Traveon Wyvernspur
First Post
I've seen the "can't attack = not threatening" reasoning before. It fails. If that were true, you would cease to threaten upon using up your last AoO for the round, and cease to provide flanking to allies. And that's just not how the game works.
Your definition only works if they have the ability to attack and are basically able-bodied. With certain conditions you can take NO ACTIONS other that what is specified.
Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.
Pretty simple to me.
Let's go down the line of reasoning and RAW again shall we?
Nauseated = can't attack, can't cast spells, can't do anything but move, you can't even theoretically attack, you can ONLY move.
Threaten = Must be able to theoretically attack if we want to go down your route.
Flanking = Must threaten, which means you must be able to attack.
So if you can't attack because you are nauseated, you can't threaten and even though technically you are on the other side of the enemy and flanking per the dictionary definition of the word, you aren't flanking per the definition of the RAW of the PF rules. I know it sounds silly to some people, but that's how it is written and to cherry pick the rules that you follow is for house-ruling not following RAW. I have no problem with people house-ruling things, but if they want to follow RAW I'll tell them they are wrong on a subject if it's this cut and dry.
I'd also add in a few more conditions where you wouldn't be able to flank even if you end up on the other side or start on the other side (flanking) the opponent:
Cowering - The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).
Dazed - The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
Dying - A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. 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. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.
Helpless - A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
Panicked - A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Paralyzed - A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
Petrified - A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.
Stunned - A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
Unconscious - Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature's Constitution score), or from nonlethal damage in excess of current hit points.
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