GlossaryO-P
(object):
A saving throw descriptor typically appended to indicate
that the spell in question can be cast on objects. (Spells
bearing this notation are not necessarily for use on objects exclusively,
however.) Object targets receive saving throws only if they
are magical or if they are attended (held, worn, grasped,
etc.) by a creature resisting the spell. A magic items
Fortitude, Reflex, and Will saving throw bonuses are
each equal to one-half its caster level plus 2. An attended normal
object uses the saving throws of the creature attending
it.
object
or objects: An area designator for spells and
magical effects. This type of spell does not allow the caster
to select individual targets. Rather, it affects some or all eligible
objects within a designated area (burst, cone, or
other shape).
off
hand: A two-handed creatures weaker or less dexterous
hand. For a right-handed character, the left hand is the off hand.
For a left-handed character, it is the right hand. Ambidextrous
creatures have no off hand. An attack made with the off hand
incurs a 4 penalty to the attack roll. In addition,
only one-half of a characters Strength bonus
may be added to damage dealt with an off-hand weapon.
off-hand
weapon: A weapon wielded in a characters off
hand.
one-handed
weapon: A weapon with a size category the same as that
of the wielder. For example, a longsword (Medium-size) is
a one-handed weapon for a human (Medium-size) wielder. Fighting
with two one-handed weapons incurs a 6 penalty for the primary
attack and a 10 penalty for the off-hand attack. If
the off-hand weapon is light, however, the penalties
become 4 and 8, respectively. One-and-a-half times a
characters Strength bonus may be added to the
damage dealt with a one-handed weapon wielded in two hands.
orison:
A name that spellcasters apply to divine 0-level spells.
Outer
Plane: One of several planes of existence where spirits
of mortal beings go after death. These planes are often the homes
of powerful beings, such as demons, devils, and deities. Individual
Outer Planes typically exhibit the traits of one or two specific
alignments associated with the beings who control them.
overland
speed: Movement over long distances during a period of time
longer than a round. Most overland movement is presented in terms
of hours or days.
overlap:
Coexist with another effect or modifier in the same area or on the
same target. For example, bonuses that do not stack
with each other overlap instead, such that only the largest bonus
provides its benefit. Spell effects of opposite types often suppress
one anothers effect when their areas overlap. For example,
light and darkness spells of the same spell level
suppress one anothers effects in any overlapping area, leaving
only the otherwise prevailing light conditions in effect. Also,
spells providing resistance to or protection from the same category
of damage as another such spell overlap rather than
stacking. That is, damage of the specified type applies to
each spell separately, such that only the most beneficial spell
provides its benefit unless and until it ends.
overrun:
An attack action in which the attacker attempts to charge
past or over an opponent. An overrun takes place during the movement
portion of a charge. To attempt this, the attacker must move
at least 10 feet in a straight line into the defenders space,
provoking attacks of opportunity normally. Then the defender
chooses either to avoid or to block the attacker. In the former
case, the attacker keeps moving. In the latter case, the attacker
makes a trip attack. If the trip succeeds,
the attacker can continue past in a straight line. Otherwise, the
defender can try to trip the attacker. If this is successful,
the attacker is prone in the defenders space. If it
fails, the attacker must move 5 feet straight backward. (If that
space is occupied, the attacker falls prone in that space.) The
defender in an overrun may be up to one size category larger
than the attacker. Only one overrun attempt may be made per action.
Pal:
Standard abbreviation for paladin.
paladin:
One of the eleven character classes. Paladins are champions
of justice and destroyers of evil. Divine power protects
them, warding off harm, defending against disease, healing wounds,
and guarding against fear. When desired, paladins can direct this
divine power to heal others and to destroy evil. In addition, each
paladin eventually gains the service of a mighty mount, who
is intelligent and magically protected. Paladins must be lawful
good, and they lose their divine powers if they deviate from that
alignment. Additionally, paladins swear to follow a code
of conduct that is in line with lawfulness and goodness. However,
they need not devote themselves to single deities. The standard
abbreviation for paladin is Pal.
paladins
mount: An unusually intelligent, strong, and loyal riding creature
that serves a paladin. A paladins mount is usually
a heavy warhorse (for a Medium-size paladin) or a
warpony (for a Small paladin). Such a mount is not
a typical animal, but a magical beast with a variety of special
powers (including bonus Hit Dice and natural armor)
that increase with the character level of the paladin.
A paladin can call a mount upon or after reaching 5th level.
Should this creature die, the paladin may not call
another for a year and a day. The creature that responds
to the new call has all the accumulated abilities due a mount of
the paladins current level.
panicked:
Extremely fearful of a creature, situation, or object. A
panicked creature must drop anything it holds and flee at
top speed from the source of its fear, as well as any other dangers
it encounters, along a random path. In addition, the creature
suffers a 2 morale penalty on saving throws.
If cornered, a panicked creature cowers and does not
attack, typically using the total defense action in
combat. Panic may result from spells, magic items, or magical
effects as well as from terrifying situations.
paralyzed:
Unable to move or act physically. Paralyzed characters
have effective Dexterity and Strength scores of 0
and are helpless. Paralysis usually results from supernatural
abilities of creatures such as ghouls, or from spells,
magic items, or magical effects.
partial:
A saving throw descriptor denoting a spell that
produces a lessened effect with a successful saving throw.
For example, a successful saving throw against a spell
that causes death might result in damage instead. The specific
effect of a successful saving throw is detailed in the descriptive
text accompanying the spell.
partial
action: An abbreviated action. Characters do not choose
to take partial actions, but they are sometimes mandated by situations,
such as a characters condition or a previous decision.
