Blinded
−2 AC, lose Dexterity bonus to AC, most Strength/Dexterity skill checks −4, sight-dependent checks fail. Opponents have total concealment.
Pathfinder 1e
Pin the conditions that affect your current situation.
These are common-condition reminders. Follow the source for all details and special interactions. Penalties of the same type do not normally stack; use the worse one.
−2 AC, lose Dexterity bonus to AC, most Strength/Dexterity skill checks −4, sight-dependent checks fail. Opponents have total concealment.
No actions. This alone does not penalize AC.
Below 0 HP and above negative Constitution, you are unconscious. A dying creature attempts DC 10 Constitution checks to stabilize, penalized by its negative HP; failure loses 1 HP. Natural 20 succeeds.
Half speed, cannot run or charge, −2 attacks and −4 Dexterity. Casting requires concentration DC 15 + spell level.
Half speed; −6 Strength and Dexterity; cannot run or charge. One hour of complete rest reduces this to fatigued.
−2 Strength and Dexterity; cannot run or charge. Further fatigue generally becomes exhaustion.
Lose Dexterity bonus to AC and normally cannot make attacks of opportunity. Features such as uncanny dodge can change this.
Fear escalates to fleeing. Frightened includes shaken penalties; panicked also drops held items and flees from every perceived threat.
Cannot move; −4 Dexterity; −2 attacks and combat maneuvers except grapple or escape. Cannot make attacks of opportunity or use two hands for an action.
Only a single move action per turn; no attacks, spellcasting, concentration, or other action requiring attention.
Cannot move and is denied Dexterity to AC, with an additional −4 AC. Escape and limited verbal or mental actions remain possible; see source restrictions.
−4 melee attacks; generally no ranged weapons except crossbows. Against melee attacks, −4 AC; against ranged attacks, +4 AC. Standing is a move action that provokes.
−2 on attacks, saving throws, skill checks, and ability checks.
−2 on attacks, weapon damage, saving throws, skill checks, and ability checks.
One standard or move action each round, plus permitted free, swift, and immediate actions. No full-round actions.
Drop held items, no actions, −2 AC, and lose Dexterity bonus to AC.
Independent play aids. Calculations use your inputs; specific abilities and the GM’s ruling can change the result. Each tool links to its reference. Rules were checked September 2026.
Reference reading: SRD 5.1 · SRD 5.2.1 · Pathfinder 1e rules · Pathfinder 2e rules · Daggerheart SRD · Call of Cthulhu rules. These are independent resources and are not publisher-endorsed.