GLOSSARY
0-level spell: A spell of the lowest
possible level. Arcane spellcasters often
call their 0-level spells “cantrips,” and
divine spellcasters often call them “orisons.”
5-foot step: A small position adjustment that does
not count as an action. Usually (but not always), a 5-foot
step is permitted at any point in the round (such as
before or after a full-round action, between attacks in a
full attack, between a standard action and a move action,
or between two move actions). You can’t take a 5-foot step
in the same round that you move any distance. You can’t take a 5-
foot step if your movement is hampered, such as into a square of
difficult terrain, in darkness, or when blinded. Taking a 5-foot step
does not provoke an attack of opportunity, even if you move out of a
threatened square.
ability: One of the six basic character qualities: Strength (Str),
Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom
(Wis), and Charisma (Cha). See ability score.
ability check: A check of 1d20 + the appropriate ability modifier.
ability damage: A temporary loss of 1 or more ability score
points. Lost points return at a rate of 1 point per day unless noted
otherwise by the condition dealing the damage. A character with
Strength 0 falls to the ground and is helpless. A character with
Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A
Character with Intelligence, Wisdom, or Charisma 0 is unconscious.
ability decrease: A decrease in an ability score that ends when
the condition causing it does.
ability drain: A permanent loss of 1 or more ability score points.
The character can only regain these points through magical means.
A character with Strength 0 falls to the ground and is helpless. A
character with Dexterity 0 is paralyzed. A character with
Constitution 0 is dead. A Character with Intelligence, Wisdom, or
Charisma 0 is unconscious.
ability modifier: The bonus or penalty associated with a particular
ability score. Ability modifiers apply to die rolls for character
actions involving the corresponding abilities.
ability score: The numeric rating of one of the six character
abilities (see ability). Some creatures lack certain ability scores;
others cannot be rated in particular abilities.
action: A character activity. Actions are divided into the following
categories, according to the time required to perform them
(from most time required to least): full-round actions, standard
actions, move actions, and free actions.
adjacent: In a square that shares a border or a corner with a
designated square. Each square is adjacent to eight other squares on
the board.
adventuring party: A group of characters who adventure
together. An adventuring party is composed of player characters
plus any followers, familiars, animal companions, associates,
cohorts, or hirelings they might have.
alignment: One of the nine descriptors
of morality for intelligent
creatures: lawful good
(LG), neutral good
(NG), chaotic
good (CG),
lawful neutral
(LN), neutral (N), chaotic neutral (CN), lawful
evil (LE), neutral evil (NE), and chaotic evil (CE).
ally: A creature friendly to you. In most cases,
references to “allies” include yourself.
animal: A type of creature that includes
all natural animals, dire animals, giant
animals, and some other nonmagical
vertebrate creatures (see the Monster Manual).
Animals always have an Intelligence score of 1
or 2.
arcane spell failure: The chance that a spell
fails and is cast to no effect because the
caster’s ability to use a somatic
component was hampered by armor.
Bards can ignore the arcane spell failure
chance for light armor when casting bard
spells.
Lidda surprises
305
arcane spells: Arcane spells involve the direct manipulation of
mystic energies. Bards, sorcerers, and wizards cast arcane spells.
armor bonus: A bonus to Armor Class granted by armor or by a
spell or magical effect that mimics armor. Armor bonuses stack with
all other bonuses to Armor Class (even with natural armor bonuses)
except other armor bonuses. Magic armor typically grants an
enhancement bonus to the armor’s armor bonus, which has the
effect of increasing the armor’s overall bonus. An armor bonus
granted by a spell or magic item typically takes the form of an
invisible, tangible field of force around the recipient. An armor
bonus doesn’t apply against touch attacks, except for armor bonuses
granted by force effects (such as the mage armor spell) which apply
against incorporeal touch attacks, such as that of a shadow.
Armor Class (AC): A number representing a creature’s
ability to avoid being hit in combat. An opponent’s attack
roll must equal or exceed the target creature’s Armor Class
to hit it. Armor Class = 10 + all modifiers that apply
(typically armor bonus, shield bonus, Dexterity modifier,
and size modifier).
artifact: A magic item of incredible power.
Some spells do not function when targeted
on an artifact.
Astral Plane: An open, weightless plane
that connects with all other planes of
existence and is used for transportation
among them (and is thus described as a
transitive plane, like the Ethereal Plane
and the Plane of Shadow). Certain
spells (such as astral projection) allow
access to this plane.
attack: Any of numerous
actions intended to harm, disable,
or neutralize an opponent.
