Glossary--
T
tactical
speed: The number of feet a character moves in a standard action,
as determined by race and armor (or other encumbrance). In general,
each 10 feet per round of tactical speed equates to 1 mile per hour
of overland speed.
take
damage: Sustain damage (either real or subdual) from a successful
attack. Note that damage dealt by an opponent does not necessarily
equal damage taken, as various special defenses may reduce or negate
damage from certain kinds of attacks.
take <<10>>: Reduce the chances of failure on
certain skill checks by assuming an average die roll result. Taking
<<10>> means that the character is taking special care
with a task and trying not to make mistakes. To take <<10>>,
do not roll 1d20 for the skill check. Instead, assume a die roll
result of 10 and add the applicable modifiers to obtain the skill
check result. Taking <<10>> automatically results in
success for many routine tasks with low to average DCs. Distractions
or threats make it impossible for a character to take <<10>>.
In addition to normal skill checks, characters may take <<10>>
on routine untrained skill checks or on ability checks not associated
with a particular skill (such as breaking down a door). They cannot,
however, take <<10>> on caster level checks.
take
<<20>>: Greatly reduce the chances of failure for
certain skill checks by assuming that the character makes sufficient
retries to obtain the maximum possible check result. Characters
who take <<20>> are assumed to repeat a task over and
over until they get it right. It takes about twenty times as long
as making a single check would take. To take <<20>>,
do not roll 1d20 for the skill check. Instead, assume a die roll
result of 20 and add the applicable modifiers to obtain the skill
check result. Taking <<20>> results in success for any
task that the character would normally have even a slight chance
of success with. To exercise this option, a character must have
plenty of time (generally 2 minutes for a skill that can normally
be checked in 1 round, one full-round action, or one standard action),
and the skill in question must carry no penalties for failure. Characters
can also take <<20>> on ability checks of all sorts,
but not on caster level checks.
target:
The intended recipient of an attack, spell, supernatural ability,
extraordinary ability, or magical effect. If a targeted spell is
successful, its recipient is known as the subject of the spell.
teleportation:
A spell descriptor denoting spells whose effects involve instantaneous
travel between locations on the same plane.
temple:
A building consecrated to one or more deities. A temple typically
houses the ecclesiastical hierarchy of a church and provides space
and facilities for worship. Temples devoted to good deities usually
sell holy water at cost to aid followers in defending themselves
and others against evil.
temporary
hit points: Hit points gained for a limited time through
certain spells (such as aid) and magical effects. Unlike
effective hit point increases, temporary hit points are "extras"
that do not count against the characters current hit points
when the effect that granted them ends. That is, when temporary
hit points expire, the recipients current hit points drop
back to what they were before the "extra" points were added. (If
damage has already reduced the recipients current hit points
below what they were when the temporary hit points were gained,
the characters current hit points remain the same when the
effect ends.) For example, a cleric casts aid on a fighter,
adding 6 temporary hit points to the fighers current hit points
(26) for a total of 32. While the spell is still in effect, 3 points
of damage from an arrow drop the fighters hit points to 29.
When the aid spell ends, the fighters current hit points
drop back down to 26, as though no damage had occurred at all. Note
that when temporary hit points are lost, they cannot be restored
as real hit points can be, even by magic.
threat:
A possible critical hit. A threat occurs when the attack roll result
is in the threat range for the weapon used. At that point, a critical
roll must be made immediately to determine whether a critical hit
has occurred. To do this, roll 1d20 and add all the same modifiers
that applied to the attack roll just made. If the critical roll
results in a hit (but not necessarily a threat) against the targets
AC, the original hit is a critical hit. If the critical roll is
a miss, then the hit is just a regular hit.
threaten:
Able to make an attack of opportunity against an opponent within
reach. Creatures threaten all areas into which they can make
melee attacks, even when it is not their action.
threatened
area: An area within an opponents reach. Generally, characters
threaten all areas within 5 feet of them, though reach weapons can
alter this range. Certain actions provoke attacks of opportunity
when taken within a threatened area.
threat
range: All natural die roll results that constitute in a threat
when rolled for an attack roll. For most weapons, the threat range
is 20, but some have threat ranges of 1920 or even 1820.
