Conditions

The temporary states that bend the rules for or against a creature. A valued condition (frightened 2, slowed 1) carries a number that scales its effect and usually ticks down on its own. The handbook's Conditions chapter teaches the ones you'll meet most; this is the full list.

Blinded

You can't see: everything is fully concealed to you, you automatically fail sight-based Perception checks, and all terrain is difficult terrain. Overrides dazzled.

Clumsy

valued

Status penalty equal to the value on Dexterity-based checks and DCs — AC, Reflex saves, ranged attacks, and Acrobatics/Stealth/Thievery.

Concealed

You're hard to see (fog, dim light). Attackers must pass a DC 5 flat check to target you, though you can still be observed.

Confused

You're off-guard, treat no one as an ally, can't use reactions, and must spend all actions Striking random targets. Taking damage lets you attempt a DC 11 flat check to recover.

Controlled

Another creature dictates your actions.

Dazzled

Your vision is impaired: all creatures and objects are concealed from you (DC 5 flat check to target).

Deafened

You can't hear: you automatically fail hearing-based Perception checks and take a –2 status penalty to initiative and checks that rely on sound.

Doomed

valued

The dying value at which you die is reduced by this amount. Decreases by 1 after a full night's rest.

Drained

valued

Status penalty equal to the value on Constitution-based checks (including Fortitude saves); you also lose Hit Points equal to value × level, and your maximum is reduced until it recovers.

Dying

valued

Unconscious and near death. At dying 4 you die. Roll a recovery check each turn; the wounded value raises where you start.

Enfeebled

valued

Status penalty equal to the value on Strength-based checks and DCs — melee attack and damage rolls and Athletics.

Fascinated

–2 status penalty to Perception and skill checks; you can't use concentrate actions unrelated to the subject. Ends if anyone acts hostilely toward you or your allies.

Fatigued

–1 status penalty to AC and saving throws, and you can't use exploration activities. Recovers after a full night's rest.

Fleeing

You must spend every action getting away from the source as fast as possible, and can't Delay or Ready.

Frightened

valued

Status penalty equal to the value on all your checks and DCs. Decreases by 1 at the end of each of your turns unless stated otherwise.

Grabbed

Held in place — you're off-guard and immobilized. Manipulate actions require a DC 5 flat check or are lost.

Immobilized

You can't use any action with the move trait. If something would force you to move, it can.

Invisible

Undetected by everyone. Creatures can Seek to make you merely hidden (DC 11 flat check to target you).

Off-guard

–2 circumstance penalty to AC. (The Remaster term for the old flat-footed.)

Paralyzed

You're off-guard and can't act except to Recall Knowledge or take purely mental actions.

Persistent damage

At the end of each of your turns you take the listed damage, then attempt a DC 15 flat check to end it. (Track the type and amount alongside.)

Petrified

Turned to inanimate stone — unconscious, unable to act, and your statistics don't change while petrified.

Prone

Lying down: you're off-guard and take a –2 circumstance penalty to attack rolls. You must Crawl or Stand (Standing can provoke reactions).

Quickened

You gain 1 extra action at the start of your turn, usable only as the granting effect specifies.

Restrained

Tightly bound — off-guard and immobilized, and you can use only the Escape or Force Open action. Overrides grabbed.

Sickened

valued

Status penalty equal to the value on all checks and DCs, and you can't willingly ingest anything. Spend an action to retch and attempt a Fortitude save to reduce it.

Slowed

valued

You lose this many actions at the start of your turn.

Stunned

valued

You lose actions equal to the value (up to your turn's actions); it also reduces an equal amount of any slowed loss. Stunned the whole turn if the value exceeds your actions.

Stupefied

valued

Status penalty equal to the value on Int/Wis/Cha checks and DCs and spell DCs/attacks; casting requires a DC 5 + value flat check or the action is lost.

Unconscious

Asleep or knocked out: off-guard, –4 to AC, Perception, and Reflex saves, blinded, and unable to act.

Undetected

A creature doesn't know where you are; it must Seek, and attacks against you suffer the flat check for an unseen target.