Browse the rules by chapter

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...