Glossary--
H
half:
A saving throw descriptor for spells that deal damage. A
successful saving throw of this type allows the subject to
take only half the damage the spell would normally deal.
half-elf:
One of the common races. Most half-elves are the children
of humanelf pairings. Some, however, are the children of parents
who themselves are partly human and partly elven.
To humans, half-elves look like elves. To elves, they
look like humans. Half-elven height ranges from under 5 feet
to almost 6 feet tall, and weight usually ranges from 90 to 180
pounds. Half-elven men are taller and heavier than half-elven women,
but the difference is less pronounced than that found among humans.
Half-elves are paler, fairer, and smoother-skinned than their human
parents, but their skin tones, hair color, and other details vary
just as human features do. Half-elves tend to have green,
elven eyes, though a few second-generation half-elves have humanlike
eyes. Though they may have many talents, half-elves tend not to
fit in well with either human or elven society.
halfling:
One of the common races. Halflings stand about 3 feet tall
and usually weigh between 30 and 35 pounds. Their skin is ruddy,
their eyes are black or brown, and their hair is black and straight.
The men often have long sideburns, but beards are rare among them
and moustaches are almost unseen. Halflings are known for their
ample appetites, their opportunist natures, and their ability to
survive in the worst of circumstances.
half-orc:
One of the common races. Half-orcs are as tall as humans
and a little heavier, thanks to their musculature. Their grayish
pigmentation, sloping foreheads, jutting jaws, prominent teeth,
and coarse body hair make their lineage plain for all to see. In
addition, any half-orc who has lived among or near orcs has scars.
Half-orcs are known for their tenacity, courage, and combat prowess,
as well as their love of simple pleasures.
half
rank: Half of one rank in a skill. Each skill point spent
on a cross-class skill buys a half rank in that skill. This
represents partial purchase of the next skill rank, but does not
improve skill checks based on that skill.
hardness
rating: A measure of an objects ability to resist damage.
Only damage in excess of the objects hardness rating
is actually deducted from the objects hit points upon
a successful blow, or upon an encounter with an effect or energy
type that would damage the object. Hardness ratings for typical
objects and substances are given on Table 913: Common Weapon
and Shield Hardness Ratings and Hit Points, Table 915: Substance
Hardness Ratings and Hit Points, and Table 917: Object Hardness
Ratings and Hit Points.
(harmless):
A saving throw descriptor indicating that the spell
in question is usually beneficial, not harmful. Nevertheless, a
targeted creature can attempt a saving throw if desired.
haste
bonus: A positive modifier, usually to AC, typically
resulting from a spell or magical effect that causes the
subject to move faster than normal.
HD:
Standard abbreviation for Hit Dice.
healing:
A subschool of the Conjuration school of magic. Healing
spells can repair damage to a wounded character
or even bring a dead creature back to life. Also, when capitalized,
a spell domain composed of nine divine spells and
a granted power themed around the concept of restoring life
and/or health.
held:
Carried, grasped, or worn by a creature. Also physically
restrained (for example, a held door). Also, when italicized, immobile
as the result of a spell or magical effect (such as hold
person). Held characters are helpless,
since they cannot move or perform any physical actions. Such
characters continue to breathe normally, however, and can
take purely mental actions.
helpless:
Paralyzed, bound, held, sleeping, unconscious,
or otherwise completely at an opponents mercy. An attack
against a helpless creature can be either a regular attack
(melee or ranged) or a coup de grace. A regular attack
gains a +4 bonus if it is a melee attack, but not
if it is ranged. Neither type of regular attack incurs attacks
of opportunity from threatening foes. A helpless defender
has an effective Dexterity score of 0 and an effective Dexterity
modifier of 5, regardless of the actual score. Rogues
may sneak attack a helpless opponent. A coup de grace
is a full-round action in which the attacker uses a melee
weapon, bow, or crossbow from an adjacent position to deliver
a killing blow to a helpless opponent.
hit:
Make a successful attack roll. A hit result indicates that
the attacker has landed a solid enough blow to deal damage
to the defender, regardless of any armor worn.
Hit
Die: A die rolled to generate a creatures hit point
total. Hit Die type depends on character class (if any),
creature type, or race. To generate a creatures
hit point total, roll a die of the appropriate type once
for each level or Hit Die the creature has, applying
any Constitution modifier to each roll, and total
the results. Each time a character gains a new level,
the player rolls one new Hit Die of the appropriate type, applies
any Constitution modifier, and adds the result to
the characters previous hit point total. (A
character with a Constitution penalty gains at least
1 hit point with each new level, regardless of die
roll results.) The term Hit Dice is used synonymously with character
levels for spells, magic items, and magical effects that
affect a certain number of Hit Dice of creatures. The standard
abbreviation for Hit Dice is HD.
hit
point total: The amount of damage a creature or
object can take before being disabled or ruined. A creatures
hit point total is the sum of its Hit Die rolls plus Constitution
modifiers. Damage taken is subtracted from the hit point
total of the creature or object to determine its current
hit points. See also full hit points.
hit
points: A measure of character health or object integrity.
Hit points decrease on a one-for-one basis with points of
damage taken and return to normal upon healing or natural
recovery. A characters hit point total increases permanently
with additional experience and/or permanent increases in Constitution,
or temporarily through the use of various special abilities, spells,
magic items, or magical effects (see temporary hit points
and effective hit point increase). The standard abbreviation
for hit points is hp.
hp:
Standard abbreviation for hit points.
Huge:
A size category of creature. A Huge creature
is between 16 and 32 feet in height or length and weighs between
4,000 and 32,000 pounds.
human:
One of the common races. Humans typically stand from 5 feet
to a little over 6 feet tall and weigh from 125 to 250 pounds, with
men being noticeably taller and heavier than women. Thanks to their
penchant for migration and conquest, and to their short lifespans,
humans are more physically diverse than the other common races,
with skin shades that run from nearly black to very pale, eye color
ranging from brown to blue, and curly, kinky, or straight hair of
any color from black to blond. Males of the race have facial hair
that may be sparse or thick, but they wear it in diverse ways or
not at all. Plenty of humans have a dash of nonhuman blood, so they
may demonstrate hints of elven, orc, or other lineages. Humans are
known for their flexibility, ingenuity, and talent for survival.
|