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Condition

Value

FG Modifiers Applied (pseudo effects)

Notes

Actions

ProneTakenCover

(-)

AC: 4 circumstance, ranged

You are prone and have used the "Take Cover" action. Only applied if you also have the Prone condition.

Basic Conditions

Blinded

(-)

PERC: -4 status (if vision is only precise sense) Manually remove if not appropriate

Target and attackers undetected - DC 11 flat check to hit target if you're attacking or attacker is undetected if you're being attacked (you're flat-footed).

Overrides dazzled.

Handle manually: Treat all terrain as difficult terrain. Can’t detect anything using vision. Critically fail Perception checks that require you to be able to see. Immune to visual effects (handle this manually for now).

Note: Attacks against a blinded target currently apply a -2 circumstance penalty to the target’s AC, but don’t consider them flat footed for IFT effects.  If the target has other senses, or has changed the degree of detection between itself and its attacker, then the flat-footed portion of the Blinded condition may not apply and targeted effects used to replicate desired functionality (flat-footed, etc.).

Broken

(-)


Affects objects. No current FG functionality. Future implementation within object/item effects.

Clumsy

(N)


-N to Dex based checks and DCs.

Concealed

(-)

See CONC modifier below.

(T), Concealed.

(Attacks must pass DC 5 flat check to affect the target.)

Confused

(-)

Flat-footed;

Information only. Handle manually: attack most recent creature to attack you since your last turn, or manually roll 1d4 to determine activity for this round. DC 11 flat check if take damage to recover from the confusion and end the condition

Controlled

(-)


Information only, not automated: attack most recent creature to attack you since your last turn, or manually roll 1d4 to determine activity for this round. DC 11 flat check if take damage to recover from the confusion and end the condition

Dazzled

(-)


All creatures and objects are concealed from you

Dead

(-)


FG state. No current specific functionality.

Deafened

(-)

PERC: -2 status

(For Perception based Initiative checks and checks that involve sounds with other senses) Manually remove if not appropriate.

-2 status penalty for Perception based Initiative checks. Automatically fail/critically fail perception checks that require hearing. -2 status penalty to perception checks that involve sounds with other senses. If performing an action with the auditory trait, must succeed at a DC 5 flat check or the action is lost. Immune to auditory effects

Doomed

(N)


Handle manually: The dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. When you die, you’re no longer doomed. Your doomed value decreases by 1 each time you get a full night’s rest.

Drained

(N)

ABIL: -(N) constitution, status; SKILL: -(N) constitution, status; SAVE: -(N) fortitude, status

Manually apply (N)*level HP loss and reduction in max HP. Reduce Drained level by 1 when gaining the benefits of proper rest (once per 24 hour period).

Dying

(N)


You are unconscious. Handle Manually: Dying: 4 = dead. Lose the dying condition when return to 1 or more Hit Points.

Encumbered

(-)

Clumsy: 1

Handle Manually: Speed -10 feet (speed minimum = 5 feet).

Enfeebled

(N)


Take a status penalty equal to the enfeebled value on strength based rolls: strength based attack rolls, strength based damage rolls, and Strength-based checks.

In release 10 NPC damage application is applied to melee damage and ranged damage with the thrown trait.

Fascinated

(-)

SKILL:-2 status;

PERC: -2 status

Can’t use actions with the concentrate trait unless they or their intended consequences are related to the subject of the fascination.

Fatigued

(-)

AC: -1 status; SAVE: -1 status;

You take a –1 status penalty to AC and saving throws. While exploring, you can’t choose an exploration activity. Recover with a full night's rest.

Flat-footed

(-)

AC: -2 circumstance


Fleeing

(-)


Informational only.

Friendly

(-)


Informational only.

Frightened

(N)

SKILL: -(N) status; PERC: -(N) status; ABIL: -(N) status; AC: -(N) status; SAVE: -(N) status; DC: -(N) status

Will reduce level at the end of turn.  When level is 0 the whole effect line will be removed.

Handle manually: Any conditions/afflictions that set a minimum value.

Grabbed

(-)

Immobilized; Flat-footed

Handle manually: If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost.

