Glossary of terms and abbreviations
I think we need this so that people can understand some others posts, particularly old aDnD players like myself. Instead of posting your own entries please PM me, so that it can be kept in alphabetical order, likewise moderators please feel free to add to this by just editing it your self.
to begin with this will mostly just be abbreviations but will later include other things, however I will probably just ignore some specifics, as these things should be learned from playing the game (eg, I wont be explaining things that are self explanatory, are part of the rule set or things like "ranger")
I think I shall separate and categorise some things so they are easer to find.
Please feel free to PM me with corrections, but please site your sources.
CLASS ABBREVIATIONS
bbn: Barbarian
brd: Bard
clr: Cleric
drd: Druid
ftr: Fighter
mnk: Monk
pal: Paladin
rgr: Ranger
rog: Rouge
sor: Sorcerer
wiz: Wizard
Guessed at CLASS ABBREVIATIONS
Corrections welcome, some are guesses as I couldn't find the actual abbreviations for these classes. All classes from DMG.
adp: Adept (NPC class)
ara: Arcane Archer
ars: Aristocrat (NPC class)
***: Assassin
blg: Blackguard
com: Commoner (NPC class)
dwd: Dwarven Defender
exp: Expert (npc class)
lor: Loremaster
shd: Shadowdancer
war: Warrior (npc class)
wth: Witch
ALIGNMENT
lg: Lawful Good
ng: Neutral Good
cg: Chaotic Good
ln: Lawful Neutral
n: Neutral; True Neutral
cn: Chaotic Neutral
le: Lawful Evil
ne: Neutral Evil
ce: Chaotic Evil
GLOSSARY
/: A slash in between something generally means per. eg. 3/day = 3 times per day.
Ability: str, dex, con, int, wis. cha.
Ability Modifier: The integer associated with an ability score that is used for determining stat's.
Ability Score: The numeric value of an ability.
AC: Armour Class
arcane: the direct manipulation of magical energy
Arcane Spell Failure: Armour/shields cause a % of arcane spells to fail during casting based on their size/weight.
armour bonus: armour (mundane or magical) bonus to ac. granted by armour or spells. stacks with na/misc bonus.
armour class: the dc to hit something. ac = 10+armour+shield+dex+size +na+misc
Armour Check Penalty: A value that reduces the character's reflex based skills depending on the weight of the armour/shield they have equipped.
astral plain: open wait-less plain that connects with all other plains of existence.
bab: base attack bonus
bsb: base save bonus
bonus: positive mod to a die roll
cantrip: level 0 arcane spell.
cl: caster level.
(cc): cross-class skill.
char: character
check: a roll of a d20 to determine something. a skill check is a d20+skill.
cl: character level. the level of the character when all class levels are added together.
cp: copper piece.
crit: critical hit
cure spell: any spell with cure in its name.
CR: challenge rating. a number used to determine the challenge for a party of 4.
dc: difficulty class
dead: a dead character a character with less than -10 hp... oh they're dead btw.
difficulty class: the number that you need to get to do something
disabled: 0 hp... assuming that the char in question is coincided alive.
dm: dungeon master
dmg: dungeon masters guide
dodge bonus: another bonus to ac. (some times ref. saves)
double weapon: weapon with two sides to strike, both on either end.
dr: damage reduction
dying: anyone that has between -10 and 0 hp. they are coincided unconscious and loose one hp every turn.
effective thing: something that is only effective for a period of time.
ethereal: on the ethereal plane.
ethereal plane: a parallel plain to the material plane, its a kind of hazy sub-plane.
exclusive skill: skill that can only be used buy a certain class.
extraordinary ability (ex): non-magical special ability.
face: the amount of floor space taken up by an object or creature.
fail: failed die roll.
gp: gold piece
hd: hit dice
hit dice: the amount of dice you have to determine you hit-points
hit point: an integer that represents an object or characters health
ic: in character
inflict spell: a spell with inflict in its name.
inherent bonus: bonus incurred through powerful magic, such as wish.
init: initiative
initiative: the check for determining player order.
insight bonus: bonus to a check because of special knowledge of the task.
integer: any number that is not a decimal. -1, 0, 1, etc.
known spell: a spell that a sor or brd knows and can cast.
loot: treasure found in a dungeon.
luck bonus: bonus to something because they are lucky.
Mage: A general reference to an arcane spell caster such as Wizard and Sorcerer, taken from 2nd ed class structure.
material plane: the normal plain of existence.
mm: monster manual
modifier: an integer that modifies something
moral bonus: bonus because of moral.
mundane: normal. (sp? mundain/mundane)
na: natural armour.
natural: die roll without modifiers
natural ability: an ability that is not extraordinary in any way.
natural armour bonus: bonus to ac from natural armor, such as thick fur or hide. some spells grant natural armour.
natural weapon: a weapon that is a natural part of the creatures body, such as a claw or teeth.
npc: non-player character
off hand: the hand that the character is not used to using, a right handed person's off hand is there left.
orison: divine level 0 spell.
ooc: out of character
party: group of people that do something together. eg. communism.
pc: player character
petrified: has been turned into stone.
phb: players hand book.
plane of existence: a type of world. eg the material plane.
pp: platinum piece
Priest: A general reference to a divine spells caster such as Cleric or Druid, taken from 2nd ed class structure.
prone: on the ground, lieing.
profane bonus: bonus given by evil (note. never seen this used)
racial bonus: bonus because of race.
ref: reflex save.
reflex save: generally a save to save yourself from harm dexterously.
resistance bonus: bonus to a save that protects one from harm.
sp: silver piece
Sp: spell-like ability
spell-like ability: an ability that mimics a spell, generally cast like a sorcerer.
sr: spell resistance
stable: a dyeing character that is no longer loosing hp, and therefore not dieing. just unconscious.
su: supernatural ability
subdule damage: damage that does not damage, just subdues, a character.
supernatural ability: an ability that is not normal, magical in a way, but not spell-like or extraordinary.
will: will save
will save: save for mental attacks, based on how strong willed a subject is.
XP: experience points
Last edited by arathalion : 07.01.10 at 09:33.
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