[Humor] Pathfinder Lexicon / Dictionary


Pathfinder First Edition General Discussion

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Natural 20 A result that is 100% likely to appear on a d20 if the GM is rolling an attack against a PC with a high Armour Class, and that will never be rolled by a Player if the situation is reversed.

The Exchange

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Monk: 1. A member of a religious order (cf. Cleric 1.) 2. A man in pajamas who kicks you to death. 3. A class which provides an exceptionally high number of attacks per round, unequalled base speed, the only uniformly good set of saving throws, vastly reduced penalties for running around unarmored and unarmed, the ability to stun a dragon with one's bare hands, innate spell resistance, generous skills, self-healing, and improved defenses against a wide range of attack forms. Widely regarded as a weak class.

Ranger: 1. A person experienced in wilderness travel; a scout or survivalist, gen. associated with law enforcement or the military. 2. A weapon-reliant class skilled in attacking a certain kind of monster with a certain style of attack, such as archery or two-weapon fighting. Inexplicably, magic weapons of the sort the ranger favors and monsters of the sort the ranger is focused on fighting tend to vanish from the game world whenever the ranger and the GM have a rules dispute.

The Exchange

Gary Gygax: The Chaotic Neutral god of grognards, genre mixing and winning rules disputes by citing precedents. His favored weapon is First Edition. Although a fun-loving god and the inventor of the XP and the class benefit, many PCs dread his manifestations, which tend to take the form of grudge monsters, puzzles and rolling on tables with random effects.

Wilderness Travel: A simple method to force the PCs into fighting monsters that are bigger than the widest corridors in the dungeon, or indeed in some cases bigger than the entire dungeon. Otherwise much like the dungeon, but with more rain and less cover.

Random Effects: An elegant method for GMs to ensure PCs get hurt, killed, or ruined forever through self-inflicted injury; cf. rod of wonder, deck of many things.


Two-Weapon Fighting: A style of combat employed by certain individuals trying to emulate a certain fictional character, often with less effectiveness than the fictional character.

Magic Weapons: Mystically-empowered tools of death-dealing favored by adventurers and are often found in the treasure trove of monsters after the monsters are defeated and would have been of great use in defeating the same monsters. Such tools of death-dealing are then used upon NPCs and other weak foes where the use of them is not really necessary.


In Character: The use of tone, accent, or inflection to evoke the image of oneself as being formidable, purposeful, deadly, and beholden to no one.

The Exchange

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Armor Class: A list of excuses as to why the last attack didn't kill you. (See also Hit Points.) Unlike Hit Points, which are ablative excuses, Armor Class excuses are used over and over, although sometimes the excuses are mutually contradictory (they do not stack.)

Target DC: A number representing the difficulty of a given task, assigned by the GM after careful consultation of the rules and considered judgement of the situation, unless he just makes it up. A PC can often predict exactly what that DC will turn out to be by adding the result of his/her d20 roll to all of his/her character's skill and circumstance modifiers... and then adding 1.

Gold: A dense, ductile precious metal widely admired for its beauty. Inexplicably, the game world's economy is based around this metal in spite of the fact that great heaping piles of it can be found everywhere and it requires a hernia belt to carry a small pouch of the stuff. The usual rate of exchange is: 46.5 pounds of gold = 1 magic weapon.

Modifer: An optimizer's favorite word.

Stack: A munchkin's favorite word.

Town: A nebulous non-dungeon, non-wilderness location where you are encouraged not to kill the occupants and take their stuff, despite the fact that this is where all the other adventurers sold their loot, so you know there's bound to be some good stuff there. Entering Town counters several conditions, such as 'fatigued', 'exhausted', and 'sober'.

City: A town with a higher EL.

Beggar: 1. An NPC who did not design his Rogue correctly. 2. An all-seeing life form that lives in every town and can be very inexpensively bribed into providing important plot points, in the unlikely event that a PC is interested in the plot.


Chemlak wrote:
Natural 20 A result that is 100% likely to appear on a d20 if the GM is rolling an attack against a PC with a high Armour Class, and that will never be rolled by a Player if the situation is reversed.

