Appendix A
Glossary

ability: An ability is a generic term for any unusual property a creature has or any special actions it can take to cause particular effects. Spells, racial traits, and the benefits from class archetypes can all be called abilities.

ability tag: An ability tag describes the effects of an ability. For details, see Ability Tags.

accuracy: The bonus added to an attack roll. For details, see Accuracy.

action phase: The action phase is the second of two phases in a combat round. During the action phase, creatures can attack, cast spells, and take other major combat actions.

alchemical item: An alchemical item is any item created using the Craft (alchemy) skill. This includes firebombs, potions, and many other items.

attunement point: Attunement points allow you to attune to effects such as spells or items. For details, see Attunement Points.

alignment: Your alignment represents your general morality in broad terms. For details, see Alignment.

ally: Some beneficial abilities affect allies. An ally is any creature you consider an ally who also considers you an ally, not including yourself. For details, see Allies and Enemies.

archetype: An archetype is a collection of related abilities from a particular class. Each class has five archetypes. For details, see Archetypes.

archetype rank: Each ability from an archetype has a minimum rank required to gain the ability. For details, see Archetype Ranks.

area: Many abilities affect a broad area. There are five standard area sizes: Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), and Gargantuan (120 ft.). For details, see ??.

armor: Armor is a form of equipment that protects your body from harm. There are two kinds of armor: body armor, which you wear on your body, and shields, which you wield in a hand. For details, see Armor.

astral beacon: An area with an astral beacon is easier to teleport to using long-distance teleportation abilities. For details, see ?? .

attack: Anything that affects another creature in a potentially harmful way, such as striking a creature with a sword, is an attack. All attacks require making an attack roll. If an ability requires an attack roll, it is considered to be an attack, even if you use them in a way that you believe is not harmful.

attack result: An attack result is the total you get on an attack roll, after taking to account any bonuses or penalties that apply to the roll.

attack roll: A roll required to succeed with an attack. To make an attack roll, roll 1d10 + your accuracy with the attack. If the result of the attack roll equals or exceeds the target’s defense, the attack succeeds. Some attacks, especially magical attacks, have effects even if the attack roll fails. For details, see Attack Rolls.

attended: An attended item is an item currently being held or carried by a creature. Some abilities can only affect unattended items.

attribute: A core representation of a character’s capacity in a wide range of areas. There are six attributes: Strength, Dexterity, Constitution, Intelligence, Perception, and Willpower.

attune: Some abilities last as long as you attune to them. Attuning to an ability costs an attunement point that you cannot recover as long as you maintain your attunement to that ability. For details, see Attunement.

attuned: If you are attuned to an ability, you have invested an attunement point in it to maintain its effect. For details, see Attunement.

barding: Armor designed for non-humanoid creatures is called barding. The Armor defense bonus provided by barding is 2 lower than normal. For details, see Barding.

base class: Your base class grants you a variety of benefits. You always have a single base class, even if you are a multiclass character. For details, see Base Class.

base speed: Each size category has a base speed that indicates how far creatures of that size category can generally move. For details, see Base Speed.

briefly: An effect that lasts briefly, or a brief effect, lasts until after the end of the next round after the effect was applied.

bright illumination: In an area with bright illumination, creatures can see clearly. Any effect which creates bright illumination in an area also creates enough light for shadowy illumination in twice that area. For details, see Vision and Light.

brilliant illumination: In an area with brilliant illumination, creatures can see clearly. No shadows exist within an area of brilliant illumination. Any effect which creates brilliant illumination in an area also creates enough light for shadowy illumination in twice that area. For details, see Vision and Light.

body armor: Body armor is a form of armor that you wear on your body. For details, see Armor.

broken: A broken object is damaged and unsuitable for use, though it retains its general structure and can be repaired. For details, see Broken Objects.

burst: A burst is a type of area that an ability can have (see ??). A burst ability has an immediate effect on all valid targets within an area.

cantrip: Some mystic spheres have minor spells called cantrips. Anyone who has access to a mystic sphere knows all cantrips from that sphere. For details, see ??.

carrying capacity: Your carrying capacity defines the amount of weight you can carry without penalty. For details, see Weight Limits.

character level: Your character level is your total level, including levels from all of your classes. Whenever text refers to your “level”, without specifying a particular kind of level, it means your character level.

chain: An ability can specify that it chains a certain number of times. For each time that the ability chains, you may choose an additional secondary target for the ability. You can’t chain back to a creature or object that is already a target of the ability. Each additional target must be within 15 feet of the previous target in the chain, starting with the ability’s primary target. These additional targets must have line of sight to you and line of effect to the previous target in the chain. However, they do not need line of effect to you, and they can be beyond the ability’s original range.

