Skill Checks
Acrobatics (Dex; ACP)
Surface Width |
Base Acrobatics DC |
> 3 ft |
01 |
1–3 ft |
51 |
7–11 in |
10 |
2–6 in |
15 |
< 2 in |
20 |
1 No check needed unless total DC is 10 or higher.
|
Situation |
Base Acrobatics DC2 |
Move through a threatened area |
Opponent’s CMD |
Move through an enemy’s space |
5 + Opponent’s CMD |
2 DC to avoid AoO. DC increases by 2 for each additional opponent. |
Long Jump |
Acrobatics DC |
5 ft |
5 |
10 ft |
10 |
15 ft |
15 |
20 ft |
20 |
> 20 ft |
+5 per 5 ft |
High Jump |
Acrobatics DC |
1 ft |
4 |
2 ft |
8 |
3 ft |
12 |
4 ft |
16 |
> 4 ft |
+4 per ft |
Acrobatics Modifiers |
DC Modifier |
Lightly Obstructed (gravel, sand) |
+2 |
Severely Obstructed (cavern, rubble) |
+5 |
Slightly Slippery (wet) |
+2 |
Severely Slippery (icy) |
+5 |
Slightly Sloped (<45°) |
+2 |
Severely Sloped (>45°) |
+5 |
Slightly Unsteady (boat in rough water) |
+2 |
Mildly Unsteady (boat in a storm) |
+5 |
Severely Unsteady (earthquake) |
+10 |
Move at full speed on narrow or uneven surfaces |
+53 |
3 This does not apply to checks made to jump. |
Bluff (Cha)
Circumstances |
Bluff Modifier |
Target wants to believe you |
+5 |
Lie is believable |
+0 |
Lie is unlikely |
–5 |
Lie is far-fetched |
–10 |
Lie is impossible |
–20 |
Target is drunk or impaired |
+5 |
You possess convincing proof |
up to +10 |
Climb (Str; ACP)
Climb DC |
Example Surface or Activity |
0 |
A slope too steep to walk, knotted rope + wall. |
5 |
Rope + wall, knotted rope, rope with rope trick. |
10 |
A surface with ledges (eg ship’s rigging). |
15 |
Surface with handholds (eg tree/natural wall), unknotted rope, pull ups |
20 |
Uneven surface with narrow handholds (eg typical wall in dungeon). |
25 |
A rough surface (e.g. brick wall) |
30 |
An overhang or ceiling with handholds but no footholds |
— |
A perfectly smooth, flat, vertical (or inverted) surface cannot be climbed. |
Climb DC Modifier* |
Example Surface or Activity |
–10 |
Climbing a chimney (brace against two opposite walls). |
–5 |
Climbing a corner where you can brace against perpendicular walls. |
+5 |
Surface is slippery. |
* These modifiers are cumulative; use all that apply. |
Diplomacy (Cha)
Starting Attitude |
Diplomacy DC (+creature's Cha Modifier) |
Hostile |
25 |
Unfriendly |
20 |
Indifferent |
15 |
Friendly |
10 |
Helpful |
0 |
Request |
Diplomacy Modifier |
Give simple advice or directions |
–5 |
Give detailed advice |
+0 |
Give simple aid |
+0 |
Reveal an unimportant secret |
+5 |
Give lengthy or complicated aid |
+5 |
Give dangerous aid |
+10 |
Reveal secret knowledge |
+10 or more |
Give aid that could result in punishment |
+15 or more |
Additional requests |
+5 per request |
Disable Device (Dex; ACP; Trained)
Device |
Time |
Disable Device DC1 |
Example |
Simple |
1 round |
10 |
Jam a lock |
Tricky |
1d4 rounds |
15 |
Sabotage a wagon wheel |
Difficult |
2d4 rounds |
20 |
Disarm a trap, reset a trap |
Extreme |
2d4 rounds |
25 |
Disarm a complex trap, cleverly sabotage a clockwork device |
1 If you attempt to leave behind no trace of your tampering, add 5 to the DC. |
Lock Quality |
DC |
Simple |
20 |
Average |
25 |
Good |
30 |
Amazing |
40 |
Disguise (Cha)
Disguise |
Disguise Check Modifier |
Minor details only |
+5 |
Different gender1 |
–2 |
Different race1 |
–2 |
Different age category1 |
–22 |
Different size & category1 |
-10 |
1 These modifiers are cumulative; use any that apply. |
2 Per step of difference between your
actual age category and your disguised age category. The steps are:
young (younger than adulthood), adulthood, middle age, old, and
venerable. |
Familiarity |
Viewer’s Perception Check Bonus |
Recognizes on sight |
+4 |
Friends or associates |
+6 |
Close friends |
+8 |
