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Chas weenetypes
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Conditions
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‘Bleed Entangled
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If more than one condition affects a character, apply them all. f effects cant combine, apply
the most severe effect.
BleedConta es Acreature that (staking bleed damage takes the listed amount of damage at the begiming ofits
bnpaaagea ‘tum, Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that
Gis tess pans FES point damage (even f the bleed is ability damage), Some bleed effects cause aiity
trcarecs damage or even ability drain. Bleed effects do not stack with each athe unless they deat
scomge Fens ferent kinds of camage, When two or more bieed effects deal the same kindof damage, take
ower the worse eect. nthisease, abit dan wore than abit damage.
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‘Speci Materials ‘The creature cannot see. It takes a -2 penalty to Armor Class, loses its Dexterity bonus to AC (if oo
venees any), and takes a4 penalty on most Sangh and Destcty-based sil checks and on opposed POF]
er mer Beticeation sil checks. Al checks ad activities tat rely on vision (auch a reading and (Bueno)
belt Perception checks based on ight) automaticaly fl All opponents are cosiered to have total
Dererytwomet conceslmen (50% iss chance) agale the blinded character. Blind creatures must make 2 DC 10
Sees: Acrobatics skill check to move faster than half speed. Creatures that fail this check fall
ve temeo® Characters who remain Binded fr along time grow accustomed to these drawbacks and can
Gane tors overcome some of them,
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age WeaponsPotons Items that have taken damage in excess of half their total hit points gain the broken condition,
nes ‘meaning they are less effective at their designated task, The broken condition has the folowing
a effec, depending pn the te
so «the tem tsa weapon, any attacks made withthe item suffer a-2 penalty on attack and
= Gamage rots. Sach weapors ony coe eel Mon 9 nal! 20a on ea 2 damage
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sect a9) 6 the ema tof amor ora shld, the bons rans o AC Ishaled, rounding
a lovin. Sroken armor doubles its amor check penalty on skis. (PI) Fee As Shs Deas
‘ecu |g ifthe tem a tool needed fora lay Sl check made with the Kem takesa-2 $39
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eta ofthe em sa ano sat, ses up twice as many charges when sd anid
i & ithe tem does ott to ay of tes categories, the broken conan has eect on
ae tous. tems with the broken cnditn, regu of pe, ore worth 75% of tei roma
Advanced Spell Search value. If the item is magical, it can only be repaired with a mending or make whole spell
ee cast by a character witha caster lave equa to or higher than the item’. tems lose the
on broken condition the spel restores the object to hal ts orga hit ain or Nigher,
See Neommopia tems can be epated Ina sma fasion or tug the atk sed to
a create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per
Sed crmton | in of dnge to be repre. oat cate hare ne-tth te etal oat
mete feo sich damage (rete ite sadly damaged or ined)
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ne anyother objec, when they tae damage in exces of hal thei hit pins, they gain he broken
Lanne condition. When a ship gains the broken condition, it takes a -2 penalty to AC, on sailing checks,
cee ewer tg tows, and on combat manera ec 9 3hp or smear of propuson becomes
Sree || Sekar he divs ern speed alved andthe pcan ro onge atte wpe hand wl
mm tepid. the ip inmotion and waveling estr than sre maxtrum seca.
Creat axtoaticalydeceleratesto its new marian sped tom Avanced Naval Comba.)
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Tevarmoce Coit conse creature fs mental befuddled and camot act normaly, A confused creature cannot
eaieee tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to castSs conox
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beneficial spell that requires a touch on a confused creature must succeed on a melee touch
_aliack, fa confused creature is attacked, it attacks the creature that last attacked it until that
creature is dead or out of sight.
Roll on the following table atthe beginning of each confused subjects turn each round to see
what the subject does in that round.
& | Behavior
01-25 | Act normaly.
26-50 |Do nothing but babble incoherentiy
51-75 | Deal 1d8 point of damage + Str modifier to self with item in hand.
