{
	"condition": [
		{
			"name": "Off-guard",
			"source": "PC1",
			"page": 445,
			"remaster": true,
			"entries": [
				"You're distracted or otherwise unable to focus your full attention on defense. You take a \u20132 circumstance penalty to AC. Some effects give you the off-guard condition only to certain creatures or against certain attacks. Others\u2014especially conditions\u2014can make you off-guard against everything. If a rule doesn't specify that the condition applies only to certain circumstances, it applies to all of them, such as \"The target is off-guard.\""
			]
		},
		{
			"name": "Malevolence",
			"source": "Mal",
			"page": 60,
			"entries": [
				"As the malevolence begins to take its hold on creatures, their body, minds, and souls become increasingly haunted by the supernatural force infesting Xarwin Manor. Malevolence is a special condition that can affect PCs who play in this adventure. The malevolence condition always includes a value. You take a status penalty equal to this value to all saving throws against effects generated by {@trait haunt||haunts} and against all {@trait curse} and {@trait possession} effects. The malevolence condition can be reduced by {@spell restoration}.",
				"The malevolence can never increase above a value of 4. If an effect would increase a creature's malevolence value higher than 4, the creature is instead {@condition stupefied 1} for 24 hours as the malevolence consumes a few of their random, short-term memories. A creature that has a malevolence 4 won't voluntarily leave the Xarwin Manor grounds.",
				"Each time you get a full night's rest in a region not influenced by the malevolence condition, the value of your malevolence decreases by 1."
			]
		},
		{
			"name": "Blinded",
			"source": "CRB",
			"page": 618,
			"entries": [
				"You can't see. All normal terrain is {@quickref difficult terrain||3|terrain} to you. You can't detect anything using vision. You automatically critically fail {@skill Perception} checks that require you to be able to see, and if vision is your only precise sense, you take a \u20134 status penalty to {@skill Perception} checks. You are immune to visual effects. Blinded overrides {@condition dazzled}."
			],
			"group": "Senses"
		},
		{
			"name": "Broken",
			"source": "CRB",
			"page": 618,
			"entries": [
				"Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses\u2014with 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:\u20131 for broken light armor, \u20132 for broken medium armor, or \u20133 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."
			]
		},
		{
			"name": "Clumsy",
			"source": "CRB",
			"page": 618,
			"entries": [
				"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 {@skill Acrobatics}, {@skill Stealth}, and {@skill Thievery}."
			],
			"group": "Lowered Abilities"
		},
		{
			"name": "Concealed",
			"source": "CRB",
			"page": 618,
			"entries": [
				"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 {@condition observed}, but you're tougher to target. A creature that you're concealed from must succeed at a DC {@flatDC 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."
			],
			"group": "Senses"
		},
		{
			"name": "Confused",
			"source": "CRB",
			"page": 618,
			"entries": [
				"You don't have your wits about you, and you attack wildly. You are {@condition flat-footed}, you don't treat anyone as your ally (though they might still treat you as theirs), and you can't {@action Delay}, {@action Ready}, or use reactions.",
				"You use all your actions to {@action 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 {@flatDC 11} flat check to recover from your confusion and end the condition."
			],
			"group": "Lowered Abilities"
		},
		{
			"name": "Controlled",
			"source": "CRB",
			"page": 618,
			"entries": [
				"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."
			]
		},
		{
			"name": "Dazzled",
			"source": "CRB",
			"page": 619,
			"entries": [
				"Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are {@condition concealed} from you."
			],
			"group": "Senses"
		},
		{
			"name": "Deafened",
			"source": "CRB",
			"page": 619,
			"entries": [
				"You can't hear. You automatically critically fail {@skill Perception} checks that require you to be able to hear. You take a \u20132 status penalty to {@skill Perception} checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the {@trait auditory} trait, you must succeed at a DC {@flatDC 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 {@trait auditory} effects."
			],
			"group": "Senses"
		},
		{
			"name": "Doomed",
			"source": "CRB",
			"page": 619,
			"entries": [
				"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."
