Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Starfinder StatusInfo API conditions

Hi! I made this for Status Info Api {"config":{"command":"condition","sendOnlyToGM":false,"showDescOnStatusChange":false,"showIconInDescription":true,"firsttime":false},"conditions":{"blinded":{"name":"Blinded","description":"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). 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 other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.","icon":"bleeding-eye"},"paralyzed":{"name":"Paralyzed","description":"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, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.","icon":"pummeled"},"broken":{"name":"Broken","icon":"broken-shield","description":"Items that have taken damage in excess of half their total Hit Points gain the broken condition, meaning they are less effective at their designated tasks. The broken condition has the following effects, depending upon the item. If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage. If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks. If the item is a vehicle, it has a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and its MPH are halved. If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down (minimum 0). If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, can be resold for only half the normal resale value (usually 5% of the item’s purchase price). Any item can be repaired with a mending or make whole Spell cast by a character with a caster level equal to or higher than the item’s level. Items lose the broken condition if the Spell restores the object to half its original Hit Points or higher. In addition, magic items can be repaired with the Mysticism skill, and technological items can be repaired with the Engineering skill. Hybrid items can be repaired with either skill. Most repair shops (magical or technological) charge 10% of the item’s original purchase price to repair such damage (or more if the item is badly damaged or ruined)."},"bleeding":{"name":"Bleeding","icon":"half-heart","description":"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."},"confused":{"name":"Confused","icon":"broken-skull","description":"A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all other creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that attacked it until that creature is dead or 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. 01–25\tAct normally. 26–50\tDo nothing but babble incoherently. 51–75\tDeal 1d8 points of damage + Str modifier to self with item in hand. 76–100\tAttack nearest creature (for this purpose, a familiar counts as part of the subject’s self ). A confused creature that can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature that is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked)."},"cowering":{"name":"Cowering","description":"You’re frozen with fear. You’re flat-footed and can take no actions.","icon":"half-haze"},"dazed":{"name":"Dazed","description":"Unable to act normally. Can take no actions. No penalty to AC. A dazed condition typically lasts 1 round.","icon":"lightning-helix"},"dazzled":{"name":"Dazzled","icon":"chemical-bolt","description":"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":{"name":"Dead","icon":"dead","description":"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 for more information.) You can also die from ability damage, ability drain, or negative levels, or by taking massive damage. 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":{"name":"Deafened","icon":"interdiction","description":"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":{"name":"Dying","icon":"death-zone","description":"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."},"entangled":{"name":"Entangled","icon":"cobweb","description":"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":{"name":"Exhausted","icon":"back-pain","description":"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":{"name":"Fascinated","icon":"angel-outfit","description":"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":{"name":"Fatigued","icon":"tread","description":"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":{"name":"Flat-Footed","icon":"padlock","description":"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."},"grappled":{"name":"Grappled","icon":"grab","description":"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. 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":{"name":"Helpless","icon":"black-flag","description":"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."},"asleep":{"name":"Asleep","icon":"three-leaves","description":"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."},"burning":{"name":"Burning","icon":"fluffy-wing","description":"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."},"encumbered":{"name":"Encumbered","icon":"frozen-orb","description":"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)."},"frightend":{"name":"Frightend","icon":"screaming","description":"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."},"nauseated":{"name":"Nauseated","icon":"trophy","description":"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":{"name":"Off-kilter","icon":"flying-flag","description":"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 for more information."},"off-targer":{"name":"Off-Targer","icon":"archery-target","description":"Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target."},"overburdened":{"name":"Overburdened","icon":"white-tower","description":"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":{"name":"Panicked","icon":"strong","description":"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."},"pinned":{"name":"Pinned","icon":"sentry-gun","description":"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). 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":{"name":"Prone","icon":"ninja-mask","description":"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":{"name":"Shaken","icon":"chained-heart","description":"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":{"name":"Sickened","icon":"green","description":"You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks."},"stable":{"name":"Stable","icon":"all-for-one","description":"If you were dying but spent Resolve Points to stabilize (see Using Resolve Points), or if you received healing from an ally, you are stable. You are no longer dying, but you are still unconscious."},"staggered":{"name":"Staggered","icon":"snail","description":"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":{"name":"Stunned","icon":"bolt-shield","description":"You drop everything you are holding, you can’t take actions, and you are flat-footed."},"unconcious":{"name":"Unconcious","icon":"fishing-net","description":"You are knocked out and helpless. Unconsciousness can result from having 0 Hit Points."}}}
1537370203

Edited 1537371112
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
So, this looks like it's just a json string of all the conditions. How do you see this being used exactly? Edit: Ah, it's to change the stausinfo scripts settings, gotcha You'll probably want to specify how to use this. Most users aren't necessarily coders, and even for those of us that are it's good practice to specify what line changes like this should be made on.