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  • | Flavor = An enemy is employing non-lethal tactics against you in order to avoid killing you. That might not be good. ...less, you stop taking damage at zero hit points, and can no longer suffer damage while this condition is in effect (with one exception; see below).
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  • | Effects = The first attack you make this round deals only half its normal damage. If the attack has non-damaging effects, they are still resolved normally. ::* This applies to any action that deals damage to an enemy creature — melee attacks, ranged attacks, spells, combat
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  • | Effects = Each of your attacks deals only half damage (rounding down). If any of your attacks have non-damaging effects, they are ::* This applies to any action that deals damage to an enemy creature — melee attacks, ranged attacks, spells, combat
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  • ...he also takes a -4 penalty to armor class and takes 2 points of Non-Lethal Damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied ...effect, the character must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn.
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  • ...mage. Damage reduced by Defy Death is reduced before any other sources of damage reduction (such as DR) are applied. If the attack deals any non-damaging e | Prog3 = You take no damage at all from an attack mitigated by Defy Death. Non-damaging effects from th
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  • Characters that catch fire gain the [[Burned]] condition, suffering damage each round depending on the source CR (challenge rating) that caused the fi Items worn or carried by a burning character are not subject to damage from the fire, unless the GM declares otherwise.
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  • ...eadly power. This weapon inflicts 3d6 points of bonus {{dmg|desiccation}} damage dice on all successful hits, with the exceptions below. ...ted with water, such as most plants and water-related elementals, take all damage from this weapon as one die type larger. (d6's become d8's, d10's become d1
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  • ...eadly power. This weapon inflicts 3d6 points of bonus {{dmg|desiccation}} damage dice on all successful hits, with the exceptions below. ...ted with water, such as most plants and water-related elementals, take all damage from this weapon as one die type larger. (d6's become d8's, d10's become d1
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  • Low Blow(Ex): +1d6 HP damage per hit with light or smaller weaps Ugly Strike(Sp): +1 Str damage per strike with light or smaller weaps, once per round(pick before rolling
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  • ...amage]] of the weapon. Note that base damage increases along with the base damage dice as the wielder's level increases. ...es besides bludgeoning lose this bonus damage when dealing non-bludgeoning damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...have been warped or otherwise transmuted, but it can still repair [[Siege Damage]] done to such items.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...have been warped or otherwise transmuted, but it can still repair [[Siege Damage]] done to such items.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...have been warped or otherwise transmuted, but it can still repair [[Siege Damage]] done to such items.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...have been warped or otherwise transmuted, but it can still repair [[Siege Damage]] done to such items.
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  • ...roperty may only be applied to a weapon which inflicts {{dmg|bludgeoning}} damage. ...iplication a critical hit and increasing with level. This additional base damage die is not affected by the [[Brutal (Quality)]], and never multiplies on an
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  • ...roperty may only be applied to a weapon which inflicts {{dmg|bludgeoning}} damage. ...iplication a critical hit and increasing with level. This additional base damage die is not affected by the [[Brutal (Quality)]], and never multiplies on an
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  • ...s property may only be applied to a weapon which inflicts {{dmg|slashing}} damage. ...lication on a critical hit and increasing with level. This additional base damage die is not affected by the [[Brutal (Quality)]], and never multiplies on an
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  • ...s property may only be applied to a weapon which inflicts {{dmg|slashing}} damage. ...lication on a critical hit and increasing with level. This additional base damage die is not affected by the [[Brutal (Quality)]], and never multiplies on an
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  • ...s property may only be applied to a weapon which inflicts {{dmg|piercing}} damage. ...lication on a critical hit and increasing with level. This additional base damage die is not affected by the brutal property, and never multiplies on any att
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  • ...s property may only be applied to a weapon which inflicts {{dmg|piercing}} damage. ...lication on a critical hit and increasing with level. This additional base damage die is not affected by the brutal property, and never multiplies on any att
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  • ...er of deadly power. This weapon inflicts 3d6 of bonus {{dmg|desiccation}} damage on all successful hits, with the exceptions below. ...th water, such as most plants and water-related elementals, take all bonus damage from this weapon as one die type larger. (d6's become d8's, d10's become d1
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  • ...property may only be applied to weapons which inflict {{dmg|bludgeoning}} damage. ...ication on a critical hit and increasing with level. This additional base damage die is not affected by the brutal property, and never multiples on any atta
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  • ...his property may only be applied to weapons which inflict {{dmg|piercing}} damage. ...lication on a critical hit and increasing with level. This additional base damage die is not affected by the brutal property, and never multiples on any atta
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  • ...property may only be applied to weapons which inflict {{dmg|bludgeoning}} damage. ...ication on a critical hit and increasing with level. This additional base damage die is not affected by the brutal property, and never multiples on any atta
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  • ...his property may only be applied to weapons which inflict {{dmg|piercing}} damage. ...lication on a critical hit and increasing with level. This additional base damage die is not affected by the brutal property, and never multiples on any atta
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  • ...his property may only be applied to weapons which inflict {{dmg|slashing}} damage. ...ication on a critical hit and increasing with level. This additional base damage die is not affected by the brutal property, and never multiples on any atta
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  • ...his property may only be applied to weapons which inflict {{dmg|slashing}} damage. ...ication on a critical hit and increasing with level. This additional base damage die is not affected by the brutal property, and never multiples on any atta
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  • ...ction granted by non-permanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this fea ...You can gain this feat multiple times. Each time you gain the feat, your damage reduction increases by 3.
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  • ...utal has no effect on bonus dice, precision dice, or other non-base weapon damage dice.
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  • ...s to create a variety of effects, damage types and status conditions. The damage of the bomb is based on the level of the alchemist that created it. Bombs b
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  • ...s a result of a critical hit, but not [[bonus damage]] dice or [[precision damage]] dice. | ShortDesc|Deal maximum damage on an attack
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  • ...to the amount, including any dice-based secondary effects, such as ability damage. ...8+3's, etc. This feat has no effect on spells that don't specifically deal damage or grant healing via random die rolls.
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  • ..., precision dice or other non-base weapon damage dice. This maximized base damage overwrites (does not stack with) the untyped bonuses from [[Weapon Qualitie | ShortDesc|The base weapon damage dice of your brutal weapon always roll maximum results
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  • ...e damage in half retroactively. This halving is taken after any applicable damage resistance is subtracted, not before. | ShortDesc|Activate a shadowy form once per day to reduce the damage of attacks.