The outcome of an attack is
determined by an attack roll.
attack of opportunity: A
single extra melee attack per
round that a combatant can
make when an opponent within
reach takes an action that provokes
attacks of opportunity. Cover prevents
attacks of opportunity.
attack roll: A roll to determine
whether an attack hits. To make
an attack roll, roll 1d20 and add
the appropriate modifiers for the
attack type, as follows: melee attack roll
= 1d20 + base attack bonus + Strength modifier
+ size modifier; ranged attack roll = 1d20 +
base attack bonus + Dexterity modifier + size modifier
+ range penalty. In either case, the attack hits if
the result is at least as high as the target’s Armor Class.
automatic hit: An attack that hits regardless of target AC.
Automatic hits occur on an attack roll of natural 20 or as a result of
certain spells. A natural 20 attack roll is also a threat—a possible
critical hit.
automatic miss: An attack that misses regardless of target AC.
Automatic misses occur on an attack roll of natural 1.
barbarian (Bbn): A class made up of ferocious warriors who use
inborn fury and instinct to bring down foes.
bard (Brd): A class made up of performers whose music and
poetics produce magical effects.
base attack bonus: An attack roll bonus derived from character
class and level. Base attack bonuses increase at different rates for
different character classes. A character gains a second attack when
his or her base attack bonus reaches +6, a third with a base attack
bonus of +11 or higher, and a fourth with a base attack bonus of +16
or higher. Base attack bonuses gained from different classes, such as
when a character is a multiclass character, stack.
base land speed: The speed a character can move while unarmored.
Base land speed is derived from character race.
base save bonus: A saving throw modifier derived from character
class and level. Base save bonuses increase at different rates for
different character classes. Base save bonuses gained from
different classes, such as when a character is a multiclass
character, stack.
battle grid: A play surface marked
off in 1-inch squares, which is
used to keep track of the
locations of creatures and
characters (represented by
miniatures figures) during
combat and other tactical
situations.
blind: Unable to see. A
blind character takes –2
penalty to Armor Class,
loses his Dexterity bonus to
AC (if any), moves at half
speed, and takes a –4 penalty
on Search checks and on
most Strength- and Dexteritybased
skill checks. All checks
and activities that rely on
vision (such as reading and
Spot checks) automatically
fail. All opponents are considered
to have total concealment
(50% miss chance) relative to the
blinded character.
bolster undead: A supernatural
ability of evil clerics (and
some neutral ones). Bolstering
undead increases the resistance
of those undead creatures to
turning attempts.
bonus: A positive modifier
to a die roll. In most cases,
multiple bonuses from the same
source or of the same type in
effect on the same character or
object do not stack; only the highest
bonus of that type applies. Bonuses
that don’t have a specific type always
stack with all bonuses.
cantrip: An arcane 0-level spell.
cast a spell: Trigger the magical or divine energy
of a spell by means of words, gestures, focuses, and/or
special materials. Spellcasting requires the uninterrupted
concentration of the caster during the requisite casting
time. Disruption of this concentration forces the caster to make a
successful Concentration check or lose the spell. Successful casting
brings about the spell’s listed effect or effects.
caster level: A measure of the power with which a spellcaster
casts a spell. Generally, a spell’s caster level is the spellcaster’s class
level.
caster level check: A roll 1d20 + the caster level (in the relevant
class). If the result equals or exceeds the DC (or the spell resistance,
in the case of caster level checks made for spell resistance), the
check succeeds.
casting time: The time required to cast a spell, usually either 1
standard action, 1 round, or 1 free action. Spells with casting times
longer than 1 round require full-round actions for all the rounds
encompassed in the casting time.
Charisma (Cha): The ability that measures a character’s force of
personality, persuasiveness, personal magnetism, ability to lead, and
physical attractiveness.
… and sneak attacks a troll
character: A fictional individual within the confines of a fantasy
game setting. The words “character” and “creature” are often used
synonymously within these rules, since almost any creature could
be a character within the game, and every character is a creature (as
opposed to an object).
character class: One of the eleven player character types—
barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue,
sorcerer, or wizard. Class defines a character’s predominant talents
and general function within an adventuring party. Character class
may also refer to a nonplayer character class or a prestige class (see
the Dungeon Master’s Guide).
character level: A character’s total level. For a character with
levels in only one class, class level and character level are the same
thing.
check: A method of determining the result when a character
attempts an action (other than an attack or a saving throw) that has a
chance of failure. Checks are based on a relevant character ability,
skill, or other characteristic. Most checks are either ability checks or
skill checks, though special types such as turning checks, caster
level checks, dispel checks, and initiative checks also exist. The
specific name of the check usually corresponds to the skill or ability
used. To make a check, roll 1d20 and add any relevant modifiers.