Unless otherwise noted in a spell’s description, the secondary targets from chaining are affected by the ability in the exact same way as the primary target. Both creatures and objects are valid targets for chaining, but they have to be reasonably sized. You can’t chain off of the ground.

check: A check is a d10 roll required to accomplish an action that has a chance of failure that is not an attack. If the result of your roll, including your modifier, is high enough, you succeed. Otherwise, you fail. For details, see Checks.

class: Your class represents your fundamental source of power and the type of abilities you have. For example, barbarians draw power from the primal energy found deep within all living things, while clerics draw power from their worship of mighty deities. For details, see Classes.

class skill: Each class has an associated set of skills that members of that class often know. These are called class skills. Your base class automatically grants you training with a specific number of skills from among your class skills. For details, see Skills.

climb speed: A creature with a climb speed can climb as easily as a human walks on land. The effects of a climb speed are described at Climb Speed.

close range: Weapons have two range limits: close range and long range. Attacks within a weapon’s close range have no penalty. For details, see Weapon Range Limits.

combat style: A combat style is a collection of maneuvers that some classes gain access to. For details, see Combat Styles.

common language: Common languages are languages that are widely spoken. They are described in Table 8.4: Common Languages.

concealment: Concealment represents effects which make a target harder to see, such as shadowy lighting. All targeted attacks against a creature or object with concealment from you have a 20% miss chance. For details, see Concealment.

condition: A condition is an effect that lasts on a creature until it is removed by effects that remove conditions. All conditions are detrimental, and most are standard debuffs. Player characters can remove conditions with the recover ability or by taking a short rest, as well as with various special abilities (see Recover). For details, see Ability Durations.

Constitution: Constitution is an attribute that measures your health and stamina. For details, see Constitution.

cover: Cover represents any obstacle that physically prevents you from striking your target, such as a tree or intervening creature. For details, see Cover.

critical hit: When you make an attack, if your result beat the target’s defense by 10 or more, you get a critical hit. Unless otherwise noted, damaging attacks roll twice as many damage dice on a critical hit. For details, see Critical Hits.

critical success: When you make a check, if your result beat the difficulty value by 10 or more, you get a critical success. Some abilities have special effects on critical successes.

damage: Many attacks deal damage to you when they hit. For details, see Taking Damage.

damage resistance: Whenever you take damage, you first apply that damage to your damage resistance applying it to your hit points. For details, see Damage Resistance.

damaging hit: Some abilities have special effects if they get a damaging hit. If you miss, glance, or hit but fail to deal damage, you do not get a damaging hit.

darkvision: A creature with darkvision can see perfectly in complete darkness. For details, see Darkvision.

dead: A dead creature’s soul leaves its body. Dead creatures cannot benefit from normal or magical healing, but they can be restored to life via magic (see ??). A dead body decays normally unless magically preserved.

debuff: A debuff is a negative effect on a creature. Many debuffs are applied as conditions, but some last for longer or shorter times. For a list of debuffs, see Circumstances and Debuffs.

deep attunement: Deep attunement abilities are Attune abilities with two additional restrictions. First, they cost extra attunement point to attune to. Second, you can’t get back those attunement points until you take a short rest, even if you release the attunement. For details, see Deep Attunement.

defeat: You defeat a creature if you personally cause it to become defeated. Abilities that trigger when you defeat a creature generally activate if you deal damage to it in a phase when it dies or is knocked unconscious. This often means multiple creatures are considered to have defeated the same enemy. For narrative purposes, you can choose to give credit to the creature who dealt the most damage in the last phase, but you shouldn’t use that method for determining whether creatures gain the benefit of effects like an onslaught weapon.

defeated: A creature is defeated if it dies, surrenders or is incapacitated for an extended period of time (such as by being knocked unconscious). Some abilities, such as a ranger’s quarry ability (see Quarry), last until their target is defeated. If there is ambiguity about whether a surrendering or seemingly incapacitated enemy still poses a threat, you choose whether you consider the enemy to be defeated.

defense: A defense is a static number which represents how difficult you are to affect with attacks. There are four defenses: Armor, Fortitude, Reflex, and Mental. For details, see Defenses.

destroyed: A destroyed object has been damaged to the point where it is completely beyond repair. For details, see Destroyed Objects.

