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515 rules

Name ▼ Page Description
List of Conditions 618
Blinded 618You can’t see. All normal terrain is difficult terrain to you. You can’t detect anything using vision.
Broken 618Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold.
Clumsy 618Your movements become clumsy and inexact. Clumsy always includes a value.
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.
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.
Controlled 618Someone else is making your decisions for you, usually because you’re being commanded or magically dominated.
Dazzled 619Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.
Deafened 619You can’t hear. You automatically critically fail Perception checks that require you to be able to hear.
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.
Drained 619When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value.
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.
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.
Enfeebled 619You’re physically weakened. Enfeebled always includes a value.
Fascinated 619You are compelled to focus your attention on something, distracting you from whatever else is going on around you.
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.
Flat-Footed 620You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC.
Fleeing 620You’re forced to run away due to fear or some other compulsion.
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.
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.
Grabbed 620You’re held in place by another creature, giving you the flat-footed and immobilized conditions.
Helpful 620This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.
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.
Hostile 620This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.
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…
Indifferent 620This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.
Invisible 620While invisible, you can’t be seen. You’re undetected to everyone.
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.
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).
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.
Petrified 621You have been turned to stone. You can’t act, nor can you sense anything.
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.
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.
Restrained 622You’re tied up and can barely move, or a creature has you pinned.
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.
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.
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.
Stupefied 622Your thoughts and instincts are clouded. Stupefied always includes a value.
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.
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.
Unfriendly 623This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.
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.
Wounded 623You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1.
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Treasure 543Alchemical items, magic items, runes, materials and snares.
Alchemical Items 543Alchemical items are not magical.
Armor 555Suits of armor can be crafted from precious materials or infused with magic to grant them abilities exceeding those of typical armor.
Consumables 559This section includes magic items with the consumable trait.
Held Items 572These items need to be held to use them.
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.
Runes 580Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them.
Shields 586All magic shields are specific items with a wide variety of protective effects, as described in their entries.
Snares 589Snares are small annoyances and simple traps you can create using the Crafting skill if you have the Snare Crafting feat (page 266).
Staves 592A magical staff is an indispensable accessory for an elite spellcaster.
Structures 596These items create structures of significant size, typically by growing from their more manageable, normal forms.
Wands 597Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot.
Weapons 599Weapons can be crafted from precious materials or infused with magic to grant them powerful and unusual abilities.
Worn Items 603This section includes magic items you wear.
Deities 437The deities and philosophies of the Core Rulebook.
Domains 441The cleric domains and their domain spells.
Ambition 441You strive to keep up with and outpace the competition.
Air 441You can control winds and the weather.
Cities 441You have powers over urban environments and denizens.
Confidence 441You overcome your fear and project pride.
Creation 441You have divine abilities related to crafting and art.
Darkness 441You operate in the darkness and take away the light.
Death 441You have the power to end lives and destroy undead.
Destruction 441You are a conduit for divine devastation.
Dreams 441You have the power to enter and manipulate dreams.
Earth 441You control soil and stone.
Family 441You aid and protect your family and community more effectively.
Fate 441You see and understand hidden inevitabilities.
Fire 441You control flame.
Freedom 441You liberate yourself and others from shackles and constraints.
Healing 441Your healing magic is particularly potent.
Indulgence 441You feast mightily and can shake off the effects of overindulging.
Knowledge 441You receive divine insights.
Luck 441You’re unnaturally lucky and keep out of harm’s way.
Magic 441You perform the unexpected and inexplicable.
Might 441Your physical power is bolstered by divine strength.
Moon 441You command powers associated with the moon.
Nature 441You hold power over animals and plants.
Nightmares 441You fill minds with horror and dread.
Pain 441You punish those who displease you with the sharp sting of pain.
Passion 441You evoke passion, whether as love or lust.
Perfection 441You strive to perfect your mind, body, and spirit.
Protection 441You ward yourself and others.
Secrecy 441You protect secrets and keep them hidden.
Sun 441You harness the power of the sun and other light sources, and punish undead.
Travel 441You have power over movement and journeys.
Trickery 441You deceive others and cause mischief.
Truth 441You pierce lies and discover the truth.
Tyranny 441You wield power to rule and enslave others.
Undeath 441Your magic carries close ties to the undead.
Water 441You control water and bodies of water.
Wealth 441You hold power over wealth, trade, and treasure.
Zeal 441Your inner fire increases your combat prowess.
Archetypes 219Multiclass archetypes: feats from another class.
Alchemist Archetype 220You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation.