I loved this episode, but was suprised that you said that this method of construction was dead in the US. There is a company in Texas still building these. Sad Stories Sign Up Here For KARA's Free Friday Morning Real Story KARA tracks current news about at risk children bringing transparency and. Conditions - Pathfinder. If effects can't combine, apply the most severe effect. Antagonized. A hostile action is any attack or effect that causes direct harm to an opponent in the form of damage, negative conditions, or any other effect that penalizes or hinders a creature. Furthermore, an antagonized creature does not threaten any opponents except its antagonist: it cannot make attacks of opportunity or be used to determine flanking bonuses against other opponents. A creature is no longer antagonized if its antagonist is helpless, unconscious, or cannot participate in combat. If an antagonized creature uses an ability that targets multiple creatures, the antagonist must be chosen among these targets. If an antagonized creature uses an ability that targets an area, its antagonist must be within the ability's targeted area. On each round after the first, an antagonized creature may attempt a Sense Motive skill check to realize the folly of its actions during its turn as a swift action. This skill check is opposed by the antagonist's original antagonize skill check. Is an invisible fence right for your dog? Trainer Mikkel Becker takes you through her own fence-buying process. Learn what she ultimately decided.If the creature succeeds on its Sense Motive skill check, the antagonized condition ends, but the creature suffers a - 2 penalty on attack rolls and a - 2 penalty to the saving throw DC of its abilities and any spells it casts for 1 minute. These penalties do not apply against the antagonist. Bleed. A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 1. Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
Blinded. The creature cannot see. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (5. Blind creatures must make a DC 1. Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or. Broken. 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 task. The broken condition has the following effects, depending upon the item. If the item is a weapon, any attacks made with the item suffer a . Such weapons only score a critical hit on a natural 2. Broken armor doubles its armor check penalty on skills. If the item is a tool needed for a skill, any skill check made with the item takes a . Items with the broken condition, regardless of type, are worth 7. If the item is magical, it can only 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. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non- magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 2. Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one- tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined). Special Note on Ships: Ships, and sometimes their means of propulsion. When a ship gains the broken condition, it takes a . If a ship or its means of propulsion becomes broken, the ship's maximum speed is halved and the ship can no longer gain the upper hand until repaired. If the ship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed (from Advanced Naval Combat.)Confused. A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all 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 last 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. Behavior. 01. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who 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. The character is frozen in fear and can take no actions. A cowering character takes a . A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round. Dazzled. The creature is unable to see well because of over- stimulation of the eyes. A dazzled creature takes a . As far as we (d. 20pfsrd. Pathfinder so whether or not this is true in your campaign should be considered GM discretion. Dead. The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies. Deafened. A deafened character cannot hear. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them. Disabled. A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full- round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying. A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 1. Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally. Dying. A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 1. Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 2. 0 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies. Energy Drained. Does energy drain count as a death effect? Energy drain is not a death effect. The undead type calls out immunities to . For example, if you are immune to death effects, you aren't necessarily immune to energy drain. If the subject has at least as many negative levels as Hit Dice, he dies. See Energy Drain and Negative Levels and FAQ at right for additional information. Entangled. The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a . An entangled character who attempts to cast a spell must make a concentration check (DC 1. Exhausted. An exhausted character moves at half speed, cannot run or charge, and takes a . After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. Fascinated. A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. Any potential threat, such as a hostile creature approaching, allows the fascinated creature 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 the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action. Fatigued. A fatigued character can neither run nor charge and takes a . Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.
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