Title
In a normal round, you can perform one standard action, one move action, and one swift action, or you can instead perform one full action.
Most characters will rarely perform swift actions, though occasionally using a special ability or class feature is a swift action.
You can use your standard action to perform either a move action or a swift action, if you wish, and you can also use your move action to perform a swift action. You can also take one reaction each round, even if it isn’t your turn; however, reactions happen only in response to certain defined triggers. There are some other actions that do not fall into the normal action types.
Standard Actions
Performing a standard action is generally the main component of your turn. Most commonly, you use it to make an attack, cast a spell, or use a special power.
Activate an Item
Unless otherwise noted, activating an item is a standard action.
Attack
Making a single attack is a standard action.
Cast a Spell
The vast majority of spells require at least a standard action to cast, and sometimes more. Spells that take more than a round to cast require a full action each round until they are complete.
Casting a spell takes a significant amount of concentration, forcing you to lower your defenses briefly. When you cast a spell, it gives targets threatening you in melee a chance to make an attack of opportunity against you, unless the spell specifies otherwise—normally only the case for a few spells with a range of touch. If this attack of opportunity hits and damages you, you fail to cast the spell and lose the spell slot.
Combat Maneuvers
For each maneuver, choose an opponent within your reach (including your weapon's reach, if applicable) and then make a melee attack roll against the opponent's KAC + 8. The effects of success vary depending on the maneuver, as described below.
You knock the target back 5 feet, plus 5 feet for every 5 by which the result of your attack roll exceeds the target's KAC + 8. If an obstacle is in the way, the target stops at the obstacle instead.
Your target is blinded, deafened, entangled, off-target, shaken, or sickened (your choice) for 1 round, plus 1 additional round for every 5 by which the result of your attack roll exceeds the target's KAC + 8. The target can remove the condition as a move action.
A dirty trick is normally a melee attack, but a GM can allow certain actions to count as dirty tricks at range, in which case you take a -2 penalty to your attack roll for every 5 feet between you and the target.
You knock an item the target is holding out of the target's hands and onto the ground. If you have a hand free, you can automatically grab the item with your hand before it falls.
You hold the target in place. You must have at least one hand free to perform a grapple combat maneuver. Your target has the grappled condition, meaning she can’t move from her current space and takes further penalties until she either uses a standard action to attempt a grapple combat maneuver to grapple you (giving you the grappled condition) or uses the escape task of the Acrobatics skill to break free. If the result of your attack roll equals or exceeds the target’s KAC + 13, the target is instead pinned for the same duration, and she can’t take any actions that involve moving her limbs other than to attempt to escape.
The grappled or pinned condition lasts until the end of your next turn, unless you renew it on your next turn with another grapple combat maneuver. The condition ends immediately if you move away. As long as you have one target grappled or pinned, you cannot attempt to grapple another.
When you renew a grapple, you can remove one item from the target’s body that can be easily accessed, including most weapons and equipment (but not worn armor). Doing so immediately ends the grapple.
You change the target's position to a different location still within your reach and within 5 feet of its original placement. You can move the target 5 additional feet for every 5 by which the result of your attack roll exceed the target's KAC + 8, but all movement must remain within your reach. You cannot move the target past an obstacle.
As a full action, you can move a distance equal to the distance you repositioned your target (up to your move speed), dragging the target along with you.
You deal damage to one object held in the target's hand or accessible on its body. The damage is reduced by an amount equal to the object's hardness.
You knock the target prone if it is on the ground. A target in the air instead descends 10 feet, falling prone if this causes it to fall to the ground. A target in zero gravity is instead knocked offkilter.
Concentrate on a Spell
Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action.
Covering Fire
Make a ranged attack roll against AC 15. If you hit, you deal no damage but the selected ally gains a +2 circumstance bonus to AC against the next attack from a creature in your line of effect, so long as that attack occurs before your next turn.
Dismiss a Spell
Dismissing an active spell is a standard action.
Feint
You can use your standard action to feint by attempting a Bluff check. The DC of this check is either: 10 + your opponent's Sense Motive total skill bonus, or 15 + 1.5x the opponent's CR, whichever is greater. You can't feint against a creature that lacks an Intelligence score, and you cannot take 10 or take 20 on a Bluff check to feint. When you successfully feint, you treat your opponent as flat-footed for your next attack against him before the end of your next turn.
