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Name ▲ Page Description Chapter
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
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Treasure 543Alchemical items, magic items, runes, materials and snares.Treasure
Alchemical Items 543Alchemical items are not magical.Treasure
Armor 555Suits of armor can be crafted from precious materials or infused with magic to grant them abilities exceeding those of typical armor.Treasure
Consumables 559This section includes magic items with the consumable trait.Treasure
Held Items 572These items need to be held to use them.Treasure
Materials 577Most items are made from readily available materials— usually leather, wood, or steel—but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages.Treasure
Runes 580Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them.Treasure
Shields 586All magic shields are specific items with a wide variety of protective effects, as described in their entries.Treasure
Snares 589Snares are small annoyances and simple traps you can create using the Crafting skill if you have the Snare Crafting feat (page 266).Treasure
Staves 592A magical staff is an indispensable accessory for an elite spellcaster.Treasure
Structures 596These items create structures of significant size, typically by growing from their more manageable, normal forms.Treasure
Wands 597Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot.Treasure
Weapons 599Weapons can be crafted from precious materials or infused with magic to grant them powerful and unusual abilities.Treasure
Worn Items 603This section includes magic items you wear.Treasure
Deities 437The deities and philosophies of the Core Rulebook.Deities
Domains 441The cleric domains and their domain spells.Deities
Ambition 441You strive to keep up with and outpace the competition.Deities
Air 441You can control winds and the weather.Deities
Cities 441You have powers over urban environments and denizens.Deities
Confidence 441You overcome your fear and project pride.Deities
Creation 441You have divine abilities related to crafting and art.Deities
Darkness 441You operate in the darkness and take away the light.Deities
Death 441You have the power to end lives and destroy undead.Deities
Destruction 441You are a conduit for divine devastation.Deities
Dreams 441You have the power to enter and manipulate dreams.Deities
Earth 441You control soil and stone.Deities
Family 441You aid and protect your family and community more effectively.Deities
Fate 441You see and understand hidden inevitabilities.Deities
Fire 441You control flame.Deities
Freedom 441You liberate yourself and others from shackles and constraints.Deities
Healing 441Your healing magic is particularly potent.Deities
Indulgence 441You feast mightily and can shake off the effects of overindulging.Deities
Knowledge 441You receive divine insights.Deities
Luck 441You’re unnaturally lucky and keep out of harm’s way.Deities
Magic 441You perform the unexpected and inexplicable.Deities
Might 441Your physical power is bolstered by divine strength.Deities
Moon 441You command powers associated with the moon.Deities
Nature 441You hold power over animals and plants.Deities
Nightmares 441You fill minds with horror and dread.Deities
Pain 441You punish those who displease you with the sharp sting of pain.Deities
Passion 441You evoke passion, whether as love or lust.Deities
Perfection 441You strive to perfect your mind, body, and spirit.Deities
Protection 441You ward yourself and others.Deities
Secrecy 441You protect secrets and keep them hidden.Deities
Sun 441You harness the power of the sun and other light sources, and punish undead.Deities
Travel 441You have power over movement and journeys.Deities
Trickery 441You deceive others and cause mischief.Deities
Truth 441You pierce lies and discover the truth.Deities
Tyranny 441You wield power to rule and enslave others.Deities
Undeath 441Your magic carries close ties to the undead.Deities
Water 441You control water and bodies of water.Deities
Wealth 441You hold power over wealth, trade, and treasure.Deities
Zeal 441Your inner fire increases your combat prowess.Deities
Archetypes 219Multiclass archetypes: feats from another class.Archetypes
Alchemist Archetype 220You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation.Archetypes