A Primer on Neoliberalism

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50 Non-Food Rewards for Fitness and Weight Loss
And they're really doing a good job of, uh, of signing up kids. Kenrya Rankin at Colorlines: In general, whether spell resistance applies depends on what the spell does:. When cards are turned over they have all formed a heart shape each with matching colors front and back. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item, the GM should require using the price of the item, as that is the standard cost for such an effect.

Natural Abilities

Magic 8-Ball

The others are extraordinary. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested and vice versa. The Difficulty Class for the Fortitude saving throws to prevent infection, or if the character has been infected , to prevent each instance of repeated damage, and to recover from the disease.

The ability damage the character takes after incubation and each day afterward. Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Night hags spread it. Can cause permanent ability drain. Barbazu and pit fiends spread it. It takes three, not two, successful saves in a row to recover from devil chills. Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it.

Successful saving throws do not allow the character to recover though they do prevent damage normally. Victim turns into infectious goo from the inside out. Use of the Heal skill can help a diseased character. Every time a diseased character makes a saving throw against disease effects, the healer makes a check.

Characters recover points lost to ability score damage at a rate of 1 per day per ability damaged, and this rule applies even while a disease is in progress.

That means that a character with a minor disease might be able to withstand it without accumulating any damage. Some horrible creatures, especially undead monsters, possess a fearsome supernatural ability to drain levels from those they strike in combat. Most energy drain attacks require a successful melee attack roll —mere physical contact is not enough. If an attack that includes an energy drain scores a critical hit , it drains twice the given amount.

A creature gains 5 temporary hit points 10 on a critical hit for each negative level it bestows though not if the negative level is caused by a spell or similar effect. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. On a success, the negative level goes away with no harm to the creature.

A separate saving throw is required for each negative level. A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. Phase spiders and certain other creatures can exist on the Ethereal Plane. While on the Ethereal Plane, a creature is called ethereal.

Unlike incorporeal creatures , ethereal creatures are not present on the Material Plane. Ethereal creatures are invisible , inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. See invisibility and true seeing reveal ethereal creatures. An ethereal creature can see and hear into the Material Plane in a foot radius, though material objects still block sight and sound. An ethereal creature inside an object on the Material Plane cannot see.

Things on the Material Plane, however, look gray, indistinct, and ghostly. An ethereal creature, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects. Even if a creature on the Material Plane can see an ethereal creature the ethereal creature is on another plane.

Only force effects can affect the ethereal creatures. If, on the other hand, both creatures are ethereal, they can affect each other normally. A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature, and a magic missile can strike one provided the spellcaster can see the ethereal target. Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane.

None of these effects extend from the Ethereal Plane to the Material Plane. Ethereal creatures move in any direction including up or down at will. Ghosts have a power called manifestation that allows them to appear on the Material Plane as incorporeal creatures.

Still, they are on the Ethereal Plane, and another ethereal creature can interact normally with a manifesting ghost. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take falling damage. These extraordinary abilities allow the target of an area attack to leap or twist out of the way. Rogues and monks have evasion and improved evasion as class features, but certain other creatures have these abilities, too. If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion. As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

Rogues and monks cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation. Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.

A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. Unlike regeneration , fast healing does not allow a creature to regrow or reattach lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.

A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Spells, magic items, and certain monsters can affect characters with fear. All fear attacks are mind-affecting fear effects. A failed roll usually means that the character is shaken , frightened , or panicked.

Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead. The use of this ability is a free action. Other effects are possible. A fear aura is an area effect.

The descriptive text gives the size and kind of area. These effects usually work like the fear spell. It takes effect automatically when the creature performs some sort of dramatic action such as charging, attacking, or snarling. Opponents within range who witness the action may become frightened or shaken.

The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. A creature with fire immunity never takes fire damage.

Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas. A gaseous creature can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. They lose their supernatural abilities except for the supernatural ability to assume gaseous form, of course.

Spells, spell-like abilities , and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor including natural armor , though size, Dexterity, deflection bonuses , and armor bonuses from force armor still apply. Gaseous creatures do not need to breathe and are immune to attacks involving breathing troglodyte stench, poison gas, and the like.

They are not ethereal or incorporeal. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. Discerning a creature in gaseous form from natural mist requires a DC 15 Spot check. Gaze attacks not produced by a spell are supernatural.