Helpful

(-)


Informational only.

Hidden

(-)

See HIDDEN modifier below.

(T), Hidden - Target is barely perceptible

(Attacks must pass DC 11 flat check to affect the target.)

Note: Attacks by a hidden creature currently apply a -2 circumstance penalty to their target’s AC, but don’t consider them flat footed for IFT effects  If the target has other senses, or has changed the degree of detection between itself and its attacker, then the Hidden condition may not apply and targeted effects may be used to replicate desired functionality (flat-footed, etc.).

Hostile

(-)


Informational only.

Immobilized

(-)


Can’t use any action that has the move trait. Handle DC checks for external force moving immobile creature manually.

Indifferent

(-)


Informational only. Assume creature is Indifferent unless specified otherwise.

Invisible

(-)

Undetected;

Note: Attacks by an invisible creature currently apply a -2 circumstance penalty to their target’s AC, but don’t consider them flat footed for IFT effects.  If the target has other senses, or has changed the degree of detection between itself and its attacker, then the Invisible condition may not apply and targeted effects may be used to replicate desired functionality (flat-footed, etc.).

Observed

(-)


Informational only. Anything in plain view is observed by you.

Paralyzed

(-)

Flat-footed

Can’t act except to Recall Knowledge and act in other ways that require only the use of your mind.

Persistent Damage


Use PERS modifier effect - see below.


Petrified

(-)


Can't act nor can you sense anything. Manually handle any attacks (vs. AC 9) and damage (dents) done to creature while petrified.

Prone

(-)

Flat-footed; ATK:-2 circumstance;

You are flat-footed and take a –2 circumstance penalty to attack rolls. Handle Manually: You can Take Cover while prone and gain cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed) - apply the action ProneTakenCover condition if appropriate.

Quickened

(-)


Handle manually: Gain one additional action.

Restrained

(-)

Immobilized; Flat-footed

Handle manually: Can’t use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds.

Sickened

(N)

SKILL: -(N) status; PERC: -(N) status; ABIL: -(N) status; AC: -(N) status; SAVE: -(N) status; DC: -(N) status


Slowed

(N)


Handle manually: Regain (N) less actions at the start of turn.

Stunned

(N)


Handle manually: Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. Overrides slowed.

Stupefied

(N)

SPELLROLL: -(N) status; DC: -(N) status; INT: -2*(N) status; WIS: -2*(N) status; CHA: -2*(N) status

Handle manually: Spells disrupted if attempting to cast while stupefied - unless succeed at a flat check with a DC equal to 5 + your stupefied value.

Unconscious

(-)

Blinded; Flat-footed; AC:-4 status; PERC: -4 status; SAVE:-4 status, reflex

Handle ManuallyProne effect should be applied separately. Recovery check at the start of the creature's turn.

Undetected

(-)


When you are undetected by a creature, that creature cannot see you at all. DC 11 flat check to be able to target you.

Note: Attacks by an undetected creature currently apply a -2 circumstance penalty to their target’s AC, but don’t consider them flat footed for IFT effects.  If the target has other senses, or has changed the degree of detection between itself and its attacker, then the Undetected condition may not apply and targeted effects may be used to replicate desired functionality (flat-footed, etc.).

Unfriendly

(-)


Informational only.

Unnoticed

(-)


Informational only. If you are unnoticed by a creature, that creature has no idea you are present at all.

Wounded

(N)


Handle Manually If Wounded and gain Dying (or increase Dying level) add Wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.

Special

SHIELDBLOCK

(-)

Applies only to PCs

The condition indicates that the actor will use their shield to block the next damage action.  The hardness of the first equipped unbroken shield in their inventory will be used and any excess will be applied as damage to this shield.  If this results in the shield being broken or destroyed, then shield will be changed from “equipped” to “carried and no longer apply its effects to AC when raised or when shieldblock is used in future.

SHIELDBLOCKALLY

(-)

Applies to the actor who is being attacked and use effect targeting to the PC with the shield.

