Pathfinder Debilitating Injury



Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn't hindered in any way until your hit points drop to 0 or lower. Loss of Hit Points The most common way that your character gets hurt is to take lethal damage and lose hit points. What Hit Points Represent: Hit points mean two things in the game world: the ability to take physical. Debilitating Injury: Add condition to your Sneak Attacks. Bewildered works best with this build. Uncanny Dodge: You cannot be caught Flat-Footed when being attacked by invisible opponents. With 5 levels into Fighter we get 3 bonus feats which is always nice.

Pathfinder Kingmaker update version 1.03 was released by OwlCat Games for PS4 and Xbox One. This update implements a number of fixes as outlined in the patch notes.

Get the details on this new Pathfinder Kingmaker update below. This fixes issues with save data, implements various bug fixes, and improves some gameplay features as outlined with the PS4 and Xbox One patch notes.

Debilitating Injury (Ex). At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the. Yeah I actually think permanent injuries like losing eyes or digits etc should be very rare. Our injury/setback table has 4 possible permanent injuries (lose ear, eye, arm, leg or similar). You have to roll 1-4 on the d20, and you get a 'death save' to turn it into a 'damaged' eye, limb etc instead of lost.

Pathfinder Kingmaker Update 1.03 Patch Notes

Thing thing arenabuddhist games. Update 1.0.0.11 Xbox One Patch Notes

Highlights

  • Fixed some of the issues that led to corrupted save files.
  • Fixed the issue due to which the game sometimes couldn’t be saved at the end of the Varnhold’s Lot campaign.
  • The Fog of War data storage format in the saved games has been changed, thus decreasing the files’ size. Special thanks to our player Hambeard for this idea!
  • It was impossible to close the message box with congratulations on completing the Varnhold’s Lot campaign. Resolution: fixed.
  • Fixed the issue due to which the final boss failed to appear at the end of the Varnhold’s Lot campaign.
  • Fixed the issues with the characters’ movement: at the Capital Square, in the Adamantine Shield Fortress, in the Lostlarn Keep — the Depths, in Ravaged Capital — Entrance.
  • The performance has been slightly improved, namely, when using a large number of long-lasting AoE effects (auras, Cloudkill and so on).
  • When enabled, the ‘Auto interrupt movement’ setting interrupted the attacks and touch spells, especially at a low FPS. Resolution: fixed.
  • When a character had a charged spell and couldn’t reach their target, a turn now ends automatically even if the character still has a touch attack available.
  • The character’s movement stopped before it should when the camera was centered on the active character and in some other cases. Resolution: fixed.
  • Fixed the hints that showed lines of enemies’ and allies’ attacks.

Areas

  • Fixed the issue due to which moving from one zone to another with a large party (20+) could result in the game crash.
  • It was impossible to attack Kobold Artist at the troll’s lair. Resolution: fixed.
  • Fixed the issue due to which it was possible to talk to the inquisitor at the Secluded Lodge only once.
  • Fixed Octavia’s position at Oleg’s Trading Post.
  • Fixed the positions of some enemies at the Old Sycamore area.
  • Fixed the looped romance scene with Regongar in the Capital.
  • The joking mite was rescued from under the ground in the Old Sycamore Caves.
  • A rare issue with exiting from some areas has been addressed once again by improving the algorithm that determines the point of switching between locations.
  • Fixed the issue when it was impossible to exit the Abandoned Keep after you completed the Betrayer’s Flight quest.
  • Fixed the issue when Tristian was stuck at Candlemere Tower during the Betrayer’s Flight quest.

Quests

  • The event with Sartayne (Nazrielle’s apprentice and royal advisor) in the throne room worked incorrectly. Resolution: fixed.
  • Fixed the issue when it was impossible to complete the Nok-Nok and the Great Mother quest if you entered the Goblin Clearing without Nok-Nok.
  • Fredero Sinnet could die during the duel with Valerie. Resolution: fixed.
  • After the duel of Valerie and Fredero, Ekundayo’s wolf became uncontrollable. Resolution: fixed.
  • When talking to Ivar at the Lake Silverstep Village the second time, he could attack your character. Resolution: fixed.