Each character within range of a gaze attack must attempt a saving throw which can be a Fortitude or Will save each round at the beginning of his turn. The creature with the gaze attack gains concealment relative to the opponent. An opponent can shut his eyes, turn his back on the creature, or wear a blindfold.

In these cases, the opponent does not need to make a saving throw. The creature with the gaze attack gains total concealment relative to the opponent. A creature with a gaze attack can actively attempt to use its gaze as an attack action. The creature simply chooses a target within range, and that opponent must attempt a saving throw. This chance is not cumulative with the chance for averting your eyes, but is rolled separately. Invisible creatures cannot use gaze attacks. Gaze attacks can affect ethereal opponents.

Characters using darkvision in complete darkness are affected by a gaze attack normally. Allies of a creature with a gaze attack might be affected. If a creature with this special attack hits with a melee weapon usually a claw or bite attack , it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a penalty on grapple checks , but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. Spectres , wraiths , and a few other creatures lack physical bodies.

Likewise, they cannot manipulate objects or exert physical force on objects. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack against a corporeal creature. Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them.

Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects.

They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids. Incorporeal creatures are immune to critical hits , extra damage from being favored enemies, and from sneak attacks. They move in any direction including up or down at will. They do not need to walk on the ground. They can pass through solid objects at will, although they cannot see when their eyes are within solid matter.

Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents see Invisibility , below. The physical attacks of incorporeal creatures ignore material armor, even magic armor, unless it is made of force such as mage armor or bracers of armor or has the ghost touch ability.

Corporeal creatures cannot trip or grapple incorporeal creatures. Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.

Invisibility has no effect against blinded or otherwise nonsighted creatures. An invisible creature's location cannot be pinpointed by visual means, including darkvision. A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Spot check. A creature who is holding still is very hard to notice DC An inanimate object, an unliving creature holding still, or a completely immobile creature is even harder to spot DC A creature can use hearing to find an invisible creature.

A character can make a Listen check for this purpose as a free action each round. A creature with no ranks in Move Silently makes a Move Silently check as a Dexterity check to which an armor check penalty applies. A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If the invisible creature moves, its location, obviously, is once again unknown.

If an invisible creature strikes a character, the character struck still knows the location of the creature that struck him until, of course, the invisible creature moves. The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.

A particularly large and slow creature might get a smaller miss chance. If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack.

If the invisible creature is there, conduct the attack normally. If an invisible character picks up a visible object, the object remains visible. One could coat an invisible object with flour to at least keep track of its position until the flour fell off or blew away. An invisible creature can pick up a small visible item and hide it on his person tucked in a pocket or behind a cloak and render it effectively invisible.

Invisible creatures leave tracks. They can be tracked normally. An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment. A creature with the scent ability can detect an invisible creature as it would a visible one.

A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. A creature with blindsight can attack and otherwise interact with creatures regardless of invisibility.

An invisible burning torch still gives off light, as does an invisible object with a light spell or similar spell cast upon it.

Ethereal creatures are invisible. Incorporeal creatures are often invisible. Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible. A character who loses a level instantly loses one Hit Die. Likewise, the character loses any ability score gain, skill ranks , and any feat associated with the level if applicable. If the exact ability score or skill ranks increased from a level now lost is unknown or the player has forgotten , lose 1 point from the highest ability score or ranks from the highest-ranked skills.

Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Some monsters employ manufactured weapons when they attack.

Creatures that use swords, bows, spears, and the like follow the same rules as characters, including those for additional attacks from a high base attack bonus and two-weapon fighting penalties.

Some creatures combine attacks with natural and manufactured weapons when they make a full attack. Creatures may have modes of movement other than walking and running. These are natural, not magical, unless specifically noted in a monster description.

A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing ; see the individual creature descriptions for details. The creature must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing.

The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed or its base land speed, whichever is lower and makes a single Climb check at a -5 penalty. Creatures cannot run while climbing. A creature retains its Dexterity bonus to Armor Class if any while climbing, and opponents get no special bonus on their attacks against a climbing creature.

A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. Note that medium armor does not necessarily constitute a medium load. All fly speeds include a parenthetical note indicating maneuverability, as follows:. A creature that flies can make dive attacks. A dive attack works just like a charge , but the diving creature must move a minimum of 30 feet and descend at least 10 feet.

It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line. A creature with this ability can cease or resume flight as a free action. If the ability is supernatural , it becomes ineffective in an antimagic field , and the creature loses its ability to fly for as long as the antimagic effect persists. A creature with a swim speed can move through water at its swim speed without making Swim checks.

