The following conditions (Used interchangably with "Status Effects") are to be used in place of those found in standard Pathfinder RPG rules. All conditions listed here either come directly from official Pathfinder material, or were created by the pathFinal Fantasy team. Those that are not will have the original source listed.
Harmful Status Effects
Antagonized
Source: Everybody Games (formerly Everyman Gaming, LLC) - Ultimate Charisma, pg. 21
An antagonized creature can only target its antagonist (the one who caused the antagonized condition) with hostile actions. A hostile action is any attack or effect that causes direct harm to an opponent in the form of damage, negative conditions, or any other effect that penalizes or hinders a creature. Furthermore, an antagonized creature does not threaten any opponents except its antagonist: it cannot make attacks of opportunity or be used to determine flanking bonuses against other opponents. A creature is no longer antagonized if its antagonist is helpless, unconscious, or cannot participate in combat.
If an antagonized creature uses an ability that targets multiple creatures, the antagonist must be chosen among these targets. If an antagonized creature uses an ability that targets an area, its antagonist must be within the ability’s targeted area.
Asleep
An asleep creature has fallen asleep, whether by magical, alchemical, natural, or other means. Most asleep creatures fall prone upon falling asleep, and all creatures drop any held items and are considered helpless while asleep. While natural sleep is easily awoken from (typically over a natural sleep cycle, or via some sensory disruption), the torpor induced by magical and alchemical sleep effects prevents this ease of waking, and a creature suffering from such an effect can only be awakened when the effect’s duration ends, or by taking any amount of physical damage, lethal or nonlethal.
Berserk
This status effect causes the creature to fly into a rage attacking the nearest creature. The subject cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except item creation feats, and metamagic feats.
Bleed
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
Blinded
The creature cannot see. It takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. The blinded creature treats all other creatures as though they were invisible (They get a +2 bonus on attack rolls, ignore the blinded creature's Dexterity bonus to AC (if any) and are considered to have total concealment (50% miss chance) against the blinded creature's attacks). All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Creatures who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Broken
Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.
- If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
- If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
- If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
- If the item is a wand or staff, it uses up twice as many charges when used.
- If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a creature with a caster level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).
Confused
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round:
| d4 | Behaviour |
|---|---|
| 1 | Act normally. |
| 2 | Do nothing but babble incoherently. |
| 3 | Deal 1d8 points of damage + Str modifier to self with item in hand. |
| 4 | Attack nearest creature. |
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Cowering
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).
Cursed
This condition causes the creature to be unable to perform limit breaks, and unable to accrue any points in their Limit Gauge. In addition, a Cursed creature cannot benefit from luck, insight, or sacred bonuses from any source (be it from class features, magic items, gear, spells or supernatural abilities) for the duration of the condition.
Dazed
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round.
Dazzled
The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.
Dead
The creature’s hit points are reduced to a negative amount equal to their Constitution score, their Constitution drops to 0, or he is killed outright by a spell or effect. The creature’s soul leaves their body. Dead creatures cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead creature to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected creatures need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.
Deafened
A deafened creature cannot hear. They take a –4 penalty on initiative checks, automatically fail Perception checks based on sound, take a –4 penalty on opposed Perception checks, and have a 20% chance of spell failure when casting spells with verbal components. Creatures who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
Debraved
A debraved creature is turned into a coward. Debraved creatures are unable to receive morale bonuses, and are immune to effects and abilities that grant them, as their unshakable resolve suddenly becomes very shakable. A debraved creature also loses any immunity to fear effect from any source (be it from class features, magic items, gear, spells or natural immunities) for the duration of the condition.
Disabled
A creature with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled creature may take a single move action or standard action each round (but not both, nor can they take full-round actions, but they can still take swift, immediate, and free actions). They move at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled creature’s hit points, they are now in negative hit points and dying.
A disabled creature with negative hit points recovers hit points naturally if they are being helped. Otherwise, each day they can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The creature takes a penalty on this roll equal to their negative hit point total. Failing this check causes the creature to lose 1 hit point, but this does not cause the creature to become unconscious. Once a creature makes this check, they continue to heal naturally and are no longer in danger of losing hit points naturally.
