A creature that is bleeding will take the listed damage each round, typically beginning the round after the wound is inflicted. Damage occurs at the end of the round. Bleeding damage can stack (be cumulative). Any magical healing will stop a wound from bleeding. If this is not available or does not work (e.g. sword of wounding), bleeding wounds may be bound, stopping all bleeding wounds, as a complex activity (includes bandage/cloth retrieval and careful binding).
Creatures that cannot detect their opponents use the rules for fighting invisible opponents with the following exception: Blind creatures suffer a -4 penalty to all Dexterity saves (but do not otherwise lose their Dexterity bonus to saving throws). In addition, a blind creature moving faster than half speed must make a Dexterity save vs. Petrify or fall prone losing all further actions for the round. A blind creature can move up to half speed as a major action if any obstructions are present (walls, etc.)—by following the surface or up to one-quarter movement without a vertical surface to touch (faster movement requires a save with the aforementioned penalty).
A creature that loses sight in at least half of its sight organs. The creature suffers -2 on missile weapon attack rolls. The creature is also easier to flank attack (-1 creature needed to allow flanking/rear attacks). Spell casting is unaffected.
The creature is entangled due to manacles, a trap, etc. Typically, this also means that the creatures limbs or a limb (hands or hand) cannot be used for actions or defense. If all limbs are bound (ie "fully bound"), the creature is instead considered helpless.
In cases where some movement is possible by a bound creature, the bound creature is partially bound: The creature's AC is 2 places worse (up to a maximum of AC 10), and gains no beneficial Dexterity modifier to AC or is allowed the use of a shield. Saving throws grant no modifier for Dexterity or shield. Spell casters cannot cast spells with somatic or material components while entangled. Typically, movement speed is also hindered based on the description of the effect (if none is listed, the GM may impose a penalty of half speed or none).
A caster in the process of casting a spell of the listed type (deeply concentrating) when attacked by an opponent is immobile. See also, E. Spells.
The charmed individual will regard the charmer as a trusted friend and ally. The charmed individual will attempt to protect the charmer and keep them from harm. They will regard requests by the charmer in the most favorable light—even those that require considerable effort on the part of the charmed individual.
If good communication is not possible, the charmed individual will simply refrain from harming the charmer.
Based upon circumstance (the charmed individual's priorities at the time), the charmed individual may choose to follow the charmer assuming the charmer clearly beckons.
If a charmed individual sustains damage inflicted by anyone perceived to be associated with the charmer in the round the effect takes place, the charmed individual receives a bonus to their saving throw (if any) equal to the damage sustained.
Limitations
Any hostile act by the charmer on the charmed individual—as perceived by the charmed individual, will cause the effect to end.
Any hostile act by the charmer's associates on the charmed individual or their allies—as perceived by the charmed individual, will grant a new saving throw (if any).
Any hostile act by the charmer on the charmed individual's allies—as perceived by the charmed individual, will grant a new saving throw (if any).
The charmed individual will not act in a way opposite to their normal behavior or alignment.
The charmed individual will be open to some small risk (relative to the charmed individual's power-level) or some small expense (relative to the individual's wealth) to help the charmer—but pushing the boundaries will grant a new saving throw (if any; per the GM).
If the charmed individual uses spells or spell-like abilities, and the caster requests such ability use of them, there is a 25% chance (d%; 01-25) that the target will use an opposite-type ability (if applicable) or mis-cast/fail the use of the ability (due to their befuddled state).
Unless otherwise indicated by the effect or ability, the charmed condition does not grant magical control. Commands must be given normally and parley or social interation rules apply (negotiations require time).
Creatures with a climbing movement rate suffer no effect for climbing. Otherwise, climbing creatures are off balance. Humanoids climbing must use two hands to move. If hanging and using one hand to attack, the climber is considered immobile as well as Off Balance. Furthermore, climbers suffer a -2 penalty to Dexterity based saves. If fighting on a severe slope, off balance attack and save penalties are half.
The creature is unconscious.