The condition indicates that the PC who the effect is targeted to will use their shield to block the next damage action against the actor with this condition.  The hardness of the first equipped unbroken shield in blocking PC’s inventory will be used and any excess will be applied as damage to this shield.  If this results in the shield being broken or destroyed, then shield will be changed from “equipped” to “carried and no longer apply its effects to AC when raised or when shieldblock is used in future.

(T) = Effects can be targeted to only apply to conditions against certain opponents.

...

Modifier

Value

Descriptors

Notes

Combat

INIT

(N) 

[bonus]

Initiative checks  Note: Dice based modifiers removed in first implementation for PFRPG2

ATK

(N) 

[bonus], [range], [distance], opportunity, [trait]

(T), Attack rolls  Note: Dice based modifiers removed in first implementation for PFRPG2. Note - this includes spell attack rolls too.

AC

(N)

[bonus], [range], opportunity

(T), Armor class defense

ACDEXCAP

(N)

[range]

(T), Set AC dexterity modifier cap. PC Only. The lowest AC dex cap across all effects and currently equipped armor will be used.

DMG

(D)

[bonus], [range], [damage type]*, [proflevel], [trait]

(T), Damage actions

DMGS 

(D)

[bonus], [range], [damage type]*, [proflevel], [trait]

(T), Spell Damage rolls (where damage action set as "Spell Dmg?" = "Yes").

DMGDICE

(N)

-

Adds N base damage dice to the damage roll. N must be 1 or more.

DMGDIESTEP

(N)

-

Changes the damage base damage die by N steps, where the steps are d4, d6, d8, d12. The die cannot go above d12 nor can it go below d4.

DMGCOMBINE

-

-

The next damage roll will be stored for combination with a subsequent damage roll. See ‘Combining Damage” in the “How to Use” Wiki page.

HEAL

(D)

-

(T), Healing actionsApplied to healing actions, doesn’t trigger healing in itself.

DC 

(N)

[bonus]

Modifies base DC for a cast/save action.

SPELLROLL 

(N)

[bonus]

(T), Modifies spell attack roll action. Ruleset release 7.

MAP

(N)

[bonus], [range], opportunity, [trait]

(T), Usually a negative value.  Changes the Multiple Attack Penalty.  MAP is used for attack #2, MAP * 2 is used for attack #3+.

Note: Only applied to PC weapon attack action #1.  Rolls made using a weapon attack action from the #2 or #3 fields override any MAP effect

MAP2

(N)

[bonus], [range], opportunity, [trait]

(T), Usually a negative value.  Changes the Multiple Attack Penalty for attack #2.

Overrides MAP for attack #2.

Plus see note in MAP above.

MAP3

(N)

[bonus[bonus], [range], opportunity, [trait]

(T), Usually a negative value.  Changes the Multiple Attack Penalty for attacks #3+.

Overrides MAP for attacks #3+.

Plus see note in MAP above.

RANGEINC1MOD

(N)

[bonus], [range], opportunity, [trait]

(T), applies the modifier if the ranged attack is within the first range increment.

Note: relies on range calculations, which requires the source and the target tokens to be present on the same map with the grid enabled (the grid can be visible or invisible).

RANGEINC2MOD

(N)

[bonus], [range], opportunity, [trait]

(T), applies the modifier if the ranged attack is within the second range increment.
Note: relies on range calculations, which requires the source and the target tokens to be present on the same map with the grid enabled (the grid can be visible or invisible).

IGNOREVOLLEYPEN

(-)

N/A

Ranged attack action: Ignores ranged attack volley penalty.  Apply to attacker.

IGNORECONC

(-)

N/A

(T), Attack action: Ignore concealment. Apply to attacker.

HIDDENDC

(N)

[range], [trait], [distance]

T), Applied to attacker - set the hidden flat check DC.  Use only one HIDDENDC effect at a time.  0 = no flat check.

CONCEALEDDC

(N)

[range], [trait], [distance]

(T), Applied to attacker - set the concealed flat check DC. Use only one CONCEALEDDCeffect at a time. 0 = no flat check.

Saving throw related

SAVE

(N)

[bonus], [save], [trait]

Saving throws.  [trait] allows an effect to apply to a saving throw with a matching trait.