76-100) Attack nearest creature (or this purpose, a familar counts as part of the subject's sel),
confused creature who cant cary out the indicated action does nothing but babble
‘incoherently. Attackers are not at any special advantage when attacking a confused creature. Any
confused creature who fs attacked automatically attacs its attackers onits next tum, a5 long as
‘it is still confused when its tun comes. Note that a confused creature will not make attacks of
‘opportunity against anything that it isnot already devoted to attacking (either because ofits
most recent action or because it has just been attacked).
cowering
‘The character is frozen in fear and can take no actions. A cowering character takes a-2 penalty
to Atmor Clas and loses his Dexterity borus (if any).
Dazed
‘The creature is unable to act normally. A dazed creature can take no actions, but has no penalty
to AC.
‘dazed condition typicaly lasts 1 round.ae
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Dazzled
The creature is uable to see well because of overstimulation of the eyes. A dazzled creature
takes a -1 penalty on attack rolls and sight-based Perception checks,
Dead
‘The characters hit points are reduced to a negative amount equal to his Constitution score, his
Constitution crops to 0, or he is killed outright by a spell or effect. The characters soul leaves
his body. Dead characters camot benefit from normal or magical healing, Dut they can be
restored to life via magic. A dead bedy decays normally wiess magically preserved, but magic
that restores a dead character to life alsa restores the body either to full heath or ta its
condition atthe time of death (depending on the spell or device). Either way, resurrected
characters need net worry about rigor mais, decomposition, and other conditions that affect
dead bodies.
By the way.
‘The ast 1.5 Dungeons & Oragons FAQ that was released by Wizards of the Coast stated tat a dead
body is treatee ae an object and thus canbe camagec uring the rules fr “Smashing an Object
Deafened
‘A deafened character canmot hear. He takes 4 penalty on initative checks, automaticaly fails
Perception checks based on sound, takes a -4 penalty on opposed Perception checks, and has a
20% chance of spell failure when casting spels with verbal components. Characters who remain
‘eatened for a longtime grow accustomed te these drawbacks and can overcome some of them,
Disabled
‘character with 0 hit points, or one who has negative hit polnts but has become stable and
conscious, is eisabled. A disabled character may take a single move action er standaré actionerty nd Campi
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leach round (but not both, nor can he take ful-round actions, but he ean sil take switt,
Immediate, and free actions). He moves at half speed. Taking move actions doesnt risk further
‘injury, but performing any standard action (or any other action the GM deems strenuous,
Including some free actions such as casting a Quicken Spel spell) deals t point of damage after
the completion ofthe act. Unless the action increased the disabled character’ it points, he is
ow in negative hit points and dying,
Aisabied character with negative hit points recovers hit points naturally if he is being helped.
Otherwise, each day he can atterspt a DC 10 Corstitution check after resting for 8 hours, to
begin recovering hit points naturally. The character takes a peralty on this rall equal to his
negative hit point total, Failing this check causes the character to lose 1 hit point, but this does
not cause the character to become unconscious. Once a character makes this check, he
continues to heal naturally and is no longer in danger of losing hit points naturally
ying
A dying creature is unconscious and near death. Creatures that have negative hit polats and have
‘not stabilized are dying. A dying creature can take no actions. On the character's next turn, after
being reduced to negative hitpoints (but not dead), and on al subsequent tums, the character
must make a DC 10 Corstitution check to become stable. The character takes a penalty on this
roll equal to his negative hit point total. A character that is sable does nat need to make this
check, A natural 20 on this check isan automatic success. Ifthe character falls this check, he
loses 1 hit point. Ia dying creature has an amount of negative hitpoints equal to its Consis
score, It dies
Energy Drained
‘The character gains one or more negative levels, which might become permanent. Ifthe subject
has atleast as many negative levels as Hit Dice, he dies. See Energy Drain and Negative Levels
for more information.
EntangledThe characteris ensnared. Being entangled impedes movement, but does net entirely prevent It
ies the bonds are anchored to an immobile object or tethered by an opposing force. An
entangled crenture moves at half speed, cannot run or charge, and takes a -2 penalty on all
attack rolls and a4 penalty to Dexterity. An entangled character who attempts to casa spell
‘must make a concentration check (OC 15 + spel level) or lose the spell
Exhausted
An exhausted character moves at half speed, cannat run or charse, and takes a -6 penalty to
‘Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.
