pathfinder-2-sqlite-MIRROR/data/yaml/conditions.yaml

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condition:
- descr: 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.
name: Blinded
short_descr: You're unable to see.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 618
page_stop: 618
- descr: 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.
name: Clumsy
short_descr: All your actions become clumsy and inexact.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 618
page_stop: 618
- descr: 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 youre tougher
to target. A creature that youre concealed from must succeed at a DC 5 flat check
when targeting you with an attack, spell, or other effect. Area effects arent
subject to this flat check. If the check fails, the attack, spell, or effect doesnt
affect you.
name: Concealed
short_descr: You become difficult for a creature to see.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 618
page_stop: 618
- descr: 'You dont have your wits about you, and you attack wildly. You are flat-footed,
you dont treat anyone as your ally (though they might still treat you as theirs),
and you cant 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 its 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 and end the condition.'
name: Confused
short_descr: You lose your wits and attack wildly.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 618
page_stop: 618
- descr: Someone else is making your decisions for you, usually because youre 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: Controlled
short_descr: You are no longer in control of your own actions.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 618
page_stop: 618
- descr: Your eyes are overstimulated. If vision is your only precise sense, all creatures
and objects are concealed from you.
name: Dazzled
short_descr: Your eyes are overstimulated and you can't see clearly.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 619
page_stop: 619
- descr: You cant 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.
name: Deafened
short_descr: You are unable to hear.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 619
page_stop: 619
- descr: '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, youre no longer doomed.
Your doomed value decreases by 1 each time you get a full nights rest.'
name: Doomed
short_descr: A powerful force is calling you to death.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 619
page_stop: 619
- descr: '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 youre hit by an effect that inflicts drained 3 and youre a 3rd-level character,
you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit
Points doesnt count as taking damage.
Each time you get a full nights rest, your drained value decreases by 1. This
increases your maximum Hit Points, but you dont immediately recover the lost
Hit Points.'
name: Drained
short_descr: You have lost some of your blood or life force.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 619
page_stop: 619
- descr: 'You are bleeding out or otherwise at deaths door. While you have this condition,
you are unconscious. Dying always includes a value, and if it ever reaches dying
4, you die. If youre dying, you must attempt a recovery check (page 459) 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 enemys 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 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.'
name: Dying
short_descr: You are nearly dead.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 619
page_stop: 619
- descr: You are carrying more weight than you can manage. While youre encumbered,
youre clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties
to your Speed, this cant reduce your Speed below 5 feet.
name: Encumbered
short_descr: You are carrying too much weight to carry.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 619
page_stop: 619
- descr: Youre 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.
name: Enfeebled
short_descr: You are physically weakened.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 619
page_stop: 619
- descr: 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 cant 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). For instance, you might be able to Seek and Recall
Knowledge about the subject, but you likely couldnt cast a spell targeting a
different creature. This condition ends if a creature uses hostile actions against
you or any of your allies.
name: Fascinated
short_descr: You are compelled to focus your attention on something.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 619
page_stop: 620
- descr: 'Youre tired and cant summon much energy. You take a 1 status penalty to
AC and saving throws. While exploring, you cant choose an exploration activity.
You recover from fatigue after a full nights rest.'
name: Fatigued
short_descr: You are tired and can not summon much energy.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: Youre 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. Othersespecially
conditionscan make you universally flat-footed against everything. If a rule doesnt
specify that the condition applies only to certain circumstances, it applies to
all of them; for example, many effects simply say “The target is flat-footed.”
name: Flat-Footed
short_descr: You are unable to focus your attention on your own defense.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: Youre 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 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 cant Delay or Ready while fleeing.
name: Fleeing
short_descr: You are forced to run away.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: This condition reflects a creatures 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 doesnt 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.
name: Friendly
short_descr: This creature likes you.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: Youre 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: Frightened
short_descr: You are gripped with fear.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: Youre 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.
name: Grabbed
short_descr: Another creature is holding you in place.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: This condition reflects a creatures disposition toward 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 arent at the
expense of the helpful creatures 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.
name: Helpful
short_descr: This creature feels a desire to help you.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: 'While youre hidden from a creature, that creature knows the space youre
in but cant 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 youre 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 affect you. Area effects arent subject to
this flat check.
