Glossary--
S
(S):
Standard abbreviation for shapeable.
sacred
bonus: A modifier to ability checks, turning checks, attack
rolls, damage rolls, and/or saving throws. Sacred bonuses
stem from the power of good, particularly certain spells
and magical effects used by good clerics.
save:
Standard abbreviation for saving throw.
saving
throw: A number that represents the overall chance for a creature
or object to avoid some or all of the consequences of a spell,
spell-like effect, supernatural ability, or special ability
used against it. There are three types of saving throws, which are
differentiated by the quality is being used to avoid the effect.
These are Reflex saving throws, Will saving throws, and Fortitude
saving throws. The saving throw type required to avoid a given
effect is listed with its description. To make a saving throw, roll
1d20 and add any applicable modifiers resulting from race,
class, ongoing spells, magic items or some other source.
For example, a Fortitude saving throw = 1d20 + Fortitude
base save bonus + Constitution modifier. The standard
abbreviation for saving throw is save.
school
of magic: A group of related spells that work in similar
ways. There are eight schools of magic available to spellcasters:
Abjuration, Conjuration, Divination, Enchantment, Evocation,
Illusion, Necromancy, and Transmutation. A beginning
wizard can choose to specialize in one school of magic at
the expense of one or more other schools. That is, specialists can
obtain the spells of their chosen schools more easily, but
the spells of the prohibited school or schools become unavailable.
A few spells are universal and belong to no school.
score:
The numerical rating associated with an ability. For example,
Strength 13 means that a character has a score of 13 in the ability
known as Strength.
scribe: Write a spell onto a scroll. To accomplish
this, a spellcaster must know the spell and have the item
creation feat Scribe Scroll. Scribing a scroll takes 1 day for
each 1,000 gp in its base price (its spell level ´
its caster level ´ 25 gp). The spellcaster must spend
1/25 of this base price in XP and use up raw materials costing
1/2 this base price. In addition, scribing a spell with a
costly material component or an XP cost requires that
the spellcaster expend the material component or pay the
XP cost.
scry:
See and hear events from afar through the use of a spell
(such as scry) or a magic item (such as a crystal
ball). Scrying most often requires gazing into a reflective
surface, such as a mirror, a pool, a crystal, a gem, or a clear
or translucent mineral. The Scry skill improves both the chances
of successful scrying and the chances of noticing the scrying attempts
of another.
sense:
Detect through the normal physical senses. Characters may
sense Enchantment effects and the motives of others, among
other things.
set
a weapon: Brace a long weapon (such as a halfspear, shortspear,
trident, or urgrosh) against the ground or a solid object to meet
an attack by a charging opponent. To set a weapon,
a character must use the ready action. A set weapon
deals double damage upon a successful hit against
a charging character.
shadow:
A subschool of the Illusion school of magic. The caster weaves
shadow spells out of extradimensional energies from the Plane
of Shadow to create an object or creature that is partially
real (quasi-real). Shadows can have real effects, including inflicting
real damage. Such damage is not automatically healed
if the true nature of the illusion is later revealed.
shapeable:
Moldable within stated limits. If a spells area or
effect entry ends with (S), the caster can shape the resultant
magical energy as desired within certain limits. A shaped effect
or area can have no dimension smaller than 10 feet. Other
limitations are given in the individual spell descriptions.
Many shapeable effects and areas are given as cubes
to make it easy for casters to model irregular shapes. The standard
abbreviation for shapeable in spell descriptions is (S).
shield
bonus: A type of modifier that applies to Armor Class. A
shield (either mundane or magical) grants the wearer a shield bonus,
as do various spells, magic effects, and magic items. Shield
bonuses do not stack with one another, though they
do stack with natural armor bonuses and armor bonuses.
Armor Class = 10 + armor bonus + shield bonus + Dexterity
modifier + size modifier.
silver
piece: A unit of currency that is more valuable than a copper
piece but less valuable than a gold piece. One silver
piece equals 10 copper pieces and 10 silver piece
equal 1 gold piece. The standard abbreviation for silver piece is
sp.
single
move action: A partial action involving movement.
When a character must take only partial actions, a
standard action breaks down into an activity (such as an
attack) and a single move action. Movement up to a
characters speed is permitted during a single move
action.
size:
The physical dimensions and/or weight of a creature or
object. Creatures and weapons are divided into size categories.
