Glossary of Terms

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Below is a list of terms which are used frequently in Epic Path, or in d20-based games in general. This is meant as a quick reference guide for players new to Epic Path.

5-Foot Step

  • AKA:

Ability Damage

  • AKA:

Ability Drain

  • AKA:

Ability Score

  • AKA: Stat, Attribute

One of the six primary statistics defining a character's general attributes. These are Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS) and Charisma (CHA). Some campaigns feature one or more additional ability scores, though these are campaign specific. See also Ability Scores, Character Creation.

Ability Modifier

  • AKA: Stat Mod, Mod

The modifier produced by the ability score. This is calculated as (ability score - 10)/2 (round down). Thus, a score of 12 has a modifier of +1, while a score of 14 has a modifier of +2.

Action Points

  • AKA:

Activate Magic Item

  • AKA:

Many magic items don’t need to be activated. Certain magic items, however, do need to be activated, especially potions, scrolls, wands, rods, and staves. Unless otherwise noted, activating a magic item is a standard action.

Spell Completion Items

  • AKA:
Activating a spell completion item is the equivalent of casting a spell. It requires concentration and provokes attacks of opportunity. You lose the spell if your concentration is broken, and you can attempt to activate the item while on the defensive, as with casting a spell.

Spell Trigger, Command Word, or Use-Activated Items

  • AKA:
Activating any of these kinds of items does not require concentration and does not provoke attacks of opportunity.

Afflictions

  • AKA:

Aid Another

  • AKA:

Alignment

  • AKA:

Ally

  • AKA: -

A member of your party, including yourself (unless specifically excluded), or a friendly NPC that is assisting you in a battle. Bystander NPC's who are not hostile, but are also not actively helping, are not considered allies.

Armor Class

  • AKA:

Assist

  • AKA:

At-Risk

  • AKA:

At-Will

  • AKA:

Attack Roll

  • AKA: To-Hit Roll

Aura

  • AKA:

An aura is an inherent emanation that is part of the possessor's being. Unless specifically described otherwise, an aura is always present and cannot be removed in any way by either the owner of the aura or the actions of others. Note that while an aura is always present, it may or may not apply effects on others, depending on how the possessor of the aura uses it.

An aura has the effects that are laid out in the aura's description at all times, and only ceases operation when the possessor of the aura is dead. However, an aura described as spell-like, supernatural, or gained as a spell effect, is subject to anti-magic effects. Conversely, an aura described as an Extraordinary ability is not subject to anti-magic.

An aura does not effect the owner of the aura unless stated explicitly in the description.

A creature can suppress or express the effects of their aura during their turn as a swift action.

An aura cannot harm a creature unless the owner of the aura has line of effect to the victim of the aura.

An aura's effect is always triggered by the owner of the aura. This trigger is a free action. An aura can trigger its effect in one of three ways, once per round:

  1. The aura may be triggered at the end of a move action. This allows the aura owner to move up to victims and affect them.
  2. The aura may be triggered at the beginning of a full round action or a standard action. This allows the aura's owner to incorporate the aura's effect into their attacks.
  3. The aura may be triggered by other events as described in the aura. This allows auras to activate upon the death of the owner, or when they use another talent, power or ability, or some other circumstance defined in the description.

If a victim has been affected by an aura once in a round, it is immune to any further applications of the aura's effect until the beginning of its next round.

The effects of an aura last until the end of the aura owner's next round unless they are instantaneous (damage) or otherwise removed earlier.

Auramancy

  • AKA:

Bailiwick Skill

  • AKA:

Base Attack Bonus

  • AKA: BAB

Each character class has a base attack bonus, which improves depending on your level in that class. This bonus is added to all to-hit rolls when calculating your attack bonus.

Base Land Speed

Bonus Types

Armor Bonus to AC

  • AKA:

Shield Bonus

  • AKA:

Natural Armor

  • AKA:

Deflection AC

  • AKA:

Dodge Bonus

  • AKA:

Morale Bonus

  • AKA:

Luck Bonus

  • AKA:

Martial Bonus

  • AKA:

Feat Bonus

  • AKA:

Circumstance Bonus

  • AKA:

Competence Bonus

  • AKA:

Resistance Bonus

  • AKA:

Enhancement Bonus

  • AKA:

Campaign Level

  • AKA:

Caster Check

  • AKA:

Caster Level

  • AKA:

Challenge Rating

  • AKA: CR
Challenge Rating (or CR) is a convenient number used to indicate the relative danger presented by a monster, trap, hazard, or other encounter—the higher the CR, the more dangerous the encounter. Refer to Table: Encounter Design to determine the Challenge Rating your group should face, depending on the difficulty of the challenge you want and the group’s APL.

Character Level

  • AKA: Class Level, Level

Combat Casting

  • AKA:

Combat Maneuver

  • AKA:

Command Word

  • AKA: Command, On Command

Common Energy Damage

  • AKA:

(Fire, Sonic, Electric, Acid, Negative (etc?))

