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515 rules
| Name ▼ | Page | Description |
|---|---|---|
| List of Conditions | 618 | |
| Blinded | 618 | You can’t see. All normal terrain is difficult terrain to you. You can’t detect anything using vision. |
| Broken | 618 | Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. |
| Clumsy | 618 | Your movements become clumsy and inexact. Clumsy always includes a value. |
| Concealed | 618 | While 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 | 618 | You 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 | 618 | Someone else is making your decisions for you, usually because you’re being commanded or magically dominated. |
| Dazzled | 619 | Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you. |
| Deafened | 619 | You can’t hear. You automatically critically fail Perception checks that require you to be able to hear. |
| Doomed | 619 | A 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 | 619 | When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. |
| Dying | 619 | You 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 | 619 | You 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 | 619 | You’re physically weakened. Enfeebled always includes a value. |
| Fascinated | 619 | You are compelled to focus your attention on something, distracting you from whatever else is going on around you. |
| Fatigued | 620 | You’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 | 620 | You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. |
| Fleeing | 620 | You’re forced to run away due to fear or some other compulsion. |
| Friendly | 620 | This 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 | 620 | You’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 | 620 | You’re held in place by another creature, giving you the flat-footed and immobilized conditions. |
| Helpful | 620 | This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. |
| Hidden | 620 | While 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 | 620 | This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. |
| Immobilized | 620 | You 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 | 620 | This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. |
| Invisible | 620 | While invisible, you can’t be seen. You’re undetected to everyone. |
| Observed | 621 | Anything 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 | 621 | Your 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 | 621 | Persistent 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 | 621 | You have been turned to stone. You can’t act, nor can you sense anything. |
| Prone | 621 | You’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 | 622 | You 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 | 622 | You’re tied up and can barely move, or a creature has you pinned. |
| Sickened | 622 | You 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 | 622 | You 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 | 622 | You’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 | 622 | Your thoughts and instincts are clouded. Stupefied always includes a value. |
| Unconscious | 622 | You’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 | 623 | When 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 | 623 | This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. |
| Unnoticed | 623 | If 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 | 623 | You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. |
| Sources | ||
| License | This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. | |
| Treasure | 543 | Alchemical items, magic items, runes, materials and snares. |
| Alchemical Items | 543 | Alchemical items are not magical. |
| Armor | 555 | Suits of armor can be crafted from precious materials or infused with magic to grant them abilities exceeding those of typical armor. |
| Consumables | 559 | This section includes magic items with the consumable trait. |
| Held Items | 572 | These items need to be held to use them. |
| Materials | 577 | Most 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 | 580 | Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. |
| Shields | 586 | All magic shields are specific items with a wide variety of protective effects, as described in their entries. |
| Snares | 589 | Snares are small annoyances and simple traps you can create using the Crafting skill if you have the Snare Crafting feat (page 266). |
| Staves | 592 | A magical staff is an indispensable accessory for an elite spellcaster. |
| Structures | 596 | These items create structures of significant size, typically by growing from their more manageable, normal forms. |
| Wands | 597 | Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. |
| Weapons | 599 | Weapons can be crafted from precious materials or infused with magic to grant them powerful and unusual abilities. |
| Worn Items | 603 | This section includes magic items you wear. |
| Deities | 437 | The deities and philosophies of the Core Rulebook. |
| Domains | 441 | The cleric domains and their domain spells. |
| Ambition | 441 | You strive to keep up with and outpace the competition. |
| Air | 441 | You can control winds and the weather. |
| Cities | 441 | You have powers over urban environments and denizens. |
| Confidence | 441 | You overcome your fear and project pride. |
| Creation | 441 | You have divine abilities related to crafting and art. |
| Darkness | 441 | You operate in the darkness and take away the light. |
| Death | 441 | You have the power to end lives and destroy undead. |
| Destruction | 441 | You are a conduit for divine devastation. |
| Dreams | 441 | You have the power to enter and manipulate dreams. |
| Earth | 441 | You control soil and stone. |
| Family | 441 | You aid and protect your family and community more effectively. |
| Fate | 441 | You see and understand hidden inevitabilities. |
| Fire | 441 | You control flame. |
| Freedom | 441 | You liberate yourself and others from shackles and constraints. |
| Healing | 441 | Your healing magic is particularly potent. |
| Indulgence | 441 | You feast mightily and can shake off the effects of overindulging. |
| Knowledge | 441 | You receive divine insights. |
| Luck | 441 | You’re unnaturally lucky and keep out of harm’s way. |
| Magic | 441 | You perform the unexpected and inexplicable. |
| Might | 441 | Your physical power is bolstered by divine strength. |
| Moon | 441 | You command powers associated with the moon. |
| Nature | 441 | You hold power over animals and plants. |
| Nightmares | 441 | You fill minds with horror and dread. |
| Pain | 441 | You punish those who displease you with the sharp sting of pain. |
| Passion | 441 | You evoke passion, whether as love or lust. |
| Perfection | 441 | You strive to perfect your mind, body, and spirit. |
| Protection | 441 | You ward yourself and others. |
| Secrecy | 441 | You protect secrets and keep them hidden. |
| Sun | 441 | You harness the power of the sun and other light sources, and punish undead. |
| Travel | 441 | You have power over movement and journeys. |
| Trickery | 441 | You deceive others and cause mischief. |
| Truth | 441 | You pierce lies and discover the truth. |
| Tyranny | 441 | You wield power to rule and enslave others. |
| Undeath | 441 | Your magic carries close ties to the undead. |
| Water | 441 | You control water and bodies of water. |
| Wealth | 441 | You hold power over wealth, trade, and treasure. |
| Zeal | 441 | Your inner fire increases your combat prowess. |
| Archetypes | 219 | Multiclass archetypes: feats from another class. |
| Alchemist Archetype | 220 | You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation. |