Intimate |
+10 |
Escape Artist (Dex; ACP)
Fly (Dex; ACP)
Flying Maneuver |
Fly DC |
Move less than half speed and remain flying |
10 |
Hover |
15 |
Turn greater than 45° by spending 5 feet of movement |
15 |
Turn 180° by spending 10 feet of movement |
20 |
Fly up at a greater than 45° angle |
20 |
Wind Force |
Wind Speed (mph)
|
Checked Size |
Blown Away Size |
Fly Penalty |
Light |
0–10
|
— |
— |
— |
Moderate |
11–20 |
— |
— |
— |
Strong |
21–30 |
Tiny |
— |
–2 |
Severe |
31–50 |
Small |
Tiny |
–4 |
Windstorm |
51–74 |
Medium |
Small |
–8 |
Hurricane |
75–174 |
Large |
Medium |
–12 |
Tornado |
175+ |
Huge |
Large |
–16 |
Handle Animal (Cha; Trained)
Heal (Wis)
Task |
Heal DC |
Time |
First aid |
15 |
Standard Action |
Long-term care |
15 |
8 hours |
Treat wounds from caltrops, spike growth, or spike stones |
15 |
10 minutes |
Treat deadly wounds |
20 |
1 hour |
Treat poison |
Poison’s save DC |
Standard Action |
Treat disease |
Disease’s save DC |
10 minutes |
Knowledge (Int; Trained)
Task |
Knowledge Skill |
DC |
Identify auras while using detect magic |
Arcana |
15 + spell level |
Identify a spell effect that is in place |
Arcana |
20 + spell level |
Identify materials manufactured by magic |
Arcana |
20 + spell level |
Identify a spell that just targeted you |
Arcana |
25 + spell level |
Identify the spells cast using a specific material component |
Arcana |
20 |
Identify underground hazard |
Dungeoneering |
15 + hazard’s CR |
Identify mineral, stone, or metal |
Dungeoneering |
10 |
Determine slope |
Dungeoneering |
15 |
Determine depth underground |
Dungeoneering |
20 |
Identify dangerous construction |
Engineering |
10 |
Determine structure’s style or age |
Engineering |
15 |
Determine a structure’s weakness |
Engineering |
20 |
Identify a creature’s ethnicity or accent |
Geography |
10 |
Recognize regional terrain features |
Geography |
15 |
Know location of nearest community or noteworthy site |
Geography |
20 |
Know recent or historically significant event |
History |
10 |
Determine approximate date of a specific event |
History |
15 |
Know obscure or ancient historical event |
History |
20 |
Know local laws, rulers, and popular locations |
Local |
10 |
Know a common rumor or local tradition |
Local |
15 |
Know hidden organizations, rulers, and locations |
Local |
20 |
Identify natural hazard |
Nature |
15 + hazard’s CR |
Identify a common plant or animal |
Nature |
10 |
Identify unnatural weather phenomenon |
Nature |
15 |
Determine artificial natural of feature |
Nature |
20 |
Know current rulers and their symbol |
Nobility |
10 |
Know proper etiquette |
Nobility |
15 |
Know line of succession |
Nobility |
20 |
Know the names of the planes |
Planes |
10 |
Recognize current plane |
Planes |
15 |
Identify a creature’s planar origin |
Planes |
20 |
Recognize a common deity’s symbol or clergy |
Religion |
10 |
Know common mythology and tenets |
Religion |
15 |
Recognize an obscure deity’s symbol or clergy |
Religion |
20 |
Identify a monster’s abilities and weaknesses |
Varies |
10 + monster’s CR |
Linguistics (Int; Trained)
Situation to detect forgery |
Linguistics Check Modifier |
Type of document unknown to reader |
–2 |
Type of document somewhat known to reader |
+0 |
Type of document well known to reader |
+2 |
Handwriting not known to reader |
–2 |
Handwriting somewhat known to reader |
+0 |
Handwriting intimately known to reader |
+2 |
Reader only casually reviews the document |
–2 |
Document contradicts orders or knowledge |
+2 |
Perception (Wis)
Detail |
Perception DC |
Hear the sound of battle |
–10 |
Notice the stench of rotting garbage |
–10 |
Detect the smell of smoke |
0 |
Hear the details of a conversation |
0 |