(Higher results are always better.) If this check result equals or
exceeds the Difficulty Class number assigned by the DM (or the
opponent’s check, if the action is opposed) the check succeeds.
checked: Prevented from achieving forward motion by an
applied force, such as wind. Checked creatures on the ground
merely stop. Checked flying creatures move back a distance specified
in the description of the effect.
circumstance bonus: A bonus granted because of specific
conditional factors favorable to the success of the task at hand.
Circumstance bonuses stack with all other bonuses, including other
circumstance bonuses, unless they arise from essentially the same
benefit. For instance, a magnifying glass gives a +2 circumstance
bonus on Appraise checks involving any item that is small or highly
detailed, such as a gem. If you had a second tool that also granted a
circumstance bonus from improved visual acuity (such as a jeweler’s
loupe), the circumstance bonuses wouldn’t stack.
class: See character class.
class feature: Any special characteristic derived from a character
class.
class level: A character’s level in a single class. Class features
generally depend on class level rather than character level.
class skill: A skill to which characters of a particular class have
easier access than characters of other classes. Characters may buy
class skills at a rate of 1 rank per skill point, as opposed to 1/2 rank
per skill point for cross-class skills. The maximum rank for a class
skill is 3 + character’s level.
cleric (Clr): A class made up of characters who cast divine spells
and are also capable in combat.
Colossal: A Colossal creature is typically 64 feet or more in
height or length and weighs 250,000 pounds or more.
comatose: Effectively in a state of suspended animation. A
comatose creature is helpless.
command word item: A magic item that activates when the user
speaks a particular word or phrase. Activating a command word item
does not require concentration and does not provoke attacks of
opportunity.
command undead: The supernatural ability of evil clerics and
some neutral clerics to control undead creatures by channeling
negative energy.
competence bonus: A bonus that improves a character’s performance
at a particular task, such as from the bardic ability to inspire
competence. Such a bonus may apply to attack rolls, saving
throws, skill checks, caster level checks, or any other checks to
which a bonus relating to level or skill ranks would normally apply.
It does not apply on ability checks, damage rolls, initiative checks, or
other rolls that aren’t related to a character’s level or skill ranks.
Multiple competence bonuses don’t stack; only the highest bonus
applies.
concealment: Something that prevents an attacker from clearly
seeing his or her target. Concealment creates a chance that an
otherwise successful attack misses (a miss chance).
concentrate on a spell: Concentrate to maintain an active spell’s
effect. Concentrating on a spell is a standard action and provokes an
attack of opportunity.
confused: Befuddled and unable to determine a course of action due
to a spell or magical effect. A confused character’s actions are
determined by rolling d% at the beginning of his turn: 01–10, attack
caster with melee or ranged weapons (or close with caster if
attacking is not possible); 11–20, act normally; 21–50, do nothing
but babble incoherently; 51–70, flee away from caster at top possible
speed; 71–100, attack nearest creature (for this purpose, a familiar
counts as part of the subject’s self). A confused character who can’t
carry out the indicated action does nothing but babble incoherently.
Attackers are not at any special advantage when attacking a confused
character. Any confused character who is attacked automatically
attacks its attackers on its next turn, as long as it is still confused when
its turn comes. A confused character does not make attacks of
opportunity against any creature that it is not already devoted to
attacking (either because of its most recent action or because it has
just been attacked).
Constitution (Con): The ability that represents a character’s
health and stamina.
continuous damage: Damage from a single attack that continues
to deal damage every round without the need for additional attack
rolls.
copper piece (cp): The most prevalent form of currency among
beggars and laborers. Ten copper pieces are equivalent to 1 silver
piece.
coup de grace: A full-round action that allows an attacker to
attempt a killing blow against a helpless opponent. A coup de grace
can be administered with a melee weapon or with a bow or crossbow
if the attacker is adjacent to the opponent. An attacker delivering a
coup de grace automatically scores a critical hit, after which the
defender must make a successful Fortitude save (DC 10 + damage
dealt) or die. Rogues also gain their extra sneak attack damage for
this attack. Delivering a coup de grace provokes attacks of opportunity
from threatening foes. A coup de grace is not possible against
a creature immune to critical hits.
cover: Any barrier between an attacker and defender. Such a
barrier can be an object, a creature, or a magical force. Cover grants
the defender a bonus to Armor Class.
cowering: Frozen in fear and unable to take actions. A cowering
character takes a –2 penalty to Armor Class and loses her Dexterity
bonus (if any).
creature: A living or otherwise active being, not an object. The
terms “creature” and “character” are sometimes used interchangeably.
creature type: One of several broad categories of creatures. The
creature types are aberration, animal, construct, dragon, elemental,
fey, giant, humanoid, magical beast, monstrous humanoid, ooze,
outsider, plant, undead, and vermin. (See the Monster Manual for full
descriptions.)
critical hit (crit): A hit that strikes a vital area and therefore deals
double damage or more. To score a critical hit, an attacker must first
score a threat (usually a natural 20 on an attack roll) and then
succeed on a critical roll (just like another attack roll). Critical hit
damage is usually double damage, which means rolling damage
twice, just as if the attacker had actually hit the defender two times.