User Interface

  • The UI could sometimes work incorrectly if you opened and closed the spellbook quickly on the spell selection page during the level-up or character generation. Resolution: fixed.
  • If you increased a character’s level and then moved to another location sometimes the class selection page worked incorrectly for another character. Resolution: fixed.

Items

  • Bracers of Armor failed to protect from incorporeal touch attacks. Resolution: fixed. Bracers of Armor now provide a bonus against incorporeal touch attacks.
  • Instead of applying one of the three effects at random, the Black Star starknife applied all three at the same time.

Classes & Mechanics

  • An animal companion wouldn’t get up after it fell in combat. Resolution: fixed.
  • Weapons disappeared when standing after knockout. Resolution: fixed.
  • Commands given during the cutscenes played in turn-based mode could be interrupted by the combat logic, which resulted in the cutscene issues. Resolution: fixed.
  • If a character was moving when a cutscene started in turn-based combat, the game could freeze. Resolution: fixed.
  • If you had a lot of mercenaries, the game could freeze for a long time when calculating the kingdom data automatically. Resolution: fixed.
  • Lingering Performance didn’t take into account the time left until the end of the current round. Resolution: fixed.
  • Lingering Performance allowed the character to gain benefits from multiple songs at the same time. Resolution: fixed.
  • Bardic Performance failed to switch to a new song as fast as it should. Resolution: fixed.
  • Bardic Knowledge didn’t allow the bard to make Knowledge skill checks untrained. Resolution: fixed.
  • A druid in the Shambling Mound shape with the Natural Spell feat couldn’t use any abilities or spells. Resolution: fixed.
  • Wild Shape (Smilodon) had an incorrect damage description for attacks. Resolution: fixed.
  • Wild Shape (Bear) bear had 1d4 damage on attacks instead of the intended 1d6. Resolution: fixed. Now bear attacks have 1d6 damage.
  • The monk’s Style Strike turned off after every rest. Resolution: fixed.
  • The sage sorcerer’s Arcane Bolt ability now correctly works with sneak attacks and feats affecting rays.
  • The Metakinetic Master ability no longer creates the second ability in the ability list with a wrong burn cost.
  • The slayer’s Studied Target ability used on party characters failed to end. Resolution: fixed. Now it stops working after resting.
  • Several rogue characters no longer disable each other’s Debilitating Injury spells.
  • The Mage Armor spell failed to protect from incorporeal touch attacks. Resolution: fixed. Mage Armor now provides 4 AC bonus against incorporeal touch attacks.
  • Shroud of Water and several other abilities could sometimes turn off. Resolution: fixed.
  • A magus could continue to move after a full-round attack in which Spell Combat was used. Resolution: fixed.
  • Sensei Advice: Diamond Soul didn’t work. Resolution: fixed.
  • Draconic Mettle, which belongs to the monk’s Scaled Fist archetype, had no bonuses against fear effects. Resolution: fixed.
  • Tristian’s Angelic Form used a standard action instead of a move action. Resolution: fixed. It now spends a move action.
  • Hellfire Ray was displayed twice in the level up spell selection window for wizards and sorcerers. Resolution: fixed.
  • Freedom of Movement now correctly works on all movement-impairing effects of the Tar Pool spell.
  • True Seeing now correctly allows you to ignore different concealment effects, such as Displacement and Blur.
  • Arcane Strike worked incorrectly in turn-based mode. Resolution: fixed.
  • After you created a mercenary, some alignment-restricted spells could become unavailable even if the alignment was selected correctly. Resolution: fixed.
  • Fixed the issue due to which Peridot Wyvern became uncontrollable.
  • Fixed the issue due to which pets became uncontrollable after the companions’ duels.
  • Fixed an issue due to which ghosts couldn’t do anything.
  • The boggard’s Terrifying Croak had no Fear descriptor, that’s why bonuses to saving throws against fear were not applied. Resolution: fixed. Terrifying Croak now has the Fear descriptor.
  • The nereid’s aura was multiplied if characters succeeded at saving throws against her.
  • Mimic’s Adhesive Entanglement had no description. Resolution: fixed. Adhesive Entanglement now has the Entangle description.
  • Spectres received the halved damage from the Unholy, Positive, and Negative Energy effects. Resolution: fixed. Now Spectres receive the correct amount of damage from spells and abilities with the Unholy, Positive, and Negative Energy descriptors.
  • In turn-based mode, effects on enemies could last longer than intended; effects on any characters could last 1 turn less than intended; effects during their last active turn could be visible on the characters’ portraits but they were not visible using Inspect and on the character’s screen. Resolution: fixed.
  • Fixed the issue due to which AOE effects couldn’t be applied through doorways.
  • Fixed some errors due to which characters couldn’t hide their weapons after the battle was finished.
  • The AI behavior for a 5-ft. step in turn-based mode has been improved; freezing of AI turns in some cases has been fixed.
  • When the character wielded nothing in the main hand and a weapon (or a shield with the Shield Bash feat) in the off-hand, the iterative attacks with the off-hand weapon didn’t occur. Resolution: fixed.
  • Resurrection and Raise Dead sometimes failed to work. Resolution: fixed.
  • Locket of Magic Missile Mastery didn’t work on the Force Missile ability. Resolution: fixed.
  • Confusion didn’t have any effect on enemies. Resolution: fixed.
  • Some Blindness effects lacked descriptions. Resolution: fixed.
  • Weapon enhancements of magi and paladins had no visual effect on characters. Resolution: fixed. Now the weapon enhancement duration is shown with a special effect.
  • The Wild Energies spell failure chance was affecting potions. Resolution: fixed. Potions are now safe to use.
  • Nereids’ Beguiling Aura failed to provide immunity for 24 hours after a successful save. Resolution: fixed.
  • Charges from quivers were spent at a double rate. Resolution: fixed.
  • In the Stag Lord’s Fort, if the enemy ran to ring the bell, the enemy’s turn couldn’t end in turn-based mode.
  • Irrelevant messages were displayed in the log on mouse-hover over a trap by a character with a low Trickery skill level.
  • Fixed the character’s movement in the throne room when seated.