The creature must determine their action based on the table. Actions are rolled for each round unless wandering away is indicated. Creatures that leave melee are considered to be fleeing. Wandering creatures move at their normal speed (using their most effect mode of movement) and seek to avoid melee or combat. Actions (and saves if applicable) are checked after declaration phase but before the round begins.
The creature cannot take actions but can defend itself normally.
Deafness can cause spells (incantations) with verbal components to be miscast and fail. The failure chance is 10% for spells with a casting time of 3 segments or less or 20% for spells with a casting time greater than 3 segments.
An individual with this condition always has LOW initiative no matter the result of group initiative rolls. All group initiative action ties are lost unless the opponent has the delayed condition (e.g. missile vs. missile or melee vs. melee, etc.). Fast actions are unaffected by the delayed condition and use group initiative if appropriate. Spells consider the delayed individual to have LOW initiative but ties are not automatically lost (see E. Spells, the Spell Initiative Chart). A delayed individual performing delaying activities treats those activities as complex (that typically Go Last).
Domination is a mental effect that imposes a condition similar to, but more powerful than the charmed condition. A dominated individual views the charmer-dominator as their master and all commands are obeyed without hesitation to the best of their ability. Unless otherwise indicated, commands that are obviously and immediately self-destructive (causing immediate death/destruction) will be refuted but this action will not break the effect or allow another saving throw.
Domination grants the master magical control ability over the dominated. Unless indicated otherwise, this includes mental communication.
Typically, the duration of the effect is permanent until dispelled unless stated otherwise. Even if the dominated individual moves beyond the range (or the effect is somehow blocked), the effect continues with the dominated individual continuing to follow previously given commands. New commands can be given once within range of the dominator again.
None of the limitations of the charmed condition apply and the dominated individual can be commanded to attack or betray allies and the dominator can become hostile to the victim or their allies without granting new saving throws. If the dominated individual's destruction at the hand of the dominator is clear and iminent, they can retreat, but can be commanded to return a round later (if still in range of the magical control).
A creature carrying very heavy gear or wearing heavy bulk armor. These individuals have the Delayed condition. Movement is hampered and they may only trot short distances. While they can charge, this will be at a slower rate (due to speed penalty).
A creature carrying a moderately encumbering amount of gear in lbs. and/or wearing moderate bulk armor. Movement is impeded and they may make a lumbering run. They can charge, but at a slightly slower rate. Moderately encumbered foes do not gain Dexterity adjustments to initiative when declaring missile weapon use.
A creature carrying close or up to their maximum load. Movement is hobbled and they cannot trot or charge. The creature's AC is 2 places worse (up to a maximum of AC 10), and gains no beneficial Dexterity modifier to AC. Saving throws grant no modifier for Dexterity. These individuals are delayed and Go Last in initiative.
A character has lost one or more experience levels to a negative energy based attack. Unless specified otherwise, this condition lasts one week for each level (or hit die if the creature has no class levels) drained (levels/hit dice return at a rate of one per week). Experience points are temporarily dropped from the current point to mid-point of the level drained to. Any abilities due to the levels, as specified in the Class Table, cannot be used - this also includes spell slots per spell level. Hit points gained by those levels are lost including any Constitution modifiers. Spells comprehended are not un-learned nor are weapon proficiencies or languages. If the victim is multi-class, levels drained come from the highest level class until both classes are equal, then the class requiring the most experience points for that level is lowered or one in each if 2 levels are drained. Other than humans or halflings, creatures drained to under 1st level or 1 hit die are dead. If multi-class, energy drain will render the affected class abilities unusable (but won't affect ability to wear armor, weapon proficiency, or languages) and will decrease hit points. Both humans and halflings may become “zero level” and if drained past this, will be dead. If killed due to loss of all levels/hit dice, the creature may become undead. See the monster or spell description. A creature with this condition cannot begin training to gain a level unless the creature wishes to permanently lose the experience points. A restoration spell or effect will restore lost levels (and remove the condition) immediately. When gaining levels back, no spells or weapon proficiencies are granted due to level gain.