(Any extra damage dice, such as from a rogue’s sneak attack, are not
rolled multiple times, but are added to the total at the end of the
calculation.)
critical roll: A special second attack roll made in the event of a
threat to determine whether a critical hit has been scored. If the
critical roll is a hit against the target creature’s AC, then the original
attack is a critical hit. Otherwise, the original attack is a regular hit.
cross-class (cc) skill: A skill that is not a class skill for a character.
Characters may buy cross-class skills at the rate of a half rank
per skill point, as opposed to 1 rank per skill point for class skills.
The most ranks a character can have in a cross-class skill is one-half
of the class skill maximum (3 + character’s level), rounded neither
up nor down.
cure spell: Any spell with the word “cure” in its name, such as
cure minor wound, cure light wounds, or mass cure critical wounds.
current hit points: A character’s hit points at a given moment in
the game. Current hit points go down when the character takes
damage and go back up upon recovery.
damage: A decrease in hit points, an ability score, or other aspects
of a character caused by an injury, illness, or magical effect. The
three main categories of damage are lethal damage, nonlethal
damage, and ability damage. In addition, wherever it is relevant, the
type of damage an attack deals is specified, since natural abilities,
magic items, or spell effects may grant immunity to certain types of
damage. Damage types include weapon damage (subdivided into
bludgeoning, slashing, and piercing) and energy damage (positive,
negative, acid, cold, electricity, fire, and sonic). Modifiers to melee
damage rolls apply to both subcategories of weapon damage (melee
and unarmed). Some modifiers apply to both weapon and spell
damage, but only if so stated. Damage points are deducted from
whatever character attribute has been harmed—lethal and
nonlethal damage from current hit points, and ability damage from
the relevant ability score). Damage heals naturally over time, but can
also be negated wholly or partially by curative magic.
damage reduction (DR): A special defense that allows a creature
to ignore a set amount of damage from most weapons, unarmed
attacks, or natural weapons, but not from energy attacks, spells,
spell-like abilities, and supernatural abilities. The number in a
creature’s damage reduction is the amount of hit points of damage
the creature ignores. The information after the slash indicates the
type of weapon (such as magic, silver, or evil) that overcomes the
damage reduction. Some damage reduction, such as that of a
barbarian, is not overcome by any type of weapon.
darkvision: An extraordinary ability possessed by some creatures
that enables them to see in the dark.
dazed: Unable to act normally. A dazed character can take no
actions, but has no penalty to AC.
dazzled: Unable to see well because of overstimulation of the
eyes. A dazzled creature takes a –1 penalty on attack rolls Spot
checks, and Search checks.
dead: A character dies when his or her hit points drop to –10 or
lower. A character also dies when his or her Constitution drops to 0,
and certain spells or effects (such as failing a Fortitude save against
massive damage) can also kill a character outright. Death causes the
character’s soul to leave the body and journey to an Outer Plane.
Dead characters cannot benefit from normal or magical healing, but
they can be restored to life via magic. A dead body decays normally
unless magically preserved, but magic that restores a dead character
to life also restores the body either to full health or to its condition
at the time of death (depending on the spell or device).
deafened: Unable to hear. A deafened character takes a –4 penalty
on initiative checks, automatically fails Listen checks, and has a
20% chance of spell failure when casting spells with verbal components.
deal damage: Cause damage to a target with a successful attack.
How much damage is dealt is usually expressed in terms of dice (for
example, 2d6+4) and may have a situational modifier as well.
However, damage dealt by a weapon or spell does not necessarily
equal damage taken by the target, because the target may have
special defenses that negate some or all of the damage.
death attack: A spell or special ability that instantly slays the
target, such as finger of death. Neither raise dead nor reincarnation can
grant life to a creature slain by a death attack, though resurrection and
more powerful effects can.
deflection bonus: A bonus to Armor Class granted by a spell or
magic effect that makes attacks veer off harmlessly. Deflection
bonuses stack with all other bonuses to AC except other deflection
bonuses. A deflection bonus applies against touch attacks.