SAVERESULT

(N)

[result], [save], [trait]

(N) is the number of steps up, or down (if negative), the result changes if the effect matches the [save] and single [trait] data of the saving throw action.

SAVEDAMAGEPER

(N)

[result], [save], [trait]

(N) is a percentage value (0, 50 or 100) that is applied to the next damage roll after a saving throw action for the same ability/spell.

Abilities

ABIL

(N) 

[bonus], [ability]

Ability checks  Note: Dice based modifiers removed in first implementation for PFRPG2

STR

(N)

[bonus]

Strength ability score - applied as a change to the ability score (not the ability modifier). Currently PF1 functionality of steps of 2 resulting in a ability modifier change of 1.

DEX

(N)

[bonus]

Dexterity ability score - applied as a change to the ability score (not the ability modifier). Currently PF1 functionality of steps of 2 resulting in a ability modifier change of 1.

CON

(N)

[bonus]

Constitution ability score - applied as a change to the ability score (not the ability modifier). Currently PF1 functionality of steps of 2 resulting in a ability modifier change of 1.

INT

(N)

[bonus]

Intelligence ability score - applied as a change to the ability score (not the ability modifier). Currently PF1 functionality of steps of 2 resulting in a ability modifier change of 1.

WIS

(N)

[bonus]

Wisdom ability score - applied as a change to the ability score (not the ability modifier). Currently PF1 functionality of steps of 2 resulting in a ability modifier change of 1.

CHA

(N)

[bonus]

Charisma ability score - applied as a change to the ability score (not the ability modifier). Currently PF1 functionality of steps of 2 resulting in a ability modifier change of 1.

Damage

DMGTYPE

(-)

[damage type]

(T), Adds damage type to all damage rolls.

DMGSTYPE 

(-)

[damage type]

(T), Adds damage type to spell damage rolls (where damage action set as "Spell Dmg?" = "Yes").

DMGBASETYPE

(-)

[damage type]

(T), Replaces the damage action base damage type with the new type.  It is assume that the first damage type of the first damage instance is the base damage type.

Note: these should only be one active DMGBASETYPE effect active for any given damage action.

DMGO

(D)

[damage type]*

Damage (Ongoing) - applied at the end of a turn.

DMG2H

(-)

N/A

Uses the two-hand weapon trait die type for the weapon’s base damage. If the weapon doesn’t have the two-hand trait then no change will be made to the base damage dice.

PERS

(D)

[damage type]*

Persistent damage (Ongoing) - applied at the end of a turn.

The flat check DC to remove at the end of a creature’s turn is set at 15 unless the DC is overridden in the combat tracker entry (GM only).

FHEAL

(D)

-

Fast Healing. Applied at the start of the creature’s turn.

REGEN

(D)

[special]

Regeneration. Use and/or clause to specify damage types which can overcome regeneration.  Applied at the start of the creature’s turn.

IMMUNE

(-)

[damage type], all

(T), Immune to damage type or all damage (if "all" specified). NOTE: exceptions - use ! to indicate damage types that negate the immunity.

.

RESIST

(N)

[damage type], all

(T), Resistance to damage type.

Must include a damage type.  NOTE: exceptions - use ! to indicate damage types that negate the resistance.

WEAK

(N)

[damage type]

(T), Weakness to a specific damage type.

Damage type of "all" is not supported.

Situational

CONC

(-)

[range]*

(T), Concealment

(Attacks must pass DC 5 flat check to affect the target.)

HIDDEN 

(-)

[range]*

(T), Target is barely perceptible

(Attacks must pass DC 11 flat check to affect the target.)

Note: Attacks by a hidden creature currently make targets flat-footed in the PFRPG2 ruleset.  If the target has other senses, or has changed the degree of detection between itself and its attacker, then the HIDDEN modifier may not apply and targeted effects may be used to replicate desired functionality (flat-footed, etc.).

LCOVER 

(-)

[range]*

(T), Lesser Cover

(AC: 1 circumstance)

COVER 

(-)

[range]*

(T), Cover

(AC: 2 circumstance; SAVE: 2 reflex, circumstance, area) TODO - best way to determine the save is vs. an area effect? Currently this is a blanket circumstance bonus to reflex saves. Handle Manually: +2 circumstance bonus to Stealth checks to Hide, Sneak, or otherwise avoid detection.