			],
			"group": "Death and Dying"
		},
		{
			"name": "Drained",
			"source": "CRB",
			"page": 619,
			"entries": [
				"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 Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you're hit by an effect that inflicts drained 3 and you're a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn't count as taking damage.",
				"Each time you get a full night's rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don't immediately recover the lost Hit Points."
			],
			"group": "Lowered Abilities"
		},
		{
			"name": "Dying",
			"source": "CRB",
			"page": 619,
			"entries": [
				"You are bleeding out or otherwise at death's door. While you have this condition, you are {@condition unconscious}. Dying always includes a value, and if it ever reaches dying 4, you die. If you're dying, you must attempt a {@quickref recovery check||3|hit points, healing, and dying} 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 Hit Points, you remain {@condition 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 Hit Point 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."
			],
			"group": "Death and Dying"
		},
		{
			"name": "Encumbered",
			"source": "CRB",
			"page": 619,
			"entries": [
				"You are carrying more weight than you can manage. While you're encumbered, you're {@condition clumsy 1} and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."
			]
		},
		{
			"name": "Enfeebled",
			"source": "CRB",
			"page": 619,
			"entries": [
				"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 {@skill Athletics} checks."
			],
			"group": "Lowered Abilities"
		},
		{
			"name": "Fascinated",
			"source": "CRB",
			"page": 619,
			"entries": [
				"You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a \u20132 status penalty to {@skill Perception} and skill checks, and you can't use actions with the {@trait concentrate} unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to {@action Seek} and {@action Recall Knowledge} about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies."
			]
		},
		{
			"name": "Fatigued",
			"source": "CRB",
			"page": 620,
			"entries": [
				"You're tired and can't summon much energy. You take a \u20131 status penalty to AC and saving throws. You can't use {@filter exploration activities|actions||General=exploration} performed while traveling.",
				"You recover from fatigue after a full night's rest."
			]
		},
		{
			"name": "Flat-Footed",
			"alias": [
				"Off-guard"
			],
			"source": "CRB",
			"page": 620,
			"entries": [
				"You're distracted or otherwise unable to focus your full attention on defense. You take a \u20132 circumstance penalty to AC. Some effects give you the {@condition flat-footed} condition only to certain creatures or against certain attacks. Others\u2014especially conditions\u2014can make you universally flatfooted against everything. If a rule doesn't specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say \"The target is {@condition flat-footed}.\""
			]
		},
		{
			"name": "Fleeing",
			"source": "CRB",
			"page": 620,
			"entries": [
				"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 (such as by using {@trait move} actions to flee, or opening doors barring your escape). 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 {@action Delay} or {@action Ready} while fleeing."
			]
		},
		{
			"name": "Friendly",
			"source": "CRB",
			"page": 620,
			"entries": [
				"This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is friendly to a character likes that character. The character can attempt to make a {@action 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."
			],
			"group": "Attitudes"
		},
		{
			"name": "Frightened",
			"source": "CRB",
			"page": 620,
			"entries": [
				"You're gripped by fear and struggle to control your nerves. The frightened condition 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."
			]
		},
		{
			"name": "Grabbed",
			"source": "CRB",
			"page": 620,
			"entries": [
				"You're held in place by another creature, giving you the {@condition flat-footed} and {@condition immobilized} conditions. If you attempt a {@trait manipulate} action while grabbed, you must succeed at a DC {@flatDC 5} flat check or it is lost; roll the check after spending the action, but before any effects are applied."
			]
		},
		{
			"name": "Helpful",
			"source": "CRB",
			"page": 620,
			"entries": [
				"This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on 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."
			],
			"group": "Attitudes"
		},
		{
			"name": "Hidden",
			"source": "CRB",
			"page": 620,
			"entries": [
				"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 {@skill Stealth} to {@action Hide}. When {@action Seek|CRB|Seeking} a creature using only imprecise senses, it remains {@condition hidden}, rather than {@condition observed}. A creature you're {@condition hidden} from is {@condition flat-footed} to you, and it must succeed at a DC {@flatDC 11} flat check when targeting you with an attack, spell, or other effect or it fails affect you. Area effects aren't subject to this flat check.",
				"A creature might be able to use the {@action Seek} action to try to observe you, as described on page 471."