If permanent energy draining is indicated, the level loss is permanent and can only be restored through experience point gain or a restoration spell (if cast before gaining a level due to experience). In this case, hit points may be re-rolled if desired. A human or halfling that becomes (permanently) zero-level requires a restoration spell or wish-type magic to gain character class abilities (otherwise, they are stuck at zero-level and can never gain experience points).
Enraged creatures in melee will attack the nearest creature (normally, even allies, determine randomly if multiple) and gain the following adjustments:
Enraged creatures gain a +1 bonus to attack rolls and a +2 bonus to damage rolls.
Enraged creatures suffer a -3 penalty to armor class (limited to AC 10).
Enraged creatures are immune to fear effects.
An enraged creature will continue to attack the nearest creature (beginning with the creature that most recently caused him or her damage) until it falls before moving to the next nearest creature until no living/moving creatures remain in sight.
In melee, the enraged creature always attacks the creature that most recently caused him or her damage. Otherwise, the enraged creature attacks any creature in melee range (determined randomly).
The enraged creature will not stop fighting (entering melee or attacking in melee) until all creatures are further than 60-ft. away (at the beginning of any combat round). If not within 60 feet of another creature, the enraged condition will cease (unless otherwise indicated).
While these are the typical attributes of the condition, see the description of the cause for differences that will supersede these.
The creature's AC is 2 places worse (up to a maximum of AC 10), and gains no beneficial Dexterity modifier to AC or is allowed the use of a shield. Saving throws grant no modifier for Dexterity or shield. Spell casters cannot cast spells with somatic or material components while entangled.
Treat the creature as partially bound.
Exhaustion is a more severe condition of fatigue. Thus, it will reduce a character’s ability scores by 2 temporarily and incur a -2 penalty on attack rolls, damage, and saving throws. Additionally, the afflicted creature cannot partake in physical activity unless defending itself or at risk of death. Creatures may cure exhaustion normally through 8 hours of complete rest unless stated otherwise in the description of the cause.
The creature cannot take actions and is immobile. In some cases, damage to a fascinated creature will end the condition.
Fatigue will reduce a character’s ability scores by 2 temporarily and incur a -2 penalty on attack rolls, damage, and saving throws. Fatigue may be cured normally with 1 hour of complete rest unless stated otherwise in the description of the cause.
The creature is experiencing great fear and uncertainty. The creature suffers a -2 penalty to attack rolls, damage rolls, and all saving throws.
Assuming one creature has a hold established, all grapplers are immobile. Non-grappling attackers attacking one of the creatures engaged in a grapple will have equal chances to hit one of the grapplers. Creatures with this condition cannot take free attacks or immediate attacks.
A creature is under the effects of a hold spell (or similar effect) or poison-based paralysis. The paralyzed creature is helpless but can still think and may perform purely mental actions such as certain innate abilities (e.g. spell-like abilities). Held creatures can also continue to feel pain, although they cannot make noise or move. Note. For grappling (grabbing), ensnaring/entangling, see the other conditions.
Helpless creatures cannot defend themselves. Melee attacks hit automatically and the helpless creature is granted no saving throw versus damaging effects. The helpless creature is considered immobile versus missile attacks.
A helpless creature may be completely bound using restraints as a complex activity and opponents may declare coup de grâce or death blow attacks against them. A helpless creature within melee range can be pushed 5-ft. as a major action or carried/dragged as a major action. The one doing the carrying can move each segment according to encumbrance rules.
A creature that is hindered is impeded from acting freely in some way, but not slowed. Hindered creatures suffer a -2 penalty to attack rolls and is granted no beneficial Dexterity modifier to AC. They cannot cast spells with somatic components.
A creature that cannot move or will not move for any reason, but is not helpless, is immobile: The creature's AC is 4 places worse (up to a maximum of AC 10), and gains no beneficial Dexterity modifier to AC or is allowed the use of a shield. Saving throws grant no modifier for Dexterity or shield.