Circumstances that mandate partial actions include surprise rounds,
readied partial actions, and disabled, slowed, or otherwise
hampered characters. As a general rule, a character
can accomplish either portion of a standard action (that
is, moving full speed or attacking) during a partial
action, but not both. (The partial charge is the sole exception
to this.) Some full-round actions can be completed in a partial
action, but others must be completed the following round
with another partial action. (In this case, the first partial action
must be the the start full-round action action.) Actions
that take more than a round typically take twice as long
to perform when partial actions are used to accomplish them. Thus,
a spell that normally takes a minute to cast would instead take
two minutes, etc. A 5-foot step is usually permitted in conjunction
with a partial action.
party:
An adventuring party.
pattern:
A subschool of the Illusion school of magic. A pattern
creates an image that affects the minds of those who see it or are
caught in it. All patterns are mind-affecting spells.
PC:
Standard abbreviation for player character.
penalty:
A negative modifier to a die roll. Modifiers with
specific type descriptors (such as armor, enhancement, competence,
etc.) generally do not stack with others of identical
type. If more than one modifier of a given type is present,
only the best bonus or worst penalty in that grouping
applies. Bonuses or penalties that do not have type
descriptors generally stack with those that do.
personal:
A range category for spells. Spells listed as personal
range affect only the caster.
petrified:
Turned to stone. Petrified characters cannot move or take
actions of any kind, and they have effective Strength
and Dexterity scores of 0. They are completely unaware of
what occurs around them, since all of their senses have ceased to
operate. If a petrified character cracks or breaks, but the
broken pieces are joined with the body as it returns to flesh, the
character is unharmed. Otherwise, the DM must assign
some amount of permanent hit point loss and/or debilitation.
Petrification may result from supernatural abilities, spells,
magic items, or magical effects.
phantasm:
A subschool of the Illusion school of magic. A phantasm
spell creates a personalized mental image that only the caster and
the subject (or subjects) can perceive. Third parties
viewing or studying the scene dont notice the phantasm at
all. All phantasms are mind-affecting spells.
pinned:
Held immobile (but not helpless) in a grapple. Opponents
other than the character maintaining the pin gain
a +4 bonus to attack rolls against a pinned creature.
plane
of existence: One of many concurrent realities in separate dimensions
that may be accessed by spells, spell-like abilities,
magic items, or specific creatures. These planes include
(but are not limited to) the Astral Plane, the Ethereal
Plane, the Inner Planes, the Outer Planes, the
Plane of Shadow, and various other realities. The reality
of the campaign is usually known as the Material Plane.
Plane
of Shadow: A plane of existence that pervades the Material
Plane. The Plane of Shadow may be accessed and manipulated from
the Material Plane through shadows. Shadow spells (such as
shadow walk) make use of the substance of this plane in their
casting.
Plant:
A spell domain composed of nine divine spells and
a granted power focused on communicating with and controlling
plants.
platinum
piece: The most valuable and rarest unit of currency. One platinum
piece equals 10 gp or 100 sp. The standard abbreviation
for platinum piece is pp.
player
character: A character controlled by a player other than
the Dungeon Master. The standard abbreviation for player
character is PC.
point
of origin: The location in space where a spell or magical
effect begins. The caster designates the point of origin for any
spells in which it is variable.
points
of damage: A number indicating the amount of damage dealt
by a successful attack. Points of damage taken are
subtracted from a characters current hit
points on a one-for-one basis.
positive
energy: A white, luminous energy that originates on the Positive
Material Plane. Positive energy and negative energy (from
the Negative Material Plane) are two of the primal building
blocks of the Material Plane. Good clerics (and some
neutral clerics) can channel positive energy to turn
undead creatures, as well as to heal wounds and even restore
life to creatures of the Material Plane.
Positive
Energy Plane: One of the Inner Planes. The Positive Energy
Plane is where positive energy originates, though it can
also be found in plenty on the Material Plane and elsewhere.
pp:
Standard abbreviation for platinum piece.
prerequisite:
A requirement that must be fulfilled before a given benefit can
be gained. Certain feats list prerequisites, such
as other feats, particular classes, or sufficiently
high ability scores or base attack bonuses. Characters
wishing to take these feats must first fulfill the listed
requirements. However, a character can gain a feat
at the same level at which the prerequisite is acquired.
Characters who lose a prerequisite for any reason cannot
use any feats that depend upon it until the prerequisite
is regained.
profane
bonus: A modifier to ability checks, turning checks, attack
rolls, damage rolls, and/or saving throws. Profane bonuses
stem from the power of evil, particularly certain spells
and magical effects used by evil clerics.
projectile
weapon: A device that uses mechanical force to propel a projectile
toward a target. Projectile weapons include light crossbows, slings,
heavy crossbows, shortbows, composite shortbows, longbows, composite
longbows, hand crossbows, whips, and repeating crossbows. Projectile
weapons have a maximum range of ten range increments.
Strength bonuses do not apply to damage dealt
by a projectile weapon, unless it is a mighty bow.
prone:
Lying face-down on the ground. A prone character has
a 4 penalty to AC and a 4 penalty
on melee attack rolls. Such a character can make ranged
attacks only with a crossbow. An attacker gets a +4 bonus
when attacking a prone character with a melee attack
or a 4 penalty when doing so with a ranged weapon.
Standing up from prone is a move-equivalent action. A character
may assume a prone position on purpose to gain extra defense against
ranged attacks, or it may result from tripping, falling,
being overrun, or some other such event.
Protection:
A spell domain composed of nine divine spells and
a granted power themed around the concept of keeping oneself
or another safe from harm.
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