• Blinded – The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), and moves at half speed. Any target he attacks gets a 50% chance to dodge the attack.
  • Cower – The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus (if any).
  • Dazed – Lose one action.
  • Dead – A character or creature below -10 hit points.
  • Disabled – A character or creature at or below zero (0) hit points. No actions, communication, or movement allowed.
  • Entangled – The character 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 character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
  • Exhausted – An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
  • 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.
  • Flanked – A flanked character has two enemies on opposite sides threatening them. They lose their DEX bonus to AC (Armor Class).
  • Immobilized – The character or creature cannot move, but can perform any other action.
  • Nauseated – Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character 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. If cornered, a panicked creature cowers.
  • Prone – A character knocked flat is considered flat-footed and does not get their DEX bonus.
  • Scared – The character or creature tries to flee the source of the fear.
  • Shaken – The character or creature takes a -2 penalty to all rolls.
  • Stunned – Unable to do any actions.