			],
			"group": "Degrees of Detection"
		},
		{
			"name": "Hostile",
			"source": "CRB",
			"page": 620,
			"entries": [
				"This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on 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 {@action Request||Requests} from the character."
			],
			"group": "Attitudes"
		},
		{
			"name": "Immobilized",
			"source": "CRB",
			"page": 620,
			"entries": [
				"You can't use any action with the {@trait 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 Fortitude DC) of the monster holding you in place."
			]
		},
		{
			"name": "Indifferent",
			"source": "CRB",
			"page": 620,
			"entries": [
				"This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on 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."
			],
			"group": "Attitudes"
		},
		{
			"name": "Invisible",
			"source": "CRB",
			"page": 620,
			"entries": [
				"While invisible, you can't be seen. You're {@condition undetected} to everyone. Creatures can {@action Seek} to attempt to detect you; if a creature succeeds at its {@skill Perception} check against your {@skill Stealth} DC, you become {@condition hidden} to that creature until you {@action Sneak} to become {@condition undetected} again. If you become invisible while someone can already see you, you start out {@condition hidden} to the observer (instead of {@condition undetected}) until you successfully {@action Sneak}. You can't become {@condition observed} while invisible except via special abilities or magic."
			],
			"group": "Senses"
		},
		{
			"name": "Observed",
			"source": "CRB",
			"page": 621,
			"entries": [
				"Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using {@skill Stealth} to {@action Hide}, it can become {@condition hidden} or {@condition undetected} instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses. When {@action Seeking} a creature using only imprecise senses, it remains {@condition hidden}, rather than observed."
			],
			"group": "Degrees of Detection"
		},
		{
			"name": "Paralyzed",
			"source": "CRB",
			"page": 621,
			"entries": [
				"Your body is frozen in place. You have the {@condition flat-footed} condition and can't act except to {@action 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 {@action Seek} while paralyzed."
			]
		},
		{
			"name": "Persistent Damage",
			"source": "CRB",
			"page": 621,
			"entries": [
				"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 \"[type]\" is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. 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 {@flatDC 15} flat check to see if you recover from the persistent damage. If you succeed, the condition ends.",
				{
					"type": "pf2-brown-box",
					"name": "PERSISTENT DAMAGE RULES",
					"entries": [
						"The additional rules presented below apply to persistent damage in certain cases.",
						"Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.",
						{
							"type": "pf2-title",
							"name": "Assisted Recovery",
							"entries": [
								"You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round.",
								"The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies.",
								{
									"type": "list",
									"items": [
										"The action to help might require a skill check or another roll to determine its effectiveness.",
										"Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.",
										"Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.",
										"Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient."
									]
								}
							]
						},
						{
							"type": "pf2-title",
							"name": "Immunities, Resistances, and Weaknesses",
							"entries": [
								"Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations."
							]
						},
						{
							"type": "pf2-title",
							"name": "Multiple Persistent Damage Conditions",
							"entries": [
								"You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're {@condition dying} with several types of persistent damage, the persistent damage increases your {@condition dying} condition only once."
							]
						}
					]
				}
			]
		},
		{
			"name": "Petrified",
			"source": "CRB",
			"page": 621,
			"entries": [
				"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 petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don't have a Broken Threshold. When you're turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don't age or notice the passing of time."
			]
		},
		{
			"name": "Prone",
			"source": "CRB",
			"page": 621,
			"entries": [
				"You're lying on the ground. You are {@condition flat-footed} and take a \u20132 circumstance penalty to attack rolls. The only {@trait move} actions you can use while you're prone are {@action Crawl} and {@action Stand}. Standing up ends the prone condition. You can {@action Take Cover} while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain {@condition flat-footed}).",
				"If you would be knocked prone while you're {@action Climb|CRB|Climbing} or {@action Fly|CRB|Flying}, you fall (see pages 463\u2013464 for the rules on falling). You can't be knocked prone when {@action Swim|CRB|Swimming}."