Harrying Fire
Make an attack roll against AC 15. If you hit, you deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.
Total Defense
Starting at the beginning of this action, you get a +4 bonus to your Armor Class until the start of your next turn. You can't combine total defense with other actions that increase your AC, nor can you make attacks of opportunity while benefiting from total defense.
Move Actions
Performing a move action allows you to take tactical actions that, while secondary to your standard action, are still key to your success. The most common move action is to move up to your speed.
Cheek Pouches - Disgorge
A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.
Combat Tracking
As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.
Crawl
You can crawl 5 feet as a move action. A crawling character is considered prone.
Draw or Sheathe a Weapon
This action includes activating or deactivating the weapon.
Guarded Step
You can step 5 feet without provoking attacks of opportunity, even in a threatened square.
Manipulate an Item
This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door.
Move your Speed
Move up to your speed with any natural movements you have.
Reload
Unless stated otherwise, reloading is a move action that includes grabbing ammunition you have readily available.
Stand Up
This special form of move action allows you to stand up from a prone position.
Swift Actions
Performing a swift action consumes a very small amount of time and is used only in rare cases. A common swift action is dropping to a prone position.
Change Grips
Changing your grip on a weapon, such as going from wielding a two-handed weapon with both hands to holding it in one hand, is a swift action.
Cheek Pouches - Transfer
Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action
Drop Prone
Drop to a prone position.
Stand Up
A ysoki can stand from prone as a swift action.
Full Actions
A full action consumes all your effort during your turn, meaning if you choose to take a full action, you can’t take any other standard, move, or swift actions that turn. The most common full action is the full attack.
() Charge
You move up to double your speed and make a melee attack at the end of the movement. You can draw a weapon during a charge attack if your base attack bonus is at least +1.
  • You must move at least 10 feet (2 squares)
  • All movement must be directly toward the designated opponent (diagonals okay)
  • You must have line of sight to the opponent
  • You must have a clear path towards the opponent (can't charge if path passes through a square that blocks movement, slows movement, or contains a non-helpless creature)
  • You must end your movement closest to your starting square from which you can attack your opponent (otherwise you can't charge)
Attacking on a charge: After moving, you can make a single melee attack (: or trip combat maneuver). You take a -2 (: 0) penalty to the attack roll and a -2 (: 0) penalty to your AC until the start of your next turn. You can't move any farther after the attack. Some classes, including solarian and soldier, grant abilities that modify attacks made on charges.

: When the uplifted bear charges, it can attempt a trip combat maneuver in place of the normal melee attack. In addition, the uplifted bear can charge without taking the normal charge penalties to its attack roll or AC. If the uplifted bear has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style), it also gains the ability to charge through difficult terrain.
Coup de Grace
You can deliver a special attack called a coup de grace to an adjacent helpless opponent. You automatically hit and score a critical hit. If the target survives the damage, he must succeed at a Fortitude saving throw (DC = 10 + your level or CR) or die. However, if the target is immune to critical hits, the coup de grace does not deal critical damage or effects, nor does it force the target to succeed at a saving throw or die.
Fight Defensively
You can fight defensively when attacking as a full action. If you do so, you take a –4 penalty to all attacks in that round (in addition to the normal penalties for making a full attack) to gain a +2 bonus to your AC until the start of your next turn.
Full Attack
You can spend a full action to make two attacks, each with a –4 penalty to the attack rolls. These attacks can be made with the same weapon or different weapons, though certain weapons have a firing speed so slow that you can’t shoot them more than once in a round, even with a full attack. These weapons have the unwieldy special property.
Certain weapons have special individualized full attacks. For instance, some weapons have a fully automatic attack mode. Sometimes special full attacks, such as the soldier’s onslaught class feature, require specialized training in order to gain their benefits.
Run
You can run as a full action. When you run, you can move up to four times your speed in a straight line. You gain the flat-footed condition, and you can’t run if you must cross difficult terrain or can’t see where you’re going. Running provokes attacks of opportunity. You can run for a number of rounds equal to your Constitution score.
