Conditions from Afflictions with no duration


Running the Game


I'm unclear on how long conditions that come from afflictions are meant to last. Let's take Goblin Pox as an example:

Your touch afflicts the target with goblin pox. The effect is based on the result of the target’s Fortitude save.
Success The target is sick 1.
Critical Success The target is unaffected.
Failure The target is afflicted with goblin pox at stage 1.
Critical Failure The target is afflicted with goblin pox at stage 2.
Goblin Pox (disease) Level 1. Goblins and goblin dogs are immune.
Stage 1 sick 1 (1 round); Stage 2 sick 1 and slowed 1 (1 round); Stage 3 sick 1 and can’t reduce its sick value below 1 (1 day)

So this has the potential to apply two different conditions: sick 1 and slowed 1.

Sick can usually be removed by spending an action and succeeding at a save, so I'm assuming that it sticks around until that's done. Is that incorrect? Does recovering from the disease also remove the sick condition? If it does, that almost makes it beneficial to fail the initial save then succeed on the second one rather than just making the initial save since now it wouldn't cost you an action to get rid of the sick condition.

Slowed has no inherent way to be removed, though. Are you stuck with it until you can find some magic or item or something that gets rid of it, or does it only affect you while you're in stage 2? If slowed only lasts while you're in stage 2 does that mean you also recover from sick if you recover from the disease? If not, why not?


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Without information to the contrary, I would assume the condition lasts as long as the disease does. Since it looks like diseases do not have a listed duration, I take it to mean they need to be cured, either by making saving throws, using magic or the medicine skill.


The Cockatrice's petrifying beak causes the Slowed condition and possibly the Petrified one. The rules for handling the petrification are very clear, but just the slowed one seems to be permanent.


Would this count as information to the contrary Fumarole?

Conditions from Afflictions - Page 325 wrote:


An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Alternatively, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.


Pathfinder Lost Omens, Rulebook Subscriber
Artoo wrote:

Would this count as information to the contrary Fumarole?

Conditions from Afflictions - Page 325 wrote:


An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Alternatively, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.

No that is just letting you know how to handle things when there is an exception, not that it is always the case.

Dark Archive

I believe when a stage is complete, you make a save. If you pass your condition improves (like stage 2 to 1), and if you fail, your condition worsens (like 2 to 3). If you're at stage 1 and you pass your save, the condition ends.


Malk_Content wrote:
Artoo wrote:

Would this count as information to the contrary Fumarole?

Conditions from Afflictions - Page 325 wrote:


An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Alternatively, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.
No that is just letting you know how to handle things when there is an exception, not that it is always the case.

So then how do you tell when it's an exception? The part I quoted indicated that if an affliction gives you the drained condition it will not go away along with the condition, what's special about the drained condition?


Mergy wrote:
I believe when a stage is complete, you make a save. If you pass your condition improves (like stage 2 to 1), and if you fail, your condition worsens (like 2 to 3). If you're at stage 1 and you pass your save, the condition ends.

Conditions and Afflictions aren't the same thing. Conditions don't have stages, Afflictions do. Afflictions can cause conditions. What you're talking about is how Afflictions work. I'm asking about how the Conditions caused by Afflictions work. I quoted some text above that clearly states that at least sometimes those Conditions do not go away when the Affliction goes away, and I'm trying to figure out what those circumstances are.


Pathfinder Lost Omens, Rulebook Subscriber
Artoo wrote:
Malk_Content wrote:
Artoo wrote:

Would this count as information to the contrary Fumarole?

Conditions from Afflictions - Page 325 wrote:


An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Alternatively, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.
No that is just letting you know how to handle things when there is an exception, not that it is always the case.
So then how do you tell when it's an exception? The part I quoted indicated that if an affliction gives you the drained condition it will not go away along with the condition, what's special about the drained condition?

Well if there is no exception listed (i.e the affliction states something like Drained(1 minute) you look at the general rule. The general rule for Drained is it reduces by 1 when you regain hitpoints by resting and when it reaches 0 it goes away.


Malk_Content wrote:


Well if there is no exception listed (i.e the affliction states something like Drained(1 minute) you look at the general rule. The general rule for Drained is it reduces by 1 when you regain hitpoints by resting and when it reaches 0 it goes away.

Okay, so look back at my original question. Goblin Pox at Stage 2 gives the slowed 1 condition with no duration specified. The 1 round is for the stage's interval, if you are claiming that's the duration for slowed 1 then you've instead created a situation where the stage has no interval. The general rule for the slowed condition has no inherent duration or way of getting rid of it.

If you would like an example that has a condition with no inherent duration that doesn't happen to have the stage's interval right after it, here from the giant centipede in the bestiary:

Centipede Venom (poison) Saving Throw Fortitude DC 13; Maximum Duration 6 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and sluggish 2 (1 round)

Stage 2 has flat-footed (for which the general rule includes no duration or way of getting rid of it) with no duration attached to it.


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Pathfinder Lost Omens, Rulebook Subscriber

Yeah so it isn't otherwise noted it lasts as long as the affliction.

Centipede Venom deals 1d6 poison and flat footed each round at Stage 1. And 1d6, flat footed and sluggish 2 for 1 round at Stage 2. I'm not sure what the problem is.

Goblin Pox's conditions last 1 round at Stage 1 and 2 and 1 day ad Stage 3. Because Stage 3 won't be refreshing on a round per round basis, they give the extra conditional that you can't reduce Sick below 1 whilst afflicted, in order to prevent someone vomitting and being done with it.

Dark Archive

I thought it natural that the condition should end with the affliction; if it's not specifically stated one way or another in the playtest it absolutely should be in the final print.


So just to be clear:

Mergy: You think any condition ends along with the affliction? If that's the case, what's the purpose of the text I quoted?

Malk_Content: You think if there is a duration in the description of the condition you use that and if there isn't one the duration is the same as the interval of the stage that caused it? Can you actually point to anything that supports that? Because that get complicated with conditions that don't exactly have a duration, but sort of do, like frightened, what then?

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