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Post by Dungeon Master on Aug 9, 2007 13:16:17 GMT 7
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." Source: PHB 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. Source: PHB
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Post by Dungeon Master on Aug 9, 2007 13:30:04 GMT 7
aberration type An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
Features: An aberration has the following features.
d8 Hit Dice. Base attack bonus equal to 3/4 total Hit Dice (as cleric). Good Will saves. Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An aberration possesses the following traits (unless otherwise noted in a creature's entry).
Darkvision out to 60 feet. Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor. Aberrations eat, sleep, and breathe. Source: MM, MM3
ability One of the six basic character qualities: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). Source: PHB
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Post by Dungeon Master on Aug 9, 2007 13:39:12 GMT 7
ability check A check of 1d20 + the appropriate ability modifier. Source: PHB
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.
If a creature has an attack that deals ability damage, the creature's descriptive text gives the ability and the amount of damage. If an attack that causes ability damage scores a critical hit, it deals twice the indicated amount of damage (if the damage is expressed as a die range, roll two dice). Ability damage returns at the rate of 1 point per day for each affected ability. Source: PHB, MM, MM3
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Post by Dungeon Master on Aug 9, 2007 13:41:30 GMT 7
ability damaged The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 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 damage is different from penalties to ability scores, which go away when the conditions causing them (fatigue, entanglement, and so on) go away. Source: DMG
ability decrease A decrease in an ability score that ends when the condition causing it does. Source: PHB, MM
ability drain A permanent loss of 1 or more ability score points. The character can regain these points only 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.
If a creature has an attack that deals ability drain, the creature's descriptive text gives the ability and the amount drained. If an attack that causes ability drain scores a critical hit, it drains twice the indicated amount (if the damage is expressed as a die range, roll two dice). Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points (10 on a critical hit) whenever it drains an ability score no matter how many points it drains. Temporary hit points gained in this fashion last for a maximum of 1 hour.
Some ability drain attacks allow a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). If no saving throw is mentioned, none is allowed. Source: PHB, MM, MM3
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