Source
Positive Traits
Positive Traits
- Accessible
Active
Adaptable
Admirable
Adventurous
Agreeable
Alert
Allocentric
Amiable
Anticipative
Appreciative
Articulate
Aspiring
Athletic
Attractive
Balanced
Benevolent
Brilliant
Calm
Capable
Captivating
Caring
Challenging
Charismatic
Charming
Cheerful
Clean
Clear-headed
Clever
Colorful
Companionly
Compassionate
Conciliatory
Confident
Conscientious
Considerate
Constant
Contemplative
Cooperative
Courageous
Courteous
Creative
Cultured
Curious
Daring
Debonair
Decent
Decisive
Dedicated
Deep
Dignified
Directed
Disciplined
Discreet
Dramatic
Dutiful
Dynamic
Earnest
Ebullient
Educated
Efficient
Elegant
Eloquent
Empathetic
Energetic
Enthusiastic
Esthetic
Exciting
Extraordinary
Fair
Faithful
Farsighted
Felicific
Firm
Flexible
Focused
Forecful
Forgiving
Forthright
Freethinking
Friendly
Fun-loving
Gallant
Generous
Gentle
Genuine
Good-natured
Gracious
Hardworking
Healthy
Hearty
Helpful
Herioc
High-minded
Honest
Honorable
Humble
Humorous
Idealistic
Imaginative
Impressive
Incisive
Incorruptible
Independent
Individualistic
Innovative
Inoffensive
Insightful
Insouciant
Intelligent
Intuitive
Invulnerable
Kind
Knowledge
Leaderly
Leisurely
Liberal
Logical
Lovable
Loyal
Lyrical
Magnanimous
Many-sided
Masculine (Manly)
Mature
Methodical
Maticulous
Moderate
Modest
Multi-leveled
Neat
Nonauthoritarian
Objective
Observant
Open
Optimistic
Orderly
Organized
Original
Painstaking
Passionate
Patient
Patriotic
Peaceful
Perceptive
Perfectionist
Personable
Persuasive
Planful
Playful
Polished
Popular
Practical
Precise
Principled
Profound
Protean
Protective
Providential
Prudent
Punctual
Pruposeful
Rational
Realistic
Reflective
Relaxed
Reliable
Resourceful
Respectful
Responsible
Responsive
Reverential
Romantic
Rustic
Sage
Sane
Scholarly
Scrupulous
Secure
Selfless
Self-critical
Self-defacing
Self-denying
Self-reliant
Self-sufficent
Sensitive
Sentimental
Seraphic
Serious
Sexy
Sharing
Shrewd
Simple
Skillful
Sober
Sociable
Solid
Sophisticated
Spontaneous
Sporting
Stable
Steadfast
Steady
Stoic
Strong
Studious
Suave
Subtle
Sweet
Sympathetic
Systematic
Tasteful
Teacherly
Thorough
Tidy
Tolerant
Tractable
Trusting
Uncomplaining
Understanding
Undogmatic
Unfoolable
Upright
Urbane
Venturesome
Vivacious
Warm
Well-bred
Well-read
Well-rounded
Winning
Wise
Witty
Youthful
- Absentminded
Aggressive
Ambitious
Amusing
Artful
Ascetic
Authoritarian
Big-thinking
Boyish
Breezy
Businesslike
Busy
Casual
Crebral
Chummy
Circumspect
Competitive
Complex
Confidential
Conservative
Contradictory
Crisp
Cute
Deceptive
Determined
Dominating
Dreamy
Driving
Droll
Dry
Earthy
Effeminate
Emotional
Enigmatic
Experimental
Familial
Folksy
Formal
Freewheeling
Frugal
Glamorous
Guileless
High-spirited
Huried
Hypnotic
Iconoclastic
Idiosyncratic
Impassive
Impersonal
Impressionable
Intense
Invisible
Irreligious
Irreverent
Maternal
Mellow
Modern
Moralistic
Mystical
Neutral
Noncommittal
Noncompetitive
Obedient
Old-fashined
Ordinary
Outspoken
Paternalistic
Physical
Placid
Political
Predictable
Preoccupied
Private
Progressive
Proud
Pure
Questioning
Quiet
Religious
Reserved
Restrained
Retiring
Sarcastic
Self-conscious
Sensual
Skeptical
Smooth
Soft
Solemn
Solitary
Stern
Stoiid
Strict
Stubborn
Stylish
Subjective
Surprising
Soft
Tough
Unaggressive
Unambitious
Unceremonious
Unchanging
Undemanding
Unfathomable
Unhurried
Uninhibited
Unpatriotic
Unpredicatable
Unreligious
Unsentimental
Whimsical
- Abrasive
Abrupt
Agonizing
Aimless
Airy
Aloof
Amoral
Angry
Anxious
Apathetic
Arbitrary