Update 1.02 PS4 Patch Notes

Highlights

  • Fixed the issue due to which sometimes it was impossible to save the game.
  • Respec should work fine now.
  • Black screen after the cutscene in Varnhold’s Lot DLC was fixed.
  • Issues that led to broken saves were fixed.
  • When saving a game on PS4, you could see an error message about insufficient disk space even if there was enough space. Resolution: fixed.

Areas

  • It was possible to enter the locations that required certain companions even if you had no such companions in your party. Resolution: fixed. If you are stuck in such a location, try loading previous save.
  • There were some incorrect ways of exiting the location with the Everblooming Flower in the Other World. Resolution: fixed.
  • Zombies in Vordakai’s Tomb failed to use weapons. Resolution: fixed.
  • It was possible to start a fight with Marquise Immolatia when entering Lostlarn Keep — Upper Reaches. Resolution: fixed.
  • Dallirun Myrnas failed to summon the undead on the Flintrock Grassland. Resolution: fixed.
  • Kassil Aldori was missing on the Flintrock Grassland. Resolution: fixed.
  • You could no longer interact with Astradaemon at Vordakai’s Tomb after talking to him. Resolution: fixed.
  • Now you cannot leave Vordakai’s Tomb until you talked to Maegar Varn.
  • In the Other World area, the teleporting system was greatly improved to prevent characters from being stuck when they use teleportation spells (e.g. Dimension Door).
  • If your main character fell unconscious before your companions when you first met the Technic League, that could lead to gameplay-related issues in the area. Resolution: fixed.
  • Fixed the issues with the characters’ movement in the Stag Lord’s Fort.
  • Fixed the error due to which you could lose control over your party after Tristian’s attack at the Abandoned Keep.
  • It was impossible to enter the Valley of the Dead if Jaethal wasn’t in the party. Resolution: fixed.
  • The characters could sometimes be stuck in the throne room. Resolution: fixed.
  • Fixed the issue with the freezing of Octavia and Regongar’s scene in the tavern.
  • In Jamandi’s mansion and some other areas, weapons sometimes were hanging in the air. Resolution: fixed.
  • The main character was hanging in the air during the dialogue with Kaessi in her house. Resolution: fixed.
  • Fixed the issues with the characters’ movement in Ravaged Capital — Entrance.
  • Fixed the issue when it was impossible to exit the Abandoned Keep after you completed the Betrayer’s Flight quest.
  • Fixed the issue when Tristian was stuck at Candlemere Tower during the Betrayer’s Flight quest.
  • The algorithm that determines the point to switch between locations has been changed and should now fix the error with exiting some zones.