Dexterity (Dex): The ability that measures a character’s hand-eye
coordination, agility, reflexes, and balance.
difficult terrain: An area containing one or more features (such
as rubble or undergrowth) that costs 2 squares instead of 1 square to
move through.
Difficulty Class (DC): The target number that a player must
meet or beat for a check or saving throw to succeed. Difficulty
Classes other than those given in specific spell or item descriptions
are set by the DM using the skill rules as a guideline.
Diminutive: A Diminutive creature is typically between 6 inches
and 1 foot in height or length and weighs between 1/8 pound and 1
pound.
direct a spell: Direct an active spell’s effect at a specific target or
targets. Directing a spell is a move action and does not provoke an
attack of opportunity.
disabled: At exactly 0 current hit points, or in negative hit points
but stable and conscious. A disabled character may take a single
move action or standard action each round (but not both, nor can
she take full-round actions). She moves at half speed. Taking move
actions doesn’t risk further injury, but performing any standard
action (or any other action the DM deems strenuous, including
some free actions such as casting a quickened spell) deals 1 point of
damage after the completion of the act. Unless the action increased
the disabled character’s hit points, she is now in negative hit points
and dying.
dispel: Negate, suppress, or remove one or more existing spells
or other effects on a creature, item, or area. Dispel usually refers to a
dispel magic spell, though other forms of dispelling are possible.
Certain spells cannot be dispelled, as noted in the individual spell
descriptions.
dispel check: A roll 1d20 + caster level of the character making
the attempt to dispel (usually used with dispel magic). The DC is 11
plus the level of the spellcaster who initiated the effect being
dispelled.
dispel turning: Channel negative energy to negate a successful
turning undead attempt by a good cleric or a paladin.
divine spells: Spells of religious origin powered by faith or by a
deity. Clerics, druids, paladins, and rangers cast divine spells.
dodge bonus: A bonus to Armor Class (and sometimes Reflex
saves) resulting from physical skill at avoiding blows and other ill
effects. Dodge bonuses are never granted by spells or magic items.
Any situation or effect (except wearing armor) that negates a character’s
Dexterity bonus also negates any dodge bonuses the character
may have (for instance, you lose any dodge bonuses to AC when
you’re flat-footed). Dodge bonuses stack with all other bonuses to
AC, even other dodge bonuses. Dodge bonuses apply against touch
attacks.
domain: A granted power and a set of nine divine spells (one
each of 1st through 9th level) themed around a particular concept
and associated with one or more deities. The available domains are:
Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good,
Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength,
Sun, Travel, Trickery, War, and Water.
domain spell: A divine spell belonging to a domain. Each domain
offers one spell of each spell level. In addition to their normal
daily complement of spells, clerics can cast one domain spell per day
for each spell level that their caster levels allow. This spell may be
from either of their domains. Domain spells cannot be exchanged
for cure or inflict spells.
double weapon: A weapon with two ends, blades, or heads that
are both intended for use in combat. Any weapon for which two
damage ranges are listed is a double weapon. Double weapons can be
used to make an extra attack as if the wielder were fighting with two
weapons (light weapon in the off hand).
druid (Drd): A class made up of characters who draw energy
from the natural world to cast divine spells and gain special magical
powers.
Dungeon Master (DM): The player who portrays nonplayer
characters, makes up the story setting for the other players, and
serves as a referee.
dying: Unconscious and near death. A dying character has –1 to –
9 current hit points, can take no actions, and is unconscious. Each
round on her turn, a dying character rolls d% to see whether she
becomes stable. She has a 10% chance of becoming stable. If she
does not, she loses 1 hit point. If a dying character reaches –10 hit
points, she is dead.
effective hit point increase: Hit points gained through temporary
increases in Constitution score. Unlike temporary hit points,
points gained in this manner are not lost first, and must be
subtracted from the character’s current hit points at the time the
Constitution increase ends.
electrum: A naturally-occurring alloy of gold and silver.
Elemental Plane: One of the Inner Planes consisting almost
entirely of one type of element: air, earth, fire, or water.
end of round: The point in a combat round when all the participants
have completed all their allowed actions. End of round
occurs when no one else involved in the combat has an action
pending for that round.
enemy: A creature unfriendly to you.
energy damage: Damage caused by one of five types of energy
(not counting positive and negative energy): acid, cold, electricity,
fire, and sonic.
energy drain: An attack that saps a creature’s vital energy giving
it negative levels, which might permanently drain the creature’s
levels.
Energy Plane: An Inner Plane, either the Positive Energy Plane
or the Negative Energy Plane.
engaged: Threatening or being threatened by an enemy.