2. The result on a 20-sided die that is roughly 50% likely to be occur when one adventurer is compelled (usually as a result domination) to attack another member of the adventuring party.

Silver Crusade

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Fumble A rule which doesn't exist, yet still causes the best fighters in the world to drop a weapon/fall over/kill a friend once every 12.5 seconds even when practicing against a straw dummy, while a totally unskilled commoner wielding a weapon of a type he's never even heard of before will only fumble once every two minutes even when fighting a Pit Fiend.


Malachi Silverclaw wrote:
a totally unskilled commoner wielding a weapon of a type he's never even heard of before will only fumble once every two minutes even when fighting a Pit Fiend.

This has yet to be proven, as the innkeeper/farmer/haberdasher is typically consumed in unholy flame before getting the chance to attack.

Sczarni

Atonement: A method of buying a magical change in behaviour and motivation (see Alignment).


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Lincoln Hills wrote:
Monk: A class which provides an exceptionally high number of attacks per round at an exceptionally low to-hit chance, unequalled base speed, the only uniformly good set of saving throws, vastly reduced penalties for running around unarmored and unarmed, but is still inexplicably better at armed combat, the ability to stun a dragon with one's bare hands if said dragon rolls a Natural 1, innate ability to become steadily harder to buff over time, average skills, and a pitiful amount of self-healing. Its status as a weak class is widely disputed among people who value class abilities with no synergy.

Fixed. ;)

Lawful Evil: The alignment of an honest adventurer. Instead of pretending to have others' best interests at heart (See: Lawful Stupid, Stupid Good), they make no bones about the fact that they will drop all pretense of honor and civility to acquire more Loot or murder anyone who stands in the way of them and their goal.

The Exchange

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Hey, Rynjin, write your own! Or at least leave in the line about the pajamas! ;)

Rogue: 1. A self-interested person who prefers trickery or dishonest behavior to achieve his or her ends. 2. A non-spellcasting class notable for running higher risks than any other member of the adventuring party and yet constantly being harassed for skimming off extra loot; noted for a large number of skills and class benefits which, ironically, have largely been stolen by other classes.

Sorcerer: 1. A magician; a person capable of invoking the supernatural. 2. An arcane class that gets loot and XP by casting the same few spells over and over; contrast wizard. Sorcerer players are consumed with buying splatbooks in hopes of finding an obscure spell that will combine those two functions, such as flesh to negotiable currency.

The Exchange

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Herolab: A helpful computerized aid which reduces the time between your first character becoming a tasty meat snack and your second character becoming a tasty meat snack.

Rest: A state forced onto PCs by various game mechanics, distinguished from real "rest" by the fact that the characters, thanks to years of night-time "random" encounters, are constantly in a state of advanced readiness and hyper-awareness which is indistinguishable from the less severe forms of paranoid psychosis.

Saving Throw: A mechanic built into the game in order to defer the gratification of the GM and spellcaster PCs.

Shadow Lodge

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Free Action: An action you can take in between the other things you do in a round. Ranges between reloading a crossbow with lightning fast speed, searching your memory with a knowledge check, flipping a creature off, or giving a 15-minute monologue before killing the adventurers.


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Lincoln Hills wrote:
Sorcerer: 1. A magician; a person capable of invoking the supernatural. 2. An arcane class that gets loot and XP by casting the same few spells over and over; contrast wizard. Sorcerer players are consumed with buying splatbooks in hopes of finding an obscure spell that will combine those two functions, such as flesh to negotiable currency.

Flesh to Negotiable Currency is now officially my favorite spell.

Planning:The 15 to 45 minutes a party spends arguing about the best (and increasingly improbable) course of action to take once they Kick in the Door. The planning usually revolves around a tenuous (or outright incorrect) grasp of the behavior of explosive forces, flammability of wooden furniture, and/or basic tenets of psychology. The Planning phase ends once the party actually Kick in the Door and proceed to pursue a course of action completely different from all iterations of the strategy previously discussed.

The Exchange

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Due to inattention on my part it appears that I have accidentally provided definitions for already-defined terms: specifically for rest and sorceror (Celestial Pegasus), game world (Chemlak), cleric (fromper), and fighter (Ezzran). I mark off one demerit against myself per instance! Thus is equilibrium maintained!

