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.
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.
Status penalty equal to the value on Dexterity-based checks and DCs — AC, Reflex saves, ranged attacks, and Acrobatics/Stealth/Thievery.
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.
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.
Another creature dictates your actions.
Your vision is impaired: all creatures and objects are concealed from you (DC 5 flat check to target).
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.
The dying value at which you die is reduced by this amount. Decreases by 1 after a full night's rest.
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.
Unconscious and near death. At dying 4 you die. Roll a recovery check each turn; the wounded value raises where you start.
Status penalty equal to the value on Strength-based checks and DCs — melee attack and damage rolls and Athletics.
–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.
–1 status penalty to AC and saving throws, and you can't use exploration activities. Recovers after a full night's rest.
You must spend every action getting away from the source as fast as possible, and can't Delay or Ready.
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.
Held in place — you're off-guard and immobilized. Manipulate actions require a DC 5 flat check or are lost.
You can't use any action with the move trait. If something would force you to move, it can.
Undetected by everyone. Creatures can Seek to make you merely hidden (DC 11 flat check to target you).
–2 circumstance penalty to AC. (The Remaster term for the old flat-footed.)
You're off-guard and can't act except to Recall Knowledge or take purely mental actions.
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.)
Turned to inanimate stone — unconscious, unable to act, and your statistics don't change while petrified.
Lying down: you're off-guard and take a –2 circumstance penalty to attack rolls. You must Crawl or Stand (Standing can provoke reactions).
You gain 1 extra action at the start of your turn, usable only as the granting effect specifies.
Tightly bound — off-guard and immobilized, and you can use only the Escape or Force Open action. Overrides grabbed.
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.
You lose this many actions at the start of your turn.
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.
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.
Asleep or knocked out: off-guard, –4 to AC, Perception, and Reflex saves, blinded, and unable to act.
A creature doesn't know where you are; it must Seek, and attacks against you suffer the flat check for an unseen target.