Dexterity: Dexterity is an attribute that measures your hand-eye coordination, agility, and reflexes. For details, see Dexterity.

dice increment: A die increment is a single increase or decrease in the value of a dice pool. For example, a 1d8 that is increased by one die increment becomes a 1d10 die. Similarly, a 2d6 dice pool that is decreased by one die increment also becomes a 1d10 die. For details, see ?? .

dice pool: A dice pool is a collection of dice that are all rolled together and summed to find a result. For details, see ??.

difficult terrain: Difficult terrain costs an additional 5 feet of movement to move out of. For details, see Difficult Terrain.

difficulty value: The difficulty value of a check is the check result required to succeed. It can be abbreviated as “DV”. In general, attacks are rolled to beat defenses, and checks are rolled to beat a given difficulty value.

dirty trick: You can use the dirty trick ability to impair a foe by using your environment. For details, see ??.

disease: An affliction of the body, causing a steady deterioration over time.

dismiss: When you dismiss an ability, it ends, and all of its lingering effects are removed. Unless otherwise noted, all magical ✨ abilities with a duration can be dismissed, but mundane abilities cannot be dismissed. This includes conditions, brief effects, and other abilities with more specific durations. You can dismiss abilities as a free action (see ?? ).

dual strike: A dual strike is a strike made with two weapons at once. Each weapon makes a separate attack, and deals damage independently. For details, see Dual Strikes.

elite: Elite monsters are much more dangerous than standard monsters. For details, see Elite Monsters.

elite action: Elite monsters can take a special extra action every round called an elite action. Every elite monster has at least one special ability which requires an elite action to use. For details, see Elite Monsters.

emanation: An emanation is a type of area that an ability can have (see ??). An emanation ability has effects within an area for the duration of the ability. It emanates from a specific creature or object, rather than a location. If that creature or object moves, the emanation moves with it.

encumbrance: Your encumbrance is a value that represents how much you are burdened by armor and weight. For details, see Encumbrance.

enemy: Some harmful abilities affect enemies. An enemy is any creature you consider to be an enemy. For details, see Allies and Enemies.

enhancement bonus: Some abilities provide an enhancement bonus instead of a regular bonus. Enhancement bonuses function like normal bonuses except that they do not stack with each other, even if the enhancement bonuses come from different sources. For details, see Stacking Rules.

environmental damage: Environmental damage is a type of damage. Environmental damage does not reduce the damage resistance of creatures or objects, making small amounts of environmental damage irrelevant to healthy creatures. For details, see Environmental Damage.

exotic weapon: A rare few weapons are considered exotic weapons. They are unusually difficult to wield, and even being proficient with the associated weapon group does not grant you the ability to use an exotic weapon. Some class abilities grant proficiency with exotic weapons.

explode: When you roll a 10 on an attack roll, the die can explode. If it does, you roll it again and add the two results together to determine the total. For details, see Exploding Attacks.

explosion target: The number you need to roll on a die to explode is called your explosion target (see Exploding Attacks). Normally, your explosion target is 10. Unless otherwise noted, all effects which reduce your explosion target do not affect bonus dice rolled for exploding attacks.

extra damage: Some attacks deal extra damage. This damage is added on top of the normal damage from that attack. For details, see Extra Damage.

failure chance: If you have a failure chance with an attack, you have a random chance to miss with the attack regardless of the result of your attack roll. If you have multiple failure chances, only the highest one applies. Failure chances are rolled independently from miss chances, and they are not affected by abilities that mitigate miss chances. They are less common than a miss chance, and reflect circumstances that no amount of skill can mitigate.

falling damage: If you fall at least 10 feet, you and the object you land on take damage. This damage is called falling damage. A creature with a Medium weight category takes 1d8 falling damage per 10 feet, to a maximum of 30d8. For details, see Falling Damage.

