Pathfinder 1e

Common Conditions

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.

Blinded

−2 AC, lose Dexterity bonus to AC, most Strength/Dexterity skill checks −4, sight-dependent checks fail. Opponents have total concealment.

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Dazed

No actions. This alone does not penalize AC.

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Dying / Stable

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.

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Entangled

Half speed, cannot run or charge, −2 attacks and −4 Dexterity. Casting requires concentration DC 15 + spell level.

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Exhausted

Half speed; −6 Strength and Dexterity; cannot run or charge. One hour of complete rest reduces this to fatigued.

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Fatigued

−2 Strength and Dexterity; cannot run or charge. Further fatigue generally becomes exhaustion.

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Flat-footed

Lose Dexterity bonus to AC and normally cannot make attacks of opportunity. Features such as uncanny dodge can change this.

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Frightened / Panicked

Fear escalates to fleeing. Frightened includes shaken penalties; panicked also drops held items and flees from every perceived threat.

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Grappled

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.

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Nauseated

Only a single move action per turn; no attacks, spellcasting, concentration, or other action requiring attention.

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Pinned

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.

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Prone

−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.

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Shaken

−2 on attacks, saving throws, skill checks, and ability checks.

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Sickened

−2 on attacks, weapon damage, saving throws, skill checks, and ability checks.

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Staggered

One standard or move action each round, plus permitted free, swift, and immediate actions. No full-round actions.

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Stunned

Drop held items, no actions, −2 AC, and lose Dexterity bonus to AC.

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Sources & scope

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.