The creature can always can choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

Natural weapons are weapons that are physically a part of a creature. A creature making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, it threatens any space it can reach. Creatures do not receive additional attacks from a high base attack bonus when using natural weapons.

The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack although Large creatures with arms or arm-like limbs can make a slam attack with each arm. Refer to the individual monster descriptions.

Unless otherwise noted, a natural weapon threatens a critical hit on a natural attack roll of When a creature has more than one natural weapon, one of them or sometimes a pair or set of them is the primary weapon. Attacks with secondary natural weapons are less effective and are made with a -5 penalty on the attack roll , no matter how many there are. Creatures with the Multiattack feat take only a -2 penalty on secondary attacks. This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.

The creature spears the opponent with an antler, horn, or similar appendage, dealing piercing damage. The creature stabs with a stinger, dealing piercing damage.

Sting attacks usually deal damage from poison in addition to hit point damage. The creature flails at opponents with a powerful tentacle, dealing bludgeoning and sometimes slashing damage. Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. Other effects of nonabilities are detailed below. Any creature that can physically manipulate other objects has at least 1 point of Strength. The creature automatically fails Strength checks.

If the creature can attack, it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier. Any creature that can move has at least 1 point of Dexterity. If it can perform actions such as casting spells , it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier.

The creature automatically fails Reflex saves and Dexterity checks. Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism.

It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. The creature is also immune to ability damage , ability drain , and energy drain , and automatically fails Constitution checks.

Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects charms, compulsions, phantasms, patterns, and morale effects and automatically fails Intelligence checks.

Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill bonuses. Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.

Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.

Some monsters and spells have the supernatural or spell-like ability to paralyze their victims, immobilizing them through magical means. Paralysis from toxins is discussed in the Poison section below. A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components.

Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw.

Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw. One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched unless the poison is wiped off before a target comes in contact with it. Any poison smeared on an object or exposed to the elements in any way remains potent until it is touched or used.

Although supernatural and spell-like poisons are possible, poisonous effects are almost always extraordinary. Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows. Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it.

A chest or other object can be smeared with contact poison as part of a trap. Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat.

Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet.

When it strikes a hard surface or is struck hard , the container releases its poison. One dose spreads to fill the volume of a foot cube. Each creature within the area must make a saving throw. This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons. The characteristics of poisons are summarized on Table: Terms on the table are defined below.

The damage the character takes immediately upon failing his saving throw against this poison. Paralysis lasts for 2d6 minutes. The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with an asterisk is permanent drain instead of temporary damage.

The cost of one dose one vial of the poison. Wore out after 36 months. We bought this three years ago to make morning smoothies. One for me and one for my spouse, usually every other day. We used only fresh veggies, fruit, yogurt, and some cashews. No ice, no carrots, nothing that took an extra long time to blend up. The smoothies were great, but then the motor kept conking out and finally stopped working.

Jeannetterkdgt, September 7, Written by a customer while visiting nutribullet. Magic bullet review after 4 months use. I bought this 4 months ago. It is wonderful for a quick smoothie or meal. However, the blade does not crush ice and is stuck most of the time.

Also, when you want a full portion of the jar to be processed you have to do it in small quantity or you have to shake the jar again and again in the middle of making. I would suggest buying a bigger size if you use this for meal prep or if you would like to cook in bulk. This is good only for a single serving quick meal. I wish I can replace this with the bigger size, I don't mind paying the difference.

Zeeshan, August 27, Written by a customer while visiting walmart. Bought this product today and couldn't wait to try it out. The blades did not blend frozen fruit for sorbet.

What I thought would take a minute or two took almost 20 minutes. Mona03, September 1, I have used my unit for awhile. I have always expected the seal to give out or get old.

Thank you for your time. SmithK, August 13, Awful, doesn't work on frozen anything. I bought this last year for college since I had to start "The Virgin Diet.

So I finally got to using it this month and the first day it took me over an hour this is giving the bullet a break after 40 seconds of on usage because it cannot run for longer than a minute at a time after this time, my fruit was still not chopped up. I had to eat my acai bowl with hard frozen fruit in it. I left my frozen fruit out for 2 hours while I ran hoping that may be the problem, still, my fruit does not chop up.

I can't do anything with it, it's just as loud as a blender, and the results are just basically what you started with with a little mush here and there. Extremely upset over this product.

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