Glossary--U-V
unarmed
attack: A melee attack made with no weapon in hand. Typical
unarmed attacks include punches, kicks, and head butts. Attacking
unarmed provokes an attack of opportunity from an armed defender,
which occurs before the attackers unarmed attack. It does
not provoke attacks of opportunity from other foes, nor does it
provoke one from an unarmed foe, however. Some unarmed creatures,
such as monks, character with the Improved Unarmed Strike feat,
spellcasters delivering touch attack spells, or creature with claws,
fangs, and similar natural physical weapons, make attacks that count
as armed despite the fact that they have no weapons in hand. Note
that this designation counts for both offense and defense. (That
is, not only does a monk not provoke an attack of opportunity when
attacking an armed foe, but another creature making an unarmed attack
against a monk does provoke an attack of opportunity from the defender.)
Unarmed attacks deal subdual damage.
unarmed
strike: A successful blow, typically for for subdual damage,
from a character attacking without weapons. Most Medium-size characters
deal 1d3 points of subdual damage with an unarmed strike, which
may be a punch, kick, head butt, or other type of attack. Most Small
characters deal 1d2 points of subdual damage with such an attack.
(An attacker can, if desired, accept a 4 attack roll penalty
to deal normal damage instead of subdual damage. This declaration
must be made before the attack roll.) The damage from an unarmed
strike is considered weapon damage for the purpose of effects that
grant a bonus to weapon damage. Unarmed strikes count as light weapons
for purposes of two-weapon attack penalties and so on. The Weapon
Finesse feat allows characters to apply their Dexterity modifiers
instead of their Strength modifiers to attack rolls with an unarmed
strike. Monks are highly trained in unarmed combat, so they have
more options for unarmed strikes and deal more damage than normal
with them. Monks can make unarmed strikes with either fist interchangeably
or even from elbows, knees, and feet. A monk fighting with a one-handed
weapon can make an unarmed strike as an off-hand attack with the
standard penalties for two-weapon fighting. Damage for a monks
unarmed strike is 1d6 or a Medium-size monk or 1d4 for a Small monk.
unconscious:
Knocked out and helpless. Unconsciousness can result from having
current hit points between 1 and 9, or from subdual
damage in excess of current hit points. A character unconscious
from negative hit points is dying if hit points are still being
lost at the rate of 1 per round, or stable otherwise. A dying character
has a 10% chance per round to stabilize. Failure means the character
loses another hit point. Each hour after stabilization, the unconscious
character has a 10% chance to regain consciousness. Failure means
the character loses another hit point instead. A character unconscious
from subdual damage wakes up when current hit points equal or exceed
subdual damage, or when the characters 10% chance per minute
to wake up and be staggered succeeds. Spellcasters who are rendered
unconscious retain any spellcasting ability they had beforethat
event.
unlimited:
A range category for spells. Spells listed as unlimited range can
reach anywhere on the same plane of existence.
untrained:
Having no ranks in a skill. Many skills can be used untrained by
making a successful skill check using 0 skill ranks and including
all other modifiers as normal. Other skills, such as Spellcraft,
can be used only by characters who are trained in that skill.
use-activated item: A magic item that activates upon typical
usage for a normal item of its type. For example, a character can
activate a potion by drinking it, a magic sword by swinging it,
a lens by looking through it, or a cloak by wearing it. Continually
functioning items, like a cloak of resistance or a headband
of intellect, are most often worn. A few, like a pearl of
wisdom, must simply be on the characters person. However,
some wearable items, such as a ring of invisibility, must
still be activated when the character wants them to function. Although
this sometimes requires a command word, more often the character
can just mentally will the activation to happen. The item description
states whether a command word is needed in such a case. Unless stated
otherwise, activating a use-activated magic item is either a standard
action (if its use requires time before the result occurs, like
drinking a potion) or not an action at all (if the items activation
takes no extra time, such as swinging a magic sword). Use-activation
does not provoke attacks of opportunity unless the use involves
committing an action that of itself provokes an attack of opportunity,
such as running through a threatened area with magic boots. Characters
do not learn what a use-activated item does just by wearing or using
it unless the benefit occurs automatically with use.
verbal:
A type of component for spells, both divine and arcane.
A verbal component is a few words, which must be spoken in
a firm, clear voice. To cast a spell with a verbal component,
the caster must be able to speak audibly.
vial:
A ceramic, glass, or metal container, usually no more than 1 inch
wide and 3 inches high, fitted with a tight stopper. A vial holds
1 ounce of liquid.
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