User:Yoko5000/in-game glossary

http://compendium.ddo.com/wiki/Glossary


 * Ability
 * One of the six basic character qualities: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). Abilities are occasionally referred to as stats.


 * Ability Check
 * A check where the roll of one twenty sided die + the appropriate ability modifier is compared to the obstacle.


 * Ability Damage
 * A temporary loss of 1 or more ability score points. Lost points can be restored by resting at shrines or taverns or by various beneficial spells. A character with Strength 0, Dexterity 0, Intelligence 0, Wisdom 0, or Charisma 0 becomes helpless and can perform no actions other than basic movement. A character with Constitution 0 dies.


 * Ability Decrease
 * A decrease in an ability score that ends when the condition causing it does.


 * 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.


 * 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).


 * Animal
 * A type of creature that includes all natural animals, dire animals, giant animals, and some other nonmagical vertebrate creatures. 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 (physical movement) was hampered by armor. Bards can ignore the arcane spell failure chance for light armor when casting bard spells.


 * 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 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. Example: +2 Full Plate armor gives a total armor bonus to AC of 10 (8 from the armor and 2 from the enhancement bonus on the armor). An armor bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force around the recipient.


 * Armor Bonus w/ Dex
 * The bonus to armor class that your character will receive from a piece of armor with the max dex bonus and your current Dexterity score factored in.


 * Armor Check Penalty
 * The penalty to movement-based skills you receive if you are using certain armors or shields. The movement-based skills are Balance, Hide, Jump, Move Silently, Swim, and Tumble. Note that Swim, due to the nature of the skill, takes double the penalty. Also, if you are not proficient with a piece of armor or shield, you will take the armor check penalty on your attack roll as well as on your movement-based skills.


 * 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).


 * Attack Mod
 * The ability who's modifier is used when calculating your attack roll.


 * Attack Penalty
 * A penalty to your attack roll.


 * Attack Roll
 * A roll to determine whether an attack hits. To make an attack roll, you roll one twenty-sided die (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.


 * Base Attack Bonus (BAB)
 * An attack roll bonus derived from character class and level. Base attack bonuses increase at different rates for different character classes. A character may gain additional attacks as his or her base attack bonus increases. Base attack bonuses gained from different classes, such as when a character is a multiclass character, stack.


 * Base Damage Rating
 * A value that describes a weapon's effectiveness in terms of base damage as well as critical hit chance and critical hit damage multiplier. This value does not take extra damage types into account such as the 1 to 6 (D&D Dice: 1d6) extra damage dealt by fire on a flaming weapon.


 * Base Save Bonus
 * A save 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.


 * Binds on Acquire
 * This item will become bound to you when you acquire it.


 * Binds on Equip
 * This item will become bound to you when you equip it.


 * Binds to Account due to a bound item inside
 * This bag/container will become bound to your account while you have a bound item inside it. If you remove the bound item, the bag will revert to its previous bound or unbound status.


 * Binds to Account due to armor appearance kit
 * This item will become bound to your account while you have an armor appearance kit on the item. If you remove the armor appearance kit, the item will revert to its previous bound or unbound status.


 * Binds to Account on Acquire
 * This item will become bound to your account when you acquire it.


 * Binds to Account on Equip
 * This item will become bound to your account when you equip it.


 * Binds to Character on Acquire
 * This item will become bound to your character when you acquire it.


 * Binds to Character on Equip
 * This item will become bound to your character when you equip it.


 * Blinded
 * Unable to see. A blinded character takes a -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 Dexterity based skill checks. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character.


 * Bonus
 * A positive modifier to a die roll. In most cases, multiple bonuses of the same type that are 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.


 * Bound To Account
 * PLACEHOLDER This item can only be transferred between characters on the same account.


 * Bound to Character
 * This item is bound to you. You cannot trade, auction, or mail this item.


 * 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 of 1 twenty-sided die + the caster level (in the relevant class). If the result equals or exceeds the DC (Difficulty Class) or the spell resistance, in the case of caster level checks made against spell resistance, the check succeeds.


