Pathfinder: Kingmaker Wiki

In Pathfinder: Kingmaker numerous conditions exist that can be inflicted on creatures and characters and affect them by changing, for example, Attributes, Armor Class (AC) or their speed. If one of your characters is affected by one or several conditions those are shown as little symbols on the right side of the character's portrait. Conditions are also shown in the lower right corner of the character screen. Often the condition itself is not shown, but the spell or ability that is affecting the character. Hover over the symbol and read the tooltip to find out what condition the spell is inflicting on the character.

Until all conditions are added to this Wiki you can find a list of all Pathfinder conditions as defined by the PnP rules here. Most of the descriptions should be accurate.

List of Conditions[]


This article is a incomplete article. You can help Pathfinder: Kingmaker Wiki by expanding it.

Condition Description ID
Ability damage Reduces a creature's ability scores (Str, Dex, Int, Con, Wis, Cha) making it less effective. If a creature's constitution ability score reaches 0, they die, while if any other ability score reaches 0, they instead become incapacitated. x
Ability drain Similar to Ability damage, but harder to heal. x
Attack nearest The creature is forced to perform weapon attacks on nearest target, whether its friend or foe. 30
Barbarian's rage A special condition for Psychotic Undertow area buff effect for Rage in The Treasure of the Midnight Isles. 43
Bleeding This creature takes hit point damage each turn. Bleeding can be stopped through the application of any spell that cures hit point damage (even if the bleed is ability damage). x
Blindness The creature cannot see. It takes a –2 penalty to Armor Class and loses its Dexterity bonus to AC (if any). All opponents are considered to have total concealment (50% miss chance) against the blinded creature. 1
Blurred vision The creature treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls.
Applied only by Touch of Darkness (Darkness Domain) and Frost Cover (Sithhud)
34
Can't act The creature can not perform any actions, but is not considered #helpless. 28
Can't attack The creature can not perform weapon attack actions. 32
Can't enter stealth The creature can not enter stealth mode.
Applied by various Rage (Ability) effects.
40
Cant Use Standard Actions The creature can not use Standard Actions 55
Combat reflexes You may make attacks of opportunity while flat-footed.
This condition is gained through Uncanny Dodge, Robe of Eyes, Combat Reflexes, Natural Cunning.
39
Confusion A confused creature can't think straight or act normally. It can't tell a friend from an enemy, and keeps attacking the last creature that attacked it until it dies or moves out of sight.

Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round.

d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Strength modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

A confused creature who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature.

25
Cowering The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). 41
Dazed The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed creature is not paralyzed and receives no penalty to movement. 9
Dazzled A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks. 22
Death's Door Character is at the death's door, and escaped a deadly blow only by sheer luck. If their hit points fall below their negative Constitution score again, then they will truly die. This condition can be removed by visiting a healer at the safe spot or by Restoration, Greater. 5
Devoured By Swarm Unused? 50
Dexterity bonus to AC lost The creature loses Dexterity and other similar bonuses to AC when attacked. It uses Flat-Footed AC value. 21
Difficult terrain The character moves at a half normal speed on difficult terrain. Surfaces like swamp or ice are considered difficult terrain. This effect is countered by Feather Step spell. 12
Disable Mount Riding Unused? There is separate mechanic component for that. 48
Disabled attacks of opportunity The creature can not perform Attack of Opportunity. 29
Disrupted Your spellcasting is obstructed. To cast a spell, you need to make a concentration check with 15 + double spell level difficulty. 49
Distracted Your spellcasting is obstructed. To cast a spell, you need to make a concentration check with 15 + spell level difficulty. 26
Domination Dominated enemies fight on the side of the character that dominated them. They turn on their allies and attack them to the best of their ability. Every turn, the affected character makes a Will save to attempt to throw off the domination.
Entangled When a character is entangled, they can only move at half speed, they cannot run or charge, and they suffer a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must pass a concentration check (DC 15 + spell level), or lose the spell. 11
Exhausted An exhausted character moves at half speed, cannot charge, and takes a –6 penalty to Strength and Dexterity. After a complete rest, exhausted characters are no longer exhausted. 42
Extraordinary And Supernatural Abilities Forbidden The creature can not perform any Extraordinary or Supernatural abilities. 53
Energy Drained The character gains one or more negative levels, which might permanently drain the character's levels. If the subject has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks, combat maneuvers bonuses and defenses; loss of 5 hit points; and -1 to effective level (for determining the power-dice, duration, chance to penetrate spell resistance, and other details of spells or special abilities). Negative levels stack. x
Fatigued A fatigued character cannot charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become #exhausted. After a complete rest, fatigued characters are no longer fatigued. 3
Flat-footed A character who has not yet acted during combat or a character that cannot properly see an opponent is flat-footed, unable to react normally to the situation. A flat-footed character loses their Dexterity bonus to AC and Combat Maneuver Defense (CMD), if any, and does not make attacks of opportunity.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat – they still lose Dexterity bonus if they are Held, Paralyzed, immobilized, or helpless in anyway.