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  • ...damage:medium damage:critical chance and multiplyer:range increment:weight:damage type ...ightwhip is usable with the Weapon Finesse Feat. A slightwhip deals lethal damage. A slightwhip has a 10 foot reach, and unlike most reach weapons, can attac
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  • ...e damage in half retroactively. This halving is taken after any applicable damage resistance is subtracted, not before. | ShortDesc|Activate a shadowy form once per encounter to reduce the damage of attacks.
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  • .... Bonus damage is not multiplied on a critical hit, and inflicts the same damage type as the weapon or attack that inflicts it. '''Note:''' If you already add your Con modifier to your damage, this feat has no effect.
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  • ...creatures for various effects. Refer to the creation description for the damage and effect(s) it can inflict. Link: [[Alchemical Creations]]
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  • :* Your attacks deal either minimum damage, or your character level in damage, whichever is worse. ::* This applies to any action that deals damage to an enemy creature — melee attacks, ranged attacks, spells, combat
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  • ...type suffer the full amount of the bomb's damage if they are hit, and half damage if they are missed. ...t target, if that target does not have the "plant" type or subtype, and no damage on a miss.
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  • ! style="color:#7B68EE;" | '''Incorporeal:''' Suffers only half damage from any attack that hits. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source.
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  • <h3>[[Double_Charge_Damage_(Quality)|Double Charge Damage]]<span class=plainlinks style="font-size:80%; font-weight:normal; padding-r {{:Double Charge Damage (Quality)}}
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  • ...e damage in half retroactively. This halving is taken after any applicable damage resistance is subtracted, not before. ...once per day, as a free action during your turn, you may declare that all damage you take from that point until the start of your next turn is halved after
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  • ...lee attacks made against the target (not ranged attacks or spells). Bonus damage is not multiplied on a critical hit. | ShortDesc|Grants allies a bonus to hit and damage against a foe struck by this weapon.
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  • ...lee attacks made against the target (not ranged attacks or spells). Bonus damage is not multiplied on a critical hit. | ShortDesc|Grants allies a bonus to hit and damage against a foe struck by this weapon.
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  • ...to the amount, including any dice-based secondary effects, such as ability damage. ...d8+2, etc. This feat has no effect on spells that don't specifically deal damage or grant healing via random die rolls.
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  • ...lee attacks made against the target (not ranged attacks or spells). Bonus damage is not multiplied on a critical hit. | ShortDesc|Grants allies a bonus to hit and damage against a foe struck by this weapon.
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  • ...lee attacks made against the target (not ranged attacks or spells). Bonus damage is not multiplied on a critical hit. | ShortDesc|Grants allies a bonus to hit and damage against a foe struck by this weapon.
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  • ...attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
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  • ...ther game play aspects, the Shuriken is treated as it it inflicts Piercing damage. The Shuriken belongs to the "Thrown" weapon group.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...f used against a weapon held in a foe's hand, it inflicts 1 point of siege damage per casting (reducing durability by 1), as if you had successfully sundered
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...f used against a weapon held in a foe's hand, it inflicts 1 point of siege damage per casting (reducing durability by 1), as if you had successfully sundered
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...f used against a weapon held in a foe's hand, it inflicts 1 point of siege damage per casting (reducing durability by 1), as if you had successfully sundered
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  • ...ediate actions, or other abilities that occur outside of your turn. Bonus damage is not multiplied on a critical hit, nor does it apply to non-attack abilit ...ou have 11 levels in the Barbarian class, this adds +6 bonus damage to the damage Berserker already inflicts on a successful hit.
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  • ...ls and [[base weapon damage]] made against any creature that has inflicted damage on you in the current combat. In any round in which you use the bonus provi | ShortDesc|Gain a bonus to attack and damage on a creature that has damaged you
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  • ...e damage in half retroactively. This halving is taken after any applicable damage resistance is subtracted, not before. ...times per day, as a free action during your turn, you may declare that all damage you take from that point until the start of your next turn is halved after
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  • ...damage does not inflict additional damage to the target of the direct hit damage, even if the creature targeted is large enough to be in both the directly-h ...t succeed. However, any creature that has an ability that further reduces damage on a successful reflex save, such as the Evasion class feature, may apply t
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  • ...es, magic items, or feats. If you are rendered unconscious or dead by the damage before the start of your next turn, this does not provide any recovery. Re | Prog3 = If you are rendered unconscious or dead from damage taken while Relentless is active, the recovery provided by Relentless still
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  • ...hless Frenzy now includes your WIS modifier as part of the attack's normal damage.
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  • ...types are also possible). The amount of damage inflicted, as well as the damage type, are based on the CR (challenge rating) or level of the creature or ef ...Damage]], which reduces the object's [[Durability]]. The amount of siege damage inflicted is based on the source CR (challenge rating) that caused the cond
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  • ...other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty upon the a :* For every point of damage you take to a single ability, you suffer the following effects, based on th
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  • ...the target must possess a particular sense in order to affect the target, damage is generally applied, regardless of blindness to one or more senses. ...the target must possess a particular sense in order to affect the target, damage is generally applied, regardless of blindness to one or more senses.
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  • ...utal has no effect on bonus dice, precision dice, or other non-base weapon damage dice. The +2 untyped bonus from ''Improved Brutality'' overwrites (does no ...rolled of the base weapon damage. This +1 bonus to damage cannot cause the damage die to exceed its maximum value.
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  • ...mediate actions, or other abilities that occur outside of your turn. Bonus damage is not multiplied on a critical hit, nor does it apply to non-attack abilit : This bonus damage increases by an additional +2 per experience tier of the Barbarian class yo
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  • ...undane ammunition it emulates, although any effects which would change the damage type of mundane ammunition also works with created ammunition.
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  • ...types are also possible). The amount of damage inflicted, as well as the damage type, are based on the CR (challenge rating) or level of the creature or ef ...Damage]], which reduces the object's [[Durability]]. The amount of siege damage inflicted is based on the source CR (challenge rating) that caused the cond
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  • ...nor fatigued, the wielder gains a +2 [[circumstance bonus]] on attack and damage rolls and a +10-foot circumstance bonus to all modes of movement possessed
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  • ...ts = The first action you take each round which includes dealing hit point damage to one or more enemies automatically fails, and any secondary effects it mi ::* You can still perform any actions which do not deal hit point damage, and any attacks after the first are resolved normally.