True Neutral: An alignment possessed by any character or monster who didn't get the memo that the entire universe was choosing sides. Strangely enough, not choosing sides has the advantage over choosing any side in terms of games mechanics.

Easy: A word spoken 1d6 seconds before a natural '1' is rolled.

Simple: Probably fatal.

Monster: Any of a wide category of adversaries faced by the PCs, all of whom amount to a big pile of Hit Points with a nice, gooey pile of XP in the middle. Generally carry Loot: when this is not the case, expect to hear use of the terms Unfair, Game Balance and RAW.

Silver Crusade

Given the nature of the thread, duplicate definitions are certainly allowed.

Silver Crusade

Nah, it's alright. You're welcome to duplicate defined terms if the word is subject to different interpretations. My "wand with legs" take on Sorcerer isn't quite the same as your "looking for Flesh to Negotiable Currency spell" take, so it's all good!

The Exchange

Well, sure, but doesn't getting an apology you don't think is necessary make a nice change from the more usual thing you encounter on the Internet (viz., waiting for an apology and receiving further insults?)

Back on topic! Who out there can define "Dead" for the Helpful Lexicon?


Dead: A state of being that occurs when an adventurer is too overzealous in his quest for Loot and EXP and wanders into an angry dragon or other such Overpowered monster. It is interesting to note that the state of being Dead does not preclude the adventurer from taking any actions, thus making the condition more of a help in the constant quest for Loot than anything else.

The Exchange

Undead: 1. A particular class of monster that is an abhorrent and ghoulish mockery of life; generally evil or at least associated with negative energy. A good argument for cremation, or at least for a closed-casket funeral so that the guest of honor will not interrupt the proceedings. 2. (slang) A condition pandemic to characters in certain 'vampire' movies; causes sparkliness, sulky brooding, and superpowers. 3. Any of several awesome templates loaded with superpowers and immunities, all of which the DM refuses to allow the PCs anywhere near, citing game balance. Compare Drow.


Lincoln Hills wrote:
Well, sure, but doesn't getting an apology you don't think is necessary make a nice change from the more usual thing you encounter on the Internet?

Yeah, more insults=more common.


Minion A creature or NPC encountered by adventurers, often in great numbers, for one of two purposes. The first purpose is to give said adventurers multiple targets for their awe-inspiring powers, thus precipitating the need for rest while maintaining the existence of the BBEG beyond six seconds (see BBEG. Secondly, the minion can substitute for a beggar as a source of information regarding the plot, if miraculously unkilled by the adventurers. The fecundity of minions is greater that of most other species, save perhaps tribbles, being able to spawn at a GM's whim.

The Exchange

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Miss: 1. An indication that your character is not sufficiently optimized. 2. An ability which distinguishes your character from the invincible warrior juggernaut of literature or film that you cut-and-pasted his name and personality from. 3. Word which you yell after the waitress when she hastily departs after inadvertently hearing you and your friends planning your PCs' actions at the next game session.


Powergamer: What you call a player whose character is more optimized than yours.

Roleplaying: The part of the PFS adventure when the Venture Captain tells you what the mission is (I stole this from another poster in another thread).


No definition of Dungeon yet?

Silver Crusade

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Dungeon An artificial underground construction made from spaces that are exact multiples of 5-foot squares held together by infinitely thin indestructible stone walls.

The strange ecology of these spaces allows various creatures (whose mutual loathing would ordinarily result in the swift genocide of one) to co-exist within adjacent rooms. It also allows barracks of a hundred hobgoblins and trios of young white dragons to exist in 10-foot square rooms, and huge ancient wyrms to be in a space just big enough to hold them, without any ingress/egress of a suitable size.

The purpose of these constructions is to trap wandering murderhobos, who can kill creatures and take their stuff without reference to their alignment.

They are also breeding grounds for pits and other traps. These are quantum constructs whose interaction with the world depends on whether the potential victim is a PC or an NPC.