Concentration

  • AKA:

Critical Hit

  • AKA:

Critical Multiplier

  • AKA:

Critical Range

  • AKA:

Critical Threat

  • AKA:

Damage Resistance

Damage Roll

  • AKA:

Defenseless

  • AKA:

A creature which is defenseless against something takes double damage from it.

Dice

  • AKA:

Difficult Terrain

  • AKA:

Difficulty Class

  • AKA: DC

Dweomermetals

  • AKA:

Encounter

  • AKA: Combat

Enemy

  • AKA: Opponent, Target

Energy Resistance

  • AKA: ER

Exotic Energy Damage

  • AKA:

(Light / Dark, Force / Void, Psychic / Organic, Daylight / Moonlight -and/or-, Solar / Lunar)

Experience Points

  • AKA:

Extraordinary Ability

  • AKA: Ex
An Extraordinary Ability is an unusual ability that does not rely on magic to function, relying on a creature's own innate power to activate it. They are not something that just anyone can do or even learn to do without extensive training. They can produce a wide variety of effects, though perhaps not so wide as those effects possible with spells, spell-like abilities, or supernatural abilities. They can be passive, always-on, type of effects, or activated with an action of some kind. They can produce an instant benefit, or have an ongoing effect. Refer to the ability's description for details.

Extraordinary abilities are non-magical in nature, and as such are not affected by, and continue to operate, in the absence of magic, such as from an Antimagic Field (Spell). Similarly, Spell Resistance (SR) provides no defense against them. Finally, unless specifically stated otherwise in the ability's description, activating an extraordinary ability does not provoke attacks of opportunity from threatening enemies.

[fear]|Fear Effect

  • AKA: [fear]

Feat

  • AKA:

Fighting Defensively

  • AKA:

Flat-Footed AC

  • AKA:

Fluency

  • AKA:

Forced Movement

  • AKA: Push, Pull, Slide

Full Attack Action

  • AKA:

Full Day

  • AKA:

Full-Round Action

  • AKA:

Game Master

  • AKA: GM

Gaze

  • AKA:

A gaze special attack takes effect when foes look at the attacking creature. The attack can have any sort of effect, see each writeup for details. While the gaze attack power is active, each opponent within the range of that gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking directly at the creature, instead looking at it out of the corner of the eyes in fleeting glimpses, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains partial concealment (20 percent miss chance) against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment (50 percent miss chance) against the opponent.

A creature with a gaze attack activates the power as described in the ability.

Since they are based on vision, gaze attacks can affect creatures with line of sight but not line of effect, even including beings that are ethereal, Cloistered, Displaced, or Exiled. The creature with the gaze attack does not need to know an enemy is near: the saving throw is based upon the actions of the enemy creatures, not the actions of the creature with the gaze attack.

A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature's allies are usually considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round.

Hardened

  • AKA:

A creature which is hardened against something takes half damage from it. Many creatures are only hardened against precision damage, for example, rather than being completely immune to it (e.g. oozes, incorporeal creatures, elementals, etc.).

Hit Dice

  • AKA:

Hit Points

  • AKA:

Holding an Action

  • AKA:

Illumination

Immediate Action

  • AKA:

Immunity

  • AKA:

A creature which is immune to something takes no damage from it. (See also: Hardened) Creatures with no discernible anatomy are often immune to flanking, for example.

Few creatures should ever be immune to precision damage (unless that is their schtick), since it essentially takes several classes out of the fight entirely. Similarly, immunity to magic should probably be represented by Spell Resistance instead of immunity.

Improvised Weapon

  • AKA:

Initiative

  • AKA:

Instantaneous Healing

  • AKA:

[language-dependent]|Language-Dependent

  • AKA: [language-dependent]

Lay Magic

  • AKA:

Line of Effect

  • AKA:

Line of Sight

  • AKA:

Linked Skills

  • AKA:

Maneuver Offense

  • AKA:

Maneuver Defense

  • AKA:

Melee Attack

  • AKA:

Metagaming

  • AKA:

[mind affecting]|Mind Affecting

  • AKA: [mind affecting]

Mindless

  • AKA:

Minute

  • AKA:

Monster Blueprint

  • AKA:

Monster Lore

  • AKA:

Monster Pattern

  • AKA: Monster Template

Monster Role

  • AKA:

Monster Subtypes

  • Air
  • Chaotic
  • Demon
  • Devil
  • Earth
  • Elemental
  • Evil
  • Fire
  • Good
  • Incorporeal
  • Lawful
  • Native
  • Water

Monster Type

  • AKA:

Aberration

Animal

Construct

Dragon

Fey

Humanoid

Magical Beast

Monstrous Humanoid

Ooze

Outsider

Plant

Protean

Swarm

Troop

Undead

Vermin

Move Action

  • AKA:

Multiplier

  • AKA:

Natural 1

  • AKA:

Natural 20

  • AKA:

Natural Attack

  • AKA:

Many creatures use natural attacks instead of weapons during combat, relying on their teeth, claws, and other parts of their own body to inflict harm on their foes without the use of weapons or magic. Such monster attacks are defined in their Monster blueprint, and will have the unique effects described for each monster. If a player character is granted a natural attack by an ability, spell, or other effect, it is resolved as an unarmed strike unless otherwise defined, and does not normally provoke an attack of opportunity.

