Glossary--
R
race:
A grouping of people who have common ancestries. The common races
are human, dwarf, elf, gnome, half-elf, half-orc, and halfling.
Race and class are selected for a new character
just after ability scores are rolled. Racial modifiers are
then applied to ability scores for characters of all
races except human. These modifiers can bring
a score above 18 or below 3, with the exception of Intelligence,
which cannot drop below 3. Although all classes are available
to all races, certain races perform better at certain
classes.
range
increment: A measurement in feet of the distance at which a
particular weapon type can be used at optimal effectiveness. Any
attack at less than the range increment is not penalized
for range. Beyond that, each full range increment of distance between
the attacker and the target incurs a cumulative 2 penalty
to the ranged attack roll. Thrown weapons have a maximum
range of five range increments. Projectile weapons have a maximum
range of ten range increments.
range
penalty: A modifier applied to a ranged attack roll
based on distance. The range penalty is a cumulative 2 per
full range increment of distance between attacker and target.
ranged
attack: Any attack made at a distance with a ranged
weapon. Ranged attacks can be made against any target within
the weapons maximum range and the attackers line
of sight. Making a ranged attack provokes attacks of opportunity
from threatening enemies. Strength penalties (but not bonuses)
are added to the damage from bows and slings, but not crossbows.
ranged
attack roll: A number that represents the overall outcome of
a creatures attempt to strike an opponent from a distance.
To make a ranged attack roll, roll 1d20 and add the appropriate
modifiers for the attack type, as follows: ranged attack
roll = 1d20 + base attack bonus + Dexterity modifier
+ size modifier + range penalty. The result is the
AC hit. Therefore, to score a hit that deals
damage, the ranged attack roll must equal or exceed the targets
Armor Class.
ranged
touch attack: A ranged attack that disregards target armor in
the same manner as a melee touch attack does. This type of
attack requires a successful hit with a ranged
attack roll, but the target cannot benefit from any armor
bonuses, shield bonuses, or natural armor bonuses
to AC. (Size modifiers, Dexterity modifiers, and deflection
bonuses all apply normally to the targets AC, however.)
Ranged touch attacks can deliver various spells (usually
as rays), as well as energy drain and other effects.
Attacks with grenadelike weapons are also ranged touch
attacks.
ranged
weapon: A weapon designed for ranged attacks. Ranged
weapons are thrown or projectile weapons that are generally not
effective in melee. Thrown weapons include darts, javelins,
and throwing axes. Projectile weapons include bows, crossbows, and
slings. Ranged weapons can inflict bludgeoning, piercing, or slashing
damage. Strength bonuses apply to damage dealt by
thrown weapons, but not by projectile weapons (except mighty bows).
All ranged weapons have range increments that define their
optimum ranges. Strength penalties (but not bonuses)
are added to the damage from bows and slings, but not crossbows.
ranger:
A skilled hunter, stalker, and warrior of the wilderness. Rangers
frequently serve as woodland protectors, aiding those who live in
or travel through the forests. They have skills that allow
them to survive in the wilderness, to find their prey, and to avoid
detection. Finally, experienced rangers have such ties to nature
that they can actually draw on natural power to cast divine spells,
much as druids do. In addition, they often carry grudges
against certain types of creatures and look for opportunities
to find and destroy them. A ranger often has one or more animal
companions that provide aid and protection. The standard abbreviation
for ranger is Rgr.
rank
bonus: A skill check modifier equal to the number of
ranks a character has in that skill. A character
with no ranks in a particular skill is untrained in
it and does not get a rank bonus.
ray:
An effect descriptor for spells and magical effects.
A ray is a ranged touch attack that the caster aims as though
using a ranged weapon. To score a hit, the caster
must make a successful ranged touch attack. Unlike a targeted
spell, a ray can be fired into the dark or at an invisible
creature, though the appropriate penalties for blocked
line of sight apply. If a ray spell is listed with a duration,
that value is the duration of the spells effect.
reach
weapon: A long melee weapon, or one that has a long haft. Reach
weapons allow the user to threaten or strike at opponents 10 feet
away with a melee attack roll. Most such weapons cannot be
used to attack adjacent foes, however.
ready:
A standard action that lets a character prepare a
partial action but delay its execution. Characters
wishing to ready actions may do so on their regular turns
in the initiative order. Such a character must specify
both the action and the circumstances under which it will
occur. Then the readied partial action may be taken at any
time before the characters next turn. (The partial
action can even come before the action that triggers it.) For
the rest of the fight, that characters initiative
result is the count on which the readied action occurred.
