Conditions are various status effects one can gain during gameplay.
A bleeding entity will take their listed amount of damage per turn until they use a Cloth Fragment, or succeed a DC 15 heal check.
A confused entity mistakes all other entities for being opponents, and will act strangely. When an entity is confused, roll 1D4:
- Melee attack self.
- Do nothing but babble nonsense.
- Attack the nearest creature.
- Act normally.
Confused entities do not act on attacks of opportunity.
The entity is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. Usually lasting 1 round.
Deafened entities take a –4 penalty on initiative checks, automatically fail Perception checks based on sound, and have a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
A entity who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
A dying entity is unconscious and near death. Entities that have negative HP and have not stabilized are dying. A dying creature can take no actions. On the entities next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 HP. If a dying entity has an amount of negative hit points equal to its Constitution score, it dies.
An exhausted entity moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity skillchecks. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued entity becomes exhausted by doing something else that would normally cause fatigue.
A fatigued entity can neither run nor charge and takes a –2 penalty to Strength and Dexterity skillchecks. Doing anything that would normally cause fatigue causes the fatigued entity to become exhausted. After 4 hours of complete rest, fatigued entities are no longer fatigued.
A frightened entity flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the entity must use such means if they are the only way to escape. Frightened is like shaken, except that the entity must flee if possible. A less severe form of Panicked.
A grappled entity is restrained by another entity, trap, or effect. Grappled entities cannot move and take a –4 penalty to Dexterity. A grappled entity takes a –2 penalty on all attack rolls except those made to grapple or escape a grapple. In addition, grappled entities can take no action that requires two hands to perform. Grappled entities cannot make attacks of opportunity.
Invisible entities are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).
Entities with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
A panicked entity must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the entity takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked entity cowers and does not attack. A panicked entity can use special abilities, including spells, to flee; indeed, the entity must use such means if they are the only way to escape. A very severe form of Frightened.
A paralyzed entity is frozen in place and unable to move or act. A paralyzed entity has Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged entity flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown.
The entity is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for bolt weapons). A prone defender gains a +4 bonus to AC against ranged attacks, but takes a –4 penalty to AC against melee attacks.
A shaken entity takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A less severe form of Frightened
The entity takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
A staggered entity may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered entity can still take free, swift, and immediate actions. A entity with nonlethal damage exactly equal to its current hit points gains the staggered condition.
A stunned entity drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +2 bonus on attack rolls against a stunned opponent.
Unconscious entities are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
A poisoned entity will take their listed amount of damage per turn until they receive a cure.
A burning entity will take their listed amount of damage per turn until their fire is put out by an ally, item, or the entity succeeds a DC 12 reflex saving throw. In conjunction with taking damage, the player must also roll 1D4 each turn. Each number cooresponding with a cardinal direction. The entity may only move in that direction for which they rolled. The entity may also put out his Burning by remaining prone for 3 rounds.