Argumentative
Arrogantt
Artificial
Asocial
Assertive
Astigmatic
Barbaric
Bewildered
Bizarre
Bland
Blunt
Biosterous
Brittle
Brutal
Calculating
Callous
Cantakerous
Careless
Cautious
Charmless
Childish
Clumsy
Coarse
Cold
Colorless
Complacent
Complaintive
Compulsive
Conceited
Condemnatory
Conformist
Confused
Contemptible
Conventional
Cowardly
Crafty
Crass
Crazy
Criminal
Critical
Crude
Cruel
Cynical
Decadent
Deceitful
Delicate
Demanding
Dependent
Desperate
Destructive
Devious
Difficult
Dirty
Disconcerting
Discontented
Discouraging
Discourteous
Dishonest
Disloyal
Disobedient
Disorderly
Disorganized
Disputatious
Disrespectful
Disruptive
Dissolute
Dissonant
Distractible
Disturbing
Dogmatic
Domineering
Dull
Easily Discouraged
Egocentric
Enervated
Envious
Erratic
Escapist
Excitable
Expedient
Extravagant
Extreme
Faithless
False
Fanatical
Fanciful
Fatalistic
Fawning
Fearful
Fickle
Fiery
Fixed
Flamboyant
Foolish
Forgetful
Fraudulent
Frightening
Frivolous
Gloomy
Graceless
Grand
Greedy
Grim
Gullible
Hateful
Haughty
Hedonistic
Hesitant
Hidebound
High-handed
Hostile
Ignorant
Imitative
Impatient
Impractical
Imprudent
Impulsive
Inconsiderate
Incurious
Indecisive
Indulgent
Inert
Inhibited
Insecure
Insensitive
Insincere
Insulting
Intolerant
Irascible
Irrational
Irresponsible
Irritable
Lazy
Libidinous
Loquacious
Malicious
Mannered
Mannerless
Mawkish
Mealymouthed
Mechanical
Meddlesome
Melancholic
Meretricious
Messy
Miserable
Miserly
Misguided
Mistaken
Money-minded
Monstrous
Moody
Morbid
Muddle-headed
Naive
Narcissistic
Narrow
Narrow-minded
Natty
Negativistic
Neglectful
Neurotic
Nihilistic
Obnoxious
Obsessive
Obvious
Odd
Offhand
One-dimensional
One-sided
Opinionated
Opportunistic
Oppressed
Outrageous
Overimaginative
Paranoid
Passive
Pedantic
Perverse
Petty
Pharissical
Phlegmatic
Plodding
Pompous
Possessive
Power-hungry
Predatory
Prejudiced
Presumptuous
Pretentious
Prim
Procrastinating
Profligate
Provocative
Pugnacious
Puritanical
Quirky
Reactionary
Reactive
Regimental
Regretful
Repentant
Repressed
Resentful
Ridiculous
Rigid
Ritualistic
Rowdy
Ruined
Sadistic
Sanctimonious
Scheming
Scornful
Secretive
Sedentary
Selfish
Self-indulgent
Shallow
Shortsighted
Shy
Silly
Single-minded
Sloppy
Slow
Sly
Small-thinking
Softheaded
Sordid
Steely
Stiff
Strong-willed
Stupid
Submissive
Superficial
Superstitious
Suspicious
Tactless
Tasteless
Tense
Thievish
Thoughtless
Timid
Transparent
Treacherous
Trendy
Troublesome
Unappreciative
Uncaring
Uncharitable
Unconvincing
Uncooperative
Uncreative
Uncritical
Unctuous
Undisciplined
Unfriendly
Ungrateful
Unhealthy
Unimaginative
Unimpressive
Unlovable
Unpolished
Unprincipled
Unrealistic
Unreflective
Unreliable
Unrestrained
Unself-critical
Unstable
Vacuous
Vague
Venal
Venomous
Vindictive
Vulnerable
Weak
Weak-willed
Well-meaning
Willful
Wishful
Zany
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Wand Stats
- AC: 7
Hit points: 5
Hardness: 5
Break DC: 16
Size
Type | AC Mod | Size | Weight |
---|---|---|---|
Fine | +8 | <6" | <1/8 lb. |
Diminutive | +4 | 6" - 1' | 1/8 - 1 lb. |
Tiny | +2 | 1' - 2' | 1 - 8 lbs. |
Small | +1 | 2' - 4' | 8 - 60 lbs |
Medium | 0 | 4' - 8' | 60 -500 lbs. |
Large | -1 | 8' - 16' | 500 lbs - 2 tons |
Huge | -2 | 16' - 32' | 2 - 16 tons |
Gargantuan | -4 | 32' - 64' | 16 - 125 tons |
Colossal | -8 | >64' | >125 tons |
- Burrow: The creature can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot run while burrowing.
