# Conditions
**Disoriented:** Creatures who are disoriented unable to concentrate magical energies effectively. They cannot cast or concentrate on spells, spell-like abilities, psionic powers or psi-like abilities. Active spells remain so, but in order to control an effect (such and moving a flaming sphere or redirecting a spiritual weapon), the caster must make a concentration check DC 15 + 2 x spell level. Healing effects that remove stunned also remove disoriented.
# Death and Dying
## Alternate Death Threshold
Death and dying functions exactly as normal for Pathfinder, except that a character dies when they reach hit points equal to 0-(character level + constitution score)×2. Thus a 3rd level character with a constitution of 12 would die at -30 Hit points (0-(3+12)).
## Death Saves System
Creatures are disabled at 1 hit point (rather than 0). Creatures brought to 0 hit points fall unconscious are are dying. Every round on their turn, they must roll a **Stabilization Check**. This is a DC 10 Constitution check (not a Fortitude save). If they succeed on three such checks, they are stable. If they fail three such check before becoming stable, they die.
A roll of 20 on a stabilization check is a critical success and restores the creature to 1 hit point. A roll of 1 on this check is a critical failure and counts as two failed checks. Creatures with the toughness feat gain a +2 on stabilization checks.
Under this system, a creature who takes damage equal to double their full hit point total in one attack automatically dies. For example, a 3rd level fighter with a 12 Constitution (23 hit points) would automatically die if they take 46 damage in a single attack.
# Magic Item Creation
Item Creation feats are permitted, but there are some clarifications and rulings that need to be kept in mind.
## Item Creation Feats and Starting Wealth
Characters starting gold and wealth by level for new characters measures the value of their possessions, not necessarily their price. Any magic items purchased at character creation are purchased at their full price, regardless if they were crafted via your item creation feats or not.
## Item Creation Requirements
All requirements for item creation are mandatory. You cannot bypass crafting requirements by simply increasing the craft DC.
If you wish to create a magic item and hire a wizard to cast the required spell, then you can create the item, but the craft DC increases by 5. If you need a lawful good dwarf cleric with the toughness feat to cast a spell to meet the requirements, then the craft DC increases by 25, for the alignment requirements, race requirement, cleric spell requirement and feat requirement.
If your character possesses a feat, class feature or other extraordinary ability to bypass item creation requirements, those abilities are effective, but you still must meet the higher craft DC for any missing requirements (unless your ability specifically states otherwise).