They also the home of various living creatures whose life-cycle is dependent on the existence of adventurers. A parasite that lives in locks that survives by burrowing into the ears of those foolish enough to listen at the lock (how the resultant offspring find their own lock is unknown), a parasite that looks exactly like a gold piece, and a sentient stalactite that exists to fall on passing adventurers are just a few examples.

There is nothing sadder than the sight of a piercer half-way through its climb back up the wall.


Gold Piece: Unit of measurement, accumulated over time to determine the next increase in power of an adventurer. Fifty of these weigh one pound, but most adventurers are immune to encumbrance.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Drow 1. An evil race of subterranean Elves, known for their affinity with spiders. 2. A playable race with more superpowers than you can shake a stick at. 3. Any character unable to reconcile his morals with the depraved ones of his kin, who wields two identical one-handed weapons, and has a name with too many consonants from the arse end of the alphabet, probably with an apostrophe thrown in for good measure.

(Yes, I am aware of my own forum profile, folks!)


Kitsune Kensai Synthesist Vivisectionist 1. Widely regarded as the most powerful character that could exist. It is unknown what would happen in one became Level 20, but it is theorized that it is the only way to destroy the Tarrasque. 2. The most ridiculous character concept ever.

The Exchange

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Dragon: 1. An ancient and powerful race of semi-reptilian creatures, gen. with high intelligence, flight, and elemental affinities that often include a powerful breath weapon. 2. The monster miniature which your GM fondles most often and hardly ever puts into play. 3. A monster of great power and ferocity which is always of interest to passing murderhobos, since its ability to collect loot and motivation to do so is very nearly as great as that of a PC. Strangely, these creatures almost always choose large, obvious lairs with easy foot access.

Gnome: 1. A small, tubby, rounded humanoid most commonly cast out of resin or concrete and encountered on lawns. 2. Not in Tolkien. 3. A race which has now been struggling with an identity crisis for forty years, in part because some admirers like to think of them as mad scientists (that are not [necessarily] alchemists), others as pranksters with attention-deficit disorder (that are not kender), and still others as peaceful, nature-loving burrow-dwellers (that are not hobbits.) This debate is complicated by the presence of a large fourth faction of non-admirers that regards gnomes principally as target practice.

Area of Effect: A number of squares or hexes subject to an effect, often but not always a spell. In games played without a battle map, this concept is best summed up as "somewhere my character happens not to be standing:" for games played with one, it is instead "somewhere I really wish I wasn't standing."

The Exchange

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Character Story: A deeply fascinating - no, riveting - bit of vital personal history which you feel obligated to share, even with those who were there at the time. Character stories may cause severe to acute boredom, blurred vision, drowsiness, numbness in the limbs, and a sense that both game time and real time have crawled to a standstill. None of these phenomena have ever been reported by the person telling the character story. (For a similar but non-PF-related phenomenon, consult any fisherman.)

Character Background: Vital personal information about a PC's past that will generally turn out to be utterly irrelevant to anything that happens in the entire campaign, unless it contains blatant attempts to power game or a prime opportunity to railroad the characters. Other PCs will never ask for details of a character background, for fear of unleashing a character story. See also Orphan, Chosen One, Snowflake Syndrome; contrast No Past.


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World of Warcraft: (1.) A popular computer game. (2.) A momentous cataclysmic event in the history of RPG gaming, similar to the birth of Christ on Earth, the Time of Troubles on Faerun, and the Cataclysm on Krynn. All time is measured in relation to its invention. Before WoW, all players acted out their role with Oscar-award winning levels of depth and insight, and assigned statistics and abilities solely based upon whims and a desire to live a fully developed second life. After the invention of WoW, every gamer who commenced an interest in tabletop gaming became nothing more than a mathematician with a slight veneer of a vaguely medieval sensibility searching solely for obscure rule combinations leading to homogenized perfection. See also Straw Man Argument.

The Exchange

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Inquisitor: 1. An official that investigates crimes against an organized church with limited or no oversight from secular authority. 2. A skill-centered class with moderate spellcasting powers; distinct from the paladin in that an inquisitor can accuse anybody without a shred of proof and receive special class benefits to help turn the scene into a bloodbath, whereas paladins are restricted to only doing this to evil people; see collateral damage, looked at me funny, and legal issues.