Note: Release 7 has an issue where the save bonus applied is +1 not +2. Fixed in release 8 - RS2.063.

GCOVER 

(-)

[range]*

(T), Greater Cover

(AC: 4 circumstance; SAVE: 4 reflex, circumstance, area) TODO - best way to determine the save is vs. an area effect? Currently this is a blanket circumstance bonus to reflex saves. Handle Manually: +4 circumstance bonus to Stealth checks to Hide, Sneak, or otherwise avoid detection.Note: Release 7 has an issue where the save bonus applied is +2 not +4. Fixed in release 8 - RS2.063.

Traits

Construct traits

(-)

IMMUNE: nonlethal

Construct creature type.

Swarm traits

(-)

-

Swarm creature type. Informational only.

Undead traits

(-)

IMMUNE: nonlethal

Undead creature type.

Misc

PROF 

(N)[bonusN)

[bonus], [range], opportunity, [trait]

Applies a proficiency modifier to relevant actions.

[range], opportunity, [trait] only valid for attack actions

PERC

(N) 

[bonus]

Perception checks.  Note: Dice based modifiers removed in first implementation for PFRPG2.

SKILL

(N) 

[bonus], [skill], [ability], [activity name]

Skill checks, not including perception.  Note: Dice based modifiers removed in first implementation for PFRPG2.   Doesn't apply to Perception checks.

SPEED

(N)

[bonus]

Speed. Informational only.

TRAIT

(S)

-

Adds the trait to actions that support traits - currently only the damage action.

For example: TRAIT: fatal d12 would add “fatal d12” to the traits of a damage action, and would be triggered if the action was rolling critical damage.

USED

[ability name]

Used for NPC ability restricted use - usually includes a duration which indicates when the ability can be used again.  [ability name] is the name of the ability and will remove an auto applied [USED] flag from the matching ability name (not including traits) when the effect expires.

Note: This is just a reminder, it doesn’t prevent use of the ability.

...

[range] = melee, ranged

[damage type] = acid acid, cold, electricity, fire, sonic, force, negative, positive, adamantine, bludgeoning, cold iron, epic, magic, piercing, silver, slashing, chaotic, evil, good, lawful, nonlethal, spell, critical, precision, poison, mental, area, splash, bleed, ghost touch, vitality, void, spirit

Note - damage types of physical, magic (and by extension, nonmagical = (not)magic) are determined at run time. Physical damage is determined if bludgeoning, piercing or slashing is part of the individual damage entry. Magic is determined if magic, magical or spell is already part of the damage type - nonmagical is set if magic isn't present.

...

Operator

Notes

ALIGN ([alignment])

If the creature indicated by the conditional effect has the given alignment, then this operator returns true.

Neutral is assumed for creatures where not specified.

True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically.

SIZE ([size])

SIZE ([>= OR <= OR > OR < OR =][size])

If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true.

Medium size is assumed for creatures where not specified.

TYPE ([creature type]*)

If the creature indicated by the conditional effect has the given creature typetrait, then this operator returns true.The

humanoid creature type is assumed for creatures where not specified, and for PCsNote: This is the same as the TRAIT operator and is included for compatibility with older effects.

TRAIT ([creature trait]*)

If the creature indicated by the conditional effect has the given trait, then this operator returns true.

Wounded

If the conditional effect target has any wounds, then this operator returns true.

Bloodied

If the conditional effect target has wounds greater than or equal to half its hit points, then this operator returns true.

CUSTOM ()

Allows for testing user created conditions. The condition to be tested is added in brackets after the custom keyword. Thus the syntax would be IF: CUSTOM (condition) or IFT: CUSTOM (condition). If the 'condition' is present on the target (for IFT) or actor (for IF) then the function will return true. The 'condition' to be tested for is applied as the custom condition name only (essentially a label), it does not include the 'custom' keyword. For example: Apply the text 'Quarry' to a target and then check with 'IFT: CUSTOM (Quarry);'

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