Notice a visible creature |
0 |
Determine if food is spoiled |
5 |
Hear the sound of a creature walking |
10 |
Hear the details of a whispered conversation |
15 |
Find the average concealed door |
15 |
Hear the sound of a key being turned in a lock |
20 |
Find the average secret door |
20 |
Hear a bow being drawn |
25 |
Sense a burrowing creature underneath you |
25 |
Notice a pickpocket |
Opposed by Sleight of Hand |
Notice a creature using Stealth |
Opposed by Stealth |
Find a hidden trap |
Varies by trap |
Identify the powers of a potion through taste |
15 + the potion's caster level |
Perception Modifiers |
DC Modifier |
Distance to the source, object, or creature |
+1/10 ft. |
Through a closed door |
+5 |
Through a wall |
+10/ft. of thickness |
Favorable conditions1 |
–2 |
Unfavorable conditions1 |
+2 |
Terrible conditions2 |
+5 |
Creature making the check is distracted |
+5 |
Creature making the check is asleep |
+10 |
Creature or object is invisible |
+20 |
1
Depends upon the sense being used to make the check, eg bright light
might increase the DC of checks involving sight, while torchlight or
moonlight might give a penalty. |
2 As for unfavorable conditions, but more extreme, eg, candlelight for DCs involving sight. |
Ride (Dex; ACP)
Task |
Ride DC |
Guide with knees |
5 |
Stay in saddle |
5 |
Fight with a combat-trained mount |
10 |
Cover |
15 |
Soft fall |
15 |
Leap |
15 |
Spur mount |
15 |
Control mount in battle |
20 |
Fast mount or dismount |
20 |
Spellcraft (Int; Trained)
Task |
Spellcraft DC |
Identify a spell as it is being cast |
15 + spell level |
Learn a spell from a spellbook or scroll |
15 + spell level |
Prepare a spell from a borrowed spellbook |
15 + spell level |
Identify the properties of a magic item using detect magic |
15 + item's caster level |
Decipher a scroll |
20 + spell level |
Craft a magic item |
Varies by item |
Survival (Wis)
Survival DC |
Task |
10 |
Get along in the wild. Move up to half your overland speed. Provide food and water for self + 1 person per 2 points over DC. |
15 |
Gain a +2 bonus on all Fortitude
saves against severe weather while moving up to half your overland
speed, or gain a +4 bonus if you remain stationary (Self + 1 person per
point over DC) |
15 |
Keep from getting lost or avoid natural hazards, such as quicksand. |
15 |
Predict the weather up to 24 hours in advance. (+1 day for every 5 points over DC) |
Surface |
Base Track DC |
Very soft ground |
5 |
Soft ground |
10 |
Firm ground |
15 |
Hard ground |
20 |
Condition |
Track DC Modifier |
Every three creatures in the group being tracked |
–1 |
Size of creature or creatures being tracked (use largest creature): |
Fine |
+8 |
Diminutive |
+4 |
Tiny |
+2 |
Small |
+1 |
Medium |
+0 |
Large |
–1 |
Huge |
–2 |
Gargantuan |
–4 |
Colossal |
–8 |
Every 24 hours since the trail was made |
+1 |
Every hour of rain since the trail was made |
+1 |
Fresh snow since the trail was made |
+10 |
Poor visibility (use largest modifier): |
Overcast or moonless night |
+6 |
Moonlight |
+3 |
Fog or precipitation |
+3 |
Tracked party hides trail (and moves at half speed) |
+5 |
Swim (Str; ACP)
Water |
Swim DC |
Calm water |
10 |
Rough water |
15 |
Stormy water |
20* |
* Can't take 10 in stormy water. |
Use Magic Device (Cha; Trained)
Combat
Actions in Combat
Standard Action |
Attack of Opportunity1 |
Attack (melee) |
No |
Attack (ranged) |
Yes |
Attack (unarmed) |
Yes |
Activate a magic item other than a potion or oil |
No |
Aid another |
Maybe2 |
Cast a spell (1 standard action casting time) |
Yes |
Channel energy |
No |
Concentrate to maintain an active spell |
No |
Dismiss a spell |
No |
Draw a hidden weapon (see Sleight of Hand skill) |
No |
Drink a potion or apply an oil |
