Conditions

Starfinder Core Rulebook, page 273

Conditions are circumstances or states that can affect characters for an extended period of time. If more than one condition affects a character, apply them all. If effects can’t combine, apply the most severe effect.

The following descriptions give details about the most common conditions and the effects they have on characters. Table 8–2 provides a quick reference of the conditions and their effects, though players and GMs should always review a condition’s details thoroughly when they’re unfamiliar with them.

Table 8–2: Conditions

CONDITION EFFECT
Asleep You take a –10 penalty to Perception checks to notice things.
Bleeding You take the listed damage at the beginning of your turn.
Blinded You’re flat-footed, you take a –4 penalty to most Str- and Dex-based skill checks and opposed Perception checks, you automatically fail Perception checks based on sight, opponents have total concealment against you, and you must succeed at a DC 10 Acrobatics check to move faster than half speed or else fall prone.
Broken (item only) Weapon: attack and damage rolls take a –2 penalty and can’t deal extra effects on a critical hit; armor: AC bonuses are halved and the armor check penalty is doubled; vehicle: –2 penalty to AC, collision DC, and Piloting modifier, and it halves its full speed and MPH; tool or tech that provides bonuses: bonuses are halved.
Burning You take the listed fire damage each round, and you must be extinguished to end the condition.
Confused You treat all creatures as enemies, and you must roll on the table to determine your actions.
Cowering You’re flat-footed and can take no actions.
Dazed You can take no actions.
Dazzled You take a –1 penalty to attack rolls and sight-based Perception checks.
Dead Your soul leaves your body, you can’t act in any way, and you can’t benefit from normal or magical healing.
Deafened You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail sound-based Perception checks.
Dying You’re unconscious, you can take no actions, and you must stabilize or lose Resolve Points and potentially die.
Encumbered Speeds are reduced by 10 feet, maximum Dex bonus to AC is reduced to +2, and you take a –5 penalty to Str- and Dex-based checks.
Entangled You move at half speed; you cannot run or charge; and you take a –2 penalty to AC, attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability checks.
Exhausted You move at half speed; you cannot run or charge; you take a –3 penalty to AC, attack rolls, melee damage rolls, Reflex saves, initiative checks, and Str- and Dex-based skill and ability checks; and you reduce your encumbered limit by 3 bulk.
Fascinated You must pay attention to the fascinating effect and take a –4 penalty to skill checks made as reactions.
Fatigued You cannot run or charge; you take a –1 penalty to AC, attack rolls, melee damage rolls, Reflex saves, initiative checks, and Str- and Dex-based skill and ability checks; and you reduce your encumbered limit by 1 bulk.
Flat-footed You take a –2 penalty to AC, and you cannot take reactions or make attacks of opportunity.
Frightened You must flee or fight, and you take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks.
Grappled You cannot move or take two-handed actions; you take a –2 penalty to AC, most attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability checks; and you cannot make attacks of opportunity.
Helpless Your Dex modifier is –5, and melee attacks against you gain a +4 bonus.
Nauseated You’re unable to attack, cast spells, or concentrate on spells, and the only action you can take is a single move action per turn.
Off-kilter You can’t take move actions except to right yourself, you take a –2 penalty to attacks, and you’re flat-footed.
Off-Target You take a –2 penalty to attack rolls.
Overburdened Speeds are reduced to 5 feet; maximum Dex bonus to AC is reduced to +0; and you take a –5 penalty to Str- and Dex-based checks.
Panicked You drop all held items; you flee at top speed; you cannot take other actions; you take a –2 penalty to ability checks, saving throws, and skill checks; and you cower if cornered.
Paralyzed Your Dex modifier is –5, and you cannot move but can take mental actions.
Pinned You cannot move, you’re flat-footed, and you take penalties to the same attributes as for grappled but the penalty is –4.
Prone You take a –4 penalty to melee attacks, a +4 bonus to AC against ranged attacks, and a –4 penalty to AC against melee attacks.
Shaken You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks.
Sickened You take a –2 penalty to ability checks, attack rolls, weapon damage rolls, saving throws, and skill checks.
Stable You’re no longer dying, but you are still unconscious.
Staggered You can take only a single move or standard action each round and can’t take reactions, but you can take swift actions as normal.
Stunned You drop everything held, you can’t take actions, and you’re flat-footed.
Unconscious You’re knocked out and helpless.

Sometimes a condition is suppressed without being negated, such as with the envoy’s don’t quit improvisation. In this case, the duration of the condition is unchanged—it still ends at the same time it would have ended if it had not been suppressed.

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