Trick Attack
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with no computers).
Withdraw
Withdrawing from melee combat is a full action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies don’t get to make attacks of opportunity against you when you move from that square. Unseen enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded and have no other precise senses (such as blindsight). If, during the process of withdrawing, you move out of a threatened square other than the one you in which started, enemies can make attacks of opportunity as normal.
Reactions
A reaction is a special action you can perform even if it isn’t your turn. You can't use a reaction before the first time you act in a combat. You can take only one reaction each round; you regain your reaction at the start of your turn.
Attack of Opportunity
An attack of opportunity is a special melee attack you can make against a target you threaten (usually an adjacent opponent), even if it is not your turn. You can use your reaction to make an attack of opportunity against an opponent in any of these three cases:
  • When you threaten a space and the opponent moves out of that space in any way other than a guarded step or withdraw action, you can use your reaction to make a melee attack against the opponent.
  • When the opponent in a space you threaten makes a ranged attack, you can use your reaction to make a melee attack against the opponent.
  • When the opponent is a space you threaten casts a spell or uses a spell-like ability, you can use your reaction to make a melee attack against the opponent. However, some spells or spell-like abilities state in their descriptions that they don't provoke attacks of opportunity, so be sure to confirm that the enemy has provoked your reaction before you take it.
Attacks of opportunity are always resolved before the action that triggers them.
Memory Module (1/day)
Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143).
Other Actions
A reaction is a special action you can perform even if it isn’t your turn. You can't use a reaction before the first time you act in a combat. You can take only one reaction each round; you regain your reaction at the start of your turn.
Combat Banter
While actually trying to convince someone using a skill takes actions, banter and quips are a hallmark of science fantasy stories, and the game wouldn’t flow naturally if you could only talk in initiative order. Thus, you can speak an amount that makes sense, at the GM’s discretion, without spending any of your actions, even if it isn’t your turn.
Delay
You can delay taking an action until other characters have taken their turns. You must declare that you are delyaing before taking any actions on your turn. After any creature takes its turn in the initiative order, you can come out of delay and take your turn. This changes your initiative count to the current initiative count for the remainder of the combat.
If you used a reaction on your previous turn and then chose to delay, you still regain your reaction at the beginning of your original turn, not when you take your delayed actions.
Drop an Item
You can drop any item or items that you're holding onto your square or an adjacent square at any time without spending any actions.
Healing Touch
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Ready an Action
Decide on an action and a trigger. You can take the action you chose when the trigger happens. This changes your initiative count to the current initiative count for the remainder of the combat.
If you used a reaction on your previous turn and then chose to delay, you still regain your reaction at the beginning of your original turn, not when you take your delayed actions.
If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it. If the readied action is not a purely defensive action, such as shooting a foe if he shoots at you, it takes place immediately after the triggering event. If you come to your next turn and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again).
Use a Skill
Like using skills in different circumstances, using a skill in combat usually (but not always) requires taking an action. The action required when using a skill depends on the skill and the specific task you're trying to accomplish.
Conditions
Conditions are circumstances or states that can affect characters for an extended period of time. If more than one condition affects a character, apply them all. If effects can’t combine, apply the most severe effect.
Asleep You take a -10 penalty to Perception checks to notice things.
You are sleeping and helpless. While asleep, you take a –10 penalty to Perception checks to notice anything. If you succeed at a Perception check to notice something despite the penalty, you automatically awaken. You are also awoken if you are slapped or wounded. An ally can wake you as a standard action.
Bleeding You take the listed damage at the beginning of your turn.
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.
Blinded You’re flat-footed, you take a –4 penalty to most Str- and Dex-based skill checks and opposed Perception checks, you automatically fail Perception checks based on sight, opponents have total concealment against you, and you must succeed at a DC 10 Acrobatics check to move faster than half speed or else fall prone.
You cannot see. You are flat-footed and take a –4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can’t observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.
Burning You take the listed fire damage each round, and you must be extinguished to end the condition.
You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.
Confused You treat all creatures as enemies, and you must roll on the table to determine your actions.
You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficial spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class, since you cannot be considered a willing target. If you are attacked while you’re confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.
