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Chapter: Appendix 2: Conditions
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35 rules pages
| Name | Section | Page | Description |
|---|---|---|---|
| Unconscious | 568 | Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit... | |
| Stunned | 568 | A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its... | |
| Staggered | 568 | A staggered creature may take a single move action or standard action each round (but not both, nor can he... | |
| Stable | 568 | A character who was dying but who has stopped losing hit points each round and still has negative hit... | |
| Sickened | 568 | The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks,... | |
| Shaken | 568 | A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.... | |
| Prone | 568 | The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot... | |
| Pinned | 568 | A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied... | |
| Petrified | 568 | A petrified character has been turned to stone and is considered unconscious. If a petrified character... | |
| Paralyzed | 568 | A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective... | |
| Panicked | 568 | A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well... | |
| Nauseated | 568 | Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to... | |
| Invisible | 567 | Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls... | |
| Incorporeal | 567 | Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to... | |
| Helpless | 567 | A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an... | |
| Grappled | 567 | A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take... | |
| Frightened | 567 | A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A... | |
| Flat-Footed | 567 | A character who has not yet acted during a combat is flat-footed, unable to react normally to the... | |
| Fatigued | 567 | A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing... | |
| Fascinated | 567 | A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly,... | |
| Exhausted | 567 | An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and... | |
| Entangled | 567 | The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the... | |
| Energy Drained | 567 | The character gains one or more negative levels, which might become permanent. If the subject has at least... | |
| Dying | 566 | A dying creature is unconscious and near death. Creatures that have negative hit points and have not... | |
| Disabled | 566 | A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. | |
| Deafened | 566 | A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails... | |
| Dead | 566 | The character’s hit points are reduced to a negative amount equal to his Constitution score, his... | |
| Dazzled | 566 | The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1... | |
| Dazed | 566 | The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. | |
| Cowering | 566 | The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor... | |
| Confused | 566 | A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the... | |
| Broken | 565 | Items that have taken damage in excess of half their total hit points gain the broken condition, meaning... | |
| Blinded | 565 | The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any),... | |
| Bleed | 565 | A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. | |
| Appendix 2: Conditions | Rules | 565 | If more than one condition affects a character, apply them all. If effects can’t combine, apply the most... |
