Conditions Flashcards

1
Q

bleed

A

Take listed damage at the beginning of turn.
??: also when hit?
Can stop with DC 15 Heal check or any spell that cures hp.
??: potions?

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2
Q

blinded

A

–2 and no Dex to AC.
–4 Str/Dex skill checks and opposed Perception.
Autofail vision checks/activities.
Opponents have total concealment (50%).
DC 10 Acrobatics check to move faster than half speed or fall prone.

??:allies don’t have total concealment?

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3
Q

Broken

A

Item that has taken > half hp dmg; worth 75% of normal value
Repair: magic [mending or make whole cast by char with CL = or > than item’s.] non-magical [as magic, or w/ appropriate Craft skill (DC 20 Craft check + 1 hr per point of dmg); most craftspeople charge 10% cost to repair.

Weapon: –2 atk and dmg; can only crit on 20, only x2 on confirmed crit.
Armor/shield: half AC bonus, double armor check penalty
Tool needed for skill: –2 penalty
??: are there needed tools that also provide bonuses, and do they still provide them? or do they lose them and –2?
Wand/staff: uses twice as many charges

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4
Q

Confused

A

All creatures are enemies; casting a beneficial spell that requires touch on a confused creature requires a successful melee touch attack. If attacked, confused creature attacks the last creature that attacked it until latter is dead or out of sight.

d%
1–25 Act normally
26–50 do nothing (babble)
51–75 Deal 1d8 points of damage + Str mod to self with item in hand
76–100 Attack nearest creature (not familiar)
*If can’t do action, does nothing; no attacks of opportunity unless already attacking that creature

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5
Q

Cowering

A

No actions, –2 and no Dex to AC.

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6
Q

Dazed

A

No actions [no penalty to AC]. Usually 1 round.

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7
Q

Dazzled

A

–1 atk and sight-based Perception

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8
Q

Dead

A

negative hp = Con score,
Con score = 0, or
death effect.

Soul leaves body, can’t be healed, decomposes normally but restorations bring body back to new.

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9
Q

Deafened

A

–4 Init and opposed Perception.
Autofail sound-based Perception.
20% chance of spell failure when casting with verbal component

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10
Q

Disabled

A

0 hp
or
negative hp + stable + conscious.
[[or if negative levels = HD]]

Single move or standard action
Can take swift/immediate/free.
Move at half speed
Standard or other strenuous actions (not move) deals 1 point of damage after act.
Unless action increased hp, creature now negative hp and dying

Disabled with negative hp recovers hp naturally if being helped. Otherwise, 1/day: DC 10 Con check (penatly = negative hit points) after 8 hr rest to begin recovering naturally; fail = lose hp (but not lose consciousness); succeed = heal naturally, no danger of losing hp naturally.

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11
Q

Dying

A

unconscious, negative hp and not stabilized.

no actions
on next turn and thereafter, DC 10 Con check to become stable (penalty = negative hp).
success = stable and don’t need to check, fail = lose 1 hp.
Natural 20 is auto success.

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12
Q

Energy drained

A

negative levels. if as many negative levels as Hp, dead.

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13
Q

Entangled

A

impede movement; prevents if anchored/tethered.

Half speed, can’t run/charge.
–2 atk
–4 dex
cast spell = DC 15 + spell level concentration check or lose spell

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14
Q

Exhausted

A

half speed, can’t run/charge.
–6 Str and Dex.

1 hour of rest = fatigued.
Fatigue + fatigue = exhausted.

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15
Q

Fascinated

A

entranced by Su or Sp.

no actions, stand or sit quietly.
–4 skill checks as reactions

potential threat allows new saving throw, obvious threat automatically ends effect.

ally can shake fascinated character free as standard action

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16
Q

Fatigued

A

can’t run/charge
–2 Str and Dex

fatigue + fatigue = exhausted

8 hrs of rest ends fatigue

17
Q

Flat-footed

A

no Dex to AC
no attacks of opportunity

has not yet acted in combat

18
Q

Frightened

A

flee from source of fear as best it can (incl using special stuff if necessary); if unable, can fight.
–2 atk, saves, skills, ability checks

19
Q

Grappled

A

can’t move, no attacks of opportunity, no two-handed actions
–4 Dex
–2 atk, combat maneuvers (except grapple/escape grapple)
spell or Sp = DC 10 + grappler CMB + spell level concentration check or lose spell
no Stealth vs. grappler
invisibility = +2 circumstance to CMD to avoid grapple but no other benefit.

20
Q

Helpless

A

paralyzed, held, bound, sleeping, unconscious, or otherwise at mercy

Dex = 0 (–5)

Melee attacks against helpless get +4 bonus.
Ranged get no bonus.
Rogues can sneak attack helpless.

Full-round action = coup de grace helpless foe with melee weapon (or bow/crossbow if adjacent) = automatic critical hit.
If helpless creature survives, DC 10 + dmg dealt Fort save or die. Coup de grace provokes AOO
If immune to critical hits, no Fort-or-die

21
Q

Incorporeal

A

immune to nonmagical attacks

50% dmg from magic weapons, spells, Sp, Su

Full damage from incorporeal and force effects

22
Q

Invisible

A

(+2 atk and ignores Dex bonus to AC ) vs sighted opponents

23
Q

Nauseated

A

only action can take is one move action

[can’t attack, cast spells, concentrate, or pay attention]

24
Q

Panicked

A

drop held things and flee at top speed (using abilities if necessary) from source and other dangers along random path.
no other actions
–2 saves, skills, ability checks.
if cornered, cower/not attack, can use total defense action

25
Q

Paralyzed

A

unable to move or act
Dex and Str = 0 (–5)
helpless
can take mental actions
flying/swimming stop doing those
other creatures can move through space occupied by paralyzed creatures, but counts as 2 squares to move through
??: does this count as difficult terrain? or is it avoiding that term specifically?

26
Q

Petrified

A

turned to stone, unconscious.

other stuff.

27
Q

Pinned

A

can’t move or cast spells with somatic or material components
–4 and no Dex bonus to AC
can attempt to free self with combat maneuver or Escape Artist.
can take mental/verbal actions
if spell or Sp, must concentrate DC 10 + grappler CMB + spell level or lose spell
does not stack with grappled

28
Q

Prone

A

lying on ground
–4 melee atk, cant use ranged (except crossbow)
+4 AC vs ranged
–4 AC vs melee

standing up is move action that provokes attacks of opportunity

29
Q

Shaken

A

–2 atk, saves, skills, ability checks

30
Q

Sickened

A

–2 atk, wpn dmg, saves, skills, ability checks

31
Q

Stable

A

negative hit points, not dying, unconscious.
if stable because of another character
no longer loses hp
1/hr: DC 10 Con check (penalty = negative hp) to be conscious (+ disabled)

32
Q

Staggered

A

single move or standard
can take free swift immediate
nonlethal dmg exactly equal to current hp gains staggered

?? uh what. exactly equal? so super rare.

33
Q

Stunned

A

Drops everything, can’t take actions

–2 and no Dex to AC

34
Q

Unconscious

A

knocked out, helpless