If the characters turn arrives again before
the readied action has been taken, the readied action
is lost, though the character can ready the same action
a second time. Readying an action does not provoke an attack
of opportunity, though the action being readied might.
Readied actions are often used against spellcasters to disrupt
casting or cast counterspells. Another common use is to ready long,
piercing weapons against a charge. A readied weapon of this
type deals double damage if the user hits a
charging character with it.
rebuke
undead: A supernatural ability of evil clerics
based on channeling negative energy. To use this ability,
the evil cleric makes a turning check as if attempting
to turn undead. Any undead that would normally be turned
with that result are rebuked instead. A rebuked undead creature
cowers from the rebuker. The effect lasts 10 rounds.
Reflex
save: One of the three types of saving throws. Reflex
save = 1d20 + Reflex base save bonus + Dexterity modifier.
refocus:
Refocusing is a full-round action that improves a characters
initiative result for succeeding combat rounds. To
refocus, a character must take no actions at all (not
even movement) for an entire round. On the next combat
round, the characters initiative result becomes
20 plus any initiative modifiers that would have applied
to the original initiative check (for Dexterity or
the Improved Initiative feat, for example). The character maintains
this new initiative result for the remainder of the combat,
or until some other action (such as delay) alters
it.
regenerate:
Regrow severed body parts and ruined organs, repair broken bones,
and heal other damage through a spell, magic item,
magical effect, or extraordinary ability. Severed body parts
that are not reattached simply die, and the regenerating creature
grows replacements at a rate specified in the individual spell
or monster description. Most damage dealt to a naturally
regenerating creature is treated as subdual damage, which
heals at a fixed rate (see individual creature descriptions).
However, certain attack forms (typically fire and acid)
deal damage that does not covert to subdual damage. Such
damage is not regenerated. Regeneration does not alter conditions
that do not deal damage in hit points, such as poisoning
or disintegration.
resistance
bonus: A modifier to saving throws that provides
extra protection against magic or harm. Resistance bonuses typically
result from spells, magic items, or magical effects.
result:
The numerical outcome of a check, attack roll, saving throw,
or other 1d20 roll. The result is the sum of the actual die
roll and all applicable modifiers.
Rgr:
Standard abbreviation for ranger.
Rog:
Standard abbreviation for rogue.
rogue:
One of the eleven character classes. Rogues can be diplomats,
spies, thugs, burglars, scouts, scoundrels, or any other profession
involving trickery and skill at sneaking. In combat, a rogue can
deliver extra damage with a sneak attack. The higher
the rogues level, the more damage the sneak
attack can inflict. Though rogues are not spellcasters
themselves, they can figure out magic well enough to cast
spells from scrolls, activate wands, and use just about any
other magic item. Some rogues are members of an organized fellowship
of rogues (a "guild of thieves"). Most, however, learned their skills
from an independent mentor or are self-taught. The standard abbreviation
for rogue is Rog.
roll:
Throw one or more dice to resolve an attack, check, saving throw,
or other game function.
round:
A 6-second unit of game time used to manage combat. Every combatant
may make at least one action every round. Also known
as a combat round.
run:
A movement action that allows a character to move
up to four times normal speed (about 12 mph for an unencumbered
human) in a straight line. A running character cannot avoid
attacks and therefore cannot use any Dexterity bonuses
that would normally apply to AC. Characters can run
for a number of rounds equal to their individual Constitution
scores. Upon reaching that limit, a character must succeed
at a Constitution check (DC 10) to keep running. Each
round, a new check (at a DC 1 point higher
than the last) is required to continue. A character who fails
this check must stop running immediately and rest for 1 minute
(10 rounds) before running again. During a rest period, the
character can move no faster than normal speed. Running
is a full-round action that does not permit a 5-foot step.
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