This section describes the different adverse conditions that can affect characters. If multiple conditions apply to a character, apply all of their effects. If effects conflict, apply the most severe.
The character has temporarily lost 1 or more ability score points. Lost ability score points are recovered just like damage.
The character has permanently lost 1 or more ability score points. Points lost to ability drain do not recover.
The character cannot see at all, and thus everything has total visual concealment from him. He has a 50% chance to miss in combat, cannot use Dodge or Parry, and suffers an additional -2 modifier to Defense. He moves at half speed and suffers a -4 penalty on most Strength and Dexterity-based skill checks. He cannot make Notice (spot) skill checks or perform any other activity (such as reading) requiring vision.
The character has suffered some minor damage, but takes no ill effects.
A dazed character loses one full-round action after suffering a dazed result; they can take no actions, but retain their normal Defense, and can still use Dodge or Parry. The following round, they can act normally. The character can use a Conviction point to avoid the loss of a full-round action.
The character is dead. A dead body generally starts to decay, but effects allowing a character to come back from death restore the body to full health or to its condition immediately prior to death. Either way, characters that have come back from the dead needn't worry about rigor mortis, decomposition, and other similar sorts of unpleasantness.
The character has one or more ability scores lowered below -5. A character with debilitated Strength falls prone and is helpless. A character with debilitated Dexterity is paralyzed. A character with debilitated Constitution is dying. A character with debilitated Intelligence, Wisdom, or Charisma is unconscious.
Disabled characters are conscious and able to act, but are badly injured. They are unable to act for one full round after suffering a disabled result. For that round, they can take no actions other than reactions, and cannot use Dodge or Parry. The character can use a Conviction point to ignore this limitation. In the following rounds, disabled characters can only take a single move action. If a disabled character takes a standard action or a second move action, he falls unconscious and begins dying on the following round. The same happens when he performs any other strenuous action. Strenuous actions include moving all out, attacking, or using any ability requiring physical exertion or mental concentration.
A disabled character takes a -2 penalty on all checks, attack rolls and saving throws.
A character can use a Conviction point to act normally for one round, thereby able to take two actions in a round, including move and standard actions, and to ignore the -2 penalty.
Unlike healthy characters, characters who are disabled can spend any number of Conviction points in one round.
A dying character is unconscious and near death. Upon gaining this condition, the character must immediately make a Constitution check (Difficulty 10) at the beginning of each round. On a failed check, the character dies. On a successful check, the character lives for another round (and must make a check the following round). If the check succeeds by 10 or more (Difficulty 20), the character's condition becomes disabled and unconscious.
An entangled character suffers a -2 penalty to effective Dexterity. If the bonds are anchored to an immobile object, the entangled character cannot move. Otherwise, he can move at half speed, but can't move all out or charge. An already entangled character that is entangled again becomes helpless.
A fascinated character has been entranced by an effect. They stand or sit, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. The character takes a -4 penalty on checks made as reactions, such as Notice checks. Any potential threat allows the fascinated character a new saving throw or resistance check to overcome the fascination. Any obvious threat, such as someone drawing a weapon or aiming an attack at the fascinated character, automatically breaks the fascination. An ally can shake a fascinated character free of the effect with an aid action.
A frightened character tries to flee from the source of the fear as quickly as possible. If unable to flee, the character is shaken.
A grappled creature is being restrained by another creature, trap, or effect. Grappled creatures cannot move or use their Dodge or Parry. A grappled creature also takes a -2 penalty on all attack rolls and combat maneuver rolls, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character that attempts to use a supernatural power must make a Concentration check (Difficulty 10 + the power's rank) or the power fails to manifest.
Sleeping, bound, paralyzed or unconscious characters are helpless. Enemies can make advantageous attacks against helpless characters, or even deliver a coup de grace. A melee attack against a helpless character is at a +4 bonus on the attack roll (equivalent to attacking a prone target). A ranged attack gets no special bonus. A helpless character's Defense score is 5, the same as an inanimate object. Helpless creatures cannot move or use their Dodge or Parry.
The character has suffered minor damage, but takes no ill effects.
An invisible character is virtually undetectable. Invisible characters gain a +2 bonus to hit defenders unaware of them, and such defenders cannot use their Dodge or Parry. Attacks against invisible characters have a 50% miss chance.
Nauseated characters can only take a single move action each round, meaning they are unable to attack (or take other standard actions) or move all out (or take other full-round actions).
The character is unharmed and unaffected by other conditions, acting normally.
A panicked character flees as fast as possible or cowers, dazed, if unable to get away. A panicked character defends normally but cannot attack.
A paralyzed character stands rigid and helpless, unable to move or act physically. Strength and Dexterity are debilitated, but the character may take purely mental actions. A paralyzed character's Defense score is 5, the same as an inanimate object.
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed. A pinned character also takes an additional -4 penalty to his Defense. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned creature that attempts to use a supernatural power must make a Concentration check (Difficulty 10 + the power's rank) or the power fails to manifest. Pinned is a more severe version of grappled.
The character is lying on the ground. He suffers a -4 penalty on melee attack rolls. Opponents receive a +4 bonus on melee attacks against him but a -4 penalty on ranged attacks. Standing up is a move action.
A shaken character has a -2 penalty on attack rolls, saving throws, and checks.
A sickened character has a -2 penalty on attack rolls and checks.
A slowed character can only take a standard or move action each round (not both). The character takes a -1 penalty on attack rolls, base Defense, and Reflex saves. A slowed character moves at half normal speed. A slowed character can move at full speed and attack only by charging.
A staggered character is unable to act for one full round after suffering a disabled result. For that round, they can take no actions other than reactions, and cannot use Dodge or Parry. The character can use a Conviction point to ignore this limitation. In the following rounds, staggered characters can only take a standard or a move action, not both. The character can spend a Conviction point per round to act normally that round.
An unconscious character has been knocked out and is helpless.
Wounded characters may only take a single action each round. They can use a move action or a standard action, but not both. Wounded characters may spend a conviction point to take one of each action in a single round.