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  • ...may be affected even if the base spell inflicted damage, although ongoing damage such as Singed or Burned might cause problems with this ability. This feat
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  • ...negate the forced movement entirely, you can also ignore any secondary non-damage effects, such as [[Prone]], that are caused by the attack. ...forced movement entirely, you are completely unaffected by the attack, its damage, and all of its effects, even those caused on a miss, or after a successful
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...on the other, enabling the wielder to choose between slashing and piercing damage with each swing. In addition, the beak is sturdy enough to use as a pry bar
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  • ...rutal has no effect on bonus dice, precision dice or other non-base weapon damage dice. The +3 untyped bonus from Greater Brutality overwrites (does not sta
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  • ...pply his Strength (instead of Dexterity) when calculating both to-hits and damage, as if it were a light melee weapon, though it cannot be used in melee. In
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...provides no resistance against monster damage, nor does it protect against damage caused by a non-environmental source (such as traps). This spell does not
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  • | Flavor = Your bones begin to crack from the intensity of the elemental damage which is liquefying your flesh. ...types are also possible). The amount of damage inflicted, as well as the damage type, are based on the CR or level of the creature or effect which caused t
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...provides no resistance against monster damage, nor does it protect against damage caused by a non-environmental source (such as traps). This spell does not
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  • === Maneuver Damage === ...the primary weapon the character is wielding. A character's exact Maneuver Damage is determined using the following formula:
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  • ...es' equipment and nearby unattended objects. A spell must normally inflict damage for Shredding Spell to be applied to it.
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  • ...nst oozes and other acid-based creatures, the alkali flask inflicts double damage.
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  • ...f used against a weapon held in a foe's hand, it inflicts 1 point of siege damage per casting (reducing durability by 1), as if you had successfully [[sunder ...), with a FORT saving throw (DC based on caster level of the rod) for half damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...on Qualities]] such as Adaptive Reach or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is created, i
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  • ...of this feat stack with Brute Strength, but do not provide any additional damage or chance to-hit.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...provides no resistance against monster damage, nor does it protect against damage caused by a non-environmental source (such as traps). This spell does not w
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  • ::* '''Strength:''' -2 points of damage dealt with all attacks (including spells, ranged, etc). | Moderate|Ability Damage
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  • | Conjure an orb of acid that deals ranged acid damage. | Cause bludgeoning damage and a Bruised condition.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...}} damage. If the target makes a [[REFL]] saving throw, it only takes half damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...}} damage. If the target makes a [[REFL]] saving throw, it only takes half damage.
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  • ...ion damage included in the attack is only applied to the first target, but damage bonuses from Strength, feats, and magical bonuses are applied to both targe
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  • ...ny adders you are capable of adding to the amount. This will maximize the damage inflicted by a Fireball, or the healing granted by a Cure Serious Wounds.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...provides no resistance against monster damage, nor does it protect against damage caused by a non-environmental source (such as traps). This spell does not w
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...provides no resistance against monster damage, nor does it protect against damage caused by a non-environmental source (such as traps). This spell does not w
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  • ::* '''Strength:''' -2 points of damage dealt with all attacks (including spells, ranged, etc). | Moderate|Ability Damage
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  • ...have been warped or otherwise transmuted, but it can still repair [[Siege Damage]] done to such items.
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  • ...al of -20 points. Therefore, this fireball will inflict 10d6-20 points of damage on each of the remaining non-excluded targets (you only roll the effect dic ...urning]] even if you are excluding targets from the effect, but the final 'damage per character level' is adjusted as described above.
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  • {{:Base Weapon Damage}} ...oking at Skiprocks here), you cannot use any sort of ammunition to inflict damage without actually shooting it at someone. So that famous Elven Archer in tho
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...above. Affected creatures are allowed a saving throw as above to take half damage. Affected targets do not have to be within a certain distance of one anothe
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...above. Affected creatures are allowed a saving throw as above to take half damage. Affected targets do not have to be within a certain distance of one anothe
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, : All targets afflicted by this spell take {{circle|9}} of {{dmg|force}} damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...reature protected by ''Endure Elements'' suffers no harm (no environmental damage) from being in a hot or cold environment. They can exist comfortably on the
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...reature protected by ''Endure Elements'' suffers no harm (no environmental damage) from being in a hot or cold environment. They can exist comfortably on the
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...reature protected by ''Endure Elements'' suffers no harm (no environmental damage) from being in a hot or cold environment. They can exist comfortably on the
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...reature protected by ''Endure Elements'' suffers no harm (no environmental damage) from being in a hot or cold environment. They can exist comfortably on the
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...reature protected by ''Endure Elements'' suffers no harm (no environmental damage) from being in a hot or cold environment. They can exist comfortably on the
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...area who fail their Reflex saving throw. If the saving throw is made, the damage is halved and the Quelled condition is negated.
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  • ...on Qualities]] such as Adaptive Reach or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is created, i ...se this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type and the wielder's level. Proficiency is required o
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ies]] such as Adaptive Reach, Mighty, or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is modified i
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ies]] such as Adaptive Reach, Mighty, or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is modified i
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ies]] such as Adaptive Reach, Mighty, or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is modified i
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...are cured of the same kind of Affliction. For example, you could heal the damage you and your companions have taken, or remove all [[poisons|poison]] effect
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...area who fail their Reflex saving throw. If the saving throw is made, the damage is halved and the Quelled condition is negated.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...reature protected by ''Endure Elements'' suffers no harm (no environmental damage) from being in a hot or cold environment. They can exist comfortably on the
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  • ...even if you have [[Quick Draw (Feat)]]. When a net is thrown it deals no damage. Attacking with a net requires both hands. When it is hurled by a skilled
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...sion's maximum affected area suffer {{Circle|1}} points of {{dmg|fictive}} damage, as the magic inflicts Unreality upon them. Once discharged, the illusion i
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...sion's maximum affected area suffer {{Circle|1}} points of {{dmg|fictive}} damage, as the magic inflicts Unreality upon them. Once discharged, the illusion i
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ies]] such as Adaptive Reach, Mighty, or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is modified i
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...stilling}} damage, and is [[Quelled]]. A save as defined above lowers the damage by half and negates the condition.