Diseased
A diseased creature has been afflicted with a virus that prevents their body from repairing itself, making wounds significantly deadlier. A diseased creature is unable to recover hit points or recover from ability damage or drain. This does not function like disease as an affliction, but counts as such for the purposes of saving throw bonuses and penalties, as well as resistances, weaknesses, and immunities. Effects that remove this condition do not remove disease afflictions, unless otherwise stated.
Doomed
A doomed creature is given a counter over their head, that counts down to inevitable death. Once per round, at the end of their turn, a doomed creature must make a doom check (default DC 5 + 1 per successful check). A doom check is an unmodified d20 roll, of which a natural 20 is not an automatic success. If a doomed creature gains any Saving Throw bonuses against death effects, those bonuses also apply to the doom check. A creature who fails a doom check is reduced to -1 and dying. The DC of the save resets when the doom effect ends, whether by being dispelled or by killing the doomed creature. A doom effect can only be dispelled by knocking out, killing, or destroying the source of the effect. Any effect which inflicts this condition is considered a death effect. Whenever a creature that is simultaneously doomed and hasted makes a successful doom check, that check is considered to be two successful doom checks.
Dying
A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the creature’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the creature must make a DC 10 Constitution check to become stable. The creature takes a penalty on this roll equal to his negative hit point total. A creature that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the creature fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.
Energy Drained
The character gains one or more negative levels, which might become permanent. If the subject has at least as many negative levels as Hit Dice, he dies. See Energy Drain and Negative Levels for more information.
Entangled
The creature is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled creature who attempts to cast a spell must make a concentration check (DC 15 + ½ the spell’s magic point cost) or lose the spell.
Exhausted
An exhausted creature moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted creature becomes fatigued. A fatigued creature becomes exhausted by doing something else that would normally cause fatigue.
Faithless
A faithless creature has lost all faith, either in themselves, the powers above, or both. They take a penalty to their caster level, equal to a quarter of their caster level (rounded up). This modifies the amount of magic points they may spend on a given spell, potentially preventing them from casting spells at their highest spell level, or applying metamagic feats to certain spells. Additionally, their supernatural abilities take a -4 penalty to their attack rolls and saving throw DCs. Such effects also deal 1 point less damage per hit die of the creature.
Fascinated
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.
Fatigued
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Flat-Footed
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
Frozen
A frozen creature has been turned into a living ice sculpture, becoming unable to act, and completely helpless. A frozen creature is considered an object, but can still be affected by effects that affect creatures, as the creature is kept in an icy stasis. Effects that affect both creatures and objects should treat the frozen creature as an object, rather than as a creature. A frozen creature’s sculpture is an object with hardness 0, and a number of hit points equal to half of the base creature’s hit point total, an immunity to ice and fire damage, and a vulnerability to piercing and bludgeoning damage. A frozen creature can only be unfrozen by exposure to an amount of fire damage equal to their hit dice over the course of a round, direct exposure to fire over the course of ten minutes, or exposure to environmental heat (such as hot weather, or being next to a bonfire) for one hour. If a frozen creature is cured while broken (under half the sculpture’s hit points), the thawed creature automatically gains 2 temporary negative levels, which ignore resistance and immunity to negative levels. A frozen creature, once destroyed, may not be cured, is considered dead, and cannot be revived unless at least 75% of the sculpture’s pieces have been reassembled. Pieces of a frozen creature’s sculpture only last for 10 minutes in standard temperatures before melting, an hour in cold temperatures, and 1 minute in hot temperatures. Once the sculpture’s pieces have melted, the creature is permanently dead, and cannot be revived by any means, except that of the arise or full-life passive augments of the raise spell, or effects that replicate those, or have similar rules text to them.
Grappled
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level, see Concentration), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Helpless
A helpless creature is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.
Immobilized
This condition causes the creature to be unable to move normally. An immobilized creature cannot move, but may do other actions (attack, cast, etc.) provided those actions do not require him to move and has no penalty to AC.
Impaired
An impaired creature is unable to perform actions that aren’t movement. They may take a 5-ft. step, make standard movement, run or withdraw, and even stand up from prone, but may not make any movement-related actions that aren’t wholly movement (such as charging).