Quests

  • When you chose a chaotic evil option in the dialogue with Rook at the Ruined Watchtower, it was impossible to get the item necessary to solve the puzzle. Resolution: fixed.
  • Even if one of the tiefling sisters was dead, you could still ask to talk to her in the corresponding dialogue in the capital. That resulted in numerous further issues. Resolution: fixed.
  • The romance dialogue with Tristian started each time the player’s character entered the main square in the Capital. Resolution: fixed.
  • When companions joined the main character, sometimes they were not linked. Resolution: fixed.
  • Fixed the issue when it was impossible to complete the Nok-Nok and the Great Mother quest if you entered the Goblin Clearing without Nok-Nok.
  • Fredero Sinnet could die during the duel with Valerie. Resolution: fixed.
  • After the duel of Valerie and Fredero, Ekundayo’s wolf became uncontrollable. Resolution: fixed.
  • When talking to Ivar at the Lake Silverstep Village the second time, he could attack your character. Resolution: fixed.
Pathfinder

Classes & Mechanics

  • Fixed the issues with Nereids’ aura in the game saves.
  • The alchemists could use Fast Bombs as a standard action. Resolution: fixed.
  • The kineticist’s Shroud of Water ability worked incorrectly. Resolution: fixed.
  • Frightened characters couldn’t take actions in their turn in turn-based mode. Resolution: fixed.
  • Characters with the Kinetic Blade ability were unable to attack enemies in turn-based combat if they needed to come closer to their target. Resolution: fixed.
  • Spells that have a line of effect and cone-shaped spells sometimes failed to hit the targets that were standing behind opened doors. Resolution: fixed.
  • Fixed the duration of Gather Power and other effects in turn-based mode.
  • The abilities that used a swift action each round, spent it even if they were disabled. If a swift action was spent, the prediction panel showed that a free-action ability would be used as a standard action. Resolution: fixed.
  • The kinetic knights started the game with 0 gold. Resolution: fixed.
  • The kineticist’s action panel was sometimes displayed incorrectly. Resolution: fixed.
  • When the character wielded nothing in the main hand and a weapon (or a shield with the Shield Bash feat) in the off-hand, the iterative attacks with the off-hand weapon didn’t occur. Resolution: fixed.
  • Resurrection and Raise Dead sometimes failed to work. Resolution: fixed.
  • Locket of Magic Missile Mastery didn’t work on the Force Missile ability. Resolution: fixed.
  • Confusion didn’t have any effect on enemies. Resolution: fixed.
  • Bardic Performance failed to switch to a new song as fast as it should. Resolution: fixed.
  • Lingering Performance allowed the character to gain benefits from multiple songs at the same time. Resolution: fixed.
  • Sensei Advice: Diamond Soul didn’t work. Resolution: fixed.
  • Draconic Mettle, which belongs to the monk’s Scaled Fist archetype, had no bonuses against fear effects. Resolution: fixed.
  • Some Blindness effects lacked descriptions. Resolution: fixed.
  • Weapon enhancements of magi and paladins had no visual effect on characters. Resolution: fixed. Now the weapon enhancement duration is shown with a special effect.
  • The Wild Energies spell failure chance was affecting potions. Resolution: fixed. Potions are now safe to use.
  • Nereids’ Beguiling Aura failed to provide immunity for 24 hours after a successful save. Resolution: fixed.
  • Charges from quivers were spent at a double rate. Resolution: fixed.

Items

  • Fixed the Necklace of Double Crosses.

