Conditions
Conditions are temporary effects that modify how a creature interacts with its environment and other creatures. A creature can suffer from multiple conditions and a condition can be worsened, but the same condition never stacks with itself.
ABILITY DAMAGE/DRAIN & ENERGY/LEVEL DRAIN
Ability damage, ability drain, and energy/level drain are converted into hit point damage and conditions.
- Unless noted otherwise, ability damage allows a save every short rest to reduce stage.
- Ability drain requires a long rest.
- Some effects may use different intervals, ranging from rounds to months.
Ability damage is nonlethal; drain is lethal.
Disease and poison are hit point damage types, though level drain is negative energy damage.
Diseases and poisons repeat their initial HP damage at each interval save.
| Example: |
| Black Adder Venom: 120 gp; poison (injury); Save Fortitude DC 11; Frequency 1/round for 6 rounds; Cure 1 save; 1d2 Con damage Becomes 1d6 poison damage and inflicts 1 stage of Sickened each round for up to 6 rounds. A successful save halves the damage and prevents Sickened for that interval. |
AFFLICTIONS
Afflictions are complex effects that typically come with multiple conditions they impose. This often includes things like curses, diseases, and poisons.
At each interval, an afflicted creature makes a free saving throw at the start of its turn. Compulsion, Emotion, Linguistic, and Mental effects use Will; most others use Fortitude. Some effects may require Reflex (such as catching fire or wiping off persistent acid). A creature can use the Resist action to make an additional saving throw.
- Critical Success: As a success but 2 intervals, +1 additional interval per 5 points the DC is exceeded.
Success: The effect's remaining duration is reduced by 1 interval. If reduced to 0 or less, the condition ends. Unless noted otherwise, the interval is 1 action round.
Critical Failure: The stage of all the conditions inflicted by the effect increase by 1. If already at the maximum stage, the victim loses a number of hit points equal to half their current remaining hit points + the normal damage of the effect (min 1d6).
Afflictions with the Permanent type have no limit on their duration but instead, have specific conditions or cures required to heal the disease or break the curse.
Afflictions with the Virulent type automatically increase the condition stages by 1 on a failure and by 2 on a critical failure.
BASIC DETAILS
If an affliction or condition lacks details, assume the following:
- Save: Fortitude.
- Persistent Damage DC: DC10 + stage + damage taken.
- Other effects DC: 15 + creator’s level or DC10 + half damage taken, whichever is higher.
CONVERSION
Pathfinder 1e to new Conditions. Each condition has 4-5 stages that worsen so that minor effects only deal stage 1 or 2 and major effects deal 3 or 4. Stage 5 can only be achieved on a crit of a major effect.