friendly 620This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is friendly to a character likes that character.Conditions Appendix
Frightened 620You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.Conditions Appendix
Grabbed 620You’re held in place by another creature, giving you the flat-footed and immobilized conditions.Conditions Appendix
Helpful 620This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.Conditions Appendix
Hidden 620While you’re hidden from a creature, that creature knows the space you’re in but can’t tell precisely where you are. You typically become hidden by using Stealth to Hide.Conditions Appendix
Hostile 620This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.Conditions Appendix
Immobilized 620You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of…Conditions Appendix
Indifferent 620This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.Conditions Appendix
Invisible 620While invisible, you can’t be seen. You’re undetected to everyone.Conditions Appendix
Observed 621Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become hidden or undetected instead of observed.Conditions Appendix
Paralyzed 621Your body is frozen in place. You have the flat-footed condition and can’t act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM).Conditions Appendix
Persistent Damage 621Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type.Conditions Appendix
Petrified 621You have been turned to stone. You can’t act, nor can you sense anything.Conditions Appendix
Prone 621You’re lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition.Conditions Appendix
Quickened 622You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action.Conditions Appendix
Restrained 622You’re tied up and can barely move, or a creature has you pinned.Conditions Appendix
Sickened 622You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can’t willingly ingest anything—including elixirs and potions—while sickened.Conditions Appendix
Slowed 622You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value.Conditions Appendix
Stunned 622You’ve become senseless. You can’t act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned.Conditions Appendix
Stupefied 622Your thoughts and instincts are clouded. Stupefied always includes a value.Conditions Appendix
Unconscious 622You’re sleeping, or you’ve been knocked out. You can’t act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions.Conditions Appendix
Undetected 623When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can’t target you, though you still can be affected by abilities that target an area.Conditions Appendix
Unfriendly 623This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.Conditions Appendix
Unnoticed 623If you are unnoticed by a creature, that creature has no idea you are present at all. When you’re unnoticed, you’re also undetected by the creature.Conditions Appendix
Wounded 623You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1.Conditions Appendix