 * Challenge Rating (CR)
 * A Challenge Rating is a very rough measure of how easy or difficult a monster or quest is. For monsters, the CR indicates the average character level of a small party of adventurers for which one creature would be a moderate challenge. For quests on normal difficulty, the CR indicates the suggested level for a party of adventurers.


 * Check
 * A method of determining the result when a character attempts an action (other than an attack or a save) 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, and dispel checks also exist. The specific name of the check usually corresponds to the skill or ability used. To make a check, you roll one twenty-sided die and add any relevant modifiers. (Higher results are always better.) If the 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.


 * 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 the same effect. For example, if you equipped two items that each gave you the exact same circumstance bonus, the bonuses wouldn't stack.


 * 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 level.


 * Competence Bonus
 * A bonus that improves a character’s performance of a particular task, such as from the bardic ability to inspire competence. Such a bonus may apply on attack rolls, saves, 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 normal attack misses (a miss chance). Cloud spells often give concealment to those within them.


 * 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 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.


 * 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 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 successful hit against the target creature, 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 + the character’s level), rounded neither up nor down.

Cure Spell Any spell with the word 'cure' in its name, such as cure moderate wounds, cure light wounds, or mass cure critical wounds.


 * Damage
 * The amount of damage that will be applied after a successful attack. The notation 2d4+3 means a roll of two 4-sided dice plus 3. The total damage of this roll would range from 5 to 11 points. One way this could appear on an item is like so: Damage 5-11 (2d4 + 3 Slash, Magic).


 * Damage Mod
 * The ability who's modifier is used when calculating your damage roll.


 * 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, or spell-like 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 good) that overcomes the damage reduction. Some damage reduction, such as that of a barbarian or some elementals, is not overcome by any type of weapon. Example: A creature with DR 5/Bludgeoning ignores the first five points of incoming damage unless the source is a bludgeoning weapon.


 * 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. Certain spells or effects (such as failing a Fortitude save against a Slay Living spell) can also kill a character outright. Death causes the character’s soul to leave his or her body and assume a ghostly form. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic.


 * 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.


 * Destroyed After Logout
 * This item will be destroyed after you are logged off for 30 minutes or more.


 * Destroyed on Death
 * This item will be destroyed when you die.


 * Destroyed on Exiting Adventure
 * This item will be destroyed when you leave your current adventure.


 * Difficulty
 * Indicates the difficulty of equipping or using an item with the skill Use Magic Device. The difficulty is compared to your Use Magic Device skill to determine if you can equip the item or what your chances are of successfully using the item.


 * Difficulty Class (DC)
 * The target number that a player must meet or beat for a check or save 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.


 * Disable Device Bonus
 * This bonus will be added to your roll when using the disable device skill.


 * 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 of one twenty-sided die + 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.


 * 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. 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.


 * Drops on Death
 * This item will drop to the ground when you die.


 * Drops on Leaving Adventure
 * This item will drop to the ground when you leave your current adventure.


 * Dying
 * Unconscious and near death. A dying character has -1 to -9 current hit points, can take no actions, and is unconscious. Every six seconds a dying character rolls d% to see whether she becomes stable. On every roll 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 dies.


 * 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.


 * Enchanted Bag
 * Once an item enters this bag, the enchantment prevents it from coming out again. Only the person who gave you this bag can take its items out.


 * 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.


 * Enhancement Bonus
 * A bonus that represents an increase in the sturdiness and/or effectiveness of 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) or ability score do not stack. Only the highest enhancement bonus applies. Example: Your character wears gloves that give him a +1 to Strength and a belt that gives him a +2 to Strength. Only the +2, the higher enhancement bonus applies.


 * 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 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.


 * Exclusive
 * You can have only one of this item with you at a time but may have more than one in the bank.


 * Exhausted
 * Tired to the point of significant impairment. An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. Exhaustion can be improved or cured by resting at shrines or taverns or by various beneficial spells.


 * 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.


 * 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 effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. If the creature sustains any damage the effect is broken. The effect can also be dispelled by a dispel magic spell.