' fatigued character becomes exhausted by doing something else that would normally cause
fatigue,
Fascinated
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits
quietly, taking no actions other than to pay atention tothe fascinating effect, for as tong as the
effect lasts. I takes a 4 penalty on skill checks made as reactions, such as Perceation checks.
‘Any potential threat, such asa hostile creature approaching, allows the fascinated creature a
new saving throw against the fascinating effect. Ary obvious thea, such as someone drawing &
weapon, casting a spel, or aiming a ranged weapon at the fascinated creature, automatically
breaks the effect. & fascinated creature's ally may shake it free ofthe spell asa standard action,
Fatigued
{fatigued character can neither run nor cnarse and takes a2 penalty to Strength and Dexterity,
Doing anything that would normally cause fatigue causes the fatigued character to become
exhausted. AMter & hours of complete rest, fatigued characters are no longer fatigue.
Flat-Footed
‘character who has not yet acted during a combat is flat-footed, unable to react normaly to the
situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver DefenseLEGO Space
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(vo) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or
Uncanny Dodge clas ability.
Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of
‘opportunity before they have acted inthe frst round of combat.
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to fe, it may
fight. A frightened creature takes 2-2 penalty on all attack rolls, saving Uiraws, sil checks, and
ability checks. A frightened creature can use special abilities, including spells, to flee; indeed,
the creature must use such means if they are the only way to escape.
Frightened is tke shaken, except that the creature must lee if possible. Panicked is a more
extreme state of fear.
Grappled
‘grappled creature Is restrained by a creature, tap, or effect. Grappled creatures cannot move
and take 2-4 penalty to Dexterity. A grappled creature takes a -2 penalty on all attack rolls and
‘combat manewver checks, except those made to grapple or escape a grapple. In adition,
srappled creatures can take no action that requires two hands to perform. A grappled character
who attempts to cast a spell or use a spell-tike ability must make a concentration check (OC 10 +
srappler’s CMB + spell level), oF lose the spell. Grappled creatures cannot make attacks of
‘opportunity.
‘grappled creature cannot use Stealth to hide from the creature grappling it, even if a special
ability, such as hide in plain sight, would normally allow it to do so. Ifa grappled creature
becomes invisible, through a spel or other ability, it gains a +2 cicumstance bonus on its CMD to
avoid being grappled, but receives no other benefit.
Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or
‘pinned are those without somatic components and whose material components (i any) you have
‘nhand, Even so, you must make a concentration check (DC 10+ the grappler’s CMB + the levelBuild RPG
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Helpless
‘helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at
an opponent's mercy. & helpless target Is treated as having a Dexterity of 0 (5 modifier). Nelee
attacks against a heloless target get a +4 bonus (equivalent to attacking a prone target). Ranged
attacks get no special bonus against heloios targets. Rogues can sneak attack holpless targets.
‘As a ful-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless
foe. An enemy can also we a bow or crossbow, provided he is adjacent to the target. The
attacker automaticaly hits and scores a critical hit. (A roque also gots his sneak attack damage
bonus against a helpless foe when delivering a coup ce grace.) Ifthe defender survives, he must
make a Fortitude save (OC 10 + damage deat) or die. Delivering a coup de grace provokes
attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make
Foztltuie saves to avotd being killed by a coup de grace.
Incorporeat
Creatures with the incorporeal condition do not have a physical body, Incorporeal creatures are
immune to allnonmagical attack forms, Incorporeal creatures take half damage (50%) from magic
weapons, spells, spel-lke effects, and supernatural effects. Incorporeal creatures take full
damage from other incorporeal creatures and effects, as well a all force effects. See heve for
adcitional information
tnvisible
Invisible creatures are visually undetectable. An invisible creature gains a +2 borus on attack rlls
against sighted opponents, and ignores its opponents Dexterity bonuses to AC (if any. See the
visibility special abilityA
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Nauseated
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are
unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The
only action such a character can take fs a single move action per tun
Panicked
A panicked creature must drop anything it holds and flee at top speed from the source of its
fear, aswell a ary other dangers it encounters, along a random path, It crit take any other
actions. addition, the creature takes a -2 penalty on all saving throws, sil checks, and ability
checks. f cornered, a panicked creature cowers and does not altack, typealy using the total
defense action in combat. A panicked creature can use special abilities, including spells, to flee;
indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frichtened.