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  • ...s to the spell or spell-like ability's damage, the way it does with weapon damage, except with [[ray]] spells, since rays are treated like weapons. For the
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, : ''Regenerate'' also cures 5d8 points of damage + 3 points per [[caster level]] (maximum +105), and rids the subject of any
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, : ''Regenerate'' also cures 5d8 points of damage + 3 points per [[caster level]] (maximum +105), and rids the subject of any
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ged weapon attacks they make. This also applies to ray spells. This bonus damage is the same type as the underlying attack, and only applies against your So
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...re cured of up to two kinds of Affliction. For example, you could heal the damage you and your companions have taken, and remove all [[poisons|poison]] effec
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ged weapon attacks they make. This also applies to ray spells. This bonus damage is the same type as the underlying attack, and only applies against your So
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  • ...nd ammunition. Dural increases the cost of ammo by five times, raises the damage and critical chance considerably, lowers the range, and triples the weight ...ess shards when they strike a target and inflicting only a single point of damage, although magic and strength can increase that considerably. Despite their
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  • ...than fifty feet. Attacking with a lasso requires both hands, inflicts no damage, and is a ranged touch attack. If the touch attack is successful, the lass
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...o deliver poisons, or they can simply be an effective way to deliver extra damage from class features, such as a rogue's sneak attack, or a ranger's quarry d
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, : ''Regenerate'' also cures 5d8 points of damage + 3 points per character level of the Alchemist who sparked the extract (ma
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  • ...mage|WIS damage]] and {{Special-Standard-Dmg|10}} points of {{dmg|poison}} damage per interval ...poison is shrugged off, and causes no further effects (though the existing damage and effects linger, as described below).
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  • ...n|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Esse
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...id will do {{dmg|acid}} damage, an alchemical fire flask does {{dmg|fire}} damage, etc.). Once you make such an attack successfully, the Mage Hand is dispell
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...id will do {{dmg|acid}} damage, an alchemical fire flask does {{dmg|fire}} damage, etc.). Once you make such an attack successfully, the Mage Hand is dispell
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ing throw as defined above can reduce the merciless rain of arrows to half damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, :Targeted creatures take {{Circle|7}} as {{dmg|slashing}} damage. In addition, they are [[Push]]ed two squares directly away from the spell
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...n|dilution]], [[Ability Damage|damage]], [[Ability Drain|drain]]), essence damage ([[Essence Suppression|suppression]], [[Essence Omission|omission]], [[Esse
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  • ...they are so easily created from scratch. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fir ...nd ammunition. Dural increases the cost of ammo by five times, raises the damage and critical chance considerably, lowers the range, and triples the weight
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ore]] modifier you used to determine its attack bonus. It gains a bonus on damage rolls equal to the same ability score modifier you used to determine its at
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  • ...nmental heat from a character, including healing 1d6 of environmental heat damage but provides no additional protection, and effects can begin to build up ag ...d touch attack and doing damage as detailed below, inflicting {{dmg|cold}} damage.
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  • Shield enhancement bonuses to Shield AC do not act as attack or damage bonuses when the shield is used in a [[shield bash]].
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • A magic weapon is enhanced to strike more accurately and deliver more damage. Magic weapons have three types of improvements that may be applied to them ...on. This bonus damage is multiplied on a hit, but it is not [[base weapon damage]] that increases with level.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ay choose to change their damage type with their attacks to {{dmg|winded}} damage, as they pour portions of their weapons into the breathing passages of enem
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  • ...which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers ...ur weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...illusion's maximum affected area suffer an amount of {{dmg|fictive}} {{Hi|damage based on the creator level of the rod}}, as the magic inflicts Unreality up
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...e|TD1}} of {{dmg|corrosion}} damage. A save as described above halves this damage.
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  • ...spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned. ..., you increase the spell's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), b
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  • :* A weapon suffers a -2 penalty to attack and damage rolls.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ay choose to change their damage type with their attacks to {{dmg|winded}} damage, as they pour portions of their weapons into the breathing passages of enem
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...irdly... diluted. A saving throw as above may be attempted to reduce this damage by half. Creatures killed by this spell leave behind only vaguely organic m
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...eirdly...diluted. A saving throw as above may be attempted to reduce this damage by half. Creatures killed by this spell leave behind only vaguely organic m
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...eirdly...diluted. A saving throw as above may be attempted to reduce this damage by half. Creatures killed by this spell leave behind only vaguely organic m
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ight and line of effect. This ray inflicts {{circle|7}} of {{dmg|stellar}} damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • | Item-ShortDesc| Transfers up to 5 feats, +3 to-hit and damage, and +3 in magic properties from a source weapon to one or two non-enchante
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  • | Item-ShortDesc| Transfers up to 8 feats, +4 to-hit and damage, and +4 in magic properties from a source weapon to one, two, or three non-
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  • :* While ''invisible'', you are not subject to precision damage (e.g. sneak attacks) unless the attacker has a targeting sense which pierce ...ts the target's Armor Class. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • | Item-ShortDesc| Transfers up to 13 feats, +5 to-hit and damage, +5 in magic properties, and a Dweomermetal, from a source weapon to up to
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  • | Item-ShortDesc| Transfers up to 13 feats, +6 to-hit and damage, +6 in magic properties, and a Dweomermetal, from a source weapon to up to
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  • | Item-ShortDesc| Transfers up to 21 feats, +7 to-hit and damage, +7 in magic properties, and a Dweomermetal, from a source weapon to up to
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  • | Item-ShortDesc| Transfers up to 21 feats, +8 to-hit and damage, +8 in magic properties, and a Dweomermetal, from a source weapon to up to
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  • | Item-ShortDesc| Transfers up to 34 feats, +9 to-hit and damage, +9 in magic properties, and a Dweomermetal, from a source weapon to up to
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  • | Item-ShortDesc| Transfers up to 8 feats, +4 to-hit and damage, +4 in magic properties, and a Dweomermetal, from a source weapon to one, t
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  • ...lchemical bombs or creations as ammunition, each of which offers different damage information. ...nd ammunition. Dural increases the cost of ammo by five times, raises the damage and critical chance considerably, lowers the range, and triples the weight
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...hield, almost always has to be Sundered (or otherwise take points of Siege Damage) more than once before it actually inflicts the [[Broken]] condition on its
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  • ...your [[mana burn]]ing class feature (if you have it) to improve the circle damage of a different spell. ...eutralize Trap]] maneuver, you inflict 1d6 points of additional durability damage to the target trap, as long as you equal or exceed the trap's Disarm DC.
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  • * Any non-enhancement bonus to-hit or damage on a mundane weapon subject to the effects of a Ring of the Weaponeer are c ...e weapon now benefits from some magical [[enhancement bonus]]es to-hit and damage, some magical weapon properties, and some or all of the wearer's own unique
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...rm push, or walked into, or an object is thrown with enough force to cause damage, such physical objects can pass through it without difficulty.
