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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.

Max Ability Damage/DrainEnergy/Level DrainConditionHP Damage
1-3 damage/drain1 level+1 stage1d6
4-6 damage/drain2 levels+2 stages3d6
7-10 damage/drain3 levels+3 stages6d6
11-15 damage/drain4 levels+4 stages10d6
16+ damage/drain5+ levels+5 stages15d6

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.

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:


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.

PFRPG 1E CONDITIONNew Condition
-Shackled
BleedPersistent damage
Blinded(Affected Sense) Impaired
BrokenBroken
-Compelled
Charisma damageDemoralized
ConfusedConfused
Constitution damageSickened
CoweringRepelled
DazedStaggered
Dazzled(Affected Sense) Impaired
DeadDead
DeafenedDeafened
Dexterity damageClumsy
DisabledFading
DyingFading
Energy DrainedClumsy, Demoralized, Distracted, Sickened, Stupefied, Weakened
Entangled[Grappled
ExhaustedClumsy, Slowed, Weakened
FascinatedFascinated
FatiguedClumsy, Weakened
Flat-footedOff-guard
FrightenedRepelled
GrappledShackled, Slowed
HelplessHelpless
IncorporealIncorporeal
Intelligence damageStupefied
InvisibleInvisible
NauseatedStaggered
PanickedRepelled
ParalyzedStunned
PetrifiedPetrified
PinnedPinned
ProneProne
-Propelled
ShakenDemoralized
SickenedSickened
-Silenced
SinkingBroken
-Slowed
StableFading
StaggeredStaggered
Strength damageWeakened
StunnedStunned
UnconsciousUnconscious
Wisdom damageDistracted