Creature size modifiers, derived from those categories, affect
Armor Class, attack rolls, and Hide checks. Movement,
lifting/carrying limits, and allowed weapon size categories also
depend on creature size. The size categories, from smallest
to largest, are Fine, Diminutive, Tiny, Small, Medium-size, Large,
Huge, Gargantuan, and Colossal. Though these sizes apply
to both creatures and weapons, the specific dimensions and
weights given for the categories correspond only to creatures.
Weapons are grouped into sizes according to what size creatures
can effectively wield them. (That is, a creature can easily
wield weapons of its own size category and smaller, but must use
two hands to wield weapons one size category larger than itself.
A creature cannot wield weapons two or more size categories
larger than itself.) Size categories also affect the number and
sizes of creatures that can grapple a particular target.
size
modifier: The bonus or penalty derived from a
creatures size category. Size modifiers apply
to Armor Class, attack rolls, Hide checks, and various
other skill checks. In combat, larger creatures are
easier to hit, but can hit their opponents more effectively.
Smaller creatures are more difficult to hit, but cannot
hit their opponents as well. These effects combine to produce
no net effect for a fight between two creatures of the same
size category. Creatures can acquire different size
modifiers by increasing or decreasing their sizes through
certain spells and magic items, or through special abilities
that allow them to take the forms of other creatures.
skill:
A special talent that characters can acquire and improve
through training. Subskills that further define certain skills,
such as Profession (herbalist), are included in parentheses
after the skill names. Unlike feats, skills require checks
for successful use. Each skill has a key ability associated
with it. The modifier for that ability applies to
all skill checks made against that skill. To use a
skill, a character must make a successful skill check.
Some skills allow retries without penalty, but others do
not. In addition, many skills allow untrained use (that is,
a character who does not have the skill can still attempt an action
involving it). Such use requires a skill check as usual,
but at 0 skill ranks. Ability modifiers associated
with the skills key ability apply normally to such
a check.
skill
check: A method of deciding the result when a character attempts
an action that uses a skill. A skill check takes into
account the characters training (skill rank),
natural talent (ability modifier), and luck (the die roll).
It may also take into account a particular races knack
for certain things (racial bonus) or what armor the character
is wearing (armor check penalty), among other things. To
make a skill check, roll 1d20 and add the characters skill
modifier. This total is called the check result. (Higher
results are always better, but a natural 20 is not an automatic
success, and a natural 1 is not an automatic failure.) If
the check result equals or exceeds the Difficulty Class
number assigned by the DM (or the opponents check,
if the action is opposed) the check succeeds. Unless
otherwise specified, a character can take <<10>>
or take <<20>> on a skill check. If others help,
a check that would otherwise fail may succeed. In most cases,
a character can try again if a skill check fails. Some skills,
however, have natural consequences of failure that must be taken
into account, and some are virtually useless once a check
has failed. For most skills, when a character has succeeded
once, additional successes are meaningless.
skill
modifier: The bonus or penalty associated with
a particular skill. Skill modifier = skill rank + ability
modifier + miscellaneous modifiers. (Miscellaneous modifiers
include racial bonuses, armor check penalty, situational
modifiers, etc.). Skill modifiers apply to skill checks
for character actions that make use of the corresponding
skills.
skill
points: A measure of a characters ability to gain
and improve skills. Characters gain skill points with
each advancement in character level, at a rate determined
by their classes, Intelligence modifiers, and races,
as given on Table 61: Skill Points per Level. They can then
spend these skill points to purchase ranks in new skills
or in skills already possessed. Class skills can be
purchased at a rate of one rank per skill point, and cross-class
skills at a rate of a half rank per skill point.
skill
rank: A number indicating how much training or experience a
character has with a given skill. Skill ranks are
incorporated into the skill modifier, which in turn improves
the chance of success for skill checks with that skill.
The maximum rank attainable in a class skill is character
level plus 3. The maximum rank attainable in a cross-class
skill is one-half that number (do not round up or down). Thus,
skill ranks range from 0 (indicating no training at all) to 23 (for
a 20th-level character who has increased a skill to its maximum
rank). A character with no ranks in a skill may still be
able to use it untrained if the skill description
does not prohibit this. Skill ranks can be purchased with skill
points at a rate of one rank per point for class skills
or a half rank per point for cross-class skills.
somatic:
A type of component for spells, both divine and arcane.
A somatic component is a series of measured and precise gestures
with the hands or other parts of the body. To cast a spell
with a somatic component, the caster must have at least one hand
free.
sonic:
A spell descriptor denoting a spell that inflicts sound damage.
