713 lines
30 KiB
YAML
713 lines
30 KiB
YAML
condition:
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- descr: You can't see. All normal terrain is difficult terrain to you. You can't
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detect anything using vision. You automatically critically fail Perception checks
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that require you to be able to see, and if vision is your only precise sense,
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you take a 4 status penalty to Perception checks. You are immune to visual effects.
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Blinded overrides dazzled.
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name: Blinded
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short_descr: You're unable to see.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 618
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page_stop: 618
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- descr: Your movements become clumsy and inexact. Clumsy always includes a value.
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You take a status penalty equal to the condition value to Dexterity-based checks
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and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using
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Acrobatics, Stealth, and Thievery.
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name: Clumsy
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short_descr: All your actions become clumsy and inexact.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 618
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page_stop: 618
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- descr: While you are concealed from a creature, such as in a thick fog, you are
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difficult for that creature to see. You can still be observed, but you’re tougher
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to target. A creature that you’re concealed from must succeed at a DC 5 flat check
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when targeting you with an attack, spell, or other effect. Area effects aren’t
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subject to this flat check. If the check fails, the attack, spell, or effect doesn’t
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affect you.
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name: Concealed
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short_descr: You become difficult for a creature to see.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 618
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page_stop: 618
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- descr: 'You don’t have your wits about you, and you attack wildly. You are flat-footed,
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you don’t treat anyone as your ally (though they might still treat you as theirs),
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and you can’t Delay, Ready, or use reactions.
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You use all your actions to Strike or cast offensive cantrips, though the GM can
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have you use other actions to facilitate attack, such as draw a weapon, move so
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that a target is in reach, and so forth. Your targets are determined randomly
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by the GM. If you have no other viable targets, you target yourself, automatically
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hitting but not scoring a critical hit. If it’s impossible for you to attack or
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cast spells, you babble incoherently, wasting your actions.
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Each time you take damage from an attack or spell, you can attempt a DC 11 flat
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check to recover from your confusion and end the condition.'
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name: Confused
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short_descr: You lose your wits and attack wildly.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 618
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page_stop: 618
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- descr: Someone else is making your decisions for you, usually because you’re being
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commanded or magically dominated. The controller dictates how you act and can
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make you use any of your actions, including attacks, reactions, or even Delay.
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The controller usually does not have to spend their own actions when controlling
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you.
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name: Controlled
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short_descr: You are no longer in control of your own actions.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 618
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page_stop: 618
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- descr: Your eyes are overstimulated. If vision is your only precise sense, all creatures
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and objects are concealed from you.
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name: Dazzled
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short_descr: Your eyes are overstimulated and you can't see clearly.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 619
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page_stop: 619
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- descr: You can’t hear. You automatically critically fail Perception checks that
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require you to be able to hear. You take a 2 status penalty to Perception checks
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for initiative and checks that involve sound but also rely on other senses. If
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you perform an action with the auditory trait, you must succeed at a DC 5 flat
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check or the action is lost; attempt the check after spending the action but before
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any effects are applied. You are immune to auditory effects.
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name: Deafened
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short_descr: You are unable to hear.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 619
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page_stop: 619
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- descr: 'A powerful force has gripped your soul, calling you closer to death. Doomed
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always includes a value. The dying value at which you die is reduced by your doomed
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value. If your maximum dying value is reduced to 0, you instantly die. When you
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die, you’re no longer doomed.
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Your doomed value decreases by 1 each time you get a full night’s rest.'
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name: Doomed
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short_descr: A powerful force is calling you to death.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 619
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page_stop: 619
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- descr: 'When a creature successfully drains you of blood or life force, you become
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less healthy. Drained always includes a value. You take a status penalty equal
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to your drained value on Constitution-based checks, such as Fortitude saves. You
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also lose a number of Hit Points equal to your level (minimum 1) times the drained
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value, and your maximum Hit Points are reduced by the same amount. For example,
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if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character,
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you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit
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Points doesn’t count as taking damage.
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Each time you get a full night’s rest, your drained value decreases by 1. This
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increases your maximum Hit Points, but you don’t immediately recover the lost
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Hit Points.'