fatigue level: Your fatigue level measures how fatigued you are. You take a fatigue penalty if your fatigue level exceeds your fatigue tolerance. For details, see Fatigue.

fatigue penalty: You take a penalty to accuracy and checks equal to your fatigue level - your fatigue tolerance. If you have a fatigue penalty of at least -1, you are considered fatigued. When your fatigue penalty reaches -5, you fall unconscious until your fatigue penalty is reduced below -5. For details, see Fatigue Penalty.

fatigue tolerance: Your fatigue tolerance measures the maximum fatigue level you can reach before you suffer a fatigue penalty. For details, see Fatigue Tolerance.

fly speed: A creature with a fly speed has the ability to fly through the air. Its speed is the distance it covers in a single movement. Most creatures suffer a -4 penalty to their Armor and Reflex defenses while flying. For details, see Aerial Movement.

forced movement: A forced movement ability can cause a creature to move unwillingly. There are two types of forced movement: knockback and push. Although teleportation can cause a creature’s location to change unwillingly, it is not considered a type of forced movement.

free action: Each round, you take can any number of free actions. Free actions can be taken in any phase. For details, see Free Actions.

free hand: A free hand is a hand or similarly dexterous appendage that is not currently being used for any purpose. Many abilities require a free hand to use. You cannot use the same hand for two different purposes in the same phase.

glance: When a creature glances another creature with an attack, it means that the attacker scored a glancing blow.

glancing blow: When you miss on any attack by 2 or less, it is called a glancing blow. Whenever you get a glancing blow with a damaging attack, you deal half damage. For details, see Glancing Blows.

glide speed: A creature with a glide speed can glide through the air. It cannot fly upwards, but it can travel forward while it descends, and it descends at a significantly reduced rate. Most creatures suffer a -4 penalty to their Armor and Reflex defenses while gliding. For details, see Gliding.

grounded: A grounded creature or object is standing on or otherwise supported by a stable surface that can support its weight. The surface must be at least as large as the creature or object resting on it. Some effects only work if the creature or object is grounded by a particular material, such as stone.

heavy undergrowth: A space overrun with thick bushes, vines, and similar natural obstacles has heavy undergrowth. Heavy undergrowth provides concealment and is considered difficult terrain.

heavyweight: A heavyweight object has a weight category that is one category larger than the object’s size category. For details, see Weight Categories.

height limit: Some abilities have a height limit. A height limit defines your maximum distance directly above an object at least two size categories larger than you that is free-standing and capable of supporting your weight. This is common for flying creatures (see Flight).

hit point: Your hit points measure how hard you are to seriously injure or kill. You lose hit points when you take damage. If you run out of hit points, you gain vital wounds when you take damage instead, which can cause you to die quickly. For details, see Hit Points.

icy terrain: Icy terrain is covered in ice, making it hard to traverse. For details, see Cryomancy.

immune: A creature that is immune to a particular effect treats that effect as if it did not exist. An immune creature cannot gain conditions or similar effects like poison if it is immune to them, or if the only effect of that condition would be to apply a specific debuff that it is immune to. In addition, a creature that temporarily becomes immune to an effect immediately removes all instances of that effect. For example, a creature that suddenly becomes immune to poison would remove all poisons currently affecting it, and those poisons would not return once the immunity ends.

improvised weapon: An improvised weapon is an object which could conceivably be used as a weapon, but which was not designed for that purpose. Common examples include doors and wine bottles. For details, see Improvised Weapons.

initiative: When multiple creatures take mutually impossible actions simultaneously, such as racing to be the first one to a door, they must roll initiative checks to determine who completes the action first. Your initiative modifier is equal to your Dexterity. For details, see Conflicting Actions.

insight point: Insight points can be spent to gain additional abilities or proficiencies. For details, see Insight Points.

