Condition | Modifiers Applied | Notes |
---|---|---|
Actions | ||
Climbing | GRANTCA | |
Kneeling | AC: -2 melee; AC: 2 ranged | |
Running | GRANTCA | |
Sitting | AC: -2 melee; AC: 2 ranged | |
Squeezing | GRANTCA; ATK:-5 | |
Combat Advantage | ||
CA | (T), When attacking, actor treats defender as flat-footed. | |
GRANTCA | (T), Actor is considered flat-footed when attacked. | |
Status | ||
Blinded | AC:-2; GRANTCA; SKILL:-2 strength dexterity; SKILL:-4 search perception | Attacks treat defenders as if they have Total Concealment |
Cowering | AC:-2 | |
Dazed | ||
Dazzled | ATK:-1; SKILL:-1 spot search perception | |
Deafened | ||
Entangled | ATK:-2; DEX:-4 | |
Evasion | Treated as having evasion. | |
Exhausted | DEX:-6; STR:-6 | |
Fascinated | SKILL:-4 spot listen perception | |
Fatigued | DEX:-2; STR:-2 | |
Frightened | ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2 | |
Grappled | GRANTCA | Combat advantage is only applied to actors who are not the source actor for the Grappled effect. |
Helpless | AC:-4 melee | Treated as having zero Dex for AC calculation |
Improved Evasion | Treated as having improved evasion. | |
Invisible | ATK:2; CA; TCONC | (T) |
Incorporeal | Corporeal attacks against actor have 50% miss chance. | |
Nauseated | ||
Panicked | ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2 | |
Paralyzed | AC:-4 melee | Treated as having zero Dex for AC calculation |
Petrified | AC:-4 melee | Treated as having zero Dex for AC calculation |
Pinned | GRANTCA, AC:-4 | In 3.5E, AC penalty excludes source actor. In PFRPG, applies to all. |
Prone | ATK:-4 melee; AC:-4 melee; AC:4 ranged | |
Rebuked | AC:-2 | |
Shaken | ATK:-2; SAVE:-2; SKILL:-2; ABIL:-2 | |
Sickened | ATK:-2; DMG:-2; SAVE:-2; SKILL:-2; ABIL:-2 | |
Slowed | ATK:-1; AC:-1; REF:-1 | |
Stunned | AC:-2; GRANTCA | |
Turned | AC:-2 | |
Unconscious | AC:-4 melee | Treated as having zero Dex for AC calculation, Prone effect should be applied separately |
Modifier | Value | Descriptors | Notes |
---|---|---|---|
Combat | |||
INIT | (D) | [bonus] | Initiative checks |
ATK | (D) | [bonus], [range], opportunity | (T), Attack rolls |
CC | (N) | [bonus] | (T), Critical confirmation rolls |
AC | (N) | [bonus], [range], opportunity | (T), Armor class defense |
CMB | (D) | [bonus], opportunity | (T), Combat maneuver rolls |
CMD | (N) | [bonus], opportunity | (T), Combat maneuver defense |
DMG | (D) | [bonus], [range], [damage type]* | (T), Damage rolls for weapons |
DMGS | (D) | [bonus], [range], [damage type]* | (T), Damage rolls for spells |
HEAL | (D) | - | Healing rolls |
SAVE | (N) | [bonus], [save] | Saving throws |
CLC | (N) | Caster level checks | |
Abilities | |||
ABIL | (D) | [bonus], [ability] | Ability checks |
STR | (N) | [bonus] | Strength modifier |
DEX | (N) | [bonus] | Dexterity modifier |
CON | (N) | [bonus] | Constitution modifier |
INT | (N) | [bonus] | Intelligence modifier |
WIS | (N) | [bonus] | Wisdom modifier |
CHA | (N) | [bonus] | Charisma modifier |
Damage | |||
DMGTYPE | (-) | [damage type] | Adds damage type to all damage rolls. |
DMGO | (D) | [damage type]* | Damage (Ongoing) |
FHEAL | (D) | - | Fast Healing |
REGEN | (D) | [special] | Regeneration. Use and/or clause to specify damage types which can overcome regeneration. |
DR | (N) | [special], all | (T), Damage resistance. Use and/or clause to specify damage types which can overcome DR. |
IMMUNE | (-) | [damage type], all | (T), Immune to damage type. Assumes all if no [damage type] descriptor. |
RESIST | (N) | [damage type], all | (T), Resistance to damage type. Assumes all if no [damage type] descriptor. |
VULN | (N) | [damage type] | (T), Vulnerability to damage type. |
Situational | |||
CONC | (-) | [range]* | (T), Concealment (Attacks have 20% miss chance.) |
TCONC | (-) | [range]* | (T), Concealment (Total) (Attacks have 50% miss chance.) |
PCOVER | (-) | [range]* | (T), Cover (Partial) (ATK: -2) |
COVER | (-) | [range]* | (T), Cover (ATK: -4) |
SCOVER | (-) | [range]* | (T), Cover (Superior) (ATK: -8) |
Traits | |||
Construct traits | (-) | IMMUNE: nonlethal | Construct creature type. |
Swarm traits | (-) | - | Swarm creature type. Informational only. |
Undead traits | (-) | IMMUNE: nonlethal | Undead creature type. |
Misc | |||
NLVL | (N) | - | Negative levels. For each negative level, the following modifiers are applied (ATK:-1; SAVE:-1; SKILL:-1; ABIL:-1; CMD:-1). |
SKILL | (D) | [bonus], [skill], [ability] | Skill checks |
SPEED | (N) | [bonus] | Speed. Informational only. |
Special Tag | Notes |
---|---|
IF: [condition OR conditional operator] | Ignores the remainder of the effect components within the effect label, unless the source actor has the specified condition. |
IFT: [condition OR conditional operator] | Ignores the remainder of the effect components within the effect label, unless the opposing actor has the specified condition. |
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 type, then this operator returns true. The humanoid creature type is assumed for creatures where not specified, and for PCs. |
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);' |
PC tag | Notes |
---|---|
STR | PC Strength bonus |
BAB | PC base attack bonus |
DEX | PC Dexterity bonus |
CON | PC Constitution bonus |
INT | PC Intelligence bonus |
WIS | PC Wisdom bonus |
CHA | PC Charisma bonus |
LVL | PC total level |
H[other tag] | Half of the other tag bonus |
X[other tag] | Multiply other tag by X where X is 2-9 |
-[other tag] | Negative the other tag bonus (including half and double) |
Power Text | Effect Label | Other Effect Fields |
---|---|---|
+1 to next d20 roll | ATK:1, DMG:1, SKILL:1, ABIL:1, SAVE:1 | (Duration: 1)(Expend on Roll) |
+2 to your next attack and damage roll | ATK:2, DMG:2 | (Duration: 1)(Expend on Single Usage) |
This thread contains links to community created content in the form of Fantasy Grounds modules for the Pathfinder Second Edition ruleset (PFRPG2).
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