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Antman9
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Antman9
Ranger Lord
Ranger Lord
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Joined: Wed Nov 06, 2013 3:22 am

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#1 Post by Antman9 »

638 Primary Personality Traits
Source
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
Neutral Traits
  • 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
Negative Traits
  • 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
D20 Modern System Reference Documents Creatures
Size
TypeAC ModSizeWeight
Fine+8<6"<1/8 lb.
Diminutive+46" - 1'1/8 - 1 lb.
Tiny+21' - 2'1 - 8 lbs.
Small+12' - 4'8 - 60 lbs
Medium04' - 8'60 -500 lbs.
Large-18' - 16'500 lbs - 2 tons
Huge-216' - 32'2 - 16 tons
Gargantuan-432' - 64'16 - 125 tons
Colossal-8>64'>125 tons
Speed
  • 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
  • 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.
Natural weapons have types just as other weapons do. The most common types are summarized below.
  • 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.
Improvised Weapons
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
Object SizeExamplesDamage
DiminutiveAshtray, CD disk case, crystal paperweight1
TinyFist-sized rock, mug, screwdriver, softball, flashlight, wrench1d2
SmallBottle, drill, fire extinguisher, flower pot, helmet, metal hubcap, vase1d3
MediumBar stool, brick, briefcase, bowling ball, garbage can lid, hockey stick, nail gun1d4
LargeEmpty garbage can, guitar, computer monitor, office chair, tire iron1d6
Huge10-foot ladder, mailbox, oil barrel, park bench, sawhorse1d8
GargantuanDesk, dumpster, file cabinet, large sofa, soda machine2d6
ColossalJunked vehicle, stoplight, telephone pole2d8
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.
Special Abilities
Ability Score Reduction
  • Some attacks reduce an opponent’s score in one or more abilities. This loss can be permanent or temporary.
Permanent Ability Drain
  • 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.
Temporary Ability Damage
  • 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.
Blindsight
  • 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.
Breath Weapon
  • 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.
Constrict
  • 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.
Damage Reduction
  • 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.
Darkvision
  • 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.
Energy Drain
  • 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.
Fast Healing
  • 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.
Fear Aura
  • 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).
Gaze
  • 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.
Averting One’s Eyes
  • 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.
Barrier to Sight
  • 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.
Improved Grab
  • 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.
Low-Light Vision
  • 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
  • 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.
Power Resistance
  • 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
  • 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.
Regeneration
  • 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.
Resistance to Energy
  • 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.
Scent
  • 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.
Spell Resistance
  • 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.
Spells
  • 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.
Swallow Whole
  • 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.
Trample
  • 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).
Turn Resistance
  • 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.
Money Weight
50 gp = 1 lb.

Hirelings, Servants & Services
http://www.d20pfsrd.com/equipment---fin ... s-services

Languages
LanguageTypical Speakers
AbyssalDemons, chaotic evil outsiders
AquanWater-based creatures
ArcaneFirst language to be spoken & written. Typically found in old tomes
AryaEvil tongue with slight hints of Infernal and Abyssal
AuranAir-based creatures
CelestialCelestials (angels, devas)
CommonHumans, halflings, half-elves, half-orcs
Deep SpeechMind flayers, beholders
DraconicKobolds, troglodytes, lizardfolk, dragons, dragonborn
Draconic, AncientOnly the most elder of dragons still speak it
DruidicDruids (only)
DwarvishDwarves
ElvishElves
GiantOgres, giants
GnomishGnomes
GoblinGoblinoids, hobgoblins, bugbears
GnollGnolls
HalflingHalflings
IgnanFire-based creatures
InfernalDevils, Tieflings
OrcOrcs
PrimordialElementals
SylvanFey creatures (dryads, brownies, leprechauns)
TerranXorns and other earth-based creatures
Translator Links
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

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