Intelligence: Intelligence is an attribute that represents how well you learn and reason. For details, see Intelligence.

item rank: Items have ranks indicating their approximate value and rarity. For details, see Item Ranks.

loose equipment: Loose equipment is much more vulnerable to damage than ordinary equipment. For details, see ??.

key attribute: The key attribute for a skill is the attribute associated with that skill. For example, Climb is a Strength-based skill. Some skills, such as Persuasion, do not have a key attribute.

knockback: Knockback is a type of forced movement. It represents being thrown backwards by a single large impact. If a creature or object being knocked back encounters an obstacle, it and the obstacle each take 1d6 damage per 10 feet of movement remaining, up to a maximum of 20d6 damage. A knockback movement is always a single straight line.

land speed: A creature’s land speed is a movement mode that determines how fast it can walk on land (see Movement Modes). Bipedal creatures have a land speed equal to the base speed for their size (see Size Categories). Creatures with four or more legs have a land speed 10 feet faster than the base speed for their size.

legacy item: A legacy item is an item magically bonded to its bearer. As its bearer gains levels, it increases in power as well. For details, see Legacy Items.

light undergrowth: A space with passable bushes, vines, and similar natural obstacles has light undergrowth. Light undergrowth provides concealment.

lightweight: A lightweight object has a weight category that is one category smaller than the object’s size category. For details, see Weight Limits.

line: A line is an area shape that an ability can have (see Area Shapes). A line-shaped area has a given length, width, and height. Unless otherwise stated, a line’s height is equal to its width.

line of effect: You cannot target something that you do not have line of effect to. Line of effect is blocked by solid obstacles, even invisible ones. For details, see Line of Effect.

line of sight: You cannot target something that you do not have line of sight to. Line of sight is blocked by any obstacle that blocks sight, even if that obstacle does not block physical passage. For details, see Line of Sight.

long range: Ranged weapons have two range limits: close range and long range. Attacks beyond a weapon’s close range, but within its long range, have a -4 longshot penalty. For details, see Weapon Range Limits.

long rest: A long rest represents eight hours of relaxation or sleep. It allows you to remove all of your fatigue levels and make progress towards healing a vital wound. For details, see Long Rest.

longshot penalty: A longshot penalty is the penalty that you take for attacking outside of a weapon’s close range. It is normally a -4 accuracy penalty. For details, see Weapon Range Limits.

magic source: A magic source defines where a creature’s mystic spheres come from. There are four magic sources: arcane, divine, nature, and pact. Sorcerers and wizards cast arcane spells, clerics and paladins cast divine spells, druids cast nature spells, and warlocks cast pact spells.

magical: A magical ability is an ability whose origin derives from magic. Examples include spells, a dragon’s ability to fly, and a paladin’s ability to smite foes. For details, see ??.

magical power: Your magical power is your power with magical ✨ abilities. It is typically equal to half your level + your Willpower. For details, see Power.

maneuver: A maneuver is a type mundane ability that some classes grant access to through particular combat styles. For details, see Combat Styles.

manufactured weapon: A manufactured weapon is a weapon that is external to its user’s body. A natural weapon is not a manufactured weapon. Some abilities affect or require manufactured weapons instead of natural weapons.

melee: A melee attack is an attack using your body or a weapon that does not leave your grasp. Unless you are using a Long weapon, you can only make melee attacks against targets adjacent to you.

metallic: A creature is considered metallic if it is wearing metal armor or otherwise carrying a significant amount of exposed metal. This includes any body armor with a metal material type. It also includes exposed metal objects or parts of objects that are no more than two size categories smaller than the creature. This includes most weapons with any metallic components. It does not include creatures who have small amounts of metal safely stowed in larger containers, such as a common amount of coins or metallic tools stowed in a coin purse or backpack.

Similarly, an object is generally considered metallic if it has an exposed piece made of metal that is no more than two size categories larger than the object as a whole.

minor action: You can take one minor action each round during the action phase. For details, see Actions.

miss chance: If you have a miss chance with an attack, you have a random chance to miss with the attack. You roll the miss chance first, and if it causes you to miss, you do not roll an ordinary attack roll. In general, only targeted attacks can have a miss chance. If you have multiple miss chances, only the highest one applies.

move: When you move, you usually travel a distance equal to your speed. See Movement and Positioning, for details. For specific actions that involve movement, see movement.

movement: You can make one movement during the movement phase of each round. Abilities that require a movement typically move you around the battlefield. For details, see Movement and Positioning.

movement mode: A movement mode is a method of moving from one location to another. The most common mode is a land speed. For details, see Movement Modes.

movement phase: The movement phase is the first of two phases in a combat round. During the movement phase, creatures can make movements (see Movement and Positioning. The movement phase is followed by the action phase.

multiclass: A multiclass character can gain access to archetypes and other abilities from multiple classes. For details, see Multiclass Characters.