x
Forced move A creature that is forced to be moved. Apparently only relevant for Tsunami spell effect. 27
Frightened A frightened creature flees from the source of its fear as best it can. If it's unable to flee, it may fight, but a frightened creature suffers a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. 13
Grappled A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity, also a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. x
Greater Invisibility A stronger version of #Invisible condition. 54
Helpless A helpless opponent is sleeping, paralyzed, unconscious, or otherwise at your mercy.

Melee attacks against a helpless target get a +4 bonus. In addition, a helpless character is treated as having a Dexterity of 0, giving them an appropriate penalty to AC. Rogues, slayers and other characters who have sneak attack ability can apply it to helpless targets.

A character can use a melee weapon to deliver a coup de grace to a helpless foe.

24
Immobilized This creature is unable to move. 19
Immobilized This creature is unable to move. Alternative Immobilized condition. 38
Immune to attacks of opportunity Your movement does not provoke attacks of opportunity. 35
Immune to combat maneuvers Unused? There is separate component ManeuverImmunity 37
Invisible Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

This condition is most often caused by the Vanish, Invisibility, or Greater Invisibility spells, but can also be a natural condition for some creatures.

7
Magic Items Forbidden The creature can not use magic items. 52
Nauseated Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. 2
Negated Spellblight A negated spellcaster has their ability to manipulate magical energies disrupted. They gain spell resistance. This spell resistance cannot be voluntarily lowered. In addition, anytime they cast a spell, they must make a caster level check (1d20 + their caster level) against this spell resistance. On a successful check, the spell is completed and the spellcaster's spell resistance is removed until the start of their next turn. Failure indicates they failed to muster up enough magical energy to cast the spell, but the spell is not lost and may be attempted again. 57
Prone The character is lying on the ground. A prone creature cannot attack. A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

14
Paralyzed A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless. 4
Petrified A petrified character has been turned to stone and is considered #unconscious. 8
See invisibility You can see any objects or beings that are #invisible within your range of vision. 17
Shaken A shaken character suffers a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. 20
Sickened The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. 15
Sleep A sleeping creature is helpless and treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. Sleeping creatures wake up after being wounded. 16
Slowed An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered. Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed. 10
Spellcasting Forbidden The creature can not cast spells. 51
Staggered A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. 6
Stunned A stunned creature can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

23
Suppressed Energy Immunity Any energy immunities on the creature are suppressed.
Applied by Vulnerability Curse hex.
45
Suppressed Energy Resistance Any energy resistance on the creature are suppressed.
Applied by Symbol of Vulnerability spell and Vulnerability Curse hex.
44
True seeing A creature bypasses the effects of Blur, Displacement and Mirror Image on the target.
In Wrath of the Righteous it is negated by Mind Blank.
18
Unconscious Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points. 31
Unlootable The creature does not drop any loot. Purely a mechanical condition. 33
Use Ability Forbidden The creature can not perform any ability actions.
Applied by Cacophonous Call and Alchemically Nauseated (Incense Synthesizer)
46
Use Mobility skill to negate attack of opportunity Unused? Mythic Trickster? 36
Use Mobility To Negate Defensively Fail Unused? Mythic Trickster? 56
Walking Dead Unused? 47

Summarize table for debuff[]

This table summarize the debuff conditions and can be included in other pages.

Condition Effect
Asleep =Helpless
Blinded Can't see. -2 AC, no DEX bonus to AC. 50% miss chance.
Confused Randomly acts normally, does nothing, harms self, attacks random target
Dazed Can't take actions
Dazzled -1 attack rolls
Fatigued -2 STR, -2 DEX
Frightened =Shaken + flees
Grappled Can't move. -4 DEX. -2 attack rolls and CMB/CMD. Can't make OOPs
Helpless Can't take actions. DEX=0. +4 attack against helpless targets
Nauseated Can't take actions except move (as a standard action)
Paralyzed =Helpless + STR=0
Prone -4 attack rolls, -4 AC (melee), +4 AC (ranged)
Shaken -2 attack rolls, saves, skill and ability checks
Sickened -2 attack rolls,damage saves, skill and ability checks
Staggered Can't take both move and standard actions in one round, can't perform full-round actions
Stunned Can't take actions. - 2 AC, no DEX bonus to AC