 * Fatigued
 * Tired to the point of impairment. A fatigued character takes a -2 penalty to Strength and Dexterity. Fatigue can be cured by resting at shrines or taverns or by various beneficial spells.


 * Flank
 * To be behind another character. A flanking attacker gains a +2 flanking bonus on attack rolls against the defender. A rogue can sneak attack a defender that she is flanking.


 * Force Damage
 * A special type of damage dealt by force effects, such as a magic missile spell.


 * Fortitude Save
 * A type of save, related to a character’s ability to withstand damage thanks to his physical stamina.


 * 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 cower. A frightened creature takes a -2 penalty on all attack rolls, saves, skill checks, and ability checks.


 * Hardness
 * A measure of an object’s ability to resist damage. In general, harder objects are less susceptible to damage. Also, some materials are more likely to damage other materials. Example: A fire attack is potentially much more damaging to paper items than steel items.


 * Heal Bonus
 * This bonus will be added to your roll when using the heal skill.


 * 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 are automatic critical hits. You can always hit a helpless creature unless you roll a 1 on your 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.


 * Incorporeal
 * Having no physical body. Incorporeal creatures are immune to all nonmagical forms of attack. 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 magic weapons, however, they have a 50% chance to ignore any damage. In addition, rogues cannot employ sneak attacks against incorporeal beings, since such opponents have no vital areas to target. Incorporeal creatures can move in any direction and even pass through solid objects at will. They 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 to.


 * 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 magical Tome. Inherent bonuses cannot be dispelled. Multiple inherent bonuses to a particular ability score do not stack. Only the highest one applies.


 * 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.


 * Invisible
 * Visually undetectable. Invisibility has no effect against blinded or otherwise nonsighted creatures. An invisible creature’s location cannot be pinpointed by visual means. An invisible creature gains a +20 bonus on Hide checks. Locating an invisible creature requires a high Spot check or the see invisibility spell or spell-like ability.


 * 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.


 * 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). If a character uses a weapon that is not considered a light weapon in his offhand, he will incur substantial penalties to his attack bonus.


 * Line Of Sight
 * Two creatures can see each other if they have line of sight to each other. To determine line of sight, imagine a line between your character and the target. If any such line is totally unobstructed, then you have line of sight to the creature (and it has line of sight to you). 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 the imaginary line is unobstructed.


 * 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.


 * 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.


 * Max Dex Bonus
 * The maximum bonus to armor class you can receive from your Dexterity modifier when using armor or a tower shield.


 * Miss Chance
 * The possibility that a successful attack roll misses anyway because of the attacker’s uncertainty about the target’s location. See concealment.


 * Miss Chance Roll
 * A d% roll to determine the success of an attack roll to which a miss chance applies.


 * Modifier
 * Any bonus or penalty applying to a die roll. A positive modifier is a bonus, and a negative modifier is a penalty. Modifiers from the same source do not stack, and modifiers with specific descriptors generally do not stack with others of the same type. If more than one modifier of a type is present, only the best bonus or worst penalty in that grouping applies. Bonuses or penalties that do not have descriptors stack with those that do. Example: Enhancement bonuses to Wisdom do not stack with other enhancement bonuses to Wisdom, but a morale bonus to saves does stack with a luck bonus to saves.


 * Morale Bonus
 * A bonus representing the effects of greater hope, courage, and determination. Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Nonintelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.


 * Must be used while on airship exterior.
 * Some items, such as airship exterior paint, can only be used while on the exterior or outside decks of a guild airship.


 * Must be used while on airship interior.
 * Some items, such as airship interior paint, can only be used while on the interior or inside of a guild airship.


 * Natural
 * A natural result on a roll or check is the actual number appearing on the die, not the modified result obtained by adding bonuses or subtracting penalties.


 * Natural Armor Bonus
 * A bonus to Armor Class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to Armor Class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to Armor Class.


 * Nauseated
 * Experiencing stomach distress. The speed of a nauseated creature's movement, attacks, and other actions is greatly reduced.


