Encounter builder verification world
The shared setting. Choose a campaign to explore its lore.
Pathfinder 2e · 28 entries
| Condition |
|---|
| Blinded |
Cannot see; all terrain is difficult terrain; immune to visual effects. Blinded overrides Dazzled. EffectsAll terrain is difficult terrain; Immune to visual effects; Creatures are Undetected unless sensed otherwise |
| Broken |
Item HP at or below Broken Threshold. Weapons deal only 2 damage; armor gives half item bonus (rounded down). EffectsWeapons deal only 2 damage; Armor gives half item bonus; No item bonuses or activated abilities |
| Clumsy |
Status penalty equal to value to DEX-based checks and DCs (Reflex saves, Acrobatics, Stealth, Thievery, ranged attacks). EffectsStatus penalty to all DEX-based checks and DCs |
| Concealed |
Attackers must succeed on a DC 5 flat check to affect you; on failure the action is wasted. EffectsDC 5 flat check for attackers |
| Dazzled |
All creatures and objects are Concealed from you (DC 5 flat check to attack them). Overridden by Blinded. EffectsAll creatures/objects Concealed from you |
| Deafened |
Cannot hear; automatically fail Perception checks requiring hearing; immune to auditory effects; -2 status penalty to Perception for initiative. EffectsFail Perception checks requiring hearing; Immune to auditory effects; -2 status to Perception for initiative |
| Doomed |
Dying values are reduced by the doomed value. Doomed 3 means you die at Dying 1. Reduce by 1 per Long Rest. EffectsMaximum dying value reduced by condition value; Doomed 3: die at Dying 1 |
| Drained |
Status penalty equal to value to CON-based checks and DCs. Max HP reduced by value × level. EffectsStatus penalty to CON-based checks; Max HP reduced by value × level; Reduce by 1 per Long Rest or magical healing |
| Dying |
Unconscious and bleeding out. Recovery Check (DC 10 flat) each turn. Fail: Dying +1; Success: Dying -1; Dying 4 = death. EffectsUnconscious while Dying; Recovery Check each turn (DC 10 flat); Dying 4: you die |
| Encumbered |
Carrying too much weight. You are Clumsy 1 and take -10 ft to all movement speeds. EffectsClumsy 1; -10 ft to all movement speeds |
| Enfeebled |
Status penalty equal to value to STR-based checks and DCs (melee attacks, Athletics, STR saves). EffectsStatus penalty to STR-based checks and DCs |
| Fascinated |
-2 status to Perception and skill checks; cannot use concentrate trait actions. Ends when attacked or sufficiently distracted. Effects-2 status to Perception and skill checks; Cannot use concentrate actions |
| Fatigued |
-1 status to AC and saving throws. Cannot choose an exploration activity. Removed by a full night's rest. Effects-1 status to AC and all saves; Cannot choose exploration activities |
| Fleeing |
Must use each action moving away from the source of fear. Can only use movement actions. EffectsMust move away from fear source each action |
| Frightened |
Status penalty equal to value to all checks and DCs. Reduce by 1 at the end of your turn. EffectsStatus penalty to all checks and DCs; Reduce by 1 at end of each turn |
| Grabbed |
Immobilized. -4 circumstance to AC. Off-Guard. EffectsImmobilized; -4 circumstance to AC; Off-Guard |
| Immobilized |
Cannot take actions with the move trait. EffectsCannot use movement actions |
| Off-Guard |
Melee attackers gain +2 circumstance bonus vs. you. Cannot use reactions. (Renamed from Flat-Footed in the 2023 Remaster.) Effects+2 circumstance to melee attacks against you; Cannot use reactions |
| Paralyzed |
Off-Guard. Cannot act. Some effects allow a save each round to end the condition. EffectsOff-Guard; Cannot take any actions |
| Petrified |
Turned to stone. Cannot act. Immune to poison and disease. Treated as an unattended object. EffectsCannot act; Immune to poison and disease; Treated as an object |
| Prone |
Off-Guard. Can only Crawl to move. Melee attacks against you gain +2 circumstance; ranged attacks take -2 circumstance. Stand (1 action) to end. EffectsOff-Guard; Can only Crawl; Melee attacks vs. you: +2; Ranged attacks vs. you: -2 |
| Quickened |
Gain 1 extra action at start of turn. The granting effect specifies what the extra action can be used for. Effects1 extra action per turn (limited by granting effect) |
| Restrained |
Off-Guard. Cannot move. Spells and concentration require DC 5 flat check. Overrides Grabbed. EffectsOff-Guard; Cannot move; Spells require DC 5 flat check; Overrides Grabbed |
| Sickened |
Status penalty equal to value to all checks and DCs. Cannot eat or drink. Can attempt Fortitude save to reduce by 1 each turn. EffectsStatus penalty to all checks and DCs; Cannot eat or drink; Fortitude save action to reduce |
| Slowed |
Reduce actions regained at start of turn by condition value. Slowed 1: gain 2 actions. EffectsReduce actions per turn by condition value |
| Stunned |
Cannot use reactions. Lose actions equal to stunned value at start of turn; reduce stunned by actions lost. Overrides Slowed. EffectsCannot use reactions; Lose actions at start of turn; Overrides Slowed |
| Unconscious |
Blinded, Off-Guard, Slowed 4. Cannot act, speak, or use reactions. Coup de grace attacks auto-critically hit. EffectsBlinded; Off-Guard; Cannot act |
| Wounded |
Increase Dying by condition value when becoming Dying. Increase by 1 each time knocked unconscious. Reduce by 1 per day of rest. EffectsAdd condition value to Dying when knocked out; Increase by 1 each knockout; Reduce by 1 per day of rest |