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name: Drained
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short_descr: You have lost some of your blood or life force.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 619
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page_stop: 619
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- descr: 'You are bleeding out or otherwise at death’s door. While you have this condition,
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you are unconscious. Dying always includes a value, and if it ever reaches dying
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4, you die. If you’re dying, you must attempt a recovery check (page 459) at the
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start of your turn each round to determine whether you get better or worse. Your
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dying condition increases by 1 if you take damage while dying, or by 2 if you
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take damage from an enemy’s critical hit or a critical failure on your save.
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If you lose the dying condition by succeeding at a recovery check and are still
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at 0 Hit Points, you remain unconscious, but you can wake up as described in that
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condition. You lose the dying condition automatically and wake up if you ever
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have 1 Hit Point or more. Any time you lose the dying condition, you gain the
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wounded 1 condition, or increase your wounded condition value by 1 if you already
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have that condition.'
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name: Dying
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short_descr: You are nearly dead.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 619
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page_stop: 619
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- descr: You are carrying more weight than you can manage. While you’re encumbered,
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you’re clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties
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to your Speed, this can’t reduce your Speed below 5 feet.
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name: Encumbered
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short_descr: You are carrying too much weight to carry.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 619
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page_stop: 619
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- descr: You’re physically weakened. Enfeebled always includes a value. When you are
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enfeebled, you take a status penalty equal to the condition value to Strength-based
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rolls and DCs, including Strength-based melee attack rolls, Strength-based damage
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rolls, and Athletics checks.
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name: Enfeebled
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short_descr: You are physically weakened.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 619
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page_stop: 619
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- descr: You are compelled to focus your attention on something, distracting you from
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whatever else is going on around you. You take a 2 status penalty to Perception
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and skill checks, and you can’t use actions with the concentrate trait unless
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they or their intended consequences are related to the subject of your fascination
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(as determined by the GM). For instance, you might be able to Seek and Recall
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Knowledge about the subject, but you likely couldn’t cast a spell targeting a
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different creature. This condition ends if a creature uses hostile actions against
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you or any of your allies.
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name: Fascinated
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short_descr: You are compelled to focus your attention on something.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 619
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page_stop: 620
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- descr: 'You’re tired and can’t summon much energy. You take a 1 status penalty to
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AC and saving throws. While exploring, you can’t choose an exploration activity.
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You recover from fatigue after a full night’s rest.'
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name: Fatigued
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short_descr: You are tired and can not summon much energy.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 620
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page_stop: 620
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- descr: You’re distracted or otherwise unable to focus your full attention on defense.
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You take a 2 circumstance penalty to AC. Some effects give you the flat-footed
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condition only to certain creatures or against certain attacks. Othersespecially
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conditionscan make you universally flat-footed against everything. If a rule doesn’t
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specify that the condition applies only to certain circumstances, it applies to
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all of them; for example, many effects simply say “The target is flat-footed.”
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name: Flat-Footed
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short_descr: You are unable to focus your attention on your own defense.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 620
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page_stop: 620
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- descr: You’re forced to run away due to fear or some other compulsion. On your turn,
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you must spend each of your actions trying to escape the source of the fleeing
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condition as expediently as possible (such as by using move actions to flee, or
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opening doors barring your escape). The source is usually the effect or caster
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that gave you the condition, though some effects might define something else as
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the source. You can’t Delay or Ready while fleeing.
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name: Fleeing
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short_descr: You are forced to run away.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 620
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page_stop: 620
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- descr: This condition reflects a creature’s disposition toward a particular character,
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and it affects only creatures that are not player characters. A creature that
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is friendly to a character likes that character. The character can attempt to
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make a Request of a friendly creature, and the friendly creature is likely to
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agree to a simple and safe request that doesn’t cost it much to fulfill. If the
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character or one of their allies uses hostile actions against the creature, the
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creature gains a worse attitude condition depending on the severity of the hostile
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action, as determined by the GM.
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name: Friendly
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short_descr: This creature likes you.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 620
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page_stop: 620
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- descr: You’re gripped by fear and struggle to control your nerves. The frightened
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condition always includes a value. You take a status penalty equal to this value
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to all your checks and DCs. Unless specified otherwise, at the end of each of
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your turns, the value of your frightened condition decreases by 1.
