This page gives the most common conditions you will face during your game.

Groups of Conditions

Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact.

  • Attitudes: Friendly, Helpful, Hostile, Indifferent, Unfriendly
  • Death and Dying: Doomed, Dying, Unconscious, Wounded
  • Degrees of Detection: Hidden, Observed, Undetected, Unnoticed
  • Lowered Abilities: Clumsy, Drained, Enfeebled, Stupefied
  • Senses: Blinded, Concealed, Dazzled, Deafened, Invisible

Blinded - You can't see.

All normal terrain is difficult terrain to you. You can't detect anything using vision.

You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks.

You are immune to visual effects. Blinded overrides dazzled.

Clumsy - Your movements become clumsy and inexact.

Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Confused - You don't have your wits about you, and you attack wildly.

You are off-guard, you don't treat anyone as your ally, and you can't Delay, Ready, or use reactions.

You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions.

Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition.

Dazzled - Your eyes are overstimulated or your vision is swimming.

If vision is your only precise sense, all creatures and objects are concealed from you.

Doomed - Your soul has been gripped by a powerful force that calls you closer to death.

Doomed always includes a value. The dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. When you die, you're no longer doomed.

Your doomed value decreases by 1 each time you get a full night's rest.

Dying - 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.

When you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy's critical hit or a critical failure on your save.

If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more.

Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition.

Enfeebled - You're physically weakened.

Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.

Fatigued - You're tired and can't summon much energy.

You take a –1 status penalty to AC and saving throws. You can't use exploration activities performed while traveling, such as those on pages 438–439.

You recover from fatigue after a full night's rest.

Friendly - This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC.

A creature that is friendly to a character likes that character. It is likely to agree to Requests from that character as long as they are simple, safe, and don't cost too much to fulfill. If the character (or one of their allies) uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.

Grabbed - You're held in place by another creature, giving you the off-guard and immobilized conditions.

If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.

Hidden - 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. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is off-guard to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.

Immobilized - You are incapable of movement.

You can't use any actions that have 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 the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

Invisible - You can't be seen.

You're undetected to everyone. Creatures can Seek to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again.

If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.

Off-Guard - You're distracted or otherwise unable to focus your full attention on defense.

You take a –2 circumstance penalty to AC. Some effects give you the off-guard condition only to certain creatures or against certain attacks. Others—especially conditions—can make you off-guard against everything.

If a rule doesn't specify that the condition applies only to certain circumstances, it applies to all of them, such as “The target is off-guard.”

Persistent Damage - You are taking damage from an ongoing effect, such as from being lit on fire.

This appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time.

After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.

Petrified - You have been turned to stone.

You can't act, nor can you sense anything. You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don't have a Broken Threshold.

When the petrified condition ends, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don't age or notice the passing of time.

Quickened - You're able to act more quickly.

You gain 1 additional action at the start of your turn each round. Many effects that make you quickened require you use this extra action only in certain ways. If you become quickened from multiple sources, you can use the extra action you've been granted for any single action allowed by any of the effects that made you quickened.

Because quickened has its effect at the start of your turn, you don't immediately gain actions if you become quickened during your turn.

Sickened - 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.

You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Stunned - You've become senseless.

You can't act. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned.

Each time you regain actions, reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead, such as “stunned for 1 minute,” causing you to lose all your actions for the duration.

Stunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn.

Unconscious - You're sleeping or have 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 off-guard conditions. When you gain this condition, you fall prone and drop items you're holding unless the effect states otherwise or the GM determines you're positioned so you wouldn't.

If you're unconscious because you're dying, you can't wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more, you lose the dying and unconscious conditions and can act normally on your next turn.

If you are unconscious and at 0 Hit Points, but not dying, you return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you are healed, you lose the unconscious condition and can act normally on your next turn.

If you're unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.

  • You take damage, though if the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.
  • You receive healing, other than the natural healing you get from resting.
  • Someone shakes you awake with an Interact action.
  • Loud noise around you might wake you. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their Stealth DCs. Some effects make you sleep so deeply that they don't allow you this Perception check.
  • If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest.

Unfriendly - This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC.

A creature that is unfriendly to a character dislikes and distrusts that character. The unfriendly creature won't accept Requests from the character.


SpellCard by Anthony Coadic.

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