Conditions Reference Sheet
- Ability Damaged: Temporary loss of 1 or more ability score points. Regain 1 per day or according to the effect which lowered the score.
- Blinded: Total visual concealment. 50% chance to miss in combat, no dodge bonus to Defense, –2 Defense, half speed, –4 Strength and Dexterity-based skill checks, cannot make Notice (spot) checks or perform any activity requiring vision.
- Bruised: Minor damage. –1 penalty per bruised condition to Toughness saves to resist further nonlethal damage.
- Dazed: No actions, but retains dodge bonus to Defense.
- Dead: Sucks to be you, but effects allowing a character to come back from death restore the body to full health or to its condition immediately prior to death.
- Deafened: Cannot hear. –4 initiative checks. Cannot make Notice (listen) checks.
- Debilitated: One or more ability scores lowered to 0…
Strength 0: fall prone and is helpless
Dexterity 0: paralyzed
Constitution 0: dying
Intelligence, Wisdom, or Charisma 0: unconscious
- Disabled: Conscious and able to act but badly injured. Take 1 attack or move action each round. Any strenuous action causes the condition to change to dying after the
completing the action (moving all out, attacking, or using any ability requiring physical exertion or mental concentration including any power requiring a standard action).
- Dying: Unconscious and near death. Immediately make a Fortitude save (DC 10). Succeed by 10+ or roll a natural 20: automatically stabilize and become unconscious and disabled (and recover normally). Fail and die. Make the save each hour with a cumulative +1 to the DC for every hour. Another can stabilize with a successful Medicine check (DC 15) or through a power like Healing.
- Entangled: –2 attack rolls, –2 Defense and –4 Dexterity. Immobilized if anchored to an immobile object. Otherwise half speed and can’t move all out or charge. Helpless if entangled twice.
- Exhausted: Near collapse. Move half normal speed, –6 Strength and Dexterity and –3 attack and defense. Suffer another fatigue and fall unconscious.
- Fascinated: Entranced. Take no actions other than pay attention to fascinating effect as long as effect lasts. –4 reaction checks, such as Notice. Potential threats allow a new saving throw or resistance check. Obvious threats automatically break the fascination. An ally can end fascination with an aid action.
- Fatigued: Cannot move all out or charge, –2 penalty Strength and Dexterity, and –1 attack and defense. Suffer fatigue again and become exhausted.
- Flat-Footed: Not yet acted during combat. No dodge bonus to Defense.
- Frightened: Flee from the source of the fear as quickly as possible. Shaken if unable to flee.
- Grappled: Cannot move or take any action more complicated than making a barehanded attack, using a small weapon or a power, or attempting to break free. No dodge bonus against opponents
they aren’t grappling.
- Helpless: Sleeping, bound, paralyzed or unconscious. No dodge bonus, –9 Defense against adjacent attacks and –5 Defense against ranged attacks. +4 attack roll on helpless target.
- Incorporeal: No physical body. Immune to attacks from corporeal sources. Can be harmed by incorporeal beings or attacks with the Affects Incorporeal modifier. Mental and sensory effects work normally on incorporeal beings.
- Injured: Minor damage. –1 per injured condition on Toughness saves to resist further lethal damage.
- Invisible: Virtually undetectable. +2 to hit unaware defenders (who also lose dodge bonus
to Defense). 50% chance for attackers to miss invisible beings.
- Nauseated: Only one move action each round (no attacks, standard actions, move all out or full-round actions).
- Panicked: Flee as fast as possible or cower, dazed, if unable to get away. Defend normally but not attack.
- Paralyzed: Rigid and helpless, unable to move or act physically. Effective Strength and Dexterity of 0 but may take purely mental actions. Defense score is 5, the same as an inanimate object.
- Pinned: Held immobile but not helpless. Lose dodge bonus and –4 Defense.
- Prone: Lying on the ground. –4 melee attack rolls. Opponents: +4 melee attacks but –4 ranged attacks. Standing up is a move action.
- Shaken: –2 attack rolls, saving throws and checks.
- Sickened: –2 attack rolls and checks.
- Slowed: Only a standard or move action each round (not both). –1 attack rolls, Defense and Reflex saves. Move at half normal speed.
- Stable: No longer dying but still unconscious and disabled.
- Staggered: Single move or standard action each round, not both. Any further damage shifts condition to unconscious.
- Stunned: Lose dodge bonus to Defense, -2 Defense and cannot take actions other than reactions.
- Unconscious: Knocked out and helpless.