- Climb: A creature with a climb speed has the Climb skill at no cost and gains a +8 species bonus on Climb checks. The creature must make a Climb check to climb any wall or slope with a DC greater than 0, but it always can choose to take 10, even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it attempts an accelerated climb, it moves at double the given climb speed (or its normal land speed, whichever is less) and makes a single Climb check at a –5 penalty. Creatures cannot use the run action while climbing. The creature retains its Dexterity bonus to Defense (if any) while climbing, and opponents get no special bonus on their attack rolls against the climbing creature.
- Fly: The creature can fly at the given speed if carrying no more than a medium load. All fly speeds include a parenthetical note indicating maneuverability:
Perfect: The creature can perform almost any aerial maneuver it wishes.
Good: The creature is agile in the air, but cannot change direction as readily as one with perfect maneuverability.
Average: The creature can fly as adroitly as a small bird.
Poor: The creature flies as well as a very large bird.
Clumsy: The creature can barely fly at all.
Creatures that fly can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. It can make only claw attacks, but these deal double damage. Creatures can use the run action while flying, provided they fly in a straight line. - Swim: A creature with a swim speed can move through water at the given speed without making Swim checks. It gains a +8 species bonus on any Swim check to perform some special action or avoid a hazard. The creature always can choose to take 10, even if distracted or endangered when swimming. Creatures can use the run action while swimming, provided they swim in a straight line.
- Natural weapons include teeth, claws, horns, and the like. The number of attacks along with the weapon, attack bonus, and form of attack (melee or ranged) are provided in a creature’s entry. Unless noted otherwise, natural weapons threaten critical hits on a natural attack roll of 20.
- If any attacks also cause some special effect other than damage, that information is given along with the damage. Unless noted otherwise, creatures deal double damage on critical hits.
- Bite: The creature attacks with its mouth, dealing piercing damage.
- Claw or Rake: The creature rips with a sharp appendage, dealing slashing damage.
- Gore: The creature spears the opponent with an antler, horn, or similar appendage, dealing piercing damage.
- Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage.
- Sting: The creature stabs with a stinger, dealing piercing damage. Stings are usually poisoned.
Source: D&D Wiki
Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon.
A character takes a –4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the –4 penalty.
Table: Improvised Weapon Damage by Size
A character can effectively wield or throw an object of his or her size category or smaller using one hand. A character can effectively wield or throw an object one size category larger than him or herself using two hands. An improvised thrown weapon has a range increment of 10 feet. Increase the range increment for creatures of Large size or larger as follows: Large 15 feet, Huge 30 feet, Gargantuan 60 feet, Colossal 120 feet.
Damage
Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.
Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.
Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon.
A character takes a –4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the –4 penalty.