Sor:
Standard abbreviation for sorcerer.
sorcerer:
One of the eleven character classes. A sorcerer is
a spellcaster with innate magical ability. Sorcerers use
no books, no mentors, and no theories. They develop rudimentary
powers at puberty, and their magic is intuitive rather than logical.
Sorcerers know fewer spells than wizards do,
and they acquire new spells more slowly. In addition, they
cannot specialize in certain schools of magic the way wizards
can. But sorcerers can cast their spells more often
than wizards can, and they need not select and prepare
them ahead of time. They also have more time to learn fighting skills
and are proficient with simple weapons. The standard abbreviation
for sorcerer is Sor.
sp:
Standard abbreviation for silver piece.
special
feat: A feat that is available only to a specified class.
For example, only clerics or paladins can take Extra
Turning, only fighters can take Weapon Specialization, and
only wizards can take Spell Mastery.
speed:
The number of feet an unencumbered creature can move when
taking a standard action. Speed depends primarily on a characters
race and armor. Humans elves, half-elves, and half-orcs
move at 30 feet when unencumbered, or at 20 feet when wearing medium
or heavy armor. Dwarves, gnomes, and halflings move
at 20 feet when unencumbered, or at 15 feet in medium or heavy armor.
Shields do not affect speed.
spell:
A one-time magical effect. The two primary categories of spells
are arcane and divine. Clerics, druids, paladins,
and rangers cast divine spells, while wizards,
sorcerers, and bards cast arcane spells. Spells
are further grouped into eight schools of magic (Abjuration,
Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy,
and Transmutation). Most spellcasting characters must prepare
their spells ahead of time, though sorcerers and bards
are exempt from this requirement.
spell
completion item: A magic item (typically a scroll) that contains
a partially cast spell. Since the spell preparation step
has already been completed, all the user need do to cast the
spell is complete the final gestures, words, etc. normally required
to trigger it. To use a spell completion item safely, the caster
must be high enough level in the appropriate class
to cast the spell already, though it need not be a known spell.
A caster who does not fit this criterion has a chance of spell
failure (see page @@ for possible consequences). Activating
a spell completion item is a standard action and provokes
attacks of opportunity exactly like casting a spell
does.
spell
component: Any of several triggers required to complete the
casting of a spell. Components may be verbal (V), somatic (S), material
(M), focus (F), divine focus (DF), or experience point (XP). Verbal
components consist of a few words, which the caster must be able
to speak aloud in a firm voice. Somatic components are gestures,
most often complex, which the caster must have at least one hand
free to perform. Material, focus, and divine focus components are
objects that the caster must have readily available to complete
the spell. Material components are consumed in the casting, but
focus and divine focus components are not. Spells with an experience
point component actually cost the caster experience points. To use
such a spell, the caster must have enough XP to spare without losing
a level in the process. A spell may have more than one kind of component.
spell
descriptor: A term that provides additional information about
how a particular spell functions or what kind of damage it inflicts.
Descriptors govern how a spell interacts with other spells, special
abilities, unusual creatures, alignment, and so on. The descriptors
are acid, chaotic, cold, darkness, death, electricity, evil, fear,
fire, force, good, language-dependent, lawful, light, mind-affecting,
sonic, and teleportation.
spell
failure: The chance that a spell fails and is ruined when cast
under less-than-ideal conditions. For example, wearing armor interferes
with the gestures required to cast most arcane spells. Therefore,
an arcane spellcaster who attempts to cast a spell with somatic
components while wearing armor and/or using a shield must make an
arcane spell failure roll against the appropriate entry in the Arcane
Spell Failure column on Table 85: Armor. If the result indicates
a failure, the spell does not work at all.
spell
knowledge item: A magic item (such as a wand) that produces
a particular spell effect. Any spellcaster whose class spell list
includes a particular spell knows how to use a spell knowledge item
that duplicates it, regardless of whether or not the character knows
(or could know) that spell at the time. The user must determine
what the spell stored in the item is before trying to use it. To
activate the item, the user must speak a word, but no gestures or
spell finishing are required. Activating a spell knowledge item
is a standard action and does not provoke attacks of opportunity.
spell-like
ability: A special ability with effects that resemble those
of a spell. In most cases, a spell-like ability works just like
the spell of the same name, but a few are unique. Spell-like abilities
are activated mentally and have no verbal, somatic, or material
components. Using such an ability works like casting a spell in
that it requires concentration and provokes attacks of opportunity.