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name: Frightened
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short_descr: You are gripped with fear.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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||
page_start: 620
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page_stop: 620
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- descr: You’re held in place by another creature, giving you the flat-footed and
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immobilized conditions. If you attempt a manipulate action while grabbed, you
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must succeed at a DC 5 flat check or it is lost; roll the check after spending
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the action, but before any effects are applied.
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name: Grabbed
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short_descr: Another creature is holding you in place.
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source:
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- abbr: CRB
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||
page_start: 454
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page_stop: 454
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- abbr: CRB
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||
page_start: 620
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page_stop: 620
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- descr: This condition reflects a creature’s disposition toward a particular character,
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and it affects only creatures that are not player characters. A creature that
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is helpful to a character wishes to actively aid that character. It will accept
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reasonable Requests from that character, as long as such requests aren’t at the
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expense of the helpful creature’s goals or quality of life. If the character or
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one of their allies uses a hostile action against the creature, the creature gains
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a worse attitude condition depending on the severity of the hostile action, as
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determined by the GM.
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name: Helpful
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short_descr: This creature feels a desire to help you.
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source:
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- abbr: CRB
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||
page_start: 454
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page_stop: 454
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||
- abbr: CRB
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||
page_start: 620
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page_stop: 620
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- descr: 'While you’re hidden from a creature, that creature knows the space you’re
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in but can’t tell precisely where you are. You typically become hidden by using
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Stealth to Hide. When Seeking a creature using only imprecise senses, it remains
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hidden, rather than observed. A creature you’re hidden from is flat-footed to
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you, and it must succeed at a DC 11 flat check when targeting you with an attack,
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spell, or other effect or it fails affect you. Area effects aren’t subject to
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this flat check.
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A creature might be able to use the Seek action to try to observe you, as described
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on page 471 CRB.'
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name: Hidden
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short_descr: A creature knows you are around but cannot find you.
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source:
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- abbr: CRB
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||
page_start: 454
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||
page_stop: 454
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- abbr: CRB
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||
page_start: 620
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||
page_stop: 620
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- descr: This condition reflects a creature’s disposition toward a particular character,
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and it affects only creatures that are not player characters. A creature that
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is hostile to a character actively seeks to harm that character. It doesn’t necessarily
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attack, but it won’t accept Requests from the character.
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name: Hostile
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short_descr: This creature wished haem upon you.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 620
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page_stop: 620
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- descr: You can’t use any action with the move trait. If you’re immobilized by something
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holding you in place and an external force would move you out of your space, the
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force must succeed at a check against either the DC of the effect holding you
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in place or the relevant defense (usually Fortitude DC) of the monster holding
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you in place.
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name: Immobilized
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short_descr: You are unable to move.
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source:
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- abbr: CRB
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page_start: 454
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page_stop: 454
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- abbr: CRB
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page_start: 620
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page_stop: 620
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- descr: This condition reflects a creature’s disposition toward a particular character,
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and it affects only creatures that are not player characters. A creature that
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is indifferent to a character doesn’t really care one way or the other about that
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character. Assume a creature’s attitude to a given character is indifferent unless
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specified otherwise.
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name: Indifferent
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short_descr: This creature doesn't care about you.
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source:
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- abbr: CRB
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page_start: 454
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||
page_stop: 454
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- abbr: CRB
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page_start: 620
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page_stop: 620
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- descr: While invisible, you can’t be seen. You’re undetected to everyone. Creatures
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can Seek to attempt to detect you; if a creature succeeds at its Perception check
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against your Stealth DC, you become hidden to that creature until you Sneak to
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become undetected again. If you become invisible while someone can already see
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you, you start out hidden to the observer (instead of undetected) until you successfully
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Sneak. You can’t become observed while invisible except via special abilities
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or magic.
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name: Invisible
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short_descr: You cannot be seen.
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source:
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- abbr: CRB
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||
page_start: 454
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||
page_stop: 454
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||
- abbr: CRB
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||
page_start: 620
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||
page_stop: 621
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- descr: Anything in plain view is observed by you. If a creature takes measures to
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avoid detection, such as by using Stealth to Hide, it can become hidden or undetected
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instead of observed. If you have another precise sense instead of or in addition
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to sight, you might be able to observe a creature or object using that sense instead.