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  • ...eventany status conditions or other negative effects, other than hit point damage. ...vent any status conditions or other negative effects, other than hit point damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...dismount (see [[#Mitigate Forced Dismount Damage|Mitigate Forced Dismount Damage]] below). If you are [[#Mitigate Forced Dismount Damage|forcibly dismounted]] from the mount, it rolls an initiative roll and begin
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  • ...of a gnarled wooden branch, knobby and uneven, with many signs of weather damage, rough handling, and even a bit of good old muck. When activated it emits t ...degrees Fahrenheit without having to make saving throws, and never suffer damage from hot or cold environmental effects that fall within this range of tempe
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ight and line of effect. This ray inflicts {{circle|3}} of {{dmg|stellar}} damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ight and line of effect. This ray inflicts {{circle|4}} of {{dmg|stellar}} damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...d objects intercepted by these Pillars take this same amount of Durability damage.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...g). Each creature affected can attempt a save (defined above) to take half damage. [[Spell Resistance (SR)]] applies against this effect.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...or walked into or upon, or an object is thrown with enough force to cause damage, such physical objects can pass through it without difficulty.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...or walked into or upon, or an object is thrown with enough force to cause damage, such physical objects can pass through it without difficulty.
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  • * '''Injured:''' If the animal is wounded, has taken any damage, or has any status conditions (other than [[Fatigued]] or [[Exhausted]]), t * '''Injured:''' If the animal is wounded, has taken any damage, or has any status conditions (other than [[Fatigued]] or [[Exhausted]]), t
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...this racial trait receive damage resistance 1 versus all types of physical damage (DR 1/-). This bonus increases to DR 2/- at level 11, DR 3/- at level 21, a ...to-hit, and +6 to damage. At 31st level, it becomes +4 to-hit, and +6 to damage.
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  • ...against poison are usually completely unaffected by it, ignoring both the damage and any secondary effects. Poison effects, as mentioned above, are usually some form of damage and a status effect. Poison fruitions can vary wildly, from a severe statu
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ble proof that the Image is illusory does not stop them from believing the damage is real, although such proof will doubtless send them on a vigorous search
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...ble proof that the Image is illusory does not stop them from believing the damage is real, although such proof will doubtless send them on a vigorous search
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  • ...ith any type of bow, he gains a +2 bonus on attack rolls and a +1 bonus on damage rolls whenever using that type of bow. While wearing this cap, and the wear ...oesn't provide any protection (beyond the +9 Resistance) from fire or cold damage. This necklace continually provides its wearer with life-sustaining nourish
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, ...cured of up to three kinds of Affliction. For example, you could heal the damage you and your companions have taken, and remove all [[poisons|poison]] effec
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  • ...you need to shunt the maximum 200 feet, then you suffer 40d6 of interstice damage. Ouch. In such cases, the GM adjudicates where you arrive.
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  • ...as part of a powerful charge), the attack deals both piercing and slashing damage, and has a critical threat range of 19-20 (this range can be increased by o ...er than 15 minutes, a whet bone grants the creature a +1 bonus on its next damage roll the first time it hits with a bite attack. This only works on non-magi
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  • ...s item, Treacherous Strike allows you to add your Base Attack Bonus to the damage done by up to three attacks per day, which you may choose after the attack
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...ngs with this racial trait gain energy resistance (ER) versus {{dmg|fire}} damage. The value of the ER is 5 + the Tiefling's [[character level]]. ...time the Tiefling gains a level, but the Tiefling never gets more than one damage type at a time.
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...res are durable, have weird movement capabilities, and can inflict strange damage, which can make for interesting battles in which the players must adapt to | Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
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  • ...e other person. Player characters do a lot of damage compared to how much damage they can take, meaning that one or two hits from another character is likel ...brawl with skill checks, instead of damage rolls. Once you start rolling damage and subtracting hit points, you'll find that the game changes. In most cas
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  • ...provides no resistance against monster damage, nor does it protect against damage caused by a non-environmental source (such as traps). This spell does not
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...s as it moves become both [[Blocked]] and [[Occupied]], and any attempt to damage the moving wall, go around the moving wall, go through the moving wall, or ...advance are either moved, if they can be moved, or suffer sufficient Siege Damage to destroy them as the wall moves over them. It is not possible to defeat a
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
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  • ...tended Objects, and have a Durability of 1, thus being immune to hit point damage. This effect renders them invulnerable to most rough handling while being c ...l; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature ca
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  • ...ed Ride-by-Attack: The Swift Rider gains +2 to hit and an additional D6 of damage with all Ride-by attacks.
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  • ...heck for each creature being pushed beyond the first. Note that you cannot damage ANY creature except the first one you Bull Rush. If you are successful on ...ful, your target is pushed back 5 feet, and you deal basic combat maneuver damage to it. For every 5 by which your Maneuver Offense check exceeds your oppone
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  • ...s, are meant to be fall-back abilities, or useful buffs, but not main-line damage-dealers. ...l can hit the same creature multiple times (like Magic Missile), the bonus damage is only applied once.
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  • ...Checks to stabilize in a row (over the course of 3 rounds), or they suffer damage sufficient to bring them to a negative hit point total greater than or equa ...= The patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of res
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  • :* '''''Dexterity:''''' primary; useful for many class features, to-hit and damage. ===== Base Weapon Damage: =====
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  • ...ds of feet easily, and if a Vanx raises his voice, it causes literal sonic damage. A school of Vanx is a very happy, peaceful place, but a school of Vanx ca ...ON), chosen at character creation. This damage is treated as [[base weapon damage]], and thus is multiplied at levels 6, 11, 16, 21, 26, and 31.
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  • ...this trait, not weapons. Weapons or spells which do not already deal fire damage gain no benefit from this trait. ...them. Even if the Ifrit is immune to CON damage, this ability causes CON damage. This trait may be used an unlimited number of times per day (as long as th
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  • ...stonebow use the same ammunition as their non-composite versions, and the damage and other characteristics of the ammunition for the composite versions are ...e of discoveries, alchemical bombs can be modified to do a huge variety of damage types, status conditions, and other nasty surprises for the unwary.
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  • ...to it. Since environmental damage is often a constant, recurring source of damage, even extremely mighty parties can find themselves in trouble quickly. Thi ...y, it is assumed that all monsters have enough resistance to Environmental damage that they never take effects from their usual environment. A tribe of orcs
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  • * Even if you have proven yourself capable of dealing damage, an effort to present your previous success as a one-time fluke takes only | Benefit = Whenever you are dealt damage, you can make a Bluff check to convince foes you have been injured to a dif
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  • ...ion desired, (shooting the other ship's Spotter, for example) they inflict damage for their weapon as normal and the result is thus resolved. Note that in Si
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  • ...which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers ...ur weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.
