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Complete General Guidelines and Glossary
Exclusive Unabridged Version!
Compiled by Kim Mohan

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 attacker’s 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 monk’s 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 character’s 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 character’s 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 item’s 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.

©2003 Wizards of the Coast, Inc. All rights reserved.
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