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Shake it Off
A creature suffering from a condition can use an action to make an appropriate saving throw against the effect DC to suppress or even end the effect.
- Critical Success: Condition reduced by 2 stages (minimum 0) for 1 round.
Success: Condition reduced by 1 stage (minimum 0) for 1 round.
Critical Failure: You drop what you're holding and fall prone.
BIOLOGICAL
A Fortitude saving throw to resists Bleed, Disease, Fatigue, Morph, Polymorph, Poison, Radiation, Radiant, Restoration effects.
GRAPPLED
If a creature is grappled, held, or otherwise restrained by another creature or object, this imposes the Slowed condition but allows the affected creature to make a Reflex saving throw, Brawn roll, or Escape Artist roll or Unarmed Strike to escape the effect using this action.
MENTAL
A Will saving throw can resist Calling, Chaos, Compulsion, Confusion, Emotion, Evil, Good, Illusion, Law, Linguistic, Mental, Shadow, Scrying, and Summoning effects.
Conjuration (creation, teleportation)
Illusion (figment, glamer, pattern, phantasm)
Acid: Acid effects deal damage with chemical reactions rather than cold, electricity, heat, or vibration. This descriptor includes both actual acids and their chemical opposites, called bases or alkalines (such as ammonia and lye).