Imped
An imped creature has been polymorphed into a river imp, also known as a kappa, though still matching their body type. An imped creature retains their creature type and subtypes, but are also treated as Monstrous Humanoids (if their original type was humanoid, or their body type is normally humanoid) or Magical Beasts (if else), for effects that specifically target those creature types. While imped, creatures take a -8 penalty to their Strength and Dexterity scores. As well, they may not make use of any extraordinary class features, special abilities, feats, or other extraordinary features. Feats and abilities that do not require conscious use or activation (such as Armour and Weapon Proficiency feats, or class features such as Evasion) are not negated by being imped.
Imperil
This condition causes the creature to have a weakness (when a spell of the appropriate element is cast upon the creature and forces a saving throw, the creature suffers a -2 penalty on the saving throw) to an element(s) as indicated on the spell or ability. Creatures weak to an element take 1.5x more damage. Creatures with absorption of the element the Imperil status affects are instead rendered immune to the element, creatures with immunity are reduced to resistance 20 to the element, creatures with resistance have their resistance negated, and creatures with no resistance are given vulnerability.
Miniaturized
A miniaturized creature is reduced to roughly a quarter of its normal size, and a sixteenth of its normal weight. This reduces their size by two size categories (to a minimum of Fine), giving them a -8 size penalty to their Strength score, a -4 size penalty to their Constitution score, and a +8 size bonus to their Dexterity score, reducing their base speeds by 10 feet (to a minimum of a 5 ft. movement speed) and alterations to the creature’s Armour Class, attack rolls, and CMB dependent on their new size. Worn and carried items the creature has are similarly affected. A miniaturized creature always deals minimum damage with weapon attacks they make (natural or manufactured, and including improvised and splash weapons), as if all of their damage dice rolls resulted in a 1 (This includes additional damage that would not be multiplied on a critical hit such as damage from Vital Strike or the flaming weapon special ability). Despite not being a polymorph effect, a miniaturized creature is immune to polymorph effects, and a polymorphed creature cannot be miniaturized.
Nauseated
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a creature can take is a single move action per turn.
Panicked
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
Paralyzed
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
Petrified
A petrified creature has been transmuted into a statue. A petrified creature is no longer considered a creature for effects that specifically target or affect creatures. A petrified creature’s statue is an object with hardness 8, and a number of hit points equal to the base creature’s hit point total. If a petrified creature is cured while broken (under half the statue’s hit points), the unpetrified creature automatically gains 2 temporary negative levels, which ignore resistance and immunity to negative levels. A petrified creature, once destroyed, may not be cured, is considered dead, and cannot be revived unless at least 75% of the statue’s pieces have been reassembled.
Pigged
A pigged creature has been polymorphed into a porcine creature of their body type. While they retain their base creature type and subtypes, they are also considered animals for effects that specifically target them. A pigged creature’s intelligence is severely diminished, and their ability to tap into supernatural powers is weakened. Pigged creatures suffer a -8 penalty to the Intelligence and WIsdom Scores (though this can never reduce a creature’s intelligence below 3), and cannot cast spells, use any supernatural class features, special attacks, or other supernatural abilities. Abilities that do not require conscious use or activation are not negated by this ability (i.e., a pigged monk can still accrue points in his ki pool via melee attacks, though he may not use any blitz techniques, or any abilities with a ki cost).
Pinned
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to their Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned creature who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
Poisoned
Creatures suffering from this condition take 1 point of unreducible poison damage per minute. When performing strenuous activities, such as acting in combat or any other kind of encounter, they instead take 1d3 points of poison damage per hit die they possess each round. This does not function like poison as an affliction, but counts as such for the purposes of saving throw bonuses and penalties, as well as resistances, weaknesses, and immunities. Effects that remove this condition do not remove poison afflictions, unless otherwise stated.
Prone
The creature is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow or firearm). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity.
Pyretic
A pyretic creature takes 1d6 non-elemental damage each time they use a Immediate, Swift, Move, or Standard Action. Using a Full-Round Action deals 2d6 damage.
