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Status Conditions
Movement Penalties
Hindered
A hindered character's total move speed is halved. A 5ft move now requires a half action instead of a Swift Action.
Immobilized
An immobilized character can not move from the spot they occupy and have no movement speed, but may take other actions freely
Action Penalties
Winded
A Winded character does not start with a Swift Action on their turn.
Staggered
A staggered character may not take Full Round actions
Stunned
A stunned character may not take Full Round actions and is limited to only one half action a round and can not gain extra actions
Paralyzed
A Paralyzed character may not take any actions aside from Swift, Free or Not Actions.
Frozen
A Frozen character may not take any actions. This includes speaking or even thinking.
Morale Penalties
Shaken
A shaken character takes -2 on all attack rolls and damage rolls. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check to cast at a DC 5 lower than normal.
Terrified
A terrified character takes -4 on all attack rolls and damage rolls. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check at the normal DC for the spell's tier.
Panicked
A panicked character takes -4 on all attack rolls and damage rolls as well as being 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 a DC 5 higher than normal.
Defense Penalties
Impaired
An impaired character takes a -4 to AC and -4 on any Parry attempts.
Vulnerable
A vulnerable character takes a -8 to AC and -8 on Parry attempts.
Helpless
A Helpless character takes a -16 to AC and -16 on Parry attempts
Surprised
An impaired character takes a -4 to AC and -4 on any Parry attempts.
Unaware
An impaired character takes a -8 to AC and -8 on any Parry attempts.
Compromised (Save)
A compromised character takes a -4 to Reflex, Fortitude or Will
Health Penalties
Fatigued
A fatigued character take a -2 on all dice rolls
Exhausted
An exhausted character take a -4 on all dice rolls. Exhausted characters may not take the Run or Charge action.
Sickened
A sickened character is Hindered and Staggered
Nauseated
A nauseated character is Hindered and Stunned
Prone
A Prone character is Hindered and Impaired against melee attacks. Against ranged attacks they are considered to be Defended.
Positive Defensive Status Effects
Braced
A Braced character gains +2 AC and +2 on Parry attempts.
Defended
A Defended character gains +4 AC and +4 on Parry attempts.
Fortified
A Defended character gains +8 AC and +8 on Parry attempts.
Stead-Fast (Save)
A Stead-Fast character gains +2 to Reflex, Fortitude or Will.
Positive Offensive Status Effects
Focus
A character with Focus gains +1 on attacks and damage (including damage dealing spells)
Resolve
A character with Focus gains +2 on attacks and damage (including damage dealing spells)
Determination
A character with Focus gains +4 on attacks and damage (including damage dealing spells)