Natural Talent

  • AKA:

Non-Lethal Damage

  • AKA:

Non-Player Character

  • AKA: NPC

Non-Proficiency

  • AKA:

Ongoing Damage

  • AKA: Recurring Damage, Bleeds, Ruptures

Persistent Healing

  • AKA: Ongoing Healing

Physical Damage

  • AKA:

Precision Damage

  • AKA:

Primal Damage

  • AKA:

irresistible energy damage

Primary Attack

  • AKA:

Racial Traits

  • AKA:

Ranged Attack

  • AKA:

Ranged Touch Attack

  • AKA:

Ray

  • AKA:

Readying an Action

  • AKA:

Rest

  • AKA:

Retraining

  • AKA:

Round

  • AKA:

Rounding

  • AKA:

Saving Throw

  • AKA: Save, Fort Save, Reflex Save, Will Save

When a creature is the subject of a dangerous spell or effect, it often receives a saving throw to mitigate the damage or result. Saving throws are passive, meaning that a character does not need to take an action to make a saving throw—they are made automatically. There are three types of saving throws: Fortitude (used to resist poisons, diseases, and other bodily ailments), Reflex (used to avoid effects that target an entire area, such as fireball), and Will (used to resist mental attacks and spells).

Saving throws are also sometimes just referred to as saves, as in “What is your Reflex Save?“.

Secondary Attack

  • AKA:

Secret Languages

  • AKA:

Size

  • AKA:

Skill Basis

  • AKA:

Skill Bonus

  • AKA: Skill Total, Total Bonus

Skill Ranks

  • AKA:

Spell

  • AKA:

Spell-Like Ability

  • AKA: Sp

Spell-like abilities are magical abilities that work much like spells, except that they are not spells and so have no verbal, somatic, focus, or material components). They can replicate nearly any effect that a spell could produce, and typically require a standard action to activate. Refer to the ability's description for details.

Spell-like abilities, like spells, immediately end when in an area without magic, such as an Antimagic Field (Spell), and cannot be reactivated until the non-magical area is left, or the effect preventing magic is ended. Spell-like abilities are subject to Spell Resistance (SR), unless specifically noted otherwise in the ability's description. Just like spells, spell-like abilities provoke attacks of opportunity from threatening enemies unless the creature activating it makes a caster check to cast defensively (DC 10 + (spell level x 4)).

Monsters with spell-like abilities are considered to be spell casters outside of combat, able to cast nearly any spell appropriate to their CR that the GM feels the creature might know. Inside of combat, monsters rely solely on their listed spell-like abilities to produce the equivalent of spell effects. That is, even though they may know a wide variety of spells that they can use outside of combat, they can only use the spell-like abilities listed in their special abilities section during combat. Monster spell-like abilities always list the caster check information at the beginning of the ability's description, including the target DC of the check.

Stabilize

  • AKA:

Stacking

  • AKA:

Stance

  • AKA:

Standard Action

  • AKA:

Status Condition

  • AKA:

Status Condition Array

  • AKA:

Supernatural Ability

  • AKA: Su

Supernatural abilities are special abilities which rely on a magical component to operate, but they are not 'cast' like a spell, or spell-like ability. Supernatural abilities can vary wildly in effect, providing offensive, defensive, and/or utilitarian capabilities. They can be passive, always-on, type effects, or triggered by an action. They can have an instantaneous effect, or a sustained effect. Refer to the special ability's description for details.

Unlike spells and spell-like abilities, Supernatural abilities do not provoke attacks of opportunity from threatening creatures when activated, and they are not subject to spell resistance. However, Supernatural abilities cannot be activated or maintained in areas lacking magic, such as an Antimagic Field (Spell). In such an area, the ability immediately ends, and is not able to be reactivated until the creature leaves the non-magical area, or the effect preventing magic is ended.

Swift Action

  • AKA:

Take 10

  • AKA:

Take 20

  • AKA:

Temporary hit points

  • AKA:

Thrown Weapon

  • AKA:

Total Defense

  • AKA:

Total Party Kill

  • AKA: TPK, Wipe

Touch AC

  • AKA:

Turn

  • AKA:

Trained Skills

  • AKA:

True Dweomers

  • AKA:

Uncommon Energy Damage

  • AKA:

(Cold, Quiescence (stifling, silence, stilling) Stilling, Inertia (enverating?) Stasis, Dessicating, Positive)

Vulnerable

  • AKA:

A creature which is vulnerable to something takes 1.5x damage from it. For example, many undead are vulnerable to positive energy. Fey are nearly always vulnerable to cold iron. (See also: Defenseless.)