Sapped
This condition is similar to the Poison status effect except it can’t be cured by normal spells except Esuna. In addition, supernatural abilities that can cleanse status effects can also cleanse the Sapped condition.
Scanned
A scanned creature has been identified, and possibly scrutinized. A creature that has been identified with the Knowledge skill becomes scanned. A scanned creature becomes flat-footed for one round after they are scanned and suffers a -1 circumstance penalty to AC and Saving throws against attacks and effects created by the creature that scanned them for one round plus one round per five by which they beat the DC. Although a creature can be immune to the scanned condition, it is not immune to the base effect. For example, making a knowledge check against a scanned creature will still reveal information. A character can only have one scanned creature at a time. Identifying or scanning a new creature causes the old creature to lose the scanned condition. A creature can only be scanned once every 24 hours.
Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Silenced
A silenced creature is unable to speak, or make any vocalizations. While silenced, the creature cannot cast any spells which require a verbal component, or perform other actions which require them to speak or make vocalizations, such as making perform (oratory) checks. This does not prevent creatures from communicating if they are effective at pantomiming, or know a form of sign language.
Slow
This status effect causes the character to move and attack at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack. Slow counters and dispels haste.
Staggered
A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Stop
The victim is unable to move and act (is helpless) for the duration of the source effect or until cured.
Stunned
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
Toaded
A toaded creature has been polymorphed into a toad. While toaded, a creature takes on the size, shape, and physical ability scores (Str 1, Dex 12, and Con 6) of a toad, and they lose access to all class features and feats they possess that require conscious use to activate (i.e., Stunning Fist or any of a monk’s blitz techniques).
Unconscious
Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
Zombie
This status effect causes the creature to have their type changed to [Undead], but without any of the benefits of that type (They still take full damage from shadow effects). Those inflicted are now damaged by healing spells and effects, but immune to death spells and effects. When hit points drops at or below 0 hit points, the status effect is removed and the creature is unconscious. Raise spells and similar effects do not instantly kill a character suffering from Zombie. Command Undead, or similar, cannot be used to control a creature with the Zombie status.
Positive Status Effects
Floating
A floating creature is lifted a short ways from the ground, and held aloft by some force, magical or otherwise. Floating creatures ignore the detriments of difficult terrain, essentially treating it as normal terrain. When a floating creature falls, they fall at a maximum speed of 60 ft. per round, causing them to take no falling damage as they land.
Hasted
A hasted creature receives a +1 dodge bonus to AC, +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if they use a full-attack option. A hasted creature loses the haste condition if they are slowed, and vice-versa.
Incorporeal
Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.
Invisible
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against a sighted opponent, and ignores its opponent’s Dexterity bonus to AC (if any). See Invisibility, under Special Abilities.
Protected
A protected creature gains Strong: Physical damage, halving any physical damage dealt (Magical effects that deal physical damage, such as the spell hammer, are also halved).
Ribbon
While the ribbon condition is active, a creature is immune to the penalties of all magical harmful status effects (Any harmful status effect that originates from a spell, spell-like or supernatural ability), with the exception of Countdown, Entangled, Doom, Stop and Death. Ribbon does not grant immunity to poison damage, however. The creature can still be afflicted with that status effect, which means that durations for negative status effects can still elapse and if the ribbon ends before the harmful effect does, the harmful status effect resumes. Ribbon does not restore any consequences of the effect the creature has sustained prior to the application of ribbon (For example, it will not recover hit points or ability damage caused by poison).
Stable
A creature who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The creature is no longer dying, but is still unconscious. If the creature has become stable because of aid from another creature (such as a Heal check or magical healing), then the creature no longer loses hit points. The creature can make a DC 10 Constitution check each hour to become conscious and disabled (even though their hit points are still negative). The creature takes a penalty on this roll equal to their negative hit point total.
If a creature has become stable on their own and hasn’t had help, they are still at risk of losing hit points. Each hour they can make a Constitution check to become stable (as a character that has received aid), but each failed check causes them to lose 1 hit point.
Shelled
A shelled creature gains Strong: Non-physical damage (such as elemental, non-elemental, and poison damage), halving the damage dealt.