A condition brought about by alcohol, drugs, poison, or other means. Effects depend on level of intoxication: Slight/Moderate/Great (over this, Comatose 1d4+6 hours). Attack rolls suffer a penalty of +0/-1/-5. Ability scores are also affected: Intelligence -1/-3/-6; Wisdom -1/-4/-7; Dexterity +0/-2/-5; Charisma +0/-1/-4; Benefits include: A bonus to Fear saving throws of +1/+2/+4; A bonus to Morale checks of +5%/+10%/+15%; Temporary Hit Points of +0/+1/+3; Recovery time in hours is 1-2/2-4/4-6 (as time progresses, the affected individual move lower in intoxication level); Stimulants will decrease recovery time to (Mild|Strong) (80%|50%)/(85%|55%)/(90%|60%) (Comatose 95%|60%); Note: Taking a strong stimulant has a 5% of damaging the consumer’s Constitution by 1 point permanently (until cured with a heal, restoration, or wish-type magic).
See Cover, Concealment, & Invisibility.
A creature that is kneeling is considered immobile.
Some spells, effects or poisons cause great nausea in a creature. This generally means the creature cannot perform major actions while nauseated, although effects may vary.
The creature's AC is 2 places worse (up to a maximum of AC 10). Depending upon severity, the off balance creature may be immobile (which supersedes this AC modifier).
Creatures are affected by an overwhelming fear of something in particular or in general. Creatures flee at top speed directly away from the source of their fear, choosing branches randomly while panicked and attempting to open portals presented. Panicked creatures will ignore attacks while they can move away. A creature that is panicked will have a 65% chance (01-65) to drop everything held, adjusted by -5% per hit die. If cornered and escape is not possible, the creature can fight to defend itself without penalty.
Paralysis is normally one of three types, fear-based, poison based, or a spell. If fear-based, the creature is unconscious. If based on a poison (venom, secretion, etc.) or magical (but not fear-based), the creature is treated as if held.
The creature is turned to stone. The creature is in stasis and considered unconscious. A statue is considered an object in combat and can be hit in melee automatically. Missile weapons must hit an AC 10. The petrified individual is immune to damage from slashing weapons. The petrified individual is immune to damage from effects that do not harm heavy stone (wind, normal fire, etc.). Weapon Attacks. The stone material is hard and the petrified individual ignores the first 12 points of damage done by each weapon attack. Picks, hammers, and similar weapons do +4 damage to the petrified individual. Thus, if struck by an axe for 11 points of damage, the petrified individual takes no damage. If struck by an axe for 16 points of damage, the petrified individual will take 4 points of damage. The GM will assign a damage type to natural weapons. Magical energy attacks do no damage if the stone makes an item save against the attack. If this save is failed, the material must save or be destroyed (per the GM for effects; i.e. death). Typically, only a stone to flesh effect will reverse the petrified state.
A prone creature is one that is lying flat on the ground. A prone creature is considered immobile against melee attacks or missile attacks within 10 feet. Against missile attacks beyond 10 feet, prone creatures gain a +2 cover modifier to AC, but gain no bonus to AC for Dexterity and cannot employ a shield. Spells with somatic components cannot be cast while prone.
A creature that misses it’s save versus a deadly poison (such as those from most monsters with a venomous attack), will immediately fall into a coma. This condition will last until the end of the following round, at which point, the creature will die. A creature that takes enough damage to die (i.e. if it has a character class, -10 hit points and if no character class, 0 hit points) from a damaging poison will immediately fall into a coma. This condition will last until the end of the following round, at which point, the creature will die.
A creature that is restrained cannot move but is not considered immobile.
The creature is experiencing some sort of physical distress. The creature suffers a -2 penalty to attack rolls, damage rolls, and all saving throws.
A creature that is sitting is considered immobile.
The creature is in a magical comatose slumber and unconscious. Noise will not awaken the creature. A magically sleeping creature can be awakened with a 5 segment major action if within melee range. Otherwise, any damage done to a magically sleeping creature will awaken it.