If the users concentration is broken, the ability does not
work, but the attempt counts against the users daily limit
of uses. Unless noted otherwise, a spell-like ability has a casting
time of 1 action, making its use a standard action. Armor never
causes a chance of failure for a spell-like ability, even if its
effect resembles that of an arcane spell with a somatic component.
Spell-like abilities are subject to spell resistance and can be
dispelled by dispel magic. They do not function in areas
where magic is suppressed or negated (like an antimagic field).
spell
preparation: A necessary part of the spellcasting process for
wizards, clerics, paladins, rangers, and druids. Preparing a spell
requires careful reading from a spellbook (for wizards) or devout
prayers or meditation (for divine spellcasters). The character actually
casts the first and lengthiest part of the spell during the preparation
phase, leaving only the very end for completion at another time.
To use a prepared spell, the character finishes the casting with
the appropriate spell componentsa few special words, some
complex gestures, a specific item, or a combination of the three.
A prepared spell is used up once cast and cannot be cast again until
the spellcaster prepares it again. Sorcerers and bards need not
prepare their spells.
spell
resistance: A special defensive ability that allows a creature
or item to resist the effects of spells and spell-like abilities.
To overcome spell resistance, a spellcaster (or user of a spell-like
ability) must make a caster level check (1d20 + casters level)
at least equal to the targets spell resistance. Success indicates
that the spell takes effect normally. Failure leaves the target
unaffected. In most cases, spell resistance applies only when a
resistant creature is the target of the spell, not when it encounters
a spell that is already in place. A creature with spell resistance
must voluntarily drop it to receive the effects of a spell (even
one noted as Harmless) without the caster level check described
above. Supernatural abilities are not subject to spell resistance.
spell
slot: The "space" in a spellcasters mind dedicated to
holding a spell of a particular spell level. A spellcaster has enough
spell slots to accommodate an entire days allotment of spells.
The number of spell slots a caster has is given on the appropriate
character class table in Chapter 4. Spellcasters who must prepare
their spells in advance generally fill their spell slots during
the preparation period, though a few slots can be left open for
spells prepared later in the day. A spellcaster can always opt to
fill a higher-level spell slot with a lower-level spell, if desired.
spell
version: One of several variations of the same spell. Typically,
different versions of a spell produce different effects, ranges,
or areas. The caster must select the desired version of the spell
at the time of casting. Symbol, dispel magic, and ice
storm each have multiple versions.
spontaneous
casting: A special ability that allows a cleric to drop a prepared
nondomain spell in favor to gain a cure or inflict
spell of the same level or lower. Since the substitution of spells
occurs on the spur of the moment, clerics need not prepare their
cure or inflict spells in advance. Clerics spontaneously
casting cure or inflict spells can also cast metamagical
versions of them if they have the appropriate feat. Casting a 1-action
metamagical spell spontaneously is a full-round action, and spells
with longer casting times require an extra full-round action to
cast.
Which
category of spell a cleric can spontaneously cast depends upon alignment.
Good clerics or clerics of good deities channel positive energy
to cast cure spells spontaneously, while evil clerics or
clerics of evil deities channel negative energy to cast inflict
spells spontaneously. Players of neutral clerics must decide at
the time of character creation whether their characters channel
positive or negative energy. This determines each neutral clerics
spontaneous casting option as above, with three exceptions: All
lawful neutral clerics of Wee Jas convert their spells to inflict
spells, not cure spells. All clerics of St. Cuthbert and
all nonevil clerics of Obad-Hai convert spells to cure spells,
not inflict spells.
spread:
An area or effect descriptor for spells. Spreads move out in all
directions from a point of origin specified by the caster. Unlike
bursts, spreads can turn corners and extend into areas that the
caster cant see. Therefore, the caster need not have line
of effect to all portions of an effect spread. The distance covered
by a spread is figured according to the actual distance the effect
travels, taking into account any turns it makes. An example of a
spell with area spread is fireball. An example of a spell with effect
spread is obscuring mist.