If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round.
D% Behavior
1-25 Act normally
26-50 Do nothing but babble incoherently.
51-75 Deal 1d8 + Str modifier damage to self with item in hand.
76-100 Attack nearest creature.
If you can’t carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.
Cowering You’re flat-footed and can take no actions.
You’re frozen with fear. You’re flat-footed and can take no actions.
Dazed You can take no actions.
You are unable to act normally. You can take no actions but have no penalty to your AC. A dazed condition typically lasts 1 round.
Dazzled You take a –1 penalty to attack rolls and sight-based Perception checks.
You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based Perception checks.
Dead Your soul leaves your body, you can’t act in any way, and you can’t benefit from normal or magical healing.
You are dead when you have 0 Hit Points, are not stable, and have no Resolve Points remaining but would lose RP due to dying or taking damage while dying. (See Injury and Death beginning on page 250 for more information.) You can also die from ability damage, ability drain, or negative levels (see page 252), or by taking massive damage (see page 250).
When you are dead, your soul leaves your body and you are unable to act in any way. You can’t benefit from normal or magical healing, but you can be restored to life via magic or technology capable of such a feat. Your dead body decays normally unless it is preserved, but anything that restores you to life also restores your body either to full health or to its condition at the time of death (depending on the spell or device that’s reviving you). Either way, you need not worry about decomposition, rigor mortis, and other conditions that affect dead bodies after you are resurrected.
Deafened You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail sound-based Perception checks.
You can’t hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
Dying You’re unconscious, you can take no actions, and you must stabilize or lose Resolve Points and potentially die.
A dying creature is unconscious and near death. Creatures at 0 Hit Points that have not stabilized are dying. A dying creature can take no actions and loses 1 Resolve Point each round at the end of its turn unless it is stabilized. A dying creature can spend 3 RP to stabilize and can then spend another RP in a subsequent round to gain 1 Hit Point and stay in the fight. Stabilizing or being healed above 0 Hit Points ends the dying condition, as does death. See Injury and Death on page 250 for more information.
Encumbered Speeds are reduced by 10 feet, maximum Dex bonus to AC is reduced to +2, and you take a –5 penalty to Str- and Dex-based checks.
All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check penalty, whichever is worse).
Entangled You move at half speed; you cannot run or charge; and you take a –2 penalty to AC, attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability checks.
You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
Exhausted You move at half speed; you cannot run or charge; you take a –3 penalty to AC, attack rolls, melee damage rolls, Reflex saves, initiative checks, and Str- and Dex-based skill and ability checks; and you reduce your encumbered limit by 3 bulk.
You move at half speed, you can’t run or charge, and you take a –3 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 3. After 1 hour of complete rest, you instead become fatigued.
Fascinated You must pay attention to the fascinating effect and take a –4 penalty to skill checks made as reactions.
You are entranced. While you have the fascinated condition, you stand or sit quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. You take a –4 penalty to skill checks made passively in response to others’ actions, such as Perception checks. Any potential threat, such as a hostile creature approaching, grants you a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at you, automatically ends the condition. An ally can shake you free of the effect and end this condition as a standard action.
Fatigued You cannot run or charge; you take a –1 penalty to AC, attack rolls, melee damage rolls, Reflex saves, initiative checks, and Str- and Dex-based skill and ability checks; and you reduce your encumbered limit by 1 bulk.
You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are fatigued, doing an activity that would normally cause fatigue causes you to become exhausted instead. After 8 hours of complete rest, you are no longer fatigued.
Flat-footed You take a –2 penalty to AC, and you cannot take reactions or make attacks of opportunity.
At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed.
Frightened You must flee or fight, and you take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks.
You flee from the source of your fear as best you can. If you are unable to flee, you can instead fight. You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks. You can use special abilities, including spells, to flee; indeed, you must use such means if they are the only way you have to escape while you are frightened. If you are already frightened and become subject to an additional effect that would cause you to be frightened, the duration of the frightened condition increases by the duration of the second effect.
Grappled You cannot move or take two-handed actions; you take a –2 penalty to AC, most attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability checks; and you cannot make attacks of opportunity.
You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple (see Grapple on page 246). In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity.