Table: Improvised Weapon Damage by Size
Object Size | Examples | Damage |
---|---|---|
Diminutive | Ashtray, CD disk case, crystal paperweight | 1 |
Tiny | Fist-sized rock, mug, screwdriver, softball, flashlight, wrench | 1d2 |
Small | Bottle, drill, fire extinguisher, flower pot, helmet, metal hubcap, vase | 1d3 |
Medium | Bar stool, brick, briefcase, bowling ball, garbage can lid, hockey stick, nail gun | 1d4 |
Large | Empty garbage can, guitar, computer monitor, office chair, tire iron | 1d6 |
Huge | 10-foot ladder, mailbox, oil barrel, park bench, sawhorse | 1d8 |
Gargantuan | Desk, dumpster, file cabinet, large sofa, soda machine | 2d6 |
Colossal | Junked vehicle, stoplight, telephone pole | 2d8 |
Damage
Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.
Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.
Ability Score Reduction
- Some attacks reduce an opponent’s score in one or more abilities. This loss can be permanent or temporary.
- This effect permanently reduces a living opponent’s ability score when the creature hits with a melee attack. The creature’s descriptive text gives the ability and the amount drained. If an attack that causes permanent ability drain scores a critical hit, it drains twice the given amount (if the damage is expressed as a die range, roll two dice). A draining creature heals 5 points of damage (10 on a critical hit) whenever it drains an ability score no matter how many points it drains. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points.
- Some ability drain attacks allow a Fortitude save with a DC of 10 +1/2 draining creature’s HD + draining creature’s Charisma modifier (the exact DC is given in the creature’s descriptive text). If no saving throw is mentioned, none is allowed.
- This attack damages an opponent’s ability score. The creature’s descriptive text gives the ability and the amount of damage. If an attack that causes ability damage scores a critical hit, it deals twice the given amount (if the damage is expressed as a die range, roll two dice).
- Temporary ability damage returns at the rate of 1 point per day.
- Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability.
- A breath weapon attack usually causes damage and is often based on some type of energy. It allows a Reflex save for half damage with a DC equal to 10 + ½ breathing creature’s HD + breathing creature’s Constitution modifier (the exact DC is given in the creature’s Species Traits). A creature is immune to its own breath weapon and those of others of its kind unless noted otherwise.
- The creature crushes the opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the improved grab ability (see below), it deals constriction damage in addition to damage dealt by the weapon used to grab.
- The creature ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A magic weapon or a creature with its own damage reduction can sometimes damage the creature normally, as noted below.
- The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
- Any weapon more powerful than the type listed in the note also negates the ability. A weapon with an enhancement bonus due to magic is considered more powerful than any weapon that does not have such a bonus.
- For purposes of harming other creatures with damage reduction, a creature’s natural weapons count as the type that ignores its own innate damage reduction. However, damage reduction from spells does not confer this ability. The amount of damage reduction is irrelevant.
- The creature can see in total darkness, out to the specified range (usually 60 feet). Darkvision is black-and-white only, but is otherwise like normal light.
- This attack saps a living opponent’s vital energy. With each successful melee attack, the creature bestows one or more negative levels. If an attack that includes an energy drain scores a critical hit, it drains double the given amount. For each negative level inflicted on an opponent, the draining creature heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points that remain for a maximum of 1 hour.
- For each negative level, the opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation). A character with spellcasting ability loses the ability to cast one spell of the highest level he or she can cast (player’s choice); this loss persists until the negative level is removed.
- Negative levels remain until 24 hours have passed or until removed with a spell. If a negative level is not removed before 24 hours have passed, the afflicted opponent must attempt a Fortitude save with a DC of 10 + 1/2 draining creature’s HD + draining creature’s Charisma modifier (the exact DC is given in the creature’s Species Traits). On a success, the negative level goes away with no harm to the creature.
- On a failure, the negative level goes away, but the creature’s level is reduced by one. A separate saving throw is required for each negative level. A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain, might rise as an undead creature of some kind.
- The creature regains hit points at an exceptionally fast rate, usually 1 or more hit points per round. Fast healing stops working when a creature is reduced to –10 hp or fewer. Except as noted here, fast healing works just like natural healing.