SR:
Standard abbreviation for spell resistance.
stable:
Unconscious but not dying, with a current hit point total between
1 and 9. A dying character who is stabilized regains
no hit points, but stops losing them at a rate of 1 per round. The
chance for a dying character to become stable and what occurs thereafter
vary with the treatment provided, as follows:
Untended:
Dying characters who receive no assistance cannot recover hit
points through natural healing. For such a character, roll 1d100
at the end of each round. On a result of 0190, the
character loses 1 hit point; on a result of 91-00, the character
stabilizes. Once the character is stable, roll 1d100 for each hour
of game time. On a result of 0190, the character loses 1 hit
point. On a result of 9100, the character becomes conscious
and disabled (as though at 0 hit points, although this does
not alter a negative hit point total). Thereafter, roll 1d100 each
day. On a result of 0190, the character loses 1 hit point;
on a roll of 9100, the character starts recovering hit
points naturally. At that point, the character is no longer
in danger of losing hit points, even if the current hit
points are negative.
Tended:
A successful Heal check at DC 15 stabilizes a dying character and
prevents further hit point loss. An hour after the character becomes
stable, roll 1d100. On a result of 9100, the character
becomes conscious and disabled (as though at 0 hit points,
although this does not alter a negative hit point total). A character
who remains unconscious nevertheless recovers hit points naturally
and has the same chance to revive every hour. At 1 or more hit points,
the character is back to normal.
Healed:
If any sort of healing cures even 1 point of damage, the dying character
stops losing hit points and becomes stable. A character whose
current hit points are raised to 0 through healing becomes
conscious and disabled. A dying character whose current
hit points are raised to 1 or more by healing becomes fully
functional again.
stack:
Comnbine for a cumulative effect. Both modifiers and spells can
stack within certain limitations. In most cases, modifiers to a
given check or roll stack if they have different type descriptors,
but do not stack if they have the same descriptors, regardless of
their sources. That is, two enhancement bonuses to AC do not stack,
but an enhancement bonus and a defelction bonus do stack with each
other. If the modifiers to a particular roll do not stack, only
the best bonus or worst penalty applies. For example, a character
with both a +2 and a +4 deflection bonus to AC gains only the +4
bonus, since the two identical bonus types do not stack. Dodge bonuses,
however, do stack with one another. Also, an armor bonus from a
shield stacks with an armor bonus from armor. Spell effects that
do not stack may overlap, coexist independently, or render one another
irrelevant, depending on their exact effects.
staggered:
Having subdual damage equal to current hit points. A staggered character
is so badly weakened or roughed up that only a partial action is
possible each round. Characters are no longer staggered once their
current hit points exceed their subdual damage.
standard
action: The most basic type of combat action. Standard actions
allow a character to perform an activity (attack, cast a 1-action
spell, use a skill, etc.) and move at normal speed within a combat
round. The movement portion of the action can occur either before
or after the activity. Characters can also perform as many free
actions as the DM allows in conjunction with a standard action.
Miscellaneous standard actions include ready a weapon, concentrate
to maintain a spell, dismiss a spell, aid another, bull rush, feint,
overrun (charge), heal a dying friend, use a 1 action skill, rebuke
undead, turn undead, strike a weapon (attack), strike an object
(attack), and total defense.
Str:
Standard abbreviation for Strength.
Strength:
One of the six character abilities. Strength measures a characters
muscle and physical power. The numerical rating of Strength is called
the Strength score. A characters Strength modifier applies
to melee attack rolls, damage rolls for most melee and thrown weapons,
Climb, Jump, and Swim checks (as well as other skill checks with
Strength as their key ability), and Strength checks (for breaking
down doors and the like). The standard abbreviation for Strength
is Str. Also, a spell domain composed of nine divine
spells and a granted power themed around the concept
of physical power.
strike
a weapon: Deliberately target a weapon or shield held by an
opponent. The attacking weapon must be a slashing melee weapon no
more than one size category smaller than the weapon attacked. Doing
so provokes an attack of opportunity from the opponent. After this
is resolved, the attacker and defender make opposed attack rolls.
If the attacker wins, roll damage and deal it to the weapon or shield.
If the defender wins, the attempt fails. Strike a weapon is a standard
action. If the attacking weapon does not have an enhancement bonus
at least as high as that of the defending weapon or shield, the
attempt automatically fails.
strike
an object: Deliberately target an object with an attack. Unlike
striking a weapon, this action has no restrictions as to the type
or size of weapon used. Strike an object is a standard action. The
ease of striking an object depends on its nature and situation,
as follows:
Inanimate
unattended objects: Attacking an inanimate, immobile object
not in use by a creature does not provoke an attack of opportunity.