Yes |
Escape a grapple |
No |
Feint |
No |
Light a torch with a tindertwig |
Yes |
Lower spell resistance |
No |
Read a scroll |
Yes |
Ready (triggers a standard action) |
No |
Stabilize a dying friend (see Heal skill) |
Yes |
Total defense |
No |
Use extraordinary ability |
No |
Use skill that takes 1 action |
Usually |
Use spell-like ability |
Yes |
Use supernatural ability |
No |
Move Action |
Attack of Opportunity1 |
Move |
Yes |
Control a frightened mount |
Yes |
Direct or redirect an active spell |
No |
Draw a weapon3 |
No |
Load a hand crossbow or light crossbow |
Yes |
Open or close a door |
No |
Mount/dismount a steed |
No |
Move a heavy object |
Yes |
Pick up an item |
Yes |
Sheathe a weapon |
Yes |
Stand up from prone |
Yes |
Ready or drop a shield3 |
No |
Retrieve a stored item |
Yes |
Full-Round Action |
Attack of Opportunity1 |
Full attack |
No |
Charge4 |
No |
Deliver coup de grace |
Yes |
Escape from a net |
Yes |
Extinguish flames |
No |
Light a torch |
Yes |
Load a heavy or repeating crossbow |
Yes |
Lock or unlock weapon in locked gauntlet |
Yes |
Prepare to throw splash weapon |
Yes |
Run |
Yes |
Use skill that takes 1 round |
Usually |
Use a touch spell on up to six friends |
Yes |
Withdraw4 |
No |
Free Action |
Attack of Opportunity1 |
Cease concentration on a spell |
No |
Drop an item |
No |
Drop to the floor |
No |
Prepare spell components to cast a spell5 |
No |
Speak |
No |
Swift Action |
Attack of Opportunity1 |
Cast a quickened spell |
No |
Immediate Action |
Attack of Opportunity1 |
Cast feather fall |
No |
No Action |
Attack of Opportunity1 |
Delay |
No |
5-foot step |
No |
Action Type Varies |
Attack of Opportunity1 |
Perform a combat maneuver6 |
Yes |
Use feat7 |
Varies |
1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity. |
2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. |
3 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. |
4 May be taken as a standard action if you are limited to taking only a single action in a round. |
5 Unless the component is an extremely large or awkward item. |
6 Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full-attack action, or even as an attack of opportunity. Others are used as a separate action. |
7 The description of a feat defines its effect. |
Attack Roll Modifiers
Armor Class Modifiers
Size Bonuses and Penalties
Size |
AC/Attack |
CMB/CMD |
Fly Skill |
Stealth Skill |
Fine |
+8 |
–8 |
+8 |
+16 |
Diminutive |
+4 |
–4 |
+6 |
+12 |
Tiny |
+2 |
–2 |
+4 |
+8 |
Small |
+1 |
–1 |
+2 |
+4 |
Medium |
+0 |
+0 |
+0 |
+0 |
Large |
–1 |
+1 |
–2 |
–4 |
Huge |
–2 |
+2 |
–4 |
–8 |
Gargantuan |
–4 |
+4 |
–6 |
–12 |
Colossal |
–8 |
+8 |
–8 |
–16 |
Combat Maneuver Summary
CM Stats |
Description |
CMB |
BAB + Str mod + CM size mod |
CMD |
10 + BAB + Str mod + Dex mod + CM size mod + non-physical AC mods |
Combat Maneuver |
Action |
Summary |
Bull Rush |
Std/Chg |
Push target 5 ft1 |
Disarm |
Atk |
Target drops 1 item (2 if exceeds CMD by 10) |
Grapple |
Std |
Target and attacker gain grappled condition |
Overrun |
Std/Chg |
Move through target (target prone if exceeds CMD by 5) |
Sunder |
Atk |
Deal damage to item held or worn by target |
Trip |
Atk |
Knock target prone (attacker prone if fail by 10) |
APG CM |
Action |
Summary |
Dirty Trick |
Std |
Inflict a condition on target for 1 rnd1 |
Drag |
Std |
Pull target 5 ft1 |
Reposition |
Std |
Move target 5 ft within your reach1 |
Steal |
Atk |
Take exposed item from target2 |
1 Effect occurs again for every 5 by which the check exceeds CMD (extra 5 ft, extra 1 rnd, etc) |
2 Can only take items that are removable and not actively held by target, who gets bonus on CMD of +5 or more if item securely attached.