A creature might be able to use the Seek action to try to observe you, as described
on page 471 CRB.'
name: Hidden
short_descr: A creature knows you are around but cannot find you.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: This condition reflects a creatures disposition toward 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 doesnt necessarily
attack, but it wont accept Requests from the character.
name: Hostile
short_descr: This creature wished haem upon you.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: You cant use any action with the move trait. If youre 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: Immobilized
short_descr: You are unable to move.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: This condition reflects a creatures disposition toward a particular character,
and it affects only creatures that are not player characters. A creature that
is indifferent to a character doesnt really care one way or the other about that
character. Assume a creatures attitude to a given character is indifferent unless
specified otherwise.
name: Indifferent
short_descr: This creature doesn't care about you.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 620
- descr: While invisible, you cant be seen. Youre 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 cant become observed while invisible except via special abilities
or magic.
name: Invisible
short_descr: You cannot be seen.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 620
page_stop: 621
- descr: 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 a creature or object 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.
name: Observed
short_descr: Anything in plain view is observed by you.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 621
page_stop: 621
- descr: Your body is frozen in place. You have the flat-footed condition and cant
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 cant Seek while paralyzed.
name: Paralyzed
short_descr: You are frozen in place.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 621
page_stop: 621
- descr: 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. 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.
name: Persistent Damage
short_descr: You take damage from a source over time.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 621
page_stop: 621
- descr: You have been turned to stone. You cant 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 dont have a Broken Threshold.
When youre 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 dont age or notice the passing of time.
name: Petrified
short_descr: You have been turned to stone.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 621
page_stop: 621
- descr: 'Youre 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 youre 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
dont have an object to get behind, gaining a +4 circumstance bonus to AC against
ranged attacks (but you remain flat-footed).
If you would be knocked prone while youre Climbing or Flying, you fall (see pages
463464 for the rules on falling). You cant be knocked prone when Swimming.'
name: Prone
short_descr: You are lying on the ground.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 621
page_stop: 621
- descr: 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
youve 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
dont immediately gain actions if you become quickened during your turn.
name: Quickened
short_descr: You are able to move faster than normal.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 622
page_stop: 622
- descr: Youre tied up and can barely move, or a creature has you pinned. You have
the flat-footed and immobilized conditions, and you cant use any actions with
the attack or manipulate traits except to attempt to Escape or Force Open your
bonds. Restrained overrides grabbed.
name: Restrained
short_descr: You are tied up and can barely move.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 622
page_stop: 622
- descr: 'You feel ill. Sickened always includes a value. You take a status penalty
equal to this value on all your checks and DCs. You cant willingly ingest anythingincluding
elixirs and potionswhile 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: Sickened
short_descr: You feel ill.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 622
page_stop: 622
- descr: 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
dont immediately lose actions if you become slowed during your turn.
name: Slowed
short_descr: You move slower than normal.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 622
page_stop: 622
- descr: 'Youve become senseless. You cant 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.'
name: Stunned
short_descr: You lose your senses.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 622
page_stop: 622
- descr: Your thoughts and indistinct and 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.
name: Stupefied
short_descr: Your thoughts are indistinct and clouded
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 622
page_stop: 622
- descr: 'Youre sleeping, or youve been knocked out. You cant 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 youre in a position in which you wouldnt.
If youre unconscious because youre dying, you cant wake up while you have 0
Hit Points. If you are restored to 1 Hit Point 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 Hit Points, but not 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 youre 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.
- You take damage, provided the damage doesnt 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 Interact action.
- Theres loud noise going on around youthough this isnt automatic. At the start
of your turn, you automatically attempt a Perception check against the noises
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 Stealth DCs. Some magical effects make you sleep so deeply that they dont
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 nights sleep or something disrupted that rest.'
name: Unconscious
short_descr: You are sleeping or knocked out.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 622
page_stop: 623
- descr: 'When you are undetected by a creature, that creature cannot see you at all,
has no idea what space you occupy, and cant target you, though you still can
be affected by abilities that target an area. When youre undetected by a creature,
that creature is flat-footed to you.
A creature youre undetected by can guess which square youre in to try targeting
you. It must pick a square and attempt an attack. This works like targeting a
hidden creature (requiring a DC 11 flat check, as described on page 466), but
the flat check and attack roll are rolled in secret by the GM, who doesnt 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 Seek action to try to find you, as described on page 471
CRB.'
name: Undetected
short_descr: A creature can not sense or track you.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 623
page_stop: 623
- descr: This condition reflects a creatures disposition toward a particular character,
and it affects only creatures that are not player characters. A creature that
is unfriendly to a character dislikes and specifically distrusts that character.
The unfriendly creature wont accept Requests from the character.
name: Unfriendly
short_descr: A creature feels disdain for you.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 623
page_stop: 623
- descr: If you are unnoticed by a creature, that creature has no idea you are present
at all. When youre unnoticed, youre also undetected by the creature. This condition
matters for abilities that can be used only against targets totally unaware of
your presence.
name: Unnoticed
short_descr: A creature has no idea about your presence.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 623
page_stop: 623
- descr: '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 Hit Points to you
with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.'
name: Wounded
short_descr: You have been seriously injured.
source:
- abbr: CRB
page_start: 454
page_stop: 454
- abbr: CRB
page_start: 623
page_stop: 623
- descr: '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 cant 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 items current HP to the Broken
Threshold.'
name: Broken
short_descr: This object has been broken.
source:
- abbr: CRB
page_start: 618
page_stop: 618