Such an object has an AC of 10 plus its Dexterity modifier (5
for no Dexterity) plus its size modifier, and the attacker gains
a +4 bonus on the attack roll. Attackers who use a full-round action
to line up a shot automatically hit with a melee weapon and gain
a +5 attack bonus with a ranged weapon. However, objects are immune
to critical hits.
Inanimate
attended objects: Attacking an attended (held, carried, or worn)
object provokes an attack of opportunity from the attending creature.
Such an object uses the attendants Dexterity modifier (not
its own 5), plus any magic deflection bonus to AC that creature
may have. Attackers gain no bonuses to their attack rolls in this
case. In addition, a held object gains a +5 bonus to AC because
the creature can move it quickly out of harms way.
Animated
objects: These count as creatures for AC purposes (see the Monster
Manual for details).
stunned:
Dazed and unable to take combat or movement actions. A stunned creature
loses any positive Dexterity modifier to AC, and each attacker gains
a +2 bonus to attack rolls against that creature. In addition, stunned
characters immediately drop anything they are holding.
subdual
damage: Nonlethal damage typically resulting from an unarmed
attack, an armed attack delivered with intent to subdue, a forced
march, or a debilitating condition such as heat or starvation. Subdual
damage represents bruising, tiredness, and general disorientation
rather than actual wounds. An attacker attempting to deal subdual
damage with a melee weapon that typically deals normal damage incurs
a 4 penalty on the attack roll. (Likewise, a weapon that typically
deals subdual damage can be used to deal real damage at a 4
attack roll penalty.) Subdual damage is accumulated and tracked,
but not subtracted from a characters current hit points. If
subdual damage ever exceeds current hit points for any reason, however,
the character falls unconscious. A spell or magic item that cures
hit point damage can also remove an equal amount of subdual damage.
Both kinds of healing occur in their full normal amounts if both
kinds of damage are present in the subject of a cure spell.
Subdual damage heals normally at the rate of 1 hit point per hour
per level.
subject: A creature affected by a spell. Typically, a successful
targeted spell effect travels with the subject or subjects for the
spells duration. Creatures can enter and leave the area covered
by an area or effect spell, becoming subject to the spell when they
enter and free of it when they leave.
Summoning:
A subschool of the Conjuration school of magic. A summoning spell
instantly transports a creature or object to a place designated
by the caster. When the spell ends, a summoned creature is instantly
transported back to wherever it came from, but a summoned object
does not return to its place of origin unless the spell description
so indicates. Summoned creatures also return whence they came if
killed or dropped to 0 hit points. (Such a creature is not dead,
but requires 24 hours to reform. It cannot be summoned again during
this period.
Sun:
A spell domain composed of nine divine spells and
a granted power themed around the brilliance and warmth of
the sun.
supernatural
ability: An innate magical power that produces a particular
effect. Using a supernatural ability does not provoke an attack
or opportunity unless otherwise specified in the description. Supernatural
abilities are not subject to dispelling, disruption or spell resistance.
However, they do not function in areas where magic is suppressed
or negated, such as inside an antimagic field. Various bardic
abilities (such as courage, countersong, and greatness), clerical
abilities (such as turning, rebuking, commanding, or bolstering
undead), monk feats (such as stunning attack, ki strike, diamond
body, quivering palm, and empty body), a paladins smite evil
ability, a dragons fiery breath, a medusas petrifying
gaze, and a spectres energy draining are all examples of supernatural
abilities. Using a supernatural ability is a standard action unless
otherwise specified.
suppress:
Cause a magical effect to cease functioning without actually ending
it. When the supression ends, the spell effect is returns, provided
it has not expired in the meantime.
surprise:
A special situation that occurs at the beginning of a battle if
some (but not all) combatants are unaware of their opponents
presence. In this case, a surprise round happens before regular
rounds begin. In initiative order (highest to lowest), those combatants
who started the battle aware of their opponents each take a partial
action during the surprise round. Creatures unaware of opponents
are flat-footed through the entire surprise round and do not enter
the initiative cycle until the first regular combat round. The DM
determines who is aware of whom at the start of a battle, often
by calling for Listen checks, Spot checks, or other checks from
the characters.
synergy
bonus: A modifier resulting from an unusually benefician interaction
between two related skills. In general, having 5 or more ranks in
a skill gives a character a +2 bonus on skill checks using its synergistic
skills, as noted in the skill descriptions. For example, Animal
Empathy can provide bonuses for Handle Animal checks.
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