Spreadsheet: 717562d1612736625-having-a-2nd-and-3rd-cascading-dropdown-list-off-a-first-dropdown-pathfinder-2-blank
Sheet: cond

 |  |  | AC | Str | Dex | Con | Int | Wis | Cha | checks | saves | perception | DC's | actions | dying mx | turns lost | skills | attack | [NAME] | prohibited from | required to | ends | you are also | notes
Blinded |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | detect using vision |  |  | in difficult terran | You 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.
Clumsy |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Your 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.
Confused |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | delay, ready, reaction | attack randomly |  | - | You 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 [NAME], Ready, or use reactions.  You use all your actions to [NAME] 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 |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | obey orders |  | - | Someone 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 [NAME]. The controller usually does not have to spend their own actions when controlling you.
Dazzled |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | flat 5 miss chance |  |  | - | Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.
Deafened |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | crit fail hearing perception checks |  |  | - | You 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 |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | - | A 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 |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | - | When 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 [NAME], but you don’t immediately recover the lost [NAME].
Enfeebled |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | - | You’re physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Fascinated |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | concentration trait on others |  | if attacked | - | You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can’t use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to [NAME] and Recall Knowledge about the subject, but you likely couldn’t cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies.
Fatigued |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | exploration activities |  |  | - | You’re tired and can’t summon much energy. You take a –1 status penalty to AC and saving throws. While exploring, you can’t choose an exploration activity.  You recover from fatigue after a full night’s rest.
Flat-Footed |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | - | You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others—especially conditions—can make you universally flat-footed against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”
Fleeing |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | delay, ready | flee |  | - | You’re forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can’t Delay or [NAME] while fleeing.
Frightened |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | - | You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.
Grabbed |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | move trait |  |  | flat footed, imobilized | You’re held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.
Immobilized |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | move trait |  |  | - | You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually [NAME]) of the monster holding you in place.
Invisible |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | - | While invisible, you can’t be seen. You’re undetected to everyone. Creatures can [NAME] to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Sneak. You can’t become observed while invisible except via special abilities or magic.
Paralyzed |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | doing anything except recall knowledge or pure mental act. |  |  | flat footed | Your body is frozen in place. You have the flat-footed condition and can’t act except to [NAME] and use actions that require only the use of your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving your body, so you can’t [NAME] while paralyzed
Petrified |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | doing anything perid, youre stone |  |  | - | You have been turned to stone. You can’t act, nor can you sense anything. You become an object with a [NAME] double your normal [NAME] (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a [NAME]. When you’re turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time.
Prone |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | any move other than crawl or stand |  | stand up action | flat footed | You’re lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).  If you would be knocked prone while you’re Climbing or Flying, you fall (see pages 463–464 for the rules on falling). You can’t be knocked prone when Swimming.
Quickened |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | - | You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.
Restrained |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | attack or manipulate exept to.escape, force open vs bonds, move trait |  |  | flat footed, imobilized | You’re tied up and can barely move, or a creature has you pinned. You have the flat-footed and immobilized conditions, and you can’t use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed.
Sickened |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | fort save vs. DC reduce by 1(2 crit) | You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can’t willingly ingest anything—including elixirs and potions—while sickened.  You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).
Slowed |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | - | You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn.
Stunned |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | acting |  |  | - | You’ve become senseless. You can’t act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.  Stunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn.
Stupefied |  | 0 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | casting spell, flat check 5+stupified value |  |  | - | Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on [NAME], Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.
Unconscious |  | OFF |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | detect using vision |  |  | blinded, flatfooted, prone | You’re sleeping, or you’ve been knocked out. You can’t act. You take a –4 status penalty to AC, Perception, and [NAME] saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.  If you’re unconscious because you’re dying, you can’t wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.  If you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.  If you’re unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition. You take damage, provided the damage doesn’t reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.  You receive healing, other than the natural healing you get from resting.  Someone shakes you awake with an Interact action.  There’s loud noise going on around you—though this isn’t automatic. At the start of your turn, you automatically attempt a Perception check against the noise’s DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their Stealth DCs. Some magical effects make you sleep so deeply that they don’t allow you to attempt this Perception check.  If you are simply asleep, the GM decides you wake up either because you have had a restful night’s sleep or something disrupted that rest.
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