Conditions

Conditions alter a creature's capabilities in a variety of ways and arise as a result of a spell or other effect. Most conditions, such as blinded and deafened, are impairments, but a few, such as incorporeal and invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If more than one effect impose the same condition on a creature, each instance of the condition has its own duration, but the effects of the condition are not compounded on the creature.

The following definitions specify what happens to a creature while it is subjected to a condition. Each definition is a starting point. It's up to the DM to determine additional details that might be appropriate for the condition in certain circumstances.
For example, an intoxicated character normally makes ability checks with a penalty, but the DM might decide that Charisma checks made to influence ale-loving dwarves don't suffer this drawback.
The term "Creature" in the lists below refers to Player Characters, NPCs, humanoids and other monsters.

Condition Definitions

Blinded

Charmed

Deafened

Exhausted

Enraged

Frightened

Grappled

Incorporeal

Intoxicated

Invisible

Paralyzed

Petrified

Poisoned

Prone

Restrained, including magically held

Stunned

Unconscious

Special Types Of Attacks

Magically Sleeping or Held Opponents

If a general melee is in progress, and the attacker IS subject to enemy actions, then these opponents are automatically struck by any attack to which they would normally be subject, and the maximum damage possible according to the weapon type is inflicted each time such an opponent is so attacked. The number of attacks or attack routines possible against such an opponent is twice the number normally allowed in a round. Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round.