User Interfaces

  • Now the effect duration is displayed in rounds in turn-based combat.
  • The page for the Illusion school of magic was empty. Resolution: fixed.
  • Unessential messages are no longer displayed in the combat log during cutscenes at the House at the Edge of Time.
  • Some converted spells were incorrectly displayed on the spell panel. Resolution: fixed.
  • In some cases, hints in the Equipment and Inventory windows were displayed incorrectly. Resolution: fixed.
  • Fixed the issue when Amiri’s fourth weapon slot was locked after Armag broke her sword.
  • Now you can change the order of characters in your group

Miscellaneous

  • The number of available quicksaves and autosaves was set to 1.
  • Some combat log notifications about spell immunity have been localized.
  • Fixed the issues when the AI missed the turns, especially at low FPS.
  • In the Stag Lord’s Fort, if the enemy ran to ring the bell, the enemy’s turn couldn’t end in turn-based mode.
  • Full-round spells weren’t applied during the current turn if they were targeted outside their range, within a 5-foot step.
  • The character’s movement stopped before it should when the camera was centered on the active character and in some other cases.
  • Irrelevant messages were displayed in the log on mouse-hover over a trap by a character with a low Trickery skill level.
  • Fixed the character’s movement in the throne room when seated.
  • An animal companion wouldn’t get up after it fell in combat. Resolution: fixed.
  • Fixed the issue with game freezing when saving.
  • An error during an attempt to save the game could corrupt the previous save. Resolution: fixed. Now the saving error does not affect the previous game save.
  • When saving a game on PS4, you could see an error message about insufficient disk space even if there was enough space. Resolution: fixed.

Your Hit Points measure how hard you are to kill. Super mario 63. No matter how many Hit Points you lose, your character isn't hindered in any way until your Hit Points drop to 0 or lower.

Loss of Hit Points

The most common way that your character gets hurt is to take lethal Damage and lose Hit Points.

What Hit Points Represent: Hit Points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one.

Effects of Hit Point Damage: Damage doesn't slow you down until your current Hit Points reach 0 or lower. At 0 Hit Points, you're disabled.

If your hit point total is negative, but not equal to or greater than your Constitution score, you are unconscious and dying.

When your negative hit point total is equal to your Constitution, you're dead.

Massive Damage (Optional Rule): If you ever sustain a single attack that deals an amount of Damage equal to half your total Hit Points (minimum 50 points of damage) or more and it doesn't kill you outright, you must make a DC 15 Fortitude save. If this Saving Throw fails, you die regardless of your current Hit Points. If you take half your total Hit Points or more in Damage from multiple attacks, no one of which dealt more than half your total Hit Points (minimum 50), the massive Damage rule does not apply.

Pathfinder

Disabled (0 Hit Points)

When your current hit point total drops to exactly 0, you are disabled.

You gain the staggered condition and can only take a single move or Standard Action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you Perform any Standard Action (or any other strenuous action) you take 1 point of Damage after completing the act. Unless your activity increased your hit points, you are now at –1 Hit Points and dying.

Healing that raises your Hit Points above 0 makes you fully functional again, just as if you'd never been reduced to 0 or fewer hit points.

You can also become disabled when recovering from dying. In this case, it's a step toward recovery, and you can have fewer than 0 Hit Points (see Stable Characters and Recovery).

Dying (Negative Hit Points)

If your hit point total is negative, but not equal to or greater than your Constitution score, you're dying.

A dying character immediately falls unconscious and can take no actions.

A dying character loses 1 hit point every round. This continues until the character dies or becomes stable.

Dead

When your character's current Hit Points drop to a negative amount equal to his Constitution score or lower, or if he succumbs to massive Damage, he's dead. A character can also die from taking ability Damage or suffering an ability drain that reduces his Constitution score to 0 (see Special Abilities).

Certain types of powerful magic, such as Raise Dead and Resurrection, can restore life to a dead character. See Magic for more information.

Pathfinder Debilitating Injury

Stable Characters and Recovery

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 10 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 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. An unconscious or dying character cannot use any special Action that changes the Initiative count on which his Action occurs.

Characters taking continuous Damage, such as from an Acid Arrow or a bleed effect, automatically fail all Constitution checks made to Stabilize. Such characters lose 1 hit point per round in addition to the continuous Damage.

You can keep a dying character from losing any more Hit Points and make him stable with a DC 15 Heal check.