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  • ...at of standard bolts. Blunt bolts weigh the same and do the same amount of damage as regular bolts, although the range is halved. In a hand onager, blunt bol
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  • ...at of standard bolts. Blunt bolts weigh the same and do the same amount of damage as regular bolts, although the range is halved. In a hand onager, blunt bol
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  • ...at of standard bolts. Blunt bolts weigh the same and do the same amount of damage as regular bolts, although the range is halved. In a hand onager, blunt bol
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  • In addition, some weapons deal special damage during a charge, or are particularly effective against creatures that charg ...n (this is instead of, not in addition to, the doubling of the base weapon damage).
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...t cost per composite longbow, +200 gp per point of Strength mod applied to damage. For the purposes of any feats or abilities, the composite greatbow counts ...do a bit less damage in shortbows than they do in longbows, and a bit less damage in longbows than they do in greatbows. A common arrow is denoted by that c
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  • ...eed on this roll, [[NPC]] troops under your command can take twice as much damage/casualties before they are required to make any sort of rout/morale checks. ...l Item:''' Identifying a martial item, such as weapons, armor, ammunition, damage-dealing alchemical item, etc., decreases the DC by -4
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  • ...If you have a Strength bonus, however, it is not applied to the longbow's damage. ...do a bit less damage in shortbows than they do in longbows, and a bit less damage in longbows than they do in greatbows. A common arrow is denoted by that c
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  • ...at of standard bolts. Blunt bolts weigh the same and do the same amount of damage as regular bolts, although the range is halved. In a hand onager, blunt bol
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  • ...However, if you have a Strength bonus, it is not applied to the shortbow's damage. ...do a bit less damage in shortbows than they do in longbows, and a bit less damage in longbows than they do in greatbows. A common arrow is denoted by that c
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  • ...psionic creatures brain, draining power points and possibly doing physical damage as well. ...with an unearthly chill that can be discharged by touch. (1d4 + 2/lvl cold damage; max of 1d4 + 10)
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  • ...do a bit less damage in shortbows than they do in longbows, and a bit less damage in longbows than they do in greatbows. A common arrow is denoted by that c ...the heal check means removing the barbed arrow inflicts 1d6 of additional damage which cannot be reduced by DR. Ouch.
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  • ...s before any saving throws are resolved, and this reduction applies to any damage type except Primal. It is neither ER nor DR, though it shares the propertie | - || worsens by 1 || worsens by 1 || - || align="left" | Reduce indirect damage by 1 point per two points of BAB (round down, min 1) of wearer. || align="r
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  • ...mply tell each other what their hit point totals are after they have taken damage. This is very low Fog of War, and lends itself to a more 'meta' style of pl ...d on each monster, including recording the number of hits, and the type of damage each hit inflicted. This puts a LOT more work on the players, but the Game
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  • ...00 gp to its cost. If you have a penalty for low Strength, you apply it to damage rolls when you use a composite longbow, in addition to the to-hit penalty f ...do a bit less damage in shortbows than they do in longbows, and a bit less damage in longbows than they do in greatbows. A common arrow is denoted by that c
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  • ...dds 75 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow, in addition to the to-hit penalty ...do a bit less damage in shortbows than they do in longbows, and a bit less damage in longbows than they do in greatbows. A common arrow is denoted by that c
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  • :* '''''Constitution:''''' primary; the majority of a barbarian's damage and durability come from Constitution. :* '''''Strength:''''' secondary; Strength is a useful adder to a barbarian's damage output.
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  • | Cause bludgeoning damage and a Bruised condition. | Ray deals Positive Energy Damage to one Undead in range.
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  • ...t might be a magical rune engraved on their forehead that inflicts psychic damage to all nearby enemies, or it might be a strange poison to which all allies | Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
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  • ...illusion's maximum affected area suffer an amount of {{dmg|fictive}} {{Hi|damage based on the creator level of the rod}}, as the magic inflicts Unreality up
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  • ...hout a special ability, don't offer much utility. Some units inflict more damage if their ATK value is greater than a defending unit's DEF value, but in the ...of their primary stats: Attack 1, Defense 1, Movement 1. If they take any damage at all, they will become 'routed'.
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  • ...fected by any Conditions, but if those conditions inflict hit points, that damage is ignored. | Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
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  • '''''Hardened (1/2 damage):''''' ...'''''Vulnerable (1.5x damage):''''' to {{dmg|Fire}} and {{dmg|Interstice}} damage
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  • | StrongAgainst = '''''Hardened (&frac12; damage):''''' {{dmg|Cold}} '''''Hardened (&frac12; damage):'''''
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  • ...ay spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. ...rolls and ray damage rolls. This also means that feats that affect Weapon damage and to-hit rolls, such as [[Weapon Focus (Feat)]] or [[Weapon Specializatio
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  • | StrongAgainst = '''''Hardened (&frac12; damage):''''' [[Psychic]] damage '''''Hardened (&frac12; damage):'''''
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  • '''''Hardened (1/2 damage):''''' ...'''''Vulnerable (1.5x damage):''''' to {{dmg|Fire}} and {{dmg|Interstice}} damage
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  • ...me their foes, or the slimy nature of some nests of Aboleths inflict slime damage to all who face their wrath. Or maybe some especially dogmatic Duergar clan | Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
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  • '''''Hardened (1/2 damage):''''' ...'''''Vulnerable (1.5x damage):''''' to {{dmg|Fire}} and {{dmg|Interstice}} damage
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  • | StrongAgainst = '''''Hardened (&frac12; damage):''''' [[Psychic]] damage '''''Hardened (&frac12; damage):'''''
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  • ::* '''''Hardened (&frac12; damage):''''' Precision Damage '''''Hardened (&frac12; damage):'''''
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  • ...s only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) --> <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type
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  • ...flesh to wear. Dominators tend to target the rich and powerful, making the damage they can inflict with their vile behavior very severe indeed. | StrongAgainst = '''''Hardened (&frac12; damage):''''' [[Psychic]] damage
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  • ...siege damage to traps (since traps, like all objects, are immune to normal damage) in a way that attempts to avoid any of the trap's built-in countermeasures ...ace in which the controls are mounted, and an emitter space from which the damage comes (the emitter crystal for a crushing ray trap, for example). In order
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  • 8 +4 +6 +2 +6 Immune to Ability Damage +1 level of existing Cleric class Immune to Ability Damage: The Philiate is now immune to any ability damage of any sort, from any source.