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You can observe a creature only with precise senses. When Seeking a creature using
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only imprecise senses, it remains hidden, rather than observed.
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name: Observed
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short_descr: Anything in plain view is observed by you.
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source:
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- abbr: CRB
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||
page_start: 454
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||
page_stop: 454
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||
- abbr: CRB
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||
page_start: 621
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||
page_stop: 621
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||
- descr: Your body is frozen in place. You have the flat-footed condition and can’t
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act except to Recall Knowledge and use actions that require only the use of your
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mind (as determined by the GM). Your senses still function, but only in the areas
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you can perceive without moving your body, so you can’t Seek while paralyzed.
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name: Paralyzed
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short_descr: You are frozen in place.
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source:
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- abbr: CRB
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||
page_start: 454
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||
page_stop: 454
|
||
- abbr: CRB
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||
page_start: 621
|
||
page_stop: 621
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||
- descr: Persistent damage comes from effects like acid, being on fire, or many other
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situations. It appears as “X persistent [type] damage,” where “X” is the amount
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of damage dealt and “[type]” is the damage type. Instead of taking persistent
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damage immediately, you take it at the end of each of your turns as long as you
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have the condition, rolling any damage dice anew each time. After you take persistent
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damage, roll a DC 15 flat check to see if you recover from the persistent damage.
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If you succeed, the condition ends.
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name: Persistent Damage
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short_descr: You take damage from a source over time.
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source:
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- abbr: CRB
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||
page_start: 454
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||
page_stop: 454
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||
- abbr: CRB
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page_start: 621
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||
page_stop: 621
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||
- descr: You have been turned to stone. You can’t act, nor can you sense anything.
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You become an object with a Bulk double your normal Bulk (typically 12 for a petrified
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Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the
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same current Hit Points you had when alive. You don’t have a Broken Threshold.
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When you’re turned back into flesh, you have the same number of Hit Points you
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had as a statue. If the statue is destroyed, you immediately die. While petrified,
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your mind and body are in stasis, so you don’t age or notice the passing of time.
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name: Petrified
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short_descr: You have been turned to stone.
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source:
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- abbr: CRB
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||
page_start: 454
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||
page_stop: 454
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- abbr: CRB
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||
page_start: 621
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||
page_stop: 621
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||
- descr: 'You’re lying on the ground. You are flat-footed and take a 2 circumstance
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penalty to attack rolls. The only move actions you can use while you’re prone
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are Crawl and Stand. Standing up ends the prone condition. You can Take Cover
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while prone to hunker down and gain cover against ranged attacks, even if you
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don’t have an object to get behind, gaining a +4 circumstance bonus to AC against
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ranged attacks (but you remain flat-footed).
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If you would be knocked prone while you’re Climbing or Flying, you fall (see pages
|
||
463464 for the rules on falling). You can’t be knocked prone when Swimming.'
|
||
name: Prone
|
||
short_descr: You are lying on the ground.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 621
|
||
page_stop: 621
|
||
- descr: 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. 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.
|
||
name: Quickened
|
||
short_descr: You are able to move faster than normal.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 622
|
||
page_stop: 622
|
||
- descr: You’re tied up and can barely move, or a creature has you pinned. You have
|
||
the flat-footed and immobilized conditions, and you can’t use any actions with
|
||
the attack or manipulate traits except to attempt to Escape or Force Open your
|
||
bonds. Restrained overrides grabbed.
|
||
name: Restrained
|
||
short_descr: You are tied up and can barely move.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 622
|
||
page_stop: 622
|
||
- descr: '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 anythingincluding
|
||
elixirs and potionswhile 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).'
|
||
name: Sickened
|
||
short_descr: You feel ill.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 622
|
||
page_stop: 622
|
||
- descr: 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. Because slowed has its effect at the start of your turn, you
|
||
don’t immediately lose actions if you become slowed during your turn.
|
||
name: Slowed
|
||
short_descr: You move slower than normal.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 622
|
||
page_stop: 622
|
||
- descr: '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. Each time you regain actions (such as at the start
|
||
of your turn), 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
|
||
of a value, such as “stunned for 1 minute.” In this case, you lose all your actions
|
||
for the listed 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.'