mundane: Most abilities are considered mundane abilities. Mundane abilities have some form of natural explanation and do not fundamentally originate from a magical source. Examples include weapon attacks, a dragon’s frightful presence, and a barbarian’s rage. Unless otherwise indicated, all abilities are mundane in nature.

mundane power: Your mundane power is your power with mundane abilities. It is typically equal to half your level + your Strength. For details, see Power.

mystic sphere: A mystic sphere is a collection of thematically related magical effects that includes both spells and rituals. For details, see Mystic Spheres.

natural weapon: A natural weapon is a weapon that is part of a creature’s body. For details, see Natural Weapons.

overrun: An overrun is a combat ability that allows you to move directly through creatures. For details, see Overrun.

Perception: Perception is an attribute that describes your ability to observe and be aware of your surroundings. For details, see Perception.

phase: A phase is part of the combat round. There are two phases: the movement phase and the action phase. For details, see Phases.

planar rift: A planar rift is a location where the boundaries between planes are unusually thin. Planar rifts can be used to travel between planes using the appropriate rituals. For details, see the Tome of Guidance.

plane: A plane is a distinct realm of existence. Except for the connections between planes through planar rifts, each plane is effectively an isolated universe, and different planes can obey different fundamental laws. For details, see the Tome of Guidance.

point of origin: A point of origin is the grid intersection, creature, or object that an area originates from. For details, see ?? .

poison: For a description of poisons and how they work, see Poison.

poison stage: Each poison progresses in a series of stages. Each stage inflicts a particular negative effect on the poisoned creature according to the poison’s description. For details, see Poison.

potion: A potion is a magical liquid that is typically contained in a Fine vial. In general, drinking a potion requires a standard action. Potions cannot be safely mixed together without diluting their magic, so you cannot consume two potions with the same action.

power: The power of an ability represents how strong the ability is. For details, see Power.

primary target: Some abilities that affect multiple targets distinguish between their primary and secondary targets. For details, see Primary and Secondary Targets.

proficient: A creature can be proficient with weapons and armor. You take a -2 accuracy penalty with weapons you are not proficient with. If you wear or use armor you are not proficient with, it provides half its normal defense bonus. In addition, you apply that armor’s encumbrance as a penalty to your accuracy.

projectile: A projectile is an object fired from a weapon at a target. Arrows and bolts are projectiles.

push: A push is a type of forced movement. It represents being pushed by a constant force. If a creature being pushed encounters an obstacle, it stops moving with no negative consequences. You cannot be pushed vertically, only horizontally along a solid surface. A push movement is always a single straight line.

range: The range of an ability determines how far away it can be used. Unless otherwise noted, all abilities with a range require both line of sight and line of effect to the point of origin or to all targets. There are five standard ranges: Short (30 ft.) range, Medium (60 ft.) range, Long (90 ft.) range, Distant (120 ft.) range, and Extreme (180 ft.) range. For details, see ??.

range limit: Ranged weapons have two range limits listed, with a slash between them, such as 60/180. The first number indicates the maximum range for a weapon’s close range. The second number indicates the maximum range for a weapon’s long range. For details, see Weapon Range Limits.

rank: Many abilities have a rank. This is typically equal to the minimum archetype rank you need to learn or use the ability. For abilities with no explicitly defined rank, use one third of the minimum level required to learn or use the ability (minimum 0).

rare language: Rare languages are languages that are only spoken by rare or distant creatures or cultures. They are described in Table 8.5: Rare Languages.

reactive attack: A reactive attack is an attack that you make during the resolution of another creature’s actions. You cannot modify a reactive attack in any way - it happens entirely outside of your control. For example, you cannot use the desperate exertion ability to reroll a reactive attack. If you would make multiple reactive attacks during the same phase with the same ability against different targets, use the same attack roll for each target. A reactive attack can never be triggered by a reactive attack or reactive check.

reactive check: A reactive check is a check that you make during the resolution of another creature’s actions. Just like a reactive attack, you cannot modify a reactive check in any way.

reroll: Some abilities allow you to reroll a roll you just made. The most common ability that allows rerolling is desperate exertion (see Desperate Exertion). You must reroll the entire roll, not just one die from the roll (such as if the original roll explodes). It is possible to reroll the same same roll multiple times with different abilities. Each reroll only grants one extra roll.