However, any attack roll that does not result in a hit is not a
threat, whether or not it lies within the weapons threat range.
thrown
weapon: A weapon that relies purely on the attackers muscle
power to propel it toward a target. Thrown weapons include daggers,
clubs, halfspears, shortspears, darts, javelins, throwing axes,
light hammers, tridents, shuriken, and nets. Thrown weapons have
a maximum range of five range increments and must
be thrown one-handed. (A character can throw a two-handed weapon
with one hand, but doing so counts as a full-round action because
the weapon is bulkier and harder to handle than most thrown weapons.)
Other common items, such as small rocks, small animals, vases, pitchers,
etc., can also be used as improvised thrown weapons at an attack
roll penalty of 4. These have They have a range increment
of 10 feet and deal damage as determined by the DM. Strength
bonuses apply to damage dealt by a thrown weapon.
Tiny:
A size category of creature. A Tiny creature is between 1
and 2 feet in height or length and weighs between 1 and 8 pounds.
total
defense: A standard action in which the character does nothing
but defend and move normal speed. Total defense grants the character
a +4 dodge bonus to AC for 1 round, beginning at the start of the
action.
total
skill modifier: The sum of all applicable bonuses and penalties
for a particular skill check. The total skill modifier includes
ability modifier, rank bonus, and any miscellaneous modifiers, such
as armor check penalty, racial bonuses, and situational modifiers.
touch:
A range category for spells. Spells listed as touch range discharge
when the caster successfully touches a target.
touch
attack: An attack in which the attacker must touch the
opponent to discharge a spell, supernatural ablity, or magical effect.
Touch attacks may be either melee or ranged. Either type requires
a successful hit with the appropriate kind of attack roll,
and the target cannot benefit from any armor bonuses, shield
bonuses, or natural armor bonuses to AC. (Other
factors that can affect AC, such as size modifiers, Dexterity
modifiers, and deflection bonuses, all apply normally
to the targets AC, however.) Touch attacks can deliver
various spells, as well as energy drain and other
effects. This type of attack is also used to execute certain
special attacks, such as grabs and trips. Touch attacks
do not provoke attacks of opportunity when discharged on armed opponents.
See also melee touch attack and ranged touch attack.
touch
spell: A spell that delivers its effect when the caster touches
a target creature or object. The caster of a touch spell can touch
one friend as a standard action or up to six friends as a full-round
action. Touching an opponent requires either a melee touch attack
or a ranged touch attack, depending upon the spell. A caster who
doesnt discharge a touch spell on the round it is cast can
hold its charge indefinitely. But if the caster touches anything
or anyone, even unintentionally, while holding a charge, the spell
discharges. A held touch spell dissipates if the caster casts another
spell before discharging it.
trained:
Having at least 1 rank in a skill. Many skills can be used untrained
by making a successful skill check using 0 skill ranks. Others,
such as Spellcraft, can be used only by characters who are trained
in that skill.
Transmutation:
One of the eight schools of magic. Transmutation spells transform
the recipient physically or change the properties of some creature,
thing, or condition in a more subtle way. A transmutation spell
usually changes only one of the targets properties, but it
can be any property. A wizard who specializes in the Transmutation
schools is called a transmuter.
transmute:
Change one or more properties of a creature, object or situation
by magic.
transmuter:
A specialist in the Transmutation school of magic. A beginning transmuter
must select a prohibited school or schools from among the following
choices: (1) Conjuration, (2) Evocation, (2) any two of the following
three schools: Abjuration, Enchantment, and Illusion, or (4) any
three schools.
Travel:
A spell domain composed of nine divine spells and
a granted power focused on movement from one location to
another.
Trickery:
A spell domain composed of nine divine spells and
a granted power focused on chicanery, deception, and duplicity.
trigger:
A, action, word, or condition that discharges a spell, trap, or
held action. For example, a trap might discharge when more than
ten pounds of weight rests upon a particular section of floor, or
a spell might discharge when a living creature passes within 5 feet.
Some triggers can be bypassed by taking special precautions. For
example, a careful rogue might discover the tripwire that triggers
a pit trap and step over it. Normal darkness does not defeat a visual
trigger, but magical darkness or invisibility does. Silent movement
or magical silence defeats audible triggers.
trip:
A special melee attack that leaves the opponent prone rather than
dealing damage. Tripping an enemy requires a melee touch attack.