(Unconscious, or otherwise immobilized characters are not considered
engaged unless they are actually being attacked.)
enhancement bonus: A bonus that represents an increase in the
sturdiness and/or effectiveness of armor or natural armor, or the
effectiveness of a weapon, or a general bonus to an ability score.
Multiple enhancement bonuses on the same object (in the case of
armor and weapons), creature (in the case of natural armor). Or
ability score do not stack. Only the highest enhancement bonus
applies. Since enhancement bonuses to armor or natural armor
effectively increase the armor or natural armor’s bonus to AC, they
don’t apply against touch attacks.
entangled: Ensnared. Being entangled impedes movement, but
does not entirely prevent it unless the bonds are anchored to an
immobile object or tethered by an opposing force. An entangled
creature moves at half speed, cannot run or charge, and takes a –2
penalty on attack rolls and a –4 penalty to its effective Dexterity
score. An entangled character who attempts to cast a spell must
make a Concentration check (DC 15 + the spell’s level) or lose the
spell.
ethereal: On the Ethereal Plane. An ethereal creature is invisible
and intangible to creatures on the Material Plane, but visible and
corporeal to creatures on the Ethereal Plane. As such, such a
creature is capable of moving through solid on the Material Plane,
and in any direction (even up or down), though all movement is at
half speed. Ethereal beings can see and hear what is happening in
the same area of the Material Plane to a distance of 60 feet, but
everything looks gray and insubstantial. Force effects originating on
the Material Plane can affect items and creatures that are ethereal,
but the reverse is not true.
Ethereal Plane: A gray, foggy plane parallel to the Material Plane
at all points. Creatures within the Ethereal Plane can see and hear
into the Material Plane to a distance of 60 feet, though the reverse is
not usually true. Force effects originating on the Material Plane can
affect items and creatures on the Ethereal Plane, but the reverse is
not true. Because the Ethereal Plane is often used for travel, it is also
considered a transitive plane (like the Astral Plane and the Plane of
Shadow).
exhausted: Tired to the point of significant impairment. An
exhausted character moves at half speed and takes a –6 penalty to
Strength and Dexterity. After 1 hour of complete rest, an exhausted
character becomes fatigued. A fatigued character becomes exhausted
by doing something else that would normally cause fatigue.
experience points (XP): A numerical measure of a character’s
personal achievement and advancement. Characters earn experience
points by defeating opponents and by overcoming challenges. At
the end of each adventure, the DM assigns experience to the
characters based on what they have accomplished. Characters
continue to accumulate experience points throughout their
adventuring careers, gaining new levels in their character classes at
certain experience totals.
extraordinary ability (Ex): A nonmagical special ability (as
opposed to a spell-like or supernatural ability).
extraplanar: Native to a plane of existence other than the plane
on which a creature is present. On the Material Plane, an outsider is
an extraplanar creature. On an outsider’s home plane, a native of the
Material Plane is an extraplanar creature.
failure: An unsuccessful result on a check, saving throw, or other
determination involving a die roll.
fascinated: Entranced by a supernatural or spell effect. A fascinated
creature stands or sits quietly, taking no actions other than to
pay attention to the fascinating effects, for as long as the effect lasts.
It takes a–4 penalty on skill checks made as reactions, such as Listen
and Spot checks. Any potential threat, such as a hostile creature
approaching, allows the fascinated creature a new saving throw
against the fascinating effect. Any obvious threat, such as a someone
drawing a weapon, casting a spell, or aiming a ranged weapon at the
fascinated creature, automatically breaks the effect. A fascinated
creature’s ally may shake it free of the effect as a standard action.
fatigued: Tired to the point of impairment. A fatigued character
can neither run nor charge and takes a –2 penalty to Strength and
Dexterity. Doing anything that would normally cause fatigue causes
the fatigued character to become exhausted. After 8 hours of
complete rest, fatigued characters are no longer fatigued.
fear effect: Any spell or magical effect that causes the victim to
become shaken, frightened, or panicked, or to suffer from some
other fear-based effect defined in the description of the specific spell
or item in question.
fighter (Ftr): A class made up of characters who have exceptional
combat capability and unequalled skill with weapons.
Fine: A Fine creature is typically 6 inches or less in height or
length and weighs 1/8 pound or less.
flank: To be directly on the other side of a character who is being
threatened by another character. A flanking attacker gains a +2
flanking bonus on attack rolls against the defender. A rogue can
sneak attack a defender that is flanking.
flat-footed: Especially vulnerable to attacks at the beginning of a
battle. Characters are flat-footed until their first turns in the
initiative cycle. A flat-footed creature loses its Dexterity bonus to
Armor Class (if any) and cannot make attacks of opportunity.
force damage: A special type of damage dealt by force effects,
such as a magic missile spell. A force effect can strike incorporeal
creatures without the normal miss chance associated with incorporeality.
