You have an open, bleeding wound. At the start of your turn, you take the listed bleed damage. A bleeding effect always causes bleed damage (which is persistent biological damage) unless otherwise noted. The bleeding condition does not end until cured. You may end a bleed effect by taking 1 action to attempt a Medicine check (DC 10 + bleed damage) or by receiving any amount of magical healing greater than the bleed damage dealt per round.
Your vital force has been weakened. You are unable to heal while you have this condition on you. A Challenging (20) Medicine, Arcane Lore, or Religion check that takes 1 minute allows you to remove a blighted condition.
You are unable to see. You automatically fail all visual-based Perception checks, unless you have an alternative means of seeing. You can’t be targeted by effects that require you to perceive things visually (like visual illusions) or be targeted by gaze attacks. While blind you also become unaware unless you have an alternate means of vision on par with sight.
If you are blind (with no other special senses) you can attempt to target or attack creatures that you have some reasonable expectation of being in a specific location.
When making attack rolls however, only a critical hit will successfully hit the target. When attempting to target something, roll a scatter dice and move the center of the effect 10 feet in that direction. Attacking into an empty space is automatically a miss.
An object with this condition has lost all its hit points and thus does not function normally. It is unable to be used until it has been repaired. This can still be used as an improvised weapon.
You have your full body restrained. You cannot take any physical actions (such as attacking, using an item, or casting spells). You can only take mental actions and possibly verbal actions if your mouth is free. While bound, you are debuffed and helpless.
Keywords: Mind-Affecting
You have your attitude supernaturally or magically altered to be friendly towards a particular creature. Any hostile actions towards you end this condition. You do not inherently treat the creature charming you as an ally but generally view them more favorably.
Any creature who is suppressing the free will of another sentient creature is said to be “corrupted”. This is normally a result of magic; a creature who is actively charming another creature with magic is “corrupt”. This can be more general though: if someone owns slaves they are corrupt while they own those slaves. Spells that specifically inflict the corrupt condition on their caster while in use have the “corruption” keyword. More generally, anything that inflicts the “suppressed” condition grants the user the corrupt condition.
Minor instances, such as a paladin shackling a slaver or a parent disciplining their child, does not cause corruption; it has to be substantial, sustained, and/or malicious (or at least against the best interests of the individual or society at large).
Keywords: Mind-Affecting You have lost all sense and your thoughts are so muddled you can’t act logically. A confused creature is also debuffed while they are confused. At the start of each turn roll 1d6 and consult the following chart: Confusion
| Result | Description | Action Cost |
|---|---|---|
| 1 | The GM makes you take a malicious action against your allies. | 3 |
| 2 | You do nothing. | 3 |
| 3 | You hurt yourself through mishap or misadventure, causing 1d8 points of damage of an appropriate damage type. (You may use the remainder of your turn as you see fit.) | 1 |
| 4 | You make a 5-foot step in a random direction. Roll 1d8: 1 is due North, 2 is NE, 3 is due East, etc. (You may use the remainder of your turn as you see fit.) | 1 |
| 5-6 | You act normally this round. | N/A |
All confusion effects should spell out their duration. If they do not, it simply lasts for 1 turn.
You are in too tight of a space, thanks to other creatures, to be able to fight effectively. You can only attack with unarmed attacks or light weapons. A crowded creature is one that is forced into a space not suitable for their body’s size.
You cannot hear and thus cannot make sound-based Perception checks. You also lose any special senses reliant on sound, such as Blindsense (sound).
You are in a disadvantageous situation, where the odds are stacked against you. You cannot spend or benefit from Hero Dice or Free Hero Dice. Certain conditions also apply the debuffed condition. They are:
If you are reduced to below 0 HP, you are dying (as well as being helpless, debuffed, and knocked prone). At the start of their turn a dying creature must make a Fortitude save, DC 15 + 10 for each round you have been dying. If they get a success they are returned to 0 HP. After 3 rounds of dying, you are dead. If you are healed for at least 10 HP, you are no longer dying.
You are restrained by a strong force or bonds. You cannot move from the square you were entangled in.
You can take 1 action to attempt to free yourself (DC indicated by the effect) with a skill check. This is typically an Acrobatics or Athletics check, though other skills like Fieldcraft or Tech. Lore may apply in specific situations.
Keywords: Mind-Affecting You are fully enthralled by something; whatever has fascinated you. You can take no actions other than pay attention to the thing that has fascinated you unless you make a Will save (DC 20 unless otherwise stated). Fascinated typically has a duration. This is done on a per-target basis (“Grimdor is fascinated by the evil gem.”)