|
Grapple Guide
Grapple Controller Options* |
Effect |
Maintain Grapple (CMB check, +5 bonus) |
Both continue to be grappled |
Move (CMB check, +5 bonus) |
Maintain + move self + defender up to 1/2 speed (defender gets check at +4 to break out if end location hazardous) |
Damage (CMB check, +5 bonus) |
Maintain + deal lethal or non-lethal damage with unarmed strike, natural attack, armor spikes, or 1-handed weapon |
Pin (CMB check, +5 bonus) |
Maintain + defender gains pinned condition |
Tie up (CMB check, +5 bonus if pinned, -5 penalty otherwise) |
Maintain + defender gains pinned condition, controller loses grappled condition (defender can attempt to escape ropes DC 20+CMD) |
Grapple Defender Options |
Effect |
Escape Grapple (CMB or Escape Artist check) |
Both lose grappled condition |
Reverse Grapple (CMB check) |
Become grapple controller |
Cast spell (Conc check DC 10 + CMB + spell level) |
Cast spell without somatic components and material component in hand (impossible to cast spells with somatic components) |
Take any other action that requires 1 hand |
Action functions normally with penalties imposed by grappled condition |
* Controlled must make one of the below checks or grapple ends |
Equipment Hardness and Hitpoints
Weapon or Shield |
Hardness1 (+2/enhance bonus) |
Hit Points2 (+10/enhance bonus) |
Light blade |
10 |
2 |
One-handed blade |
10 |
5 |
Two-handed blade |
10 |
10 |
Light metal-hafted weapon |
10 |
10 |
One-handed metal-hafted weapon |
10 |
20 |
Light hafted weapon |
5 |
2 |
One-handed hafted weapon |
5 |
5 |
Two-handed hafted weapon |
5 |
10 |
Projectile weapon |
5 |
5 |
Armor |
10 |
armor bonus × 5 |
Buckler |
10 |
5 |
Light wooden shield |
5 |
7 |
Heavy wooden shield |
5 |
15 |
Light steel shield |
10 |
10 |
Heavy steel shield |
10 |
20 |
Tower shield |
5 |
20 |
1 Value for standard wood or steel as appropriate. For other materials, see substance table. |
2 Value for Medium equipment. Divide by 2/category smaller or multiply by 2/category larger. |
Substance Hardness and Hit Points
Substance |
Hardness |
HP/in. of thickness |
Glass |
1 |
1 |
Paper or cloth |
0 |
2 |
Rope |
0 |
2 |
Ice |
0 |
3 |
Leather or hide |
2 |
5 |
Wood |
5 |
10 |
Stone |
8 |
15 |
Iron or steel |
10 |
30 |
Mithral |
15 |
30 |
Adamantine |
20 |
40 |
Common Object Hardness and Hit Points
Object |
Hardness |
Hit Points |
Break DC |
Rope (1 in. diameter) |
0 |
2 |
23 |
Simple wooden door |
5 |
10 |
13 |
Small chest |
5 |
1 |
17 |
Good wooden door |
5 |
15 |
18 |
Treasure chest |
5 |
15 |
23 |
Strong wooden door |
5 |
20 |
23 |
Masonry wall (1 ft. thick) |
8 |
90 |
35 |
Hewn stone (3 ft. thick) |
8 |
540 |
50 |
Chain |
10 |
5 |
26 |
Manacles |
10 |
10 |
26 |
Masterwork manacles |
10 |
10 |
28 |
Iron door (2 in. thick) |
10 |
60 |
28 |
DCs to Break or Burst Items
Strength Check to: |
DC1 |
Break down simple door |
132 |
Break down good door |
182 |
Break down strong door |
232 |
Burst rope bonds |
23 |
Bend iron bars |
24 |
Break down barred door |
252 |
Burst chain bonds |
26 |
Break down iron door |
282 |
Condition |
DC Adjustment (use larger) |
Hold portal |
+5 |
Arcane lock |
+10 |
1 If an item has lost half or more of its hit points, the item gains the broken condition and the DC to break it drops by 2. |
2 Larger and smaller creatures get size bonuses and size penalties on Strength
checks to break open doors as follows: Fine –16, Diminutive –12, Tiny
–8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
|
Concentration Check DCs
Situation |
Concentration Check DC |
Cast defensively |
15 + double spell level |
Injured while casting |
10 + damage dealt + spell level |
Continuous damage while casting |
10 + 1/2 damage dealt + spell level |
Affected by a non-damaging spell while casting |
DC of the spell + spell level |
Grappled or pinned while casting |
10 + grappler's CMB + spell level |
Vigorous motion while casting |
10 + spell level |
Violent motion while casting |
15 + spell level |
Extremely violent motion while casting |
20 + spell level |
Wind with rain or sleet while casting |
5 + spell level |
Wind with hail and debris while casting |
10 + spell level |
Weather caused by spell |
see spell |
Entangled while casting |
15 + spell level |
Underwater Combat
Condition |
Attack/Damage |
Movement |
Off Balance? |
Freedom of movement |
normal/normal (all) |
normal |
No |
Has a swim speed |
–2/half (B,S) |
normal |
No |
Successful Swim check |
–2/half1 (B,S) |
quarter or half2 |
No |
Firm footing |
–2/half1 (B,S) |
half |
No |
None of the above |
–2/half1 (all) |
normal |
Yes |
1 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when grappling. |
2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action. |
Ranged Weapons: Thrown weapons are ineffective
underwater, even when launched from land. Attacks with other ranged
weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range. |
Attacks from Land: Characters in water (at least chest deep) have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Completely submerged characters have total cover.