If any sort of healing cures the dying character of even 1 point of Damage, he becomes stable and stops losing Hit Points.

Healing that raises the dying character's Hit Points to 0 makes him conscious and disabled. Healing that raises his Hit Points to 1 or more makes him fully functional again, just as if he'd never been reduced to 0 or lower. A spellcaster retains the Spellcasting capability she had before dropping below 0 hit points.

A stable character who has been tended by a healer or who has been magically healed eventually regains consciousness and recovers Hit Points naturally. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away.

Recovering with Help: One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. Game suggestionspotato games. The character takes a Penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters. If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers Hit Points naturally. He automatically regains consciousness when his Hit Points rise to 1 or higher.

Recovering without Help: A severely wounded character left alone usually dies. He has a small chance of recovering on his own. Treat such characters as those attempting to recover with help, but every failed Constitution check to regain consciousness results in the loss of 1 hit point. An unaided character does not recover Hit Points naturally. Once conscious, the character can make a DC 10 Constitution check once per day, 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.

Healing

After taking Damage, you can recover Hit Points through natural healing or through magical healing. In any case, you can't regain hit points past your full normal hit point total.

Natural Healing: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

If you undergo complete bed rest for an entire day and night, you recover twice your character level in Hit Points.

Magical Healing: Various abilities and Spells can restore Hit Points.

Healing Limits: You can never recover more Hit Points than you lost. Magical healing won't raise your current Hit Points higher than your full normal hit point total.

Healing Ability Damage: Temporary ability Damage returns at the rate of 1 point per night of rest (8 hours) for each affected Ability Score. Complete bed rest restores 2 points per day (24 hours) for each affected Ability Score.

Temporary Hit Points

Certain effects give a character temporary Hit Points. These hit points are in addition to the character's current hit point total and any Damage taken by the character is subtracted from these Hit Points first. Any Damage in excess of a character's temporary Hit Points is applied to his current Hit Points as normal. If the effect that grants the temporary Hit Points ends or is dispelled, any remaining temporary Hit Points go away. The Damage they sustained is not transferred to the character's current Hit Points.

Rogues Edge Pathfinder

When temporary Hit Points are lost, they cannot be restored as real Hit Points can be, even by magic.

Increases in Constitution Score and Current Hit Points: An increase in a character's Constitution score, even a temporary one, can give her more Hit Points (an effective hit point increase), but these are not temporary Hit Points. They can be restored, and they are not lost first as temporary Hit Points are.

Nonlethal Damage

Nonlethal Damage represents harm to a character that is not life-threatening. Unlike normal Damage, nonlethal Damage is healed quickly with rest.

Dealing Nonlethal Damage: Certain attacks deal nonlethal Damage. Other effects, such as heat or being exhausted, also deal nonlethal Damage. When you take nonlethal Damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal Damage number from your current Hit Points. It is not 'real' Damage. Instead, when your nonlethal Damage equals your current hit points, you're staggered (see below), and when it exceeds your current Hit Points, you fall unconscious.

Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal Damage to deal nonlethal Damage instead, but you take a –4 Penalty on your Attack Roll.

Pathfinder Debilitating InjuryPathfinder debilitating injury training

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal Damage, including an unarmed strike, to deal lethal Damage instead, but you take a –4 Penalty on your Attack Roll.

Staggered and Unconscious: When your nonlethal Damage equals your current Hit Points, you're staggered. You can only take a Standard Action or a Move Action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current Hit Points once again exceed your nonlethal Damage.

When your nonlethal Damage exceeds your current Hit Points, you fall unconscious. While unconscious, you are helpless.

Spellcasters who fall unconscious retain any Spellcasting ability they had before going unconscious.

If a creature's nonlethal Damage is equal to his total maximum Hit Points (not his current hit points), all further nonlethal Damage is treated as lethal Damage. This does not apply to creatures with Regeneration. Such creatures simply accrue additional nonlethal Damage, increasing the amount of time they remain unconscious.

Pathfinder Debilitating Injury Causes

Healing Nonlethal Damage: You heal nonlethal Damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point Damage, it also removes an equal amount of nonlethal Damage.