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  • ...-hit roll, critical confirmation roll, [[Maneuver Offense]] skill roll, or damage roll. ...weapon damage roll, the 2d6 rolled are treated as additional [[base weapon damage]] of the same type as the weapon being used, and thus increase upon critica
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  • ...flesh to wear. Dictators tend to target the rich and powerful, making the damage they can inflict with their vile behavior very severe indeed. | StrongAgainst = '''''Hardened (&frac12; damage):''''' [[Psychic]] damage
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  • '''''Hardened (1/2 damage):''''' | WeakAgainst = '''''Vulnerable (1.5x damage):''''' to {{dmg|Interstice}} damage
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  • '''''Hardened (1/2 damage):''''' | WeakAgainst = '''''Vulnerable (1.5x damage):''''' to {{dmg|Interstice}} damage
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  • ...mage to its rider's melee attacks (if combat trained), each point of bonus damage is counted as a +1 modifier to its Mounted CR. ...mount of bonus melee damage the mount grants to its rider, at a rate of +1 damage per 'point' of CR.
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  • ...a Gata falls from any height, they do not fall prone, even if they suffer damage from the fall. See the rules for [[Types_of_Movement#Falling|Falling]] for
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  • ...to become the ultimate weapon, using only their fists to deal devastating damage and painful injuries. A brawler disdains the trappings of a Monk's mystici ...hey have a variety of techniques that offer them an excellent selection of damage and disabling maneuvers.
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...may never in any case be used to directly harm any creature, or be used to damage the lands over which the Warden is granted this awesome power. Any attempt
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  • ...r growing patch. When in their full-grown form, they are extremely hard to damage or destroy and quite deadly. Fortunately, leatherleaf is a fairly distinct '''''Hardened (1/2 damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...weapon's to-hit rolls, as well as adding +1 to the weapon's [[base weapon damage]]. As soon as the totem is broken, these bonuses are lost until the totem ...his includes [[Ability Dilution|Wisdom Dilution]], [[Ability Damage|Wisdom Damage]], [[Ability Drain|Wisdom Drain]], [[Bruised]], [[Bleed]], and [[Ruptured]]
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  • '''''Hardened (½ damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • {{:Base Weapon Damage}} ::* update your weapon damage numbers appropriately (base weapon damage increases at each tier for weapons).
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...s only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) --> <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...ctims raving with incurable madness. Whether this is caused by the psychic damage inflicted by these "Cawtrids", or by the glimpses of the tattered holes in '''''Hardened (1/2 damage):'''''
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  • ...ace, who hear the cry, gain a +2 circumstance bonus to their to-hit rolls, damage, and Maneuver Defense until the start of the fighter's next turn. The Fight ...on damage]] by 1 point. This stacks with all other sources of base weapon damage.
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  • '''''Hardened (&frac12; damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...this trait, not weapons. Weapons or spells that do not already deal cold damage gain no benefit from this trait. ...l full damage to an Undine using this trait, and similarly, they deal full damage to incorporeal creatures with all their attacks. At 11th level, this abili
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...mples include applying poisons, sneak attack, a paladin's Smite, precision damage dice, laying a fighter's Challenge, and many others besides. ...making attacks, casting spells, etc. Each character and creature accrues damage in this process. If any creature loses all their hit points, they are eith
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  • ===Siege Damage=== ...rules rather than traditional to-hit and damage. Siege weapons deal siege damage, which is subtracted from the durability score of enemy vehicles or structu
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  • '''''Hardened (&frac12; damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...ency at the cost of losing one point of AC (minimum zero) and one point of Damage Resistance(minimum zero.). If the Silkenmail weighs three pounds or less, i ...melee attacks, but each suit is penetrated by either slashing or piercing damage. This is impossible to tell by looking, but quickly becomes apparent in com
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  • '''''Hardened (&frac12; damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...trait, not weapons. Weapons or spells that do not already deal lightning damage gain no benefit from this trait. ...Str, Dex, or Con). If a target succeeds on this saving throw, they take no damage from the Cyclone and are not knocked prone, but are still moved. At 11th le
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  • '''''Hardened (&frac12; damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • Damage: A paragon creature gains a +20 bonus on damage rolls for all melee and thrown ranged attacks. ...ity that allows it to rend; in this case the +13 bonus could be applied to damage. The +13 bonus may be applied to a given special ability once. One example
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • | SpecialDefenses = DR 5/{{DR|Common}}, bypassed by {{dmg|bludgeoning}} damage ...s only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
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  • ...fast-moving melee combatants, or do a decent job of screening and soaking damage from enemies, and even act as flankers and skirmishers, using their mobilit :* '''''Wisdom:''''' primary; used for to-hits, damage, AC, and Maneuver Defense.
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  • ...damage type gain no benefit from this trait. The Gnome must declare which damage type they are attuned to at 1st level, and once selected it may not be chan
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  • .... Any sunder damage or siege damage that would deal 1 point of durability damage to a potion will smash the vial and destroy both it and its contents. Poti ...al Wounds (Cleric Spell)|Cure Critical Wounds]] potion heals 8d8 points of damage plus 2 points per caster level of the potion, and has a saving throw DC of
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  • ...gainst = '''''Immune (no effect):''''' {{dmg|lightning}} and {{dmg|sonic}} damage ...t maneuver or forced movement (unless performed with a weapon dealing full damage to incorporeal creatures)
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • | StrongAgainst = '''''Immune (no effect):''''' {{dmg|slime}} damage '''''Hardened (1/2 damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...since creatures move around a lot more than structures. Many siege weapons damage everything within an area of effect, making them more adept at targeting cr ...all affected creatures in that area of effect make a saving throw for half damage.
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' ...(1.5x damage):''''' attacks that inflict {{dmg|Light}} or {{dmg|Sunlight}} damage
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  • '''''Hardened (1/2 damage):''''' ...le (1.5x damage):''''' [[Fire]], [[Lightning]], [[Light]] and [[Positive]] damage
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  • :* '''''Strength:''''' secondary; affects melee to-hit and damage =====Base Weapon Damage:=====
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • | StrongAgainst = '''''Hardened (&frac12; damage):''''' Slashing, Piercing, Slime '''''Hardened (&frac12; damage):'''''
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  • ...into them, which act to break the bones of any creature unlucky enough to damage them. Appearance-wise, bloody bones skeletons look and act identically to '''''Hardened (1/2 damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (&frac12; damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...ing a Blood Goblet full of water will cure the drinker of 2d8 +2 points of damage, once per day. Any water, even brackish, will work, as long as it is fresh. ...cessful, the drinker suffers 12d8's of hit point and 4d6's of Constitution damage, which may kill them anyway. If a Blood Goblet has killed with its poison,
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  • '''''Hardened (&frac12; damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ::* '''''Hardened (&frac12; damage):''''' {{dmg|slashing}} '''''Hardened (&frac12; damage):'''''
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  • '''''Hardened (1/2 damage):''''' | WeakAgainst = Vulnerable: [[Interstice]] damage
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  • :* '''''Strength:''''' secondary; used for melee to-hit and damage. Drops to quaternary if focusing on ranged attacks. =====Base Weapon Damage:=====
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  • ...ongAgainst = '''''Hardened (&frac12; damage):''''' versus {{dmg|Piercing}} damage '''''Hardened (&frac12; damage):'''''
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  • ...itable companions for nearly any adventuring party. Alchemists can do huge damage if they need to, buff themselves so they don't draw on others, and even get :* '''''Intelligence:''''' primary; an alchemist's extracts and bomb damage are highly dependent on Intelligence.