			]
		},
		{
			"name": "Quickened",
			"source": "CRB",
			"page": 622,
			"entries": [
				"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 made you quickened. Because quickened has its effect at the start of your turn, you don't immediately gain actions if you become quickened during your turn."
			]
		},
		{
			"name": "Restrained",
			"source": "CRB",
			"page": 622,
			"entries": [
				"You're tied up and can barely move, or a creature has you pinned. You have the {@condition flat-footed} and {@condition immobilized} conditions, and you can't use any actions with the {@trait attack} or {@trait manipulate} traits except to attempt to {@action Escape} or {@action Force Open} your bonds. {@condition Restrained} overrides grabbed."
			]
		},
		{
			"name": "Sickened",
			"source": "CRB",
			"page": 622,
			"entries": [
				"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\u2014including elixirs and potions\u2014while 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)."
			]
		},
		{
			"name": "Slowed",
			"source": "CRB",
			"page": 622,
			"entries": [
				"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."
			]
		},
		{
			"name": "Stunned",
			"source": "CRB",
			"page": 622,
			"entries": [
				"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 {@condition slowed}. If the duration of your stunned condition ends while you are {@condition slowed}, you count the actions lost to the stunned condition toward those lost to being {@condition 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."
			]
		},
		{
			"name": "Stupefied",
			"source": "CRB",
			"page": 622,
			"entries": [
				"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 {@action 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."
			],
			"group": "Lowered Abilities"
		},
		{
			"name": "Unconscious",
			"source": "CRB",
			"page": 622,
			"entries": [
				"You're sleeping, or you've been knocked out. You can't act. You take a \u20134 status penalty to AC, Perception, and Reflex saves, and you have the {@condition blinded} and {@condition 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 {@condition dying}, you can't wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the {@condition dying} and unconscious conditions and can act normally on your next turn.",
				"If you are unconscious and at 0 Hit Points, but not {@condition dying}, you naturally return to 1 Hit Point 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 Hit Point (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.",
				{
					"type": "list",
					"items": [
						"You take damage, provided the damage doesn't reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.",
						"You receive healing, other than the natural healing you get from resting.",
						"Someone shakes you awake with an {@action Interact} action.",
						"There's loud noise going on around you\u2014though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DCs. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.",
						"If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."
					]
				}
			],
			"group": "Death and Dying"
		},
		{
			"name": "Undetected",
			"source": "CRB",
			"page": 623,
			"entries": [
				"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 {@condition flat-footed} to you.",
				"A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a {@condition hidden} creature (requiring a DC {@flatDC 11} flat check, as described on page 466), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square.",
				"A creature can use the {@action Seek} action to try to find you, as described on page 471."
			],
			"group": "Degrees of Detection"
		},
		{
			"name": "Unfriendly",
			"source": "CRB",
			"page": 623,
			"entries": [
				"This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The unfriendly creature won't accept Requests from the character."
			],
			"group": "Attitudes"
		},
		{
			"name": "Unnoticed",
			"source": "CRB",
			"page": 623,
			"entries": [
				"If you are unnoticed by a creature, that creature has no idea you are present at all. When you're unnoticed, you're also {@condition undetected} by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence."
			],
			"group": "Degrees of Detection"
		},
		{
			"name": "Wounded",
			"source": "CRB",
			"page": 623,
			"entries": [
				"You have been seriously injured. If you lose the {@condition 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 {@condition dying} condition while wounded, increase your {@condition dying} condition value by your wounded value.",
				"The wounded condition ends if someone successfully restores Hit Points to you with {@action Treat Wounds}, or if you are restored to full Hit Points and rest for 10 minutes."
			],
			"group": "Death and Dying"
		}
	]
}