Creatures asleep are considered unconscious. However, they will awake if they hear noises. Surprise is at +17% and must be checked each round operating near a naturally sleeping creature. Attackers, if they can approach within melee range without waking a sleeping creature, can attempt an slay the sleeping melee attack.
Creatures affected suffer the following effects:
Creatures Go Last in initiative.
Normal attack rate is at one-half. (e.g. 2 attacks per round become 1 attack per round, see examples below).
The creature moves at half speed (affecting non-magical movement modes; i.e. a fly spell provides normal speed for the spell).
The creature cannot Charge.
The creature loses any beneficial Dexterity adjustments to armor class.
The creature's AC is 4 places worse (up to a maximum of AC 10).
If the recipient of a slow effect is magically hasted, both effects cancel each other with regard to the recipient. Likewise, a haste effect will cancel a slow effect with regard to the recipient.
Slow effects will not stack (if durations overlap, the effect lasts as long as the longest running duration).
Examples of slowed attack rates (ODD/EVEN is relative to the attacking creature and has no relation to the actual number of combat rounds that previously happened-it is only relative to that creature's attacks in the round prior-if any. No attack means the count starts at 1 or ODD):
1 attack per round allows 1 attack every other round (attacks happen on ODD rounds; ie. 1st, 3rd, etc. Any break resets to 1st.);
2 attacks per round using two-weapon fighting allows 1 off-hand attack in EVEN rounds and 1 primary hand attack in ODD rounds
Missile weapon fire rate is cut in half (rounding down). Single attacks occur on ODD rounds.
Odd numbers of attacks allow the higher number to occur on ODD rounds. A creature with claw/claw/bite will attack with claw/bite on ODD rounds and a bite or claw on EVEN rounds. Even number of attacks are halved, and the slowed creature can select which attacks it uses.
Slowed creatures with multi-attack will only lose iterative attacks. Creatures with 1 iterative attack will lose the multi-attack attack ability. Creatures with more than one iterative attack per round will lose half of these attacks (rounding up). e.g. A slowed troll with multi-attack (+2) has 1 primary attack and 2 iterative attacks and will only lose 1 iterative attack per round (a claw). A slowed vrock demon with 2 primary attacks and 3 iterative attacks will lose 2 iterative attacks (as selected by the demon).
Stunned creatures cannot take actions and are treated as if immobile.
A creature that cannot breathe is suffocating. A suffocating creature can hold it's breath for a period of time, after this, it begins to drown or asphyxiate.
Holding Your Breath. A creature can hold their breath for a number of segments equal to it's Constitution score. Creatures without a score are considered to have a score of 10 if Man-sized or smaller or 15 if Large. Some creatures have special abilities to greatly extend this period. If a creature can take another breath, the time period for holding their breath is reset.
Drowning or Asphyxiating. Drowning or asphyxiating takes 3d6 segments, and, during this period the character can do nothing but writhe in pain and panic (treat as stunned for combat purposes). If the creature cannot access breathable air at the end of this time, they will fall into a coma and die. If a drowning or asphyxiating creature is given access to air before falling into a coma, they suffer damage equal to the number of segments spent drowning or asphyxiating. If a creature falling into a coma is treated with a cure wounds spell within 5 rounds, it will revive to 1 hit point and become conscious. If a cured creature in a coma cannot immediately take a breath of air, the cure spell fails and the creature dies. A heal spell cast on a suffocating creature (even if in a coma, but not yet fully dead) will cure all damage (except 1d4 points from maximum normal hit points) and resets the process of suffocating from holding their breath if still unable to breathe.
During surprise segments, most surprised creatures will be surprised. This means they cannot declare actions or take actions (of any kind) including immediate or free attacks. Surprised creatures do not otherwise suffer any AC penalties or saving throw penalties. Once the surprise segments end, and the normal combat round begins, a creature can declare and take actions as normal.
Unconscious creatures can take no actions and are helpless. Certain activities can bring a creature out of unconsciousness depending upon how it achieved that state. An unconscious creature underwater will begin to drown immediately.