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  • ...ng becomes [[fatigued]]. The fatigued condition persists until all Primal damage has been healed. ...dmg|Primal}} damage and becomes [[fatigued]] until such time as all Primal damage is healed. It is possible for a character to march into unconsciousness by
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  • | StrongAgainst = '''''Hardened (&frac12; damage):''''' [[Psychic]] damage '''''Hardened (1/2 damage):'''''
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  • '''''Hardened (1/2 damage):''''' | WeakAgainst = Vulnerable: [[Interstice]] damage
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' ...minute outside of combat. This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks
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  • '''''Hardened (1/2 damage):''''' | WeakAgainst = Vulnerable: [[Interstice]] damage
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  • | StrongAgainst = '''''Hardened (&frac12; damage):''''' [[Psychic]] damage '''''Hardened (&frac12; damage):'''''
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  • '''''Hardened (1/2 damage):''''' | WeakAgainst = Vulnerable: [[Interstice]] damage
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  • | StrongAgainst = Hardened (&frac12; damage): Versus all effects that allow a Reflex Save '''''Hardened (&frac12; damage):'''''
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  • ...ast. Their form seems to shimmer with an unreality, allowing them to shunt damage off of their material forms. Their bodies are riddled with angry, swollen p '''''Hardened (1/2 damage):'''''
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  • '''Role:''' Pariahs focus on dealing damage to their enemies, typically up close and personal. They are often viewed b '''Base Weapon Damage:''' <br>
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  • '''''Hardened (&frac12; damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' ...minute outside of combat. This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks.
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  • | StrongAgainst = '''''Hardened (&frac12; damage):''''' [[Psychic]] damage '''''Hardened (&frac12; damage):'''''
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  • ...e appropriate Bailiwick skill to cast defensively (see below). If you take damage from an attack of opportunity due to casting a spell without casting defens ...rtunity from two monsters. One hits, and does damage to the Sorcerer. This damage does not affect their spell casting in any way this round.
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  • === [[Ability Damage]] === ...damage, Constitution damage, Intelligence damage, Wisdom damage, Charisma damage
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  • ...minute outside of combat. This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks ...s only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
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  • Astral Constructs are unobtrusive when dormant, incredibly hard to damage in combat, and best of all, since they are made of the same extraplanar mat :* Immune to damage caused by any spell or ability with the Light descriptor
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  • | StrongAgainst = Hardened (&frac12; damage): Versus all effects that allow a Reflex Save '''''Hardened (&frac12; damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' ...minute outside of combat. This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks.
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  • ...this trait, not weapons. Weapons or spells that do not already deal acid damage gain no benefit from this trait. ...ent]] checks made to climb vertical or inverted surfaces, mitigate falling damage, or dig through the ground. At 31st level, the Oread can climb (using [[Mig
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  • | StrongAgainst = Hardened (&frac12; damage): Versus all effects that allow a Reflex Save '''''Hardened (&frac12; damage):'''''
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • '''''Hardened (1/2 damage):''''' | WeakAgainst = Vulnerable: [[Interstice]] damage
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  • '''''Hardened (½ damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • :* '''''Strength:''''' tertiary; adds to to-hit and damage in melee =====Base Weapon Damage:=====
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  • ...olls and damage rolls with melee attacks and melee touch attacks. Adds to damage for thrown weapons (but not to-hit rolls). Determines how much a character
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  • | StrongAgainst = '''''Hardened (&frac12; damage):''''' [[Interstice]] damage '''''Hardened (1/2 damage):'''''
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  • ...be activated even after an enemy ability hits the Arborean, as long as the damage or effects of the ability haven't yet been resolved. For as long as the tra ...ons by 1. Arborians wielding size large weapons get the benefit of larger damage dice, though their space and reach remain that of a medium creature, even i
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  • '''''Hardened (1/2 damage):''''' '''''Vulnerable (1.5x damage):'''''
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  • ...s only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) --> <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type
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  • ...mage they take into the realm of shadow, granting them 1 point of physical damage resistance (DR 1/-). This bonus increases to DR 2/- at level 11, DR 3/- at ...wo different types of ER could each be applied to mitigate negative energy damage, only the highest available value is used.
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  • | StrongAgainst = '''''Immune (no effect):''''' {{dmg|Interstice}} Damage '''''Hardened (&frac12; damage):'''''
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  • ...Strength:''''' primary; used for many class features, and melee to-hit and damage. ====== Base Weapon Damage: ======
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  • ...to be in all the many other things they can do besides dealing incredible damage in a fight. ===== Base Weapon Damage: =====
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  • =====Base Weapon Damage:===== ...They do not receive any bonus ability modifiers to their melee or ranged damage rolls.
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  • ...er over other giants, and they use their size and power to inflict massive damage in fights. Despite their gargantuan size, they are still quick as massive c '''''Hardened (1/2 damage):'''''
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  • ...valier who has chosen to be armed with an Exotic Weapon, for the potential damage a War Pick or Great Pick can do in a charge does not bear contemplation, an
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  • ...ary hit points go away after 10 minutes, or after they are removed through damage. Temporary hit points do not stack; instead only the largest available amo ...ly be used while prone and not moving. Provides no protection from normal damage, such as that from monsters, traps, or other hazards.
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  • ...never affect more than one target per round, even if the attack used deals damage to multiple targets (such as whirlwind attack).
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  • ...healer can get by with potions, scrolls and rods, or just sleep off their damage. Perhaps not optimal, but certainly playable. | align="left" | [[Alchemist]] || Damage || Support || INT, DEX, CON || Moderate || Moderate || align="left" | Alche
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  • ...s they always seem to know the exact moment to strike to cause the maximum damage. Add in the fact that Teb is owed favors by everybody, and will not hesitat
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  • ...l intact. Oddly enough, while buildings in the rest of Fane which sustain damage are immediately repaired by the Gardeners, the ruined temples are persisten
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