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Exam (elaborations)

Pathfinder 2E Conditions Questions with correct Answers

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  • Pathfinder
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  • Pathfinder

Pathfinder 2E Conditions

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  • August 6, 2024
  • 9
  • 2024/2025
  • Exam (elaborations)
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  • Pathfinder
  • Pathfinder
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Pathfinder 2E Conditions

Blinded - answerYou 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
status penalty to Perception checks. You are immune to visual effects. Blinded
overrides dazzled.

Broken - answerBroken is a condition that affects objects. An object is broken when
damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken
object can't be used for its normal function, nor does it grant bonuses— with the
exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a
status penalty to AC depending on its category: -1 for broken light armor, -2 for broken
medium armor, or -3 for broken heavy armor.

A broken item still imposes penalties and limitations normally incurred by carrying,
holding, or wearing it. For example, broken armor would still impose its Dexterity
modifier cap, check penalty, and so forth.

If an effect makes an item broken automatically and the item has more HP than its
Broken Threshold, that effect also reduces the item's current HP to the Broken
Threshold.

Clumsy - answerYour movements become clumsy and inexact. Clumsy always includes
a value. You take a status penalty equal to the condition value to Dexterity-based
checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using
Acrobatics, Stealth, and Thievery.

Concealed - answerWhile you are concealed from a creature, such as in a thick fog, you
are difficult for that creature to see. You can still be observed, but you're tougher to
target. A creature that you're concealed from must succeed at a DC 5 flat check when
targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat
check. If the check fails, the attack, spell, or effect doesn't affect you.

Confused - answerYou don't have your wits about you, and you attack wildly. 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.

Controlled - answerSomeone else is making your decisions for you, usually because
you're being commanded or magically dominated. The controller dictates how you act
and can make you use any of your actions, including attacks, reactions, or even Delay.
The controller usually does not have to spend their own actions when controlling you.

Dazzled - answerYour eyes are overstimulated. If vision is your only precise sense, all
creatures and objects are concealed from you.

Deafened - answerYou 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.

Doomed - answerA powerful force has gripped your soul, calling you closer to death.
Doomed always includes a value. The dying value at which you die is reduced by your
doomed value. If your maximum dying value is 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.

Drained - answerWhen 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.

Dying - answerYou are bleeding out or otherwise at death's door. 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.

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