resource: A resource is something that a character can lose during play or expend to gain a benefit. Most resources are shared between all types of characters, though different characters can use them differently. There are two resources that are used during the character creation and leveling process: insight points and trained skills. In addition, there are are five resources that are used during gameplay: attunement points, damage resistance, fatigue level, hit points, and vital wounds.

resurrection: When a creature is resurrected, it comes back to life after being dead. For details, see Resurrection.

ritual: A ritual is a complex magical ✨ ceremony that has a specific effect when completed. For details, see Spells and Rituals.

round: Combat takes place in a series of rounds, which represent about six seconds of action. Rounds are divided into two phases: the movement phase, and the action phase.

secondary target: Some abilities that affect multiple targets distinguish between their primary and secondary targets. For details, see Primary and Secondary Targets.

scent: A creature with the scent ability has an unusually good sense of smell. For details, see Scent.

scrying sensor: A scrying sensor is a magical construct created by some magical abilities. Scrying sensors are Fine objects resembling a human eye in size and shape, though they are invisible. Scrying sensors typically float in a fixed position in the air. They normally can’t be moved by external forces without destroying the sensor. Unless otherwise specified, a scrying sensor’s visual acuity is the same as that of a normal human, giving it a +0 bonus to the Awareness skill and similar checks.

sentient: A sentient creature is capable of experiencing emotions and perceiving its surroundings. Complex animals are sentient, but trees are not. Some creatures have incomplete minds that are capable of simulating intelligence without true sentience. These creatures are called simple-minded.

shadowed: A creature or object is shadowed if it is not in bright illumination or brilliant illumination.

shadowy illumination: In an area with shadowy illumination, creatures can see dimly. Creatures and objects within this area have concealment, which can allow creatures to make Stealth checks to hide (see Stealth). For details, see Vision and Light.

shapeshift: Shapeshifting abilities change the physical form and abilities of a creature or object. For details, see Shapeshifting.

shield: Shields are a form of armor that you wield in a hand to protect you from harm. For details, see Armor.

short rest: A short rest represents ten minutes of relaxation. It allows you to regain lost hit points and any attunement points you released from attunement. For details, see Short Rest.

size category: A creature’s size category indicates how large it is. There are nine size categories, from smallest to largest: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal. For details, see Size Categories.

skill: A skill represents your degree of talent with a particular non-combat aspect of the world. For example, the Climb skill represents how skilled you are at climbing. For details, see Skills.

somatic components: Somatic components are hand motions required to cast arcane and pact spells. For details, see ??.

space: Your space is the area that your physical body occupies. For convenience, your space is measured in five-foot squares. Medium creatures occupy space equal to a single five-foot square. For details, see Size Categories.

speed: Your speed represents the number of feet you can move with a single movement (see Movement and Positioning).

spell: A spell is a disrete magical ✨ ability with combat-relevant effects. For details, see ??.

spell list: The list of spells you can cast from a particular magic source. Each spell source has a specific spell list which is described at ??. Most characters with the same spell sources have the same spell lists. However, some effects, such as a cleric’s domains, can add spells to a character’s individual spell list.

square: A square represents a single 5-ft. by 5-ft. space. Many areas are measured in squares for convenience.

standard action: You can take one standard action each round during the action phase. For details, see Actions.

Strength: Strength is an attribute that measures your muscle and physical power. For details, see Strength.

strike: A strike is a single physical attack with a weapon. It is the most common type of attack. You can make a strike as a standard action in the action phase. For details, see Strikes.

subdual damage: Subdual damage is a special kind of damage that can’t kill you. If you would gain a vital wound from subdual damage, you increase your fatigue level by three instead. For details, see Subdual Damage.

suppressed: A suppressed ability has temporarily ceased to function. It has no effect for as long as it remains suppressed. Time spent while suppressed counts against the ability’s duration, and it may expire while suppressed if it lasts for a specific amount of time. Only magical ✨ abilities can be suppressed. Mundane results of magical abilities that have already occured, such as the water created by a create water ritual, cannot themselves be suppressed, and do not disappear if they enter an area that suppresses magical abilities.

sustain: Some abilities last as long as you sustain them. Each ability specifies a particular action that is required to sustain the ability, such as a minor action. When Swift abilities resolve during each action phase, the ability is dismissed unless you take the action to sustain the ability that round. For details, see Sustained Abilities.