Fortitude save: A type of saving throw, related to a character’s
ability to withstand damage thanks to his physical stamina.
free action: Free actions consume a negligible amount of time,
and one or more such actions can be performed in conjunction with
actions of other types.
frightened: Fearful of a creature, situation, or object. A frightened
creature flees from the source of its fear as best it can. If unable
to flee, it may fight. A frightened creature takes a –2 penalty on all
attack rolls, saving throws, skill checks, and ability checks. A
frightened creature can use special abilities, including spells, to flee;
indeed, the creature must use such means if they are the only way to
escape.
full normal hit points: An individual character’s maximum hit
points when undamaged.
full-round attack: Full-round actions consume all of a character’s
effort during a round. The only movement possible in conjunction
with a full-round action is a 5-foot step, which can occur
before, after, or during the action. Some full-round actions (as
specified in their descriptions) do not allow even this much
movement. When using a full-round action to cast a spell whose
casting is 1 round, the spell is not completed until the beginning of
the caster’s next turn.
Gargantuan: A Gargantuan creature is between 32 and 64 feet in
height or length and weighs between 32,000 and 250,000 pounds.
gold piece (gp): The primary unit of currency used by adventurers.
grab: The initial attack required to start a grapple. To grab a target,
the character must make a successful melee touch attack.
granted power: The special ability a cleric gain from each of his
selected domains.
grapple check: An opposed check that determines a character’s
ability to struggle in a grapple. Grapple check = 1d20 + base attack
modifier + Strength modifier + special size modifier. (+4 for every
size category larger than Medium or –4 for every size category
smaller than Medium).
grappling: Engaged in wrestling or some other form of hand-tohand
struggle with one or more attackers. A grappling character can
undertake only a limited number of actions. He does not threaten
any squares, and loses his Dexterity bonus to AC (if any) against
opponents he isn’t grappling. For creatures, grappling can also mean
trapping opponents in any number of ways (in a toothy maw, under
a huge paw, and so on).
half speed: When restricted to moving at half speed, count each
square moved into as 2 squares, and every square of diagonal
movement as 3 squares. If you are restricted to half speed, you can’t
run or charge, nor can you take a 5-foot step.
hardness: A measure of an object’s ability to resist damage. Only
damage in excess of the object’s hardness is actually deducted from
the object’s hit points upon a successful attack.
helpless: 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. An attacker can use a coup
de grace against a helpless target.
hit: Make a successful attack roll.
Hit Die/Dice (HD): In the singular form, a die rolled to generate
hit points. In the plural form, a measure of relative power that is
synonymous with character level for the sake of spells, magic items,
and magical effects that affect a certain number of Hit Dice of
creatures.
hit points (hp): A measure of a character’s health or an object’s
integrity. Damage decreases current hit points, and lost hit points
return with healing or natural recovery. A character’s hit point total
increases permanently with additional experience and/or permanent
increases in Constitution, or temporarily through the use of
various special abilities, spells, magic items, or magical effects (see
temporary hit points and effective hit point increase).
Huge: A Huge creature is typically between 16 and 32 feet in
height or length and weighs between 4,000 and 32,000 pounds.
incorporeal: Having no physical body. Incorporeal creatures are
immune to all nonmagical attack forms. They can be harmed only by
other incorporeal creatures, +1 or better magic weapons, spells,
spell-like effects, or supernatural effects. Even when struck by spells,
magical effects, or magic weapons, however, they have a 50% chance
to ignore any damage from a corporeal source. In addition, rogues
cannot employ sneak attacks against incorporeal beings, since such
opponents have no vital areas to target. An incorporeal creature has
no armor or natural armor bonus (or loses any armor or natural
armor bonus it may have when corporeal), but it gains a deflection
bonus equal to its Charisma modifier or +1, whichever is greater.
Such creatures can move in any direction and even pass through
solid objects at will, but not through force effects. Therefore, their
attacks negate the bonuses provided by natural armor, armor, and
shields, but deflection bonuses and force effects (such as mage
armor) work normally against them. Incorporeal creatures have no
weight, do not leave footprints, have no scent and make no noise, so
they cannot be heard with Listen checks unless they wish it.
Incorporeal creatures cannot fall or take falling damage.
inflict spell: A spell with the word “inflict” in its name, such as
inflict light wounds, inflict moderate wounds, or mass inflict critical
wounds.
inherent bonus: A bonus to an ability score resulting from
powerful magic, such as a wish. Inherent bonuses cannot be dispelled.
