Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact.
Degrees of Detection: Observed, hidden, undetected, unnoticed
Senses: Blinded, concealed, dazzled, deafened, invisible
Death and Dying: Doomed, dying, unconscious, wounded
Attitudes: Hostile, unfriendly, indifferent, friendly, helpful
Lowered Abilities: Clumsy, drained, enfeebled, stupefied
You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue.
For example, let's say you have been hit by a monster that "drains" your vitality; your wound causes you to be "enfeebled 2" and "flat-footed" until the end of the monster's next turn. Before the end of that creature's next turn, a trap poisons you, making you "enfeebled 2" for 1 minute. In this case, the "enfeebled 2" that lasts for 1 minute replaces the "enfeebled 2" from the monster, so you would be "enfeebled 2" for the longer duration. You would remain "flat-footed", since nothing replaced that condition, and it still lasts only until the end of the monster's next turn.
Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you've been affected by it. In the example above, a spell that removes the "enfeebled" condition from you would remove it entirely—the spell wouldn't need to remove it twice.
Conditions with different values are considered different conditions. If you're affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a "slowed 2" condition that lasts 1 round and a "slowed 1" condition that lasts for 6 rounds, you'd be "slowed 2" for the first round, and then you'd change to "slowed 1" for the remaining 5 rounds of the second effect's duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your "slowed" value by 1, it would reduce the first condition from the example to "slowed 1" and reduce the second to "slowed 0", removing it.
Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends.
Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed.
Blinded
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"
Broken
"Broken" is a condition that affects objects. An object is "broken" when damage has reduced its HP below 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
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.
Concealed
While 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 (25% miss chance).
Confused
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 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".
Controlled
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 Delay. The controller usually does not have to spend their own actions when controlling you
Dazzled
Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are "concealed" from you.
Deafened
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
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
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 HP equal to your level (min 1) times the "drained" value, and your max HP is reduced by the same amount. Losing this HP doesn't count as taking damage.
Each time you get a full night's rest, your "drained" value decreases by 1. This increases your max HP but you don't immediately recover the lost HP
Dying
You 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 (Core: pg 459 or death page on the site) 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.
If you lose the dying condition by succeeding at a recovery check and are still at 0 HP, you remain "unconscious", but you can wake up as described in that condition. You lose the "dying" condition automatically and wake up if you ever have 1 HP or more. Any time you lose the "dying" condition, you gain the "wounded 1" condition, or increase your "wounded" condition value by 1 if you already have that condition.
Encumbered
You are carrying more weight than you can manage. While you're "encumbered", you're "clumsy 1" and take a 10ft penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5ft.
Enfeebled
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
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). This condition ends if a creature uses hostile actions against you or any of your allies.
Fatigued
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
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.
Fleeing
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. 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 Ready while fleeing.
Friendly
This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is "friendly" to a character likes that character. The character can attempt to make a Request of a "friendly" creature, and the "friendly" creature is likely to agree to a simple and safe request that doesn't cost it much to fulfill. If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.
Frightened
You're gripped by fear and struggle to control your nerves. The "frightened" 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
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.
Helpful
This condition reflects a creature's disposition towards a particular character, and it affects only creatures that are not player characters. A creature that is "helpful" to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren't at the expense of the helpful creature's goals or quality of life. If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM
Hidden
While you're "hidden" from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become "hidden" by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains "hidden" rather than observed. A creature you're "hidden" from is "flat-footed" to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.
A creature might be able to use the Seek action to try to observe you, as described on Core: pg 471
Hostile
This condition reflects a creature's disposition towards a particular character, and it affects only creatures that are not player characters. A creature that is "hostile" to a character actively seeks to harm that character. It doesn't necessarily attack, but it won't accept Requests from the character.
Immobilized
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 Fort DC) of the monster holding you in place.
Indifferent
This condition reflects a creature's disposition towards a particular character, and it affects only creatures that are not player characters. A creature that is "indifferent" to a character doesn't really care one way or the other about that character. Assume a creature's attitude to a given character is indifferent unless specified otherwise
Invisible
While "invisible", you can't be seen. You're "undetected" to everyone. Creatures can Seek 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
Observed
Anything in plain view is "observed" by you. If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become "hidden" or "undetected" instead of "observed". If you have another precise sense instead of or in addition to sight, you might be able to "observe" using that sense instead. You can observe a creature only with precise senses. WHen Seeking a creature using only imprecise senses, it remains hidden, rather than observed.
Paralyzed
Your body is frozen in place. You have the "flat-footed" condition and can't act except to Recall Knowledge 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 Seek while paralyzed.
Persistent Damage
"Persistent damage" comes from effects like acid, being on fire, or many other situations. It appears as "X persistent [type] damage," where "X" is the amount of damage dealt and the "[type]" is the damage type. Instead of taking "persistent"" damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the "persistent damage". If you succeed, the condition ends.
Petrified
You have been turned to stone. You can't act, nor can you sense anything. You become an object with a Bulk double your normal Bulk (typically 12 for a petrified medium creature or 6 for a small creature), AC 9, Hardness 8, and the same current HP you had when alive. You don't have a Broken Threshold. When you're turned back into flesh, you have the same number of HP you had as a statue. If the statue si 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
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 ragned attacks (but you remain "flat-footed").
If you would be knocked "prone" while you're Climbing or Flying, you fall (see Core: pg 463-464 for rules on falling). You can't be knocked prone when Swimming.
Quickened
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 you made "quickened". Because quickened has its own effect at the start of your turn, you don't immediately gain actions if you become quickened during your turn.
Restrained
You're tied up and can barely move, or a creature has you pinned. You ahve the "flat-footed" and "immobilized" conditions, and you can't use any action with the attack or manipulate traits except to attempt to Escape or Force Open you bonds. "Restrained" overrides "grabbed"
Sickened
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
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
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
Your thoughts and instincts are clouded. "Stupefied" always includes a value. You take a status penalty equal to this value on Intelligence-, 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
You're sleeping, or you've been knocked out. You can't act. You take a —4 status penalty to AC, Perception, and Reflex 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 HP. If you are restored to 1 HP 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 HP, but not "dying", you naturally return to 1 HP 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 HP (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.
Undetected
When you are "undetected" by a creature, that creature cannot see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're "undetected" by a creature, that creature is "flat-footed" to you.
Unfriendly
This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose this condition on a PC. A creature that is "unfriendly" to a character dislikes and specifically distrusts that character. The "unfriendly" creature won't accept Requests from the character.
Unnoticed
If you are "unnoticed" by a creature, that creature has no idea you are present at all. When you're "unnoticed", you're also "undetected" by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence.
Wounded
You have been seriously injured. If you lose the "dying" condition and do not already have the "wounded" condition, you become "wounded 1". If you already have the "wounded" condition when you lose the "dying" condition, your "wounded" condition value increases by 1. If you gain the "dying" condition while "wounded", increase your "dying" condition value by your "wounded" value.
The "wounded" condition ends if someone successfully restores HP to you with Treat Wounds, or if you are restored to full HP and rest for 10 minutes.