Wizard: 1. A scholar who focuses on magical or arcane arts. 2. A character class highly reliant on prepared spells and good judgement: prone to becoming overpowered with the right combination of player and GM. 3. Any very famous NPC who is A) secretive, B) bearded, and C) capable of conjuring entities of staggering power, yet for obscure reasons prefers to manipulate low-level PCs into lengthy, dangerous, contrived quests that a summoned solar could wrap up with thirty seconds' work.

Lich: A spellcaster (usually a wizard, to no one's surprise) who talked the GM into allowing him to become undead. One of the few types of NPC that PCs actually respect, as a crazed and insatiable lust for ever-greater seas of blood and heights of power is something the typical player can really identify with.

Silver Crusade

Heading out for a little while, but I would like to request a definition for Greatsword.

Sczarni

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Greatsword: A slab of metal, stone or similar substance usually the size of a park bench, sometimes with a shapened edge. Somehow is the hands of murderhobos (see: Adventurers), these weapons can be weilded with the same ease as a kitchen knife.


Dammit! Apologies to naztek, who beat me to it...

Greatsword: 2. A metal weapon resembling a flattened, sharpened crowbar, weighing about the same, having appalling balance, and requiring as much subtlety in use as a M1A3 Abrams MBT flattening a minibus full of orphans. Typically wielded by fighters, or more likely barbarians (See murderhobos {c.f.}). Despite such swords being 5'or even 6' in length they somehow do not impede movement through narrow, low-ceiling dungeons while being carried or used in melee, and may indeed be used in combat even in a 5' wide corridor, despite not having a sharpened tip. May provide comic relief if seen from a safe distance when in the hands of a gnome or halfling murderhobo.


Greatsword 3. A large metal weapon often found in the hands of very small characters. Widely considered to be the most destructive weapons available due to their tendency to cause players to grab broomsticks and swing them wildly in the air.

The Exchange

Troll: 1. A mythological creature common to most European folk tales, generally malign but otherwise varying widely in appearance and abilities. 2. A big green monster that is very unpopular with adventurers due to its habit of recovering from the dead condition in the middle of the loot phase of their adventuring day. 3. A legitimate pretext to carry around the incendiaries that you will eventually end up using irresponsibly on something entirely different.

Pit: A form of trap that enjoys great popularity despite the existence of many, many monsters and spellcasters who can ignore them. Adventurers careless enough not to be gravity-proof often use pits to test the falling damage rules.

Sword: An iconic and elegant weapon which is typically also used by adventurers as a hatchet, cheeseknife, rope-climbing anchor, butcher's cleaver, stone-carving tool, etc. etc. The sword's utility in these areas is due to a useful loophole restricting damage to weapons to certain (largely combat-related) situations - the odds of chipping, dulling, warping, snapping or gumming up the blade outside of combat are essentially zero.

Silver Crusade

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Paladin: A magic word that ignites flames on the forums.

The Exchange

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Adventure Path: An out-of-game description for a massive evil plan concocted by the BBEG which has the two drawbacks of A) requiring several months to come to full fruition and B) having a high likelihood of awakening the wrath of some 1st-level adventurers based near the villain's weakest group of henchmen. These evil plans tend to first be discovered roughly every six months of real time.

Character Concept: 1. A [/b]player's[/b] view of who his character is and how he interacts with the game world. 2. A supposedly-invincible pretext to be inconsiderate, vulgar, rude or wantonly murderous toward other PCs, overlooking the fact that the player with the character concept is sitting in easy throwing range of people armed with polyhedral dice. 3. Third-most-frequent cause of character death (after house rules and falling damage but slightly ahead of monsters.)

No Past: Condition which affects many NPCs and even some PCs, in which a fully grown creature pops into existence armed and equipped in a proportion roughly appropriate to its level - complete with appropriate skills, languages, and combat training - but with absolutely no idea of his or her favorite foods, parentage, hairstyle, lifelong goals, hobbies, or - in extreme cases - name. More debilitating for PCs, since NPCs with no past tend to die some 6-30 seconds after spontaneously beginning to exist.