You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.
Helpless Your Dex modifier is –5, and melee attacks against you gain a +4 bonus.
You are bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. You are treated as having a Dexterity of 0 (making your Dexterity modifier –5), and melee attacks against you gain an additional +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against you.
Nauseated You’re unable to attack, cast spells, or concentrate on spells, and the only action you can take is a single move action per turn.
You are experiencing stomach distress. You can’t attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
Off-kilter You can’t take move actions except to right yourself, you take a –2 penalty to attacks, and you’re flat-footed. (: no penalty to attacks, nor flat-footed)
You are disoriented and floating in zero gravity. You can’t take move actions to move your speed, crawl, or take a guarded step. You are flat-footed and take a –2 penalty to attack rolls.
You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. See Zero Gravity on page 402 for more information.
Ysoki are scrappy and nimble even when the odds are against them. When off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition.
Off-target You take a –2 penalty to attack rolls.
Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target.
Overburdened Speeds are reduced to 5 feet; maximum Dex bonus to AC is reduced to +0; and you take a –5 penalty to Str- and Dex-based checks.
All of your speeds are reduced to 5 feet, your maximum Dexterity bonus to your Armor Class is reduced to +0, and you take a –5 penalty to Strength- and Dexterity-based checks (or your armor’s armor check penalty, whichever is worse).
Panicked You drop all held items; you flee at top speed; you cannot take other actions; you take a –2 penalty to ability checks, saving throws, and skill checks; and you cower if cornered.
You drop everything you are holding and flee at top speed along a random path away from the source of your fear, as well as from any other dangers you encounter. You can’t take any other actions. In addition, you take a –2 penalty to all ability checks, saving throws, and skill checks. If cornered, you cower and don’t attack, typically using the total defense action in combat and nothing else. You can use special abilities, including spells, to flee; indeed, you must use such means if they are the only way you have to escape.
Paralyzed Your Dex modifier is –5, and you cannot move but can take mental actions.
You are almost entirely frozen in place and unable to move your body except to squirm slightly, move your eyes, and so on. You aren’t helpless, though you are treated as having a Dexterity modifier of –5. You can take purely mental actions but no physical actions. If you are flying in the air when you become paralyzed and your flight is dependent on physical means (such as wings), you fall. If you are swimming when you become paralyzed, you could drown (see Suffocation and Drowning on page 404). A creature can move through a space you occupy, whether or not it is your ally. Each square you occupy, however, counts as 2 squares to move through.
Pinned You cannot move, you’re flat-footed, and you take penalties to the same attributes as for grappled but the penalty is –4.
You are tightly bound and can take few actions. While you are pinned, you can’t move and are flat-footed. You also take an additional –4 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks (these penalties replace those from the grappled condition and also apply to attempts to grapple your opponent or free yourself; see Grapple on page 246). You are limited in the actions that you can take. You cannot take any action that requires the use of any of your limbs, but you can always attempt to free yourself, usually through an attack roll or Acrobatics check. You can’t make attacks of opportunity while you are pinned, but you can still take verbal and mental actions, such as spellcasting.
Prone You take a –4 penalty to melee attacks, a +4 bonus to AC against ranged attacks, and a –4 penalty to AC against melee attacks.
You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action.
Shaken You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks.
You take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks while you have the shaken condition. If you are already shaken and then become subject to an additional effect that would cause you to be shaken, the duration of the shaken condition increases by the duration of the second effect.
Sickened You take a –2 penalty to ability checks, attack rolls, weapon damage rolls, saving throws, and skill checks.
You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Stable You’re no longer dying, but you are still unconscious.
If you were dying but spent Resolve Points to stabilize (see Using Resolve Points beginning on page 250 in Injury and Death), or if you received healing from an ally, you are stable. You are no longer dying, but you are still unconscious.
Staggered You can take only a single move or standard action each round and can’t take reactions, but you can take swift actions as normal.
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
Stunned You drop everything held, you can’t take actions, and you’re flat-footed.
You drop everything you are holding, you can’t take actions, and you are flat-footed.
Unconscious You’re knocked out and helpless.
You are knocked out and helpless. Unconsciousness can result from having 0 Hit Points.