Paralyzed
paralyzed characteris frozen in place and unable to move or act. A paralyzed character has
effective Dexterity and Strength scores of @ and is helpless, but can take purely mental actions. A
winged creacure flying in the air atthe time that it becomes paralyzed cannot flap its wings and
falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creature-ally or nat. Each squate accupled by a paralyzed creature,
however, counts as 2 squares to move through
Petrified
A petrified character has been turned to stone and is considered unconscious. Ifa petrified
character cracks or breaks, but the broken pieces are joined with the body as he returns to
flesh, he is unharmed. If the characters petrified body is incomplete when it returns to flesh,
the body is kewise incomplete and there is some amount of permanent hit point los and/or
ebilitation.Lega oration
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Pinned
[pinned creature is tightly bound and can take few actions. A pinned creature cannot move and
's denied its Dexterity bonus. & pinned character also takes an additional -4 penalty to his Armor
Class. A pinned creature is limited inthe actions that it can take. A pinned creature can always
attempt to free itself, usually through a combat manewver 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. pinned character who attempts to cast a spel or use a spel
like ability must make a concentratian check (DC 10 + grappler's CMB + spell level) or lose the
spel. Pinned is a more severe version of grappled, and their effects do not stack
Casting Spells while Pinned: The only spells which can be cast while srappting or pinned are
‘hose without somatic components and whose material components (f any) you have in hand
Even s0, you must make a concentration check (OC 10 + the grapples CMB + the level of the
spell yoUre casting) or lose the spel
Prone
‘The character is ying onthe ground. A prone attacker has a -4 peralty on melee attack rll and
cannot use a ranged weapon (except for a crossbow). & prone defender gains a +4 bonus to
‘Armor Clas agaist ranged attacks, but takes a ~4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity
Shaken
‘A shaken character takes a-2 penalty on attack rolls, saving throws, skill checks, and ability
checks. Shaken isa less severe slate of fear than frightened or panicked.
Sickened
‘The character takes a 2 penalty on all attack rolls, weapon damage ralis, saving throws, skill
checks, and ability checks.Sinking
A ship that is reduced to 0 or fewer hitpoints gains the sinking conaition, A sinking ship cannot
move or attack, and it sinks completely 10 rounds after it gains the sinking condition. Each
adaitional hit an a sinking sia that deals mare than 25 points of damage reduces the remaining
time for it to sink by 1 round, A ship that sinks completely drops to the bottom af the body of
water and is considered destroyed. A destroyed ship cannot be repaired—it isso significantly
damaged it cannot even be used for scrap material. Magic (such as make whole) can repair a
sinking ship if the ship's hit points are raisec above 0, at which point the ship loses the sinking
condition. Generally, non-magical repairs take too long to save a ship from sinking once i begins
to go down,
Stable
‘character who was dying but who has stopped losin hit ooints each round and stil has
negative hit points is table. The characteris no longer dvina, but is still unconscious. If the
character has become stable because of aid from another character (Such as @ Heal check or
‘magical healing), then the character no longer loses lt points. The character can make a DC 10
Constitution check each hour to become conscious and disabled (even though his hit points are
stil negative). The character takes a peralty on this ol equal to his negative hit point total
Ita character has become stable on his own and hasnt had help, he is stil at rsk of losing hit
points. Each hour he can make a Constitution check ta become stable (asa character that has
received aid), but each failed check causes im to lose 1 hit point.
Staggered
A staggered creature may take a single move action or standard action each round (but not beth,
nor can he take ful-round actions). A staggered creature can stil take free, swift, ané immediate
actions. A creature with nonlethal damage exactly equal to its current hit ooins gains the
staggered condition.
StunnedA stunned creature drops everything held, cant take actions, takes a -2 penalty te AC, and loses
ts Dexterity bonus to AC (if any),
‘ttackers receive a v4 bonus on attack rolls to perform combat maneuvers against a stunned
‘pponent.
Unconsclous
Unconscious creatures are knocked out and helpless. Unconsciousness can resuit from having
negative hit points (but not more than the creature's Constitution score), or from noniethal
damage in excess of current lt points.c+ 2
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