If this is successful, the attacker then makes a Strength check
opposed by the defenders Dexterity or Strength check (whichever
has the higher modifier). Bonuses or penalties based on size category
(+4 for every size category larger than Medium-size and 4
penalty for every size category maller than Medium-size) apply to
both the attackers and defenders rolls. A defender with
more than two legs (or one who is otherwise more stable than a normal
humanoid) also gains a +4 stability bonus to this roll. If the attacker
wins, the defender trips. Otherwise, the defender may immediately
attempt to trip the attacker with another such opposed check. A
trip attack against a mounted opponent allows the defender to oppose
the attempt with a Ride skill check instead of the Dexterity or
Strength check, if desired. If the attacker succeeds, the defender
is pulled from the mount. Characters can attempt trip attacks against
opponents up to one size larger than themselves.
turn:
The portion of each combat round in which a particular character
acts. A characters turn occurs at the same point in the initiative
order throughout an entire battle, unless the character takes an
action (such as delaying or refocusing) that alters it.
turning
check: A method of deciding how much positive or negative energy
a cleric is able to channel when attempting to turn or rebuke undead.
To make a turning check, roll 1d20 and add the clerics
Charisma modifier. This total is called the check result.
(Higher results are always better.) Compare the check result
with Table 915: Turning Undead to determine the most powerful
undead creature that can be turned (or rebuked) with that attempt.
With a given turning attempt, a cleric can turn undead creatures
whose Hit Dice are less than or equal to, but not exceeding, the
result on this table. The total number of undead turned is determined
by the turning damage roll.
turning
damage: The number of Hit Dice of undead that are turned or
rebuked with a particular turning check. Turning damage = 2d6 +
cleric level + Charisma modifier. If the turning damage roll indicates
fewer Hit Dice turned than any of the undead creatures within 60
feet possess, the cleric does not have the power to turn even a
single undead creature. The cleric may skip over already turned
undead that are still within range so as not to waste turning capacity
on them.
turning
undead: The supernatural ability of good clerics and paladins,
to drive off or destroy undead by channeling positive energy. Those
neutral clerics who have chosen to channel positive energy can turn
undead as well. Evil clerics and neutral clerics who have chosen
to channel negative energy can rebuke, command, or bolster undead
in the same manner. The exceptions to this rule are lawful neutral
clerics of Wee Jas, who rebuke undead rather than turning them,
plus all clerics of St. Cuthbert and all nonevil clerics of Obad-Hai,
who turn undead rather than rebuking them.
Turning
is an attack that requires presentation of the clerics holy
symbol. To turn undead, make a turning check and consult Table 915:
Turning Undead to determine the most powerful undead creature that
can be turned with this check. Next, roll turning damage to see
how many Hit Dice of undead actually turn. (If the cleric has at
least twice as many levels as the undead have Hit Dice, any that
would normally turn are destroyed instead.) The range of the turning
effect is 60 feet from the cleric, with the closest turnable undead
reacting first. Undead with total cover relative to the cleric are
not affected in any case.
Turned
undead flee from the cleric for 10 rounds (1 minute) by the best
and fastest means available to them. If they cannot flee, they cower
(treat as stunned). If the cleric approaches within 10 feet of them,
however, they overcome being turned and act normally. The cleric
can attack the turned undead with ranged attacks from 10 feet or
more away, and others can attack them in any fashion without breaking
the turning effect.
Turning
may be attempted a number of times per day equal to 3 plus the clerics
Charisma modifier. Turning undead is a standard action that does
not provoke attacks of opportunity.
turn
resistance: An undead creatures capacity for avoiding
turning.
two-handed
weapon: A weapon with a size category one step larger
than that of the wielder. For example, a greataxe (Large)
is a two-handed weapon for a human (Medium-size) wielder.
One-and-a-half times the characters Strength bonus may be
added to damage dealt with a two-handed melee weapon. No Strength
bonus applies to damage with a two-handed projectile weapon, however,
unless its a mighty bow. A character can also throw a two-handed
weapon with one hand, but doing so counts as a full-round action.
A character using a two-handed weapon may not use a shield.
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