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CONDITION SUMMARY
A number of adverse conditions can affect the way a character
operates, as defined here. If more than one condition affects a
character, apply both if possible. If not possible, apply only the
most severe condition.
- Ability Damaged
- The character has lost 1 or more ability score points. The loss
is temporary, and these points return at a rate of 1 per
evening of rest. This differs from "effective" ability loss,
which is an effect that goes away when the condition causing it
goes away.
- Ability Drained
- The character has lost 1 or more ability score points. The loss
is permanent.
- Blinded
- The hero can't see at all, and thus everything has total
concealment to him or her. The character has a 50% chance to
miss in combat. Furthermore, the blinded character has an
effective Dexterity of 3, along with a -4 penalty on the use of
Strength-based and Dexterity-based skills. This -4 penalty also
applies to Search checks and any other skill checks for which
the GM deems sight to be important. The character can't make
Spot checks or perform any other activity (such as reading)
that requires vision. Heroes who are blind long-term (from
birth or early in life) grow accustomed to these drawbacks and
can overcome some of them (at the GM's discretion).
- Cowering
- The hero is frozen in fear, loses his or her Dexterity bonus,
and can take no actions. In addition, the character takes a -2
penalty to his or her Defense. The condition typically lasts 10
rounds.
- Dazed
- Unable to act, a dazed character can take no actions, but still
gets the benefit of his or her normal Defense. This condition
typically lasts 1 round.
- Dead
- A character dies when his or her hit points drop to -10 or
lower, or when his or her Constitution drops to 0.
- Deafened
- The hero can't hear and takes a -4 penalty on initiative
checks. The character can't make Listen checks. Heroes who are
deafened long-term (from birth or early in life) grow
accustomed to these drawbacks and can overcome some of them (at
the GM's discretion).
- Disabled
- The character has 0 hit points. The character can take only a
single move action or attack action, and takes 1 point of
damage after any action.
- Dying
- The character is near death and unconscious, with -1 to -9
wound points. The character can take no actions, and each round
a dying character loses 1 hit point until he or she dies or
becomes stable.
- Entangled
- An entangled character takes a -2 penalty on attack rolls in
addition to a -4 penalty to Dexterity. If the entangling bonds
are anchored to an immobile object, the entangled hero can't
move. Otherwise, the character can move at half speed, but
can't run or charge.
- Exhausted
- Heroes who are exhausted move at half speed and cannot run or
charge. Furthermore, they take a -6 penalty to Strength and
Dexterity. After 1 hour of complete, uninterrupted rest, an
exhausted character becomes fatigued.
- Fatigued
- Characters who are fatigued can't run or charge and take a
penalty of -2 to Strength and Dexterity. After 8 hours of
complete, uninterrupted rest, a fatigued character is no longer
fatigued.
- Flat-Footed
- A character who has not yet acted during a combat is
flat-footed, not reacting normally to the situation. A
flat-footed character loses his or her Dexterity bonus to
Defense.
- Grappled
- When grappled, a hero can't undertake any action other than
attacking with his or her bare hands, attacking with a light
weapon, or attempting to break free from his or her
opponent. The character loses his or her Dexterity bonus to
Defense, except on attacks from characters with whom he or she
is grappling.
- Helpless
- Paralyzed, sleeping, or unconscious characters are helpless. A
helpless character has an effective Defense of 5 + size
modifier. An attacker can attempt a coup de grace against a
helpless character.
- Nauseated
- Characters who are nauseated are unable to attack or do
anything else requiring attention or concentration. The only
action such a character can take is a single move action per
turn.
- Panicked
- A panicked character flees as fast as possible and cowers (see
Cowering, above) if unable to get away. The character defends
normally but cannot attack.
- Paralyzed
- Heroes who are paralyzed fall to the ground, unable to move
(they have an effective, but not actual, Dexterity and Strength
of 0). They are helpless.
- Pinned
- A pinned character is held immobile (but not helpless) in a
grapple. The character takes a -4 penalty to Defense against
melee attacks and loses his or her Dexterity bonus to Defense.
- Prone
- An attacker who is prone (lying on the ground) takes a -4
penalty on melee attack rolls and can't use bows or thrown
ranged weapons. The character gains a +4 bonus to Defense
against ranged attacks, but takes a -4 penalty to Defense
against melee attacks.
- Shaken
- A shaken character takes a -2 penalty on attack rolls, saving
throws, and skill checks.
- Stable
- A stable character is no longer dying, but is still
unconscious.
- Stunned
- A character who becomes stunned loses his or her Dexterity
bonus, drops what he or she is holding, and can take no attack
or move actions. In addition, the character takes a -2 penalty
to Defense. The condition typically lasts 1 round.
- Unconscious
- An unconscious character is unable to defend him or herself.
The character is helpless and typically falls prone.