- Fast healing doesn’t provide any benefit against attack forms that don’t deal hit point damage. Fast healing also doesn’t restore hit points lost to starvation, thirst, or suffocation, and it doesn’t allow a creature to regrow or reattach severed body parts.
- A fear aura either operates continuously or can be used at will. In either case, it’s a free action. This ability can freeze an opponent or cause opponents to become panicked. Other effects are possible. Negating the fear effect requires a successful Will save with a DC equal to 10 + 1/2 fearsome creature’s HD + fearsome creature’s Charisma modifier (the exact DC is given in the creature’s descriptive text).
- A gaze attack takes effect when opponents look at the creature’s eyes. The attack can have almost any sort of effect: petrification, death, charm, and so on. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save. The DC is equal to 10 + 1/2 gazing creature’s HD + gazing creature’s Charisma modifier (the exact DC is given in the creature’s Species Traits). A successful saving throw negates the effect.
- Each opponent within range of the gaze attack must attempt a saving throw each round at the beginning of his or her turn. Opponents can avoid the saving throw by averting their eyes or by using a barrier to sight.
- The opponent avoids looking at the creature’s face and instead looks at its body, watching its shadow, tracking it in a reflective surface, or the like. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains one-half concealment against that opponent.
- An opponent that cannot see the creature at all cannot be affected by its gaze attack. This can be accomplished by turning one’s back on the creature, shutting one’s eyes, or wearing a blindfold or head covering that prevents sight. The creature with the gaze attack gains total concealment against the opponent.
- A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid the gaze as described above. Thus, a target may need to save against a creature’s gaze twice during the same round: once before the target’s action and once during the creature’s turn.
- A creature is immune to its own gaze attack unless otherwise noted.
- If the creature hits with a melee weapon it deals normal damage and attempts to start a grapple as a free action, doing so without provoking attacks of opportunity. No initial touch attack is required. Unless otherwise stated, improved grab works only against opponents at least one size category smaller than the creature. A Small or smaller creature using improved grab does not apply its grapple modifier to its grapple check.
- The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks but is not considered grappled itself; the creature does not lose its Dexterity bonus to Defense, still threatens an area, and can use its remaining attacks against other opponents.
- A successful hold does not deal additional damage unless the creature also has the constrict ability (see above). If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage given for the attack that established the hold.
- When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. The creature is not considered grappled while it holds the opponent, so it still threatens adjacent squares and retains its Dexterity bonus. It can even move, provided it can drag the opponent’s weight.
- A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
- Poison attacks deal initial damage, such as temporary ability damage (see above) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage.
- The Fortitude save against poison has a DC equal to 10 + 1/2 poisoning creature’s HD + poisoning creature’s Constitution modifier (the exact DC is given in the creature’s Species Traits). A successful save negates the damage.
- A creature with power resistance can avoid the effects of psionic powers that directly affect it. To determine whether a spell or spell-like ability works, the psionic power manifester must make a level check (1d20 + manifester’s level). If the result equals or exceeds the creature’s power resistance, the power works normally, although the creature is still allowed a saving throw.
- Psionics refers to abilities the creature generates with the power of its mind. Most psionic abilities can be used at will and have no use limit.
- This ability makes the creature impervious to most types of damage. Any damage dealt to the creature that falls below its massive damage threshold doesn’t reduce its hit points, unless that damage is of a type it is specifically vulnerable to, as mentioned in the creature’s description. Massive damage that doesn’t match the creature’s vulnerability reduces its hit points, but such damage automatically heals at a fixed rate, as detailed in the creature’s description. When the creature takes massive damage from an attack type it isn’t vulnerable to, a failed save renders it dazed for 1 round (instead of reducing it to –1 hit points).
- Damage the creature is vulnerable to deals damage with every successful attack. Such damage can’t be regenerated, and massive damage from such an attack follows the normal massive damage rules.
- Regeneration doesn’t provide any benefit against attack forms that don’t deal hit point damage. Regeneration also doesn’t restore hit points lost to starvation, thirst, or suffocation.
- Regenerating creatures can regrow and reattach severed body parts. Severed parts that aren’t reattached wither and die normally.