 * Negative Energy
 * A black, crackling energy that usually heals undead creatures and hurts the living.


 * Negative Level
 * A loss of vital energy resulting from energy drain, spells, magic items, or magical effects. For each negative level sustained, a creature takes a -1 penalty on all attack rolls, saves, skill checks, and ability checks, loses 5 hit points, and takes a -1 penalty to effective level. Negative levels remain until they are removed by beneficial spells or by resting in a tavern, or by unequipping the item that's causing them.


 * No Auction
 * PLACEHOLDER This item can not be auctioned on the auction house.


 * No Mail
 * PLACEHOLDER This item can not be attached to mail and sent to other characters.


 * Nonintelligent
 * Lacking an Intelligence score. Mind-affecting spells do not affect non-intelligent creatures, nor can non-intelligent creatures benefit from morale bonuses.


 * Not Bankable
 * This item cannot be placed in a bank.


 * Off Hand
 * A character’s weaker or less dexterous hand (usually the left). An attack made with the off hand incurs a -4 penalty on the attack roll. In addition, only one-half of a character’s Strength bonus may be added to damage dealt with a weapon held in the off hand.


 * One-Handed Weapon
 * A weapon designed for use in one hand, such as a longsword, often either along with a shield or a light weapon in the other hand. A one-handed weapon is considered to be an object one size category smaller than its designated wielder (for example, a Medium longsword, a longsword designed for Medium creatures, is a Small object).


 * Open Lock Bonus
 * This bonus will be added to your roll when using the open lock skill.


 * Overlap
 * Coexist with another effect or modifier in the same area or on the same target. Bonuses that do not stack with each other overlap instead, such that only the largest bonus provides its benefit. Example: A +2 deflection bonus to AC from a spell will overlap with a +1 deflection bonus to AC from a cape, such that the character would only receive a +2 bonus.


 * Panicked
 * A panicked creature must 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 saves, skill checks, and ability checks.


 * Paralyzed
 * Frozen in place and unable to move or act, such as by the hold person spell. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A paralyzed swimmer can’t swim and may drown.


 * Penalty
 * A negative modifier to a die roll. Penalties do not usually have a type, and always stack with other penalties (except those from the same source) unless otherwise stated.


 * Petrified
 * Turned to stone. Petrified characters are considered unconscious.


 * Positive Energy
 * A white, luminous energy. In general, positive energy heals the living and hurts undead creatures.


 * Proficiency
 * If you are not proficient with a weapon or armor, you will take penalties to your attack roll when using that type of weapon or armor.


 * Projectile Weapon
 * A device, such as a bow, that uses mechanical force to propel a projectile toward a target.


 * Racial Bonus
 * A bonus granted because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature.


 * Ranged Weapon
 * A thrown or projectile weapon designed for ranged attacks.


 * Ray
 * A beam created by a spell. A ray can be dodged by moving out of the way.


 * Reflex Save
 * A type of save, related to a character’s ability to withstand or avoid damage thanks to her agility or quick reactions.


 * Regeneration
 * The ability of some creatures to rapidly heal damage, regrow severed parts and ruined organs, and repair broken bones. Most damage dealt to a naturally regenerating creature heals at a fixed rate. However, certain attack forms (typically fire and acid) may temporarily stop a creature's ability to regenerate. Regeneration does not alter conditions that do not deal damage in hit points, such as poison and disease.


 * Repair Bonus
 * This bonus will be added to your roll when using the repair skill.


 * Requires Airship To Use
 * Some items, such as airship amenities, can only be used on a guild airship.

Reserved This item can only be picked up by the person it is reserved for.


 * Reserved for Party Leader
 * This item can only be picked up the leader of the party.


 * Resistance Bonus
 * A bonus to saves that provides extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies.


 * Resistance To Energy
 * A creature with resistance to an energy type ignores a certain amount of damage dealt by that energy type each time it is dealt. For instance, a creature with fire resistance 10 ignores the first 10 points of fire damage dealt by each attack. Resistance to energy doesn’t affect the save made against the attack (if any). Multiple sources of resistance to a certain energy type (such as a spell and an item) don’t stack with each other; only the highest value applies to any given attack. Resistance to energy from action point enhancements are an exception to this rule and do stack with spells and items.


