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GM’s Aid VII:

Condition Cards –
Pathfinder Roleplaying Game
Edition
by

4 Winds Fantasy Gaming


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design and layout by Connie J. Thomson and Robert W. Thomson

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Condition Cards – Pathfinder Roleplaying Game Edition ©2009 4 Winds Fantasy Gaming. All
Rights Reserved. Condition Cards is presented under the Open Game and Pathfinder Roleplaying
Game Compatibility Licenses. See page 8 for the text of the Open Game License. All material
on pages 3 through 7 are considered to be Open Game Content.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game
from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does
not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying
Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo
Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License.
See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility
license.
Introduction
Condition Cards have been designed as a game aid for players and gamemasters alike.
They have been formatted to print on any standard-size business card paper, or you can
just print them on cardstock and cut them out using the lines as guides.

Keep the cards handy and whenever your character is struck blind by a spell, knocked
prone by a powerful blow, or simply invisible thanks to a handy potion, you can pull out
the requisite card and – voila! – you have all the information you need to handle any
adjustments to die rolls, combat stats, skill checks, etc. When your condition ends,
simply return the card to the stack.
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Gamemasters might even consider printing out two or three sets of these cards, as
multiple characters can sometimes be affected by the same condition.
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The condition cards presented here differ from our earlier set of condition cards in that
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they have been designed for compatibility with the Pathfinder Roleplaying Game from
Paizo Publishing, LLC.
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Bleed Blinded
Take the listed amount of Bleed damage at beginning of -2 AC; Lose DEX bonus to AC
turn
-4 STR & DEX-based skill checks and on opposed
Can be stopped with DC 15 Heal or any spell that cures hit Perception checks
point damage (even if Bleed is ability damage)
All activities that depend on vision automatically fail
Multiple Bleed do not stack
All opponents have total concealment (50% miss chance)
Ability drain Bleed is worse than ability damage Bleed;
Ability damage bleed is worse than hit point Bleed DC 10 Acrobatics to move more than ½ speed or fall prone

Broken (items only) Confused


-2 on attacks and damage; score critical on 20 only Treat allies as foes; Allies must succeed on melee touch
attack with beneficial spells
Armor bonus is halved
Attack anyone that attacks you until creature is dead or
-2 on skill checks with broken tools flees
Wands/staves use 2x normal charges Roll d% each turn:
01-25 Act normally 51-75 1d8+STR bonus damage to self
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Value reduced by 75% 26-50 Babble incoherently 76-100 Attack nearest creature

Magic items repaired only with mending or make whole


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Cowering Dazed
Frozen in fear Unable to act normally
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Take no actions Take no actions


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-2 to AC No penalty to AC

No DEX bonus Typically lasts only 1 round

Dazzled Dead
Unable to see well Soul leaves body

-1 to attack rolls Cannot benefit from normal or magical healing

-1 to sight-based Perception checks Can be restored to life with magic

Body decays unless preserved

Magical life restoration heals decay damage

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Deafened Disabled
0 hp or negative hp but stabilized and conscious
-4 to Initiative
Single move action or standard action each round; No full-
Automatically fails sound-based Perception checks round actions; Move at ½ speed
-4 penalty to opposed Perception checks Standard actions deal 1 hp damage at end of turn
20% chance of spell failure on spells with verbal
component After 8 hours rest DC 10 CON check with penalty of
current negative hit point total on each roll to recover hit
points naturally

Dying Energy Drained


If negative levels equal or exceed character level, death
Negative hp total and not stabilized occurs
Take no actions -1 attack, CMB, CMD, saves, skill & ability checks per
DC 10 CON check to stabilize each round; with penalty of negative level
current negative hit point total on each roll -5 hit points per negative level
Suffer 1 hp damage if not stabilized
-1 effective level per negative level
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Dead at negative hp equal to CON
Spellcaster lose no prepared spells

Entangled Exhausted
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Move at ½ speed Move at ½ speed


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Cannot run or charge -6 to STR and DEX


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-2 on attack rolls 1 hour rest moves character to Fatigued


-4 to DEX

Concentration check DC 15 + spell level to cast spells

Fascinated Fatigued
Take no actions other than paying attention to fascinating Cannot run or charge
effect
-2 to STR and DEX
-4 to skill checks made as reactions
Any action causing Fatigue causes fatigued character to
Any potential threat allows new save become Exhausted
Any obvious threat breaks effect 8 hours rest removes Fatigue
Ally may shake target free of effect as standard action

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Flat-footed Frightened
Those not yet acted in combat Flee from source of fear
No DEX bonus to AC If unable to flee, can attack
No Attacks of Opportunity -2 attack, saves, skill checks & ability checks

Can use spells or magic to flee

Grappled Helpless
Cannot move; -4 to DEX Completely immobile and at enemies mercy
-2 to attacks and combat maneuvers, except those to DEX is 0 (-5 penalty)
grapple or remove grapple
Enemies have +4 to attacks
No actions that require two hands

DC 10 + grappler’s CMB + spell level concentration check Enemies can coup de grace with full round action;
to cast spells automatically hits with critical
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No attacks of opportunity If attack is survived, DC 10 + damage Fort or die

Incorporeal Invisible
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Immune to all non-magic attacks


+2 attack vs. sighted opponents
Harmed only by other incorporeal creatures, +1 or better
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Opponents lose DEX bonus


weapons, spells, spell-like effects or supernatural abilities
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Take ½ damage from magic weapons, spells, spell-like


effects & supernatural effects

Take full damage from incorporeal creatures

Nauseated Panicked
Cannot attack or cast spells Drop held items and flee at top speed

Cannot concentrate on spells Take no other actions

Cannot perform skills that require concentration -2 saves, skill checks and ability checks

Single move action each turn only If cornered, cower and cannot attack

Can use spells or special abilities to flee

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Paralyzed Petrified
Effective DEX and STR of 0 Turned to stone and unconscious

Can take mental actions Broken characters joined together return as whole

Flying creatures plummet Incomplete characters return to life as incomplete,


complete with some amount of hit point loss or debilitation
Swimming creatures may drown

Space occupied counts as 2 spaces for others to move


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Pinned Prone
Cannot move and considered flat-footed -4 to attacks

-4 to AC Cannot use ranged weapons (except crossbows)

Can take verbal and mental actions; can attempt to free self +4 AC bonus vs. ranged attacks

Cannot cast spells that require somatic or material -4 AC vs. melee attacks
components
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DC 10 + grappler’s CMB + spell level Concentration
check to cast spells

Shaken Sickened
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-2 on attacks -2 on attacks
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-2 skill checks -2 on weapon damage


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-2 ability checks -2 saving throws

-2 saving throws -2 skill checks

-2 ability checks

Stable Staggered
Dying but no longer losing hit points Single move or standard action each round
Unconscious No full-round actions
DC 10 CON check each hour to become conscious with Can take swift and immediate actions
penalty equal to current negative hit point total
If non-lethal damage equals maximum HP total, become
If stabilized without help, DC 10 CON check each hour to staggered
become conscious with penalty equal to current negative
hit point total, otherwise lose 1 hp

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