A character is limited to a total inherent bonus of +5 to any
ability score. Multiple inherent bonuses to a particular ability score
do not stack, so only the best one applies.
initiative: A system of determining the order of actions in battle.
Before the first round of combat, each combatant makes a single
initiative check. Each round, the participants act in order from the
highest initiative result to the lowest.
initiative check: A check used to determine a creature’s place in
the initiative order for a combat. An initiative check is 1d20 + Dex
modifier + other modifiers.
initiative count: The result of an initiative check, expressed as a
number that indicates when a character’s turn comes up.
initiative modifier: A bonus or penalty to initiative checks.
Inner Plane: One of several portions of the planar landscape that
contain the primal forces—those energies and elements that make
up the building blocks of reality. The Elemental Planes and the
Energy Planes are Inner Planes.
insight bonus: An insight bonus improves performance of a
given activity by granting the character an almost precognitive
knowledge of what might occur. Multiple insight bonuses on the
same character or object do not stack. Only the highest insight
bonus applies.
Intelligence (Int): The ability that determines how well a
character learns and reasons.
invisible: Visually undetectable. An invisible creature gains a +2
bonus on attack rolls against sighted opponents, and ignores its
opponents’ Dexterity bonus to AC (if any). (Invisibility has no effect
against blinded or otherwise nonsighted creatures.) An invisible
creature’s location cannot be pinpointed by visual means. It has total
concealment; even if an attacker correctly guesses the invisible
creature’s location, the attacker has a 50% miss chance in combat.
An invisible creature gains a +40 bonus on Hide checks if
immobile, or a +20 bonus on Hide checks if moving. Locating the
square an invisible creature occupies requires a Spot check (DC 40 if
the creature is immobile, DC 20 if the creature moved during its last
turn), modified by appropriate factors (such as an amor check
penalty or a penalty for movement).
kind: A subcategory of creature type. For example, giant is a
creature type, and hill giant is a kind of giant.
known spell: A spell that an arcane spellcaster has learned and
can prepare. For wizards, knowing a spell means having it in their
spellbooks. For sorcerers and bards, knowing a spell means having
selected it when acquiring new spells as a benefit of level
advancement.
Large: A Large creature is typically between 8 and 16 feet in
height or length and weighs between 500 and 4,000 pounds.
lethal damage: Damage that reduces a creature’s hit points.
level: A measure of advancement or power applied to several
areas of the game. See caster level, character level, class level, and
spell level.
light weapon: A weapon suitable for use in the wielder’s off
hand, such as a dagger. A light weapon is considered to be an object
two size categories smaller than its designated wielder (for example,
a Medium dagger is a Tiny object).
line of effect: Line of effect tells you whether an effect (such as
an explosion) can reach a creature. Line of effect is just like line of
sight, except line of effect ignores restrictions on visual ability. For
instance, a fireball’s explosion doesn’t care if a creature is invisible or
hiding in darkness.
line of sight: Two creatures can see each other if they have line
of sight to each other. To determine line of sight, draw an imaginary
line between your space and the target’s space. If any such line is
clear (not blocked), then you have line of sight to the creature (and it
has line of sight to you). The line is clear if it doesn’t intersect or
even touch squares that block line of sight. If you can’t see the target
(for instance, if you’re blind or the target is invisible), you can’t have
line of sight to it even if you could draw an unblocked line between
your space and the target’s.
low-light vision: The ability to see in conditions of dim illumination
as if the illumination were actually as bright as daylight.
luck bonus: A modifier that represents good fortune. Multiple
luck bonuses on the same character or object do not stack. Only the
highest luck bonus applies.
massive damage: At least 50 points of damage resulting from a
single attack.
masterwork: Exceptionally well-made, generally providing a +1
enhancement bonus on attack rolls (if the item is a weapon or
ammunition), reducing the armor check penalty by 1 (if the item is
armor or a shield), or adding +2 to relevant skill checks (if the item is
a tool).
Material Plane: The “normal” plane of existence.
Medium: A Medium creature is typically between 4 and 8 feet in
height or length and weighs between 60 and 500 pounds.
melee: Melee combat consists of physical blows exchanged by
opponents close enough to threaten one another’s space as opposed
to ranged combat.
melee attack: A physical attack suitable for close combat.
melee attack bonus: A modifier applied to a melee attack roll.
melee attack roll: An attack roll during melee combat, as
opposed to a ranged attack roll. See attack roll.
Souls of the Abyss
We're a guild dedicated mainly to Dungeons and Dragon's based role play. We're looking for semi-literate role players and DM's.
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