 * Sacred Bonus
 * A bonus that stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies.


 * Save (Saving Throw)
 * A roll made to avoid (at least partially) damage or harm. The three types of saves are Fortitude, Reflex, and Will.


 * School Of Magic
 * A group of related spells that work in similar ways. The eight schools of magic available to spellcasters are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.


 * Shaken
 * Mildly fearful. A shaken character takes a -2 penalty on attack rolls, saves, skill checks, and ability checks.


 * Shield Bonus
 * A bonus to Armor Class granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. Example: A +3 heavy steel shield gives you a total shield bonus to your AC of +5 (+2 shield bonus from the shield and +3 shield bonus from the +3 enhancement bonus on the shield). A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient.


 * Sickened
 * Mildly ill. A sickened character takes a -2 penalty on all attack rolls, weapon damage rolls, saves, skill checks, and ability checks.


 * Size
 * The physical dimensions and/or weight of a creature or object. The sizes, from smallest to largest, are Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, and Colossal.


 * Skill Check
 * A check relating to use of a skill. The basic skill check = the roll of one twenty-sided die + skill rank + the relevant ability modifier (or simply 1d20 + total skill modifier).


 * Skill Modifier
 * The bonus or penalty associated with a particular skill. Skill modifier = skill rank + ability modifier + miscellaneous modifiers. (Miscellaneous modifiers include racial bonuses, armor check penalty, situational modifiers, and so forth.) Skill modifiers apply to skill checks made by characters in the course of using the corresponding skills.


 * Skill Points
 * A measure of a character’s ability to gain and improve skills. At each level, a character gains a number of skill points based on her Intelligence and class and spends them to buy skill ranks. Each skill point buys 1 rank in a class skill or 1/2 rank in a cross-class skill.


 * Skill Rank
 * A number indicating how much training or experience a character has with a given skill. Skill rank is incorporated into the skill modifier, which in turn improves the chance of success for skill checks with that skill.


 * Spell Failure
 * The chance that a spell fails and is ruined when cast under less than ideal conditions; when a spell is cast to no effect.


 * Spell Level
 * A number from 0 to 9 that indicates the general power of a spell.


 * Spell Preparation
 * Part of the spellcasting process for wizards, clerics, paladins, rangers, and druids. Preparing a spell requires careful reading from a spellbook (for wizards) or devout prayers or meditation (for divine spellcasters). The character actually casts the first and lengthiest part of the spell during the preparation phase, leaving only the very end for completion at another time. To use a prepared spell, the character finishes the casting with the appropriate spell components?a few special words, some complex gestures, a specific item, or a combination of the three. The number of spells a character can have prepared at any time is determined by that character's class and level. To prepare spells, first go a tavern or rest at a shrine. Then click on the spells tab of the character sheet and select the desired spell level page (L1-L9). Click and drag the desired spell icons into the preparation slots at the bottom of the spell page. Then drag those icons from the preparation slots into one of your shortcut bars so you can use the spells. Sorcerers and bards need not prepare their spells in the spellbook. They only need to drag the icons into their shortcut bars.


 * Spell Resistance (SR)
 * A special defensive ability that allows a creature or item to resist the effects of spells and spell-like abilities. Supernatural abilities are not subject to spell resistance. To overcome a creature’s spell resistance, the caster of the spell or spell-like ability must equal or exceed the creature’s spell resistance with a caster level check, (a roll of one twenty-sided die + the caster level in the relevant class).


 * Spell Slot
 * The 'space' in a spellcaster’s mind dedicated to holding a spell of a particular spell level. A spellcaster has enough spell slots to accommodate only a certain number of spells. This number increases as the character gains levels in spell casting classes. You can see your prepared spell slots in the spells section of the character sheet.


 * Spell Trigger Item
 * A magic item (such as a wand) that produces a particular spell effect. Any spellcaster whose class spell list includes a particular spell knows how to use a spell trigger item that duplicates it, regardless of whether the character knows (or could know) that spell at the time.