|
Splash Weapons

Make a ranged attack against an unoccupied grid intersection ( AC 5)
- Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
- Miss: Roll 1d8 to determine the misdirection of the throw
- Count clockwise starting at the square closest to thrower (refer to diagram on right)
- Count a number of squares in the indicated direction equal to the number of range increments thrown.
- Finally, the item deals splash damage (if any) to all creatures in the square determined above and in all adjacent squares.
Conditions
Condition |
Description |
Blinded |
Creature takes a -2 penalty to AC, loses Dex bonus to AC, and takes a -4 penalty on most Str- and Dex-based skill checks and on opposed Perception skill checks. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Creatures must make a DC 10 Acrobatics skill check to move faster than half speed or fall prone. |
Broken |
Weapons suffer a -2 penalty on attack and damage rolls and only score a critical hit
on a natural 20 and only deal X2 damage. Armor and shields grant half
AC bonus and double armor check penalty. Broken wands or staves use
twice as many chages. |
Confused |
01-25: Act normally, 26-50: Babble for one round, 51-75: Deal 1d8 + Str damage to self, 76-100: Attack nearest creature. |
Dazed |
Can take no actions (no penalties to AC) |
Dazzled |
-1 to attack and sight-based checks |
Deafened |
–4 penalty on initiative, opposed Perception checks (automatically fails checks based on sound), and 20% chance of spell failure (verbal) |
Disabled |
Typically at or below 0 hp. Take only standard or move action. Standard action causes 1 pt of damage (typically causes dying condition) |
Entangled |
No movement if bonds are anchored, otherwise move at half speed. Creature takes a -2 penalty on all attack rolls and a -4 penalty to Dex. Must make concentration check to cast spells. |
Exhausted |
Creature moves at half speed. -6 penalty to Str and Dex. Rest 1 hour to become fatigued. |
Fascinated |
Takes no actions. -4 to checks made as reactions. Potential threats allow new save, obvious threats break effect. |
Fatigued |
Creature cannot run or charge. -2 penalty to Str and Dex. Rest 8 hours to remove. |
Flat-Footed |
Loses Dex bonus to AC and CMD. |
Frightened |
As shaken, except creature must flee from source. |
Grappled |
Creature cannot move or take action that requires 2 hands. -4 penalty to Dex. -2 penalty to attacks and combat maneuvers (except checks made to maintain or escape). Must make concentration check to cast spells. Cannot take attacks of opportunity. |
Helpless |
Typically paralyzed, held, bound, pinned, sleeping, unconscious, etc. Effective Dex = 0, melee attacks get +4. Allows coup de grace. |
Nauseated |
Creature can only take a move action and cannot attack, cast spells, or concentrate. |
Panicked |
As Frightened, except creature drops held items. |
Paralyzed |
Creature's Str and Dex reduced to 0. Fliers using wings fall. Creature is helpless. |
Pinned |
As grappled, except creature is flat-footed, takes a -4 penalty to AC, and can only take verbal or mental actions (except checks made to escape). |
Prone |
On ground. -4 to melee attacks (can't use ranged except crossbows). -4 to melee AC, +4 to ranged AC. Move + AoO to stand. |
Shaken |
Creature takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. |
Sickened |
Creature takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. |
Staggered |
Creature can only take a move action or standard action (plus swift and immediate). |
Stunned |
Creature cannot take actions, drops everything held, takes a -2 penalty to AC, and loses its Dex bonus to AC (if any). |
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