Swift: An ability with this ability tag resolves its effects before other actions in the same phase. For details, see Swift Abilities.

swim speed: A creature with a swim speed can swim as easily as a human walks on land. The effects of a swim speed are described at Swim Speed.

target: A target is a creature or object directly affected by an ability. Many abilities only affect a single target, and some affect a specific number of targets.

target square: A target square is a particular square that an attack is made against. A target square is chosen to determine cover and concealment (see Cover).

targeted: A targeted ability is an ability that allows you to directly choose which targets the ability affects. A spell that affects an area is not a targeted ability, because you choose the area affected instead of choosing the targets directly. A strike is a targeted ability, and so is a spell or other special ability that causes you to immediately make a single strike.

telepathy: A creature with telepathy can mentally communicate with other creatures within a given range. For details, see Telepathy.

teleportation: A creature or object that is teleported instantly leaves one location and arrives at another. Unless otherwise specified, teleporation requires line of sight, line of effect, and an unoccupied destination on stable ground. For deatils, see Teleportation.

thrown weapon: A thrown weapon is a weapon designed to be thrown at a target. For details about attacking with thrown weapons, see Basic Strike – Thrown.

touch: You can touch an adjacent creature if it is an ally or if you beat its Reflex defense (see ??).

trained skill: If you are trained in a skill, you have learned how to use it well. Your modifier with a trained skill is equal to 3 + the higher of its associated attribute (if any) and half your level. For details, see Trained Skills.

unattended: An unattended item is an item not being held or carried by a creature, or that is being held or carried by an ally. Some abilities can only affect unattended items.

unaware: See Circumstances and Debuffs.

unconscious: See Circumstances and Debuffs.

undergrowth: The presence of a significant amount of roots, bushes, and similar plants that can obstruct movement is called undergrowth. There are two kinds of undergrowth: light undergrowth and heavy undergrowth. For details, see Undergrowth.

usage class: The usage class of armor is a measure of how much effort it takes to use it. There are three usage classes: light, medium, and heavy. For details, see Armor Usage Classes.

verbal components: Verbal components are words required to cast most spells. For details, see ??.

Visual: See Ability Tags.

vital wound: A vital wound is a serious injury that inflicts negative effects on you. You gain one or more vital wounds when you take damage in excess of your hit points (see Negative Hit Points). For details, see Vital Wounds.

vulnerable: A vulnerable creature takes a -4 penalty to all defenses against whatever it is vulnerable to. For details, see Vulnerable.

wall: A wall is an area shape that an ability can have (see Area Shapes). A wall-shaped area has a length and height, but its width is not measured in squares.

weak strike: When you make a weak strike, you halve flat damage bonuses, such as from your power. Weak strikes do not halve flat damage penalties, such as if you have a negative power.

weapon: A weapon is an object used to inflict damage. Some creatures can treat parts of their body as weapons. For details, see Weapons.

weapon damage: Your weapon damage is the damage you deal with weapons. Typically, weapon damage is dealt by strikes (see Strikes). You gain a bonus to your weapon damage equal to half your power (see Power). For details, see Weapon Damage.

weapon group: A weapon group is a category of weapons with a similar design and fighting style. Some abilities grant you proficiency with or special abilities with particular weapon groups. For details, see Weapon Groups.

weapon tag: A weapon tag describes the special effects of a weapon. For details, see Weapon Tags.

weight limit: Your weight limits define the amount of weight you can carry or push without penalty. For details, see Weight Limits.

weight category: The weight category of an object or creature is a broad measurement of how much it weighs. Weight categories are closely related to size categories. For details, see Table 3.3: Weight Categories.

Willpower: Willpower is an attribute that represents your ability to endure mental hardships. For details, see Willpower.

vital roll: When you gain a vital wound, you make a vital roll to determine the detrimental effect of the vital wound. To make a vital roll, roll 1d10 - the number of vital wounds you already had, ignoring the vital wound you are rolling for. For details, see Vital Wounds.

zone: A zone is a type of area that an ability can have (see ??). A zone ability has effects within an area for the duration of the ability. Unless otherwise noted, it does not move after being created.