PF.2e Damage and Conditions

Groups of Damage Types

Physical Damage

Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage.
  • Bludgeoning Damage, blunt force damage
  • Slashing Damage, damage sent trought cutting
  • Piercing Damage, damage created by stabbing something/someone
 

Energy Damage

Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire.  
  • Acid Damage, damage from gas, liquid that desolves flesh or material
  • Cold Damage, damage that freezes and breaks from ice or gas
  • Electricity Damage, damage from lightning discharge
  • Fire Damage, damage from extreme heat or burning
  • Sonic Damage, damage from soundwaves or high frequenzys
  • Positive Damage, damage that mainly only harms undead, or negative magic
  • Negative Damage, damage that mainly only harms life or positive magic
  • Force Damage, damage from Powerful and pure magical energy
 

Alignment Damage

These damage types apply only to creatures that have the opposing alignment trait.
  • Chaos Damage (Madness) Only damages Lawfull Creatures
  • Lawfull Damage (Judgment) Only damages Chaotic Creatures
  • Evil Damage (Rott) Only damages Good Creatures
  • Good Damage (Arcane) Only damages Evil Creatures
 

Unique Damage

These are damage types within there own catagory that do not have any simularitys with other damages.
  • Mental Damage, Mindless or Programmed creatures are not affected
  • Bleed Damage, Is considered "pyhsical" and is dealt when a creature loses blood.
  • Percision Damage, Is damage dealt by ablitys like "sneak attack"
  • Poison Damage, trought contact, ingestion, inhalation, or injury hast its own condition
 

Augmented Damage

is damage dealt by weapons augmented that replace their physical damage types.
  • Runed Damage, augmented damage that is simular to percision damage
  • Enchanted Damage, augmented damage dealt against a certain creature type
  • Gilded Damage, gilded damage dealt with weapons to hurt certain creature types
 

Deity/Religous Damage

is damage dealt by weapons that have god and demi-god magic infused into them
  • Death Flame (Black & Yellow) damage dealt by the magic of Flax
  • Blood Flame (Red & Black) damage dealt by the magic of Sanguis
 
  • Holy Blight (Yellow translusent Vines) damage dealt by the magic of Loarkam
  • Blood Blight (Red Dripping Vines) damage dealt by the magic of Koandicen
 
  • Eldritch Lightning (Cyan & Purple) damage dealt by the magic of Sary
  • Dragon Lightning (Red & White) damage dealt by the magic of Ryu-Jin

Groups of Conditions

Detection Conditions

Hidden or Observed, If a creature avoids detection, such as by using Stealth to Hide, it can become hidden or undetected instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed.     Undetected and Unnoticed, If you are unnoticed by a creature, that creature has no idea you are present at all. When you're unnoticed, you're also undetected by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence you are only fully undetected if the creature has not been made aware of anything coming there way.  

Sense Conditions

Blinded, You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 to Perception checks. You are immune to visual effects. Blinded overrides dazzled.     Concealed, This condition protects a creature if it’s in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.     When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target. The concealed condition doesn’t change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it’s concealed.     Dazzled, Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.     Deafened, You can't hear. You automatically critically fail Perception checks that require you to be able to hear. You take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses.     If you perform an action with the auditory trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to auditory effects.     Invisible, A creature with the invisible condition (by way of an invisibility spell or invisibility potion, for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. You can use the Seek basic action to attempt to figure out an invisible creature’s location, making it instead only hidden from you.     This lasts until the invisible creature successfully uses Sneak to become undetected again. If you’re already observing a creature when it becomes invisible, it starts out hidden, since you know where it was when it became invisible, though it can then Sneak to become undetected.   Other effects might make an invisible creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature’s footprints through the snow, the footprints would make it hidden. Similarly, throwing a net over an invisible creature would make it observed but concealed for as long as the net is on the creature.  

Dying Conditions

Doomed, Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value.   The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4.   If your maximum dying value is ever 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.     Dying, While you have this condition, you are unconscious .   Dying always includes a value, and if it ever reaches dying 4, you die. If you’re dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.   If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition.     Unconscious, You're sleeping, or you've been knocked out. You can't act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't. If you're unconscious because you're dying, you can't wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.   If you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.   If you're unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.  
  • You take damage, provided the damage doesn't reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.
  • You receive healing, other than the natural healing you get from resting.
  • Someone shakes you awake with an Interact action.
  • There's loud noise going on around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their Stealth DCs. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.
If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest.     Fatigued, You're tired and can't summon much energy. You take a –1 status penalty to AC and saving throws. You can't use exploration activities performed while traveling, such as those listed here. You recover from fatigue after a full night's rest.     Wounded, You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your 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.     Sickend, You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened.   You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).     Drained, When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount.   For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.   Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.  

Ability Conditions

Clumsy, adds - to DEX-based checks and DCs, including AC, Reflex saves, ranged attack rolls, Acrobatics, Stealth, and Thievery     Drained, adds - to Con-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. (Each time you get a full night’s rest, your drained value decreases by 1.)     Enfeebled, adds - to STR-based checks and DCs, STR attack Rolls and Atheltics.     Stupefied, adds - to INT, WIS, and CHA-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. (Any time Cast a Spell stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.     Confused, You are flat-footed, you don't treat anyone as your ally (though they might still treat you as theirs), and you can't Delay, Ready, or use reactions. You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth.     Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions.     Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition.     Frightend, You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.     Fleeing, On your turn, you must spend each of your actions trying to escape the source of the fleeing condition. You can't Delay or Ready while fleeing.

Physical Conditions

Immobilized, You can't use any action with the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.     Stunned, You can't act while stunned. 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. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.   Stunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn.     Flat-Footed, You take a –2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others—especially conditions—can make you universally flat-footed against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”     Grabbed, You're held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.     Encumbered, You are carrying more weight than you can manage. While you’re encumbered, you’re clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet.     Persistant Damage, Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type.   Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.     Petrified, You have been turned to stone. You can’t act, nor can you sense anything. You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a Broken Threshold.   When you’re turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time.   Prone, You're lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition.   You can Take Cover while prone to hunker down and gain greater 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).   If you would be knocked prone while you're Climbing or Flying, you fall (see Falling for the rules on falling). You can't be knocked prone when Swimming.   Quickend, You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action.   If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.   Slowed, You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn.
Pathfinder 2e   Core Rulebook pg. 451, 453, 467, 468, 618 4.0

Comments

Please Login in order to comment!