|
||
name: Stunned
|
||
short_descr: You lose your senses.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 622
|
||
page_stop: 622
|
||
- descr: Your thoughts and indistinct and clouded. Stupefied always includes a value.
|
||
You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based
|
||
checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and
|
||
skill checks that use these ability scores. Any time you attempt to Cast a Spell
|
||
while stupefied, the spell is disrupted unless you succeed at a flat check with
|
||
a DC equal to 5 + your stupefied value.
|
||
name: Stupefied
|
||
short_descr: Your thoughts are indistinct and clouded
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 622
|
||
page_stop: 622
|
||
- descr: '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. When you gain this condition, you fall prone and drop
|
||
items you are wielding or holding unless the effect states otherwise or the GM
|
||
determines you’re in a position in which 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 via healing, 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 naturally 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 receive healing during this time, 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.
|
||
Each causes you to lose the unconscious condition.
|
||
|
||
|
||
- You take damage, provided the damage doesn’t reduce you to 0 Hit Points. 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.
|
||
|
||
- There’s loud noise going on around youthough this isn’t automatic. 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 magical effects make you sleep so deeply that they don’t
|
||
allow you to attempt 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.'
|
||
name: Unconscious
|
||
short_descr: You are sleeping or knocked out.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 622
|
||
page_stop: 623
|
||
- descr: '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. When you’re undetected by a creature,
|
||
that creature is flat-footed to you.
|
||
|
||
|
||
A creature you’re undetected by can guess which square you’re in to try targeting
|
||
you. It must pick a square and attempt an attack. This works like targeting a
|
||
hidden creature (requiring a DC 11 flat check, as described on page 466), but
|
||
the flat check and attack roll are rolled in secret by the GM, who doesn’t reveal
|
||
whether the attack missed due to failing the flat check, failing the attack roll,
|
||
or choosing the wrong square.
|
||
|
||
|
||
A creature can use the Seek action to try to find you, as described on page 471
|
||
CRB.'
|
||
name: Undetected
|
||
short_descr: A creature can not sense or track you.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 623
|
||
page_stop: 623
|
||
- descr: 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 unfriendly to a character dislikes and specifically distrusts that character.
|
||
The unfriendly creature won’t accept Requests from the character.
|
||
name: Unfriendly
|
||
short_descr: A creature feels disdain for you.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 623
|
||
page_stop: 623
|
||
- descr: 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. This condition
|
||
matters for abilities that can be used only against targets totally unaware of
|
||
your presence.
|
||
name: Unnoticed
|
||
short_descr: A creature has no idea about your presence.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 623
|
||
page_stop: 623
|
||
- descr: 'You have been seriously injured. If you lose the dying condition and do
|
||
not already have the wounded condition, you become wounded 1. If you already have
|
||
the wounded condition when you lose the dying condition, your wounded condition
|
||
value increases by 1. If you gain the dying condition while wounded, increase
|
||
your dying condition value by your wounded value.
|
||
|
||
|
||
The wounded condition ends if someone successfully restores Hit Points to you
|
||
with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.'
|
||
name: Wounded
|
||
short_descr: You have been seriously injured.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 454
|
||
page_stop: 454
|
||
- abbr: CRB
|
||
page_start: 623
|
||
page_stop: 623
|
||
- descr: 'Broken is a condition that affects objects. An object is broken when damage
|
||
has reduced its Hit Points below its Broken Threshold. A broken object can’t be
|
||
used for its normal function, nor does it grant bonuses-with the exception of
|
||
armor. Broken armor still grants its item bonus to AC, but it also imparts a status
|
||
penalty to AC depending on its category: -1 for broken light armor, -2 for broken
|
||
medium armor, or -3 for broken heavy armor.
|
||
|
||
|
||
A broken item still imposes penalties and limitations normally incurred by carrying,
|
||
holding, or wearing it. For example, broken armor would still impose its Dexterity
|
||
modifier cap, check penalty, and so forth.
|
||
|
||
|
||
If an effect makes an item broken automatically and the item has more HP than
|
||
its Broken Threshold, that effect also reduces the item’s current HP to the Broken
|
||
Threshold.'
|
||
name: Broken
|
||
short_descr: This object has been broken.
|
||
source:
|
||
- abbr: CRB
|
||
page_start: 618
|
||
page_stop: 618
|