Condition Summary

Ability Damaged: Character has temporarily lost 1 or more ability score points. Lost points return at a rate of one per day, unless otherwise noted by the contition dealing the damage.
Ability Drained: Character has permanently lost 1 or more ability score points. These points may be restored only by magical means.

Ability at 0 Effect
Strength Fall helpless
Dexterity Paralyzed
Constitution Dead
Intelligence Unconscious
Wisdom Unconscious
Charisma Unconscious


Blinded: Character cannot see. -2 to AC, lose Dex bonus to AC, move at 1/2 speed, -4 to search and most Strength/Dex based skills. Al checks that rely on vision automatically fail.
Cowering: Character is frozen in fear, and can take no actions. -2 to AC, lose Dex bonus to AC.
Dazed: Character is unable to act, but takes no penalty to AC.
Dazzled: Character is unable to see, due to overstimulation of the eyes. -1 to attack rolls, search and spot checks.
Deafened: Character cannot hear; -4 to initiative, automatically fail listen checks, 20% spell-fail on spells with verbal components.
Energy Drained: Character gains 1 or more negative levels, which may become permanent. If the subject has as many negative levels as Hit Dice, they die. Each negative level incurs a -1 penalty on attack rolls, saves, skill checks, ability checks, loss of 5 Max-HP, and -1 to effective level. Spellcasters lose 1 spell/spell slot from highest spell level castable.
Entangled: Character moves at 1/2 speed, cannot run or charge, takes a -2 penalty to attack rolls and -4 to Dex. Spellcasting requires a Concentration check (DC 15+spell-level) or the spell fails.
Exhausted: Character moves at 1/2 speed, and takes -6 to Str & Dex. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something that normally causes fatigue.
Fascinated: Character is entranced by a supernatural or spell effect. Character stands or sits quietly, taking no actions other than pay attention to the fascinating effect, for as long as the effect lasts. Character takes -4 to skill checks. Potential threats, such as hostile creatures approaching, allow a new save Vs the fascinating effect. Obvious threats, such as weapons being drawn or ranged weapons aimed at the character automatically end the effect. An ally may shake character free of the effect as a standard action.
Fatigued: Character may neither run nor charge, and takes a -2 to Str and Dex. Doing anything else that normally causes fatigue will cause exhaustion. Fatigue may be removed by 8 hours of rest.
Frightened: Character flees from the source of the fear as best they can, if unable to flee, they may fight. Characters take -2 to attacks, skills, saves, skill and ability checks. Character may use special abilities or spells to flee, they must use them if they are the only way to flee.
Nauseated: Character is unable to attack, cast spells, or do anything else requiring attention. Character is allowed a single move action per turn.
Panicked: Character must drop anything they hold and flee at top speed from the source of their fear, as well as any other dangers, along a random path, taking no other actions. Character takes a -2 on all saves, skill checks and ability checks. If cornered, panicked characters cowers and does not attack, but may take the ‘total defense’ stance. Panicked may use special qualities, and/or spells to flee, and must do so if they are the only means of escape.
Shaken: Character takes -2 to attacks, saves, skill and ability checks.
Sickened: Character takes -2 to attacks, damage rolls, saves, skill and ability checks.
Stunned: Character drops held items, takes no actions, takes-2 to AC and loses Dex bonus to AC.

Condition Summary

Philo's Crossing A_Duck