If you have at least 2 enemies who threaten you, you are flanked. Being flanked has no benefit or downside in its own right but certain things can happen to creatures that are flanked. (Example: A rogue can sneak attack a flanked creature.)
If you have the grappled condition that means you are wrestling with another creature. While grappled you cannot move from your square or use your arms for complex actions, cast spells, or undertake dexterous tasks. You can only attack with unarmed attacks or light weapons.
On your turn you can spend an action to attempt to remove the grappled condition by attempting a grapple combat maneuver, Acrobatics check, or Athletics check on the creature grappling you. This is opposed by a fresh grapple check by the creature grappling you.
If you’re helpless you are unconscious, bound up, paralyzed, or otherwise totally unable to meaningfully defend yourself. Creatures that are helpless are automatically hit, unless they have some special defense, and may be slain (see the “Slay” action). A helpless character is also debuffed (they cannot spend Hero Dice).
A hidden creature is actively trying to avoid being detected. It takes 1 action to hide.
If you wish to target a hidden creature with an action (or otherwise perceive them), you must make a Perception check opposed by a Stealth check from the hidden creature. Once spotted, a creature must attempt to hide again (spending an action) in a new place/fashion. Hidden is done on a per-creature basis, though taking a hide action is an attempt to hide from all enemies.
Taking a hostile action removes the hidden condition. Creatures who are hidden resolve attacks against their target’s unaware AC. If attempting to attack a creature while hidden, the target of the attack can attempt a free Perception check to spot the attack creature; if they are successful the attack resolves against normal AC.
The target has taken damage to their feet or is otherwise restricted in their movement. They can only move at half their normal movement speed. If no duration is listed this lasts for 3 rounds.
A creature who is invisible is unable to be detected by traditional visual means. You are also hidden from creatures you are invisible to.
This is the catch-all condition for not being at your best. Maybe you’re shaken by a mental effect, suffering from pain, or fighting off nausea. This imposes a penalty on all d20 rolls equal to the value stated (Example: “Impaired 2” would mean you take a -2 on all d20 rolls until this condition is removed).
The Impaired condition doesn’t stack with itself; only the highest value of Impaired applies.
A creature who is immortal is immune to death effects and regenerates after death in some fashion.
An intangible creature is one who has no physical form, either temporarily or permanently. Unless otherwise stated an intangible creature:
This is the catch-all condition for being open to incoming attacks. This imposes a penalty to your AC equal to the value stated (Example: “Off-Guard 2” would mean you take a -2 to your AC until this condition is removed).
The Off-Guard condition doesn’t stack with itself; only the highest value of Off-Guard applies.
A paralyzed creature is one that is unable to move, often due to being unable to control their muscles. They can take no physical action but can take mental actions and may perceive their surroundings (though they may be unable to turn their head). A paralyzed creature is helpless.
A prone creature has fallen to the ground and must spend 1 action to get up (this provokes an attack of opportunity). A prone creature cannot attack with weapons other than unarmed attacks and light weapons. Additionally, a prone creature cannot make a power attack, a measured attack, a rapid shot, or fight defensively. A prone creature can only crawl at half their normal speed.
A character who is physically exhausted, and has their number of actions per turn reduced by the indicated number. For example, a Tired (1) character could only take 2 actions per turn while a Tired (3) character would not be able to take any actions.
Additionally, a tired character can’t make attacks of opportunity or take the following actions: power attack, rapid shot, run, or flee!.
At the start of your turn, as a free action you can make a Challenging (DC 20) Fortitude save. If successful, reduce your Tired value by 1. Resting for 1 minute automatically ends the Tired condition.
Keywords: Mind-Affecting, Fear
You are fearful of something. A scared character is debuffed (cannot spend Hero Dice) on all actions made against creatures they are scared of and cannot approach or take hostile actions against the thing that scared them.
Scared creatures may save (typically a Will save) to end the effect early once per turn as a free action at the end of their turn. Scared typically has a duration. A character can be scared by multiple creatures with different durations.
A silenced creature is unable to vocalize or create audible sound. Any language-dependent or sonic effect they try to produce automatically fails.
A sleeping creature is helpless, unaware, and blind, though these conditions end if they take damage, a loud noise startles them, or something else that would wake a sleeper occurs.
A suppressed creature is one that has their free will suppressed. This condition has no impact in its own right other than granting the creature the suppressed keyword (some effects only work on suppressed creatures, for example).
When a creature isn’t consciously aware of a threat and thus can make no special attempt to resist it they use their “Unaware” AC (this is their AC but with a maximum value of 15). If you’re snuck up on, trigger a trap you weren’t expecting, or attacked by a creature you can’t see- you’d be unaware.