- Regeneration continues to work no matter how low the creature’s hit points drop, restoring lost hit points from any damage other than from attack forms the creature is specially vulnerable to.
- The creature ignores some damage of the given energy type (acid, cold, electricity, fire, or sonic/concussion) each time the creature is subjected to such damage. The entry indicates the amount and type of damage ignored.
- This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
- The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range.
- When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. The creature can take a move or attack action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source.
- A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry’s odor, the number of creatures being tracked, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
- A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine whether a spell or spell-like ability works, the spellcaster must make a level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.
- Some creatures can cast arcane spells or divine spells (and can activate magic items accordingly). These creatures are subject to the same spellcasting rules as characters.
- Spellcasting creatures are not members of an advanced class unless their entries say so, and they do not gain any class features. A creature with access to divine spells must prepare them in the normal manner.
- If the creature begins its turn with an opponent held in its mouth (see improved grab, above), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its opponent and deals bite damage. Unless noted otherwise, the opponent can be up to one size category smaller than the swallowing creature.
- Being swallowed has various consequences depending on the creature, but a swallowed opponent is considered grappled, while the creature is not. A swallowed opponent can try to cut its way free with any light piercing or slashing weapon (the amount of cutting damage required to get free is noted in the creature’s descriptive text), or it can just try to escape the grapple. If the swallowed opponent chooses the latter course, success puts it back in the creature’s mouth, where it may be bitten or swallowed again.
- As an attack action during its turn each round, the creature can run over an opponent at least one size category smaller than itself, entering the opponent’s fighting space to do so. The trample deals bludgeoning damage, and the creature’s descriptive text lists the amount.
- Trampled opponents can attempt attacks of opportunity, but these incur a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage. The save DC equals 10 + 1/2 trampling creature’s HD + trampling creature’s Strength modifier (the exact DC is given in the creature’s descriptive text).
- The creature (usually undead) resists attempts by divine spellcasters to turn it (see Turn or Rebuke Undead). When resolving a turn or rebuke attempt, add the given bonus to the creature’s Hit Dice total.
50 gp = 1 lb.
Hirelings, Servants & Services
http://www.d20pfsrd.com/equipment---fin ... s-services
Languages
Language | Typical Speakers |
---|---|
Abyssal | Demons, chaotic evil outsiders |
Aquan | Water-based creatures |
Arcane | First language to be spoken & written. Typically found in old tomes |
Arya | Evil tongue with slight hints of Infernal and Abyssal |
Auran | Air-based creatures |
Celestial | Celestials (angels, devas) |
Common | Humans, halflings, half-elves, half-orcs |
Deep Speech | Mind flayers, beholders |
Draconic | Kobolds, troglodytes, lizardfolk, dragons, dragonborn |
Draconic, Ancient | Only the most elder of dragons still speak it |
Druidic | Druids (only) |
Dwarvish | Dwarves |
Elvish | Elves |
Giant | Ogres, giants |
Gnomish | Gnomes |
Goblin | Goblinoids, hobgoblins, bugbears |
Gnoll | Gnolls |
Halfling | Halflings |
Ignan | Fire-based creatures |
Infernal | Devils, Tieflings |
Orc | Orcs |
Primordial | Elementals |
Sylvan | Fey creatures (dryads, brownies, leprechauns) |
Terran | Xorns and other earth-based creatures |
Draconic Translator
Movement Rates & Time in 1st & 2nd Ed. AD&D
Movement
Outdoors 1 inch equals 10 yards and indoors 1 inch equals 10 feet
When mapping an unexplored dungeon it takes 10 minutes to move 1 inch, or 10 feet.
One inch is measured in miles for outdoor movement (possibly 20 to 40 miles per hexagon).
1 inch equals "the number of miles a character or creature can travel in one-half day's" travel.
Time
One turn is 10 minutes, one round is 1 minute, and one segment is 6 seconds.
Thus there are 10 segments in a round, and 10 rounds in a turn.
Names
Greek Names
Female Greek Names
Male Greek Names
AD&D Links
Pandaria - AD&D Spells
Planet AD&D
Environmental/Physical Description Links
Volcanic Ash