Condition Descriptions

Starfinder Core Rulebook, page 273

The following are common conditions in Starfinder.

In this section

  • Asleep You are sleeping and helpless. While asleep, you take a –10 penalty to Perception checks to notice anything. If you succeed at a Perception check to notice something despite the penalty, you automatically awaken.
  • Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends.
  • Blinded You cannot see. You are flat-footed and take a –4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks.
  • 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 tasks.
  • Burning You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire…
  • Confused You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable.
  • Cowering You’re frozen with fear. You’re flat-footed and can take no actions.
  • Dazed You are unable to act normally. You can take no actions but have no penalty to your AC. A dazed condition typically lasts 1 round.
  • Dazzled You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based Perception checks.
  • Dead You are dead when you have 0 Hit Points, are not stable, and have no Resolve Points remaining but would lose RP due to dying or taking damage while dying.
  • Deafened You can’t hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound.
  • Dying A dying creature is unconscious and near death. Creatures at 0 Hit Points that have not stabilized are dying.
  • Encumbered All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check…
  • Entangled You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force.
  • Exhausted You move at half speed, you can’t run or charge, and you take a –3 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls, Reflex saving throws, initiative checks, and Strength- and…
  • Fascinated You are entranced. While you have the fascinated condition, you stand or sit quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts.
  • Fatigued You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks.
  • Flat-Footed At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed.
  • Frightened You flee from the source of your fear as best you can. If you are unable to flee, you can instead fight. You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks.
  • Grappled You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks…
  • Helpless You are bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy.
  • Nauseated You are experiencing stomach distress. You can’t attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
  • Off-Kilter You are disoriented and floating in zero gravity. You can’t take move actions to move your speed, crawl, or take a guarded step. You are flat-footed and take a –2 penalty to attack rolls.
  • Off-Target Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target.
  • Overburdened All of your speeds are reduced to 5 feet, your maximum Dexterity bonus to your Armor Class is reduced to +0, and you take a –5 penalty to Strength- and Dexterity-based checks (or your armor’s armor check penalty…
  • Panicked You drop everything you are holding and flee at top speed along a random path away from the source of your fear, as well as from any other dangers you encounter. You can’t take any other actions.
  • Paralyzed You are almost entirely frozen in place and unable to move your body except to squirm slightly, move your eyes, and so on. You aren’t helpless, though you are treated as having a Dexterity modifier of –5.
  • Pinned You are tightly bound and can take few actions. While you are pinned, you can’t move and are flat-footed.
  • Prone You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks.
  • Shaken You take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks while you have the shaken condition.
  • Sickened You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
  • Stable If you were dying but spent Resolve Points to stabilize (see Using Resolve Points beginning on page 250 in Injury and Death), or if you received healing from an ally, you are stable.
  • Staggered You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
  • Stunned You drop everything you are holding, you can’t take actions, and you are flat-footed.
  • Unconscious You are knocked out and helpless. Unconsciousness can result from having 0 Hit Points.