Status Conditions
Movement Penalties
Hindered
A Hindered creature's total move speed is halved. A 5 ft move now requires a Half Action instead of a Swift Action.
Immobilized
An Immobilized creature cannot voluntarily move from the spot they occupy, and they have no movement speed. However, they may take other actions freely.
Action Penalties
Winded
A Winded character may not take Swift Actions.
Staggered
A staggered character may not take Full Round Actions.
Stunned
A Stunned creature may not take Full Actions, and is limited to only one Half Action per round (this includes losing their Swift Action). They cannot gain extra actions when affected by this condition.
Frozen
A Frozen creature may not take any actions. This includes speaking or even thinking.
Fear Penalties
Shaken
A Shaken creature takes a -2 penalty on all Attack and Damage Rolls. These penalties are doubled if rolls are against the source of the fear effect. Spellcasters must make a Concentration check to cast, at the standard DC minus 5.
Terrified
A Terrified creature takes -4 on all Attack and Damage Rolls. These penalties are doubled if rolls are against the source of the fear effect. Spellcasters must make a Concentration check to cast, at the standard DC.
Panicked
A Panicked creature takes -4 on all Attack and Damage Rolls, and is also Stunned unless they flee from the source of the fear. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check, at the standard DC plus 5.
Defense Penalties
Vulnerable
A vulnerable character takes a -8 penalty to Defense and on Parry attempts. Vulnerable supersedes Impaired.
Helpless
A Helpless character takes a -16 penalty to Defense and Parry attempts. Helpless supersedes Vulnerable.
Unaware
An Impaired creature takes a -8 penalty to Defense and -8 on Parry attempts. Unaware supersedes Surprised.
Compromised
A Compromised creature takes a -4 penalty on Reflex, Fortitude or Will Saving Throws.
Health Penalties
Fatigued
A Fatigued creature takes a -2 penalty on all dice rolls.
Exhausted
An Exhausted creature takes a -4 penalty on all dice rolls, additional they may not use the Run or Charge actions.
Prone
A Prone creature is Hindered and Impaired against melee attacks. Against ranged attacks, they are Defended.
Asleep
A sleeping character is Prone and Helpless. They suffer a -10 penalty to all Perception checks to notice the goings-on of their surroundings.
Unconscious
An Unconscious creature is Prone and Helpless. They receive no Perception check to notice their surroundings, unlike a Sleeping creature.
Dying
A creature gains this condition when their Body or Heads Wounds are below 0. The creature becomes Unconscious immediately. Each round, they must make a Fortitude save (DC 10) in order to remove this condition. However, they take a penalty to this check, equal to the amount of negative Wounds they have on the Head or Body (or both). After rolling the save, if the Dying condition is still present, the character loses 1 more Wound point in the affected categories. If negative Wounds in the Body or Head exceed their Constitution score (not the modifier), they gain the Dead condition.
Positive Defensive Status Effects
Steadfast
A Steadfast creature gains +2 to Reflex, Fortitude or Will Saving Throws.
Positive Offensive Status Effects
Focus
A Focused creature gains a +1 bonus to all attack and damage rolls.
Resolve
A creature with Resolve gains a +2 bonus to all attack and damage rolls.
Determination
A creature with Determination gains a +4 bonus to all attack and damage rolls.