 * Spontaneous Casting
 * The special ability of a cleric to swap a prepared spell to gain a cure spell of the same level, or of a druid to swap a prepared spell to gain a summon nature’s ally spell of the same level. Since the substitution of spells occurs on the spur of the moment, clerics need not prepare their cure spells in advance, nor do druids need to prepare their summon nature’s ally spells in advance. Example: A cleric always has the choice of casting a cure spell instead of one of his other prepared spells, so he receives a bonus prepared spell slot for each cure spell. These are always prepared and cannot be removed from the bonus spell slots.


 * Stable
 * Unconscious and having a current hit point total between -1 and -9, but not dying. A dying character who is stable regains no hit points, but stops losing them at a rate of 1 every six seconds.


 * Stack
 * Combine for a cumulative effect. In most cases, modifiers to a given check or roll stack if they come from different sources and have different descriptors (or no descriptors at all), but do not stack if they have the same descriptors or come from the same source (such as two different items that give you a bonus of the same type or the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus or worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified. Spell effects that do not stack may overlap, coexist independently, or render one another irrelevant, depending on their exact effects.


 * Stunned
 * A stunned creature can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any).


 * Subtype
 * A subdivision of creature type. For example, humans and elves are both of the humanoid type, but each of those races also constitutes its own subtype of humanoid.


 * Suppress
 * Cause a magical effect to cease functioning without actually ending it. When the suppression ends, the spell effect returns, provided it has not expired in the meantime.


 * Temporary Hit Points
 * Hit points gained for a limited time through certain spells (such as aid) and magical effects. When a character with temporary hit points is dealt damage, the damage is deducted from temporary hit points first, then remaining damage (if any) is deducted from the character’s actual (nontemporary) hit points. Temporary hit points can cause a character’s hit point total to exceed its normal maximum.


 * Threat
 * A possible critical hit.


 * Threat Range
 * All natural die roll results that constitute a threat when rolled for an attack roll. For many weapons, the threat range is 20, but some weapons have threat ranges of 19-20 or 18-20. Any attack roll that does not result in a hit is not a threat, whether or not it lies within the weapon’s threat range.


 * Thrown Weapon
 * A ranged weapon that a character hurls at an enemy, such as a dart, as opposed to a projectile weapon.


 * Total Concealment
 * Attacks against a target with total concealment have a 50% miss chance. Total concealment blocks line of sight. See concealment.


 * Trained
 * Having at least 1 rank in a skill. Many skills can be used untrained by making a successful skill check using 0 skill ranks. Others, such as Use Magic Device and Open Lock, can be used only by characters who are trained in that skill.


 * Turn Undead
 * The supernatural ability to drive off or destroy undead by channeling positive energy.


 * Turned
 * Affected by a turn undead attempt. Turned undead flee for up to 1 minute by the best and fastest means available to them. If they cannot flee, they cower.


 * Turning Check
 * A roll of one twenty-sided die + Charisma modifier to determine how much positive energy is able to be channeled when attempting to turn undead.


 * Turning Damage
 * The number of Hit Dice of undead that are turned with a particular turning check. Turning damage = the roll of 2 six-sided dice + cleric level + Charisma modifier.


 * Two-Handed Weapon
 * A weapon designed for use in two hands, such as a greatsword. A two-handed weapon is considered to be an object of the same size as its designated wielder (for example, a Medium greatsword is a Medium object).


 * Unarmed Attack
 * A melee attack made with no weapon in hand.


 * Unique Amenity
 * Some airship amenities are restricted in use. Called 'unique', there can only be one in existence on a guild airship at a time.


 * Untrained
 * Having no ranks in a skill. Many skills can be used untrained by making a successful skill check using 0 ranks and including all other modifiers as normal. Other skills, such as Use Magic Device and Open Lock, can be used only by characters who are trained in that skill.


 * Will Save
 * A type of save, related to a character’s ability to withstand damage or harm thanks to his mental toughness or determination.