You Seem Trustworthy: Strange mental lapse in which a band of professional adventurers who are ordinarily suspicious of everything they encounter become immediate lifelong companions to a fellow murderhobo that wanders into line of sight: poss. the same phenomenon that allows NPCs to recognize an adventurer on sight (q.v.)

The Exchange

Falling Damage: A foredoomed attempt to execute a bull rush against a planetary body. Adventurers make this attempt often, sometimes as a result of easy Acrobatics or Climb checks or a failed saving throw, occasionally with the assistance of a monster with the Snatch feat or a spellcaster who dispels an effect that prevents it, sometimes as a result of PvP, and once in a while from sheer lack of intelligence.

Orphan: A person whose parents died at an early age. 95 percent of Pathfinder orphans lost their parents to a random double murder on the part of a BBEG who will feature in the campaign. The other 5 percent turn out not to have been orphans after all, generally as a result of being the child of a BBEG.

Witch: 1. A ritual magician gen. employing shamanistic accountrements but distinct from shamans in attempting to assert control over magical forces directly rather than appeal for aid from spirits. 2. A female character with magical powers appearing in legend or myth, often as an adversary. 3. A class capable of a mixture of supernatural abilities and arcane spells: best-known for laughing at monsters so derisively that they get self-conscious and start to fumble a lot (just like high school).

We haven't done the six attributes yet - can somebody define their favorite attribute?

Silver Crusade

Heh, those Greatsword ones are pretty good. Thanks!

Lincoln, I'll take a shot at an attribute:

Charisma: An ability score (sometimes called attribute) that purports to measure your character's force of personality yet does not modify their Will Save. It most certainly does cover speaking ability and applies some modifiers there, though how often speech-based skills will be useful varies by how many murderhobos are in your party.

It sometimes also measures attractiveness relative to others of the creature's same general race type, and if this interpretation is used it can lead to some players becoming delusional, for example they may seriously insist during play that "Surely the shopkeeper will let us have 80% off everything, including rare magical items? My Charisma 21 Bard is wearing a bikini and winking at him!"

Sczarni

"Strength:" A measure of the gaminess of the character's player.

"Dexterity:" The ability to roll Nat 20s on command.


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Don't forget the conditions.

Blinded: Suddenly capable of making all hearing Perception checks regardless of difficulty.

Confused: Unable to communicate clearly, plan an action, or coordinate with others. The default state of all adventurers.

Dazed: Unable to take action. The default state of any player holding a phone or pad.

Dazzled: State of anyone who has just met the bard, sorcerer, or oracle.

Deafened: See Dazed, but player also cannot be roused by repeatedly calling his name.

Disabled: At or below 0 HP; a condition the enables the adventurer to take twice the number of non-standard actions and generates the most player creativity in the entire session.

Entangled: Starring in your own personal hentai movie.

Exhausted: The GM’s condition after running an entire Adventure Path.

Fascinated: Completely distracted by something irrelevant to the story; affects adventurers who hear an unusual bit of flavor text, or players who see a new miniature.

Fatigued: The condition all barbarians are in when the second group of enemies appears.

Flat-Footed: Fully aware of what’s about to hit you, but unable to do anything about it.

Frightened: A condition adventurers claim immunity to because of awesomeness.

Grappled: The result of attempting a Grapple maneuver. See Prone.

Helpless: Defenseless against the malice of both monsters and your fellow adventurers.

Incorporeal: Immune to all nonmagical attacks, 50% resistance to regular spells; the chief reason wizards still keep a Wand of Magic Missiles somewhere in their gear.

Invisible: Suddenly audible.

Nauseated: Nearly incapacitated, only able to stagger around; describes players listening to Season 0 flavor text.

Panicked: So startled you drop your sword. Chief effect is the purchase of weapon cords an hour later.

Paralyzed: Unable to move, turning the adventurer into an improvised weapon or shield for others.

Pinned: Grappled by a very BIG monster, resulting in your eventually being peeled up off the ground after the battle looking like Wile E. Coyote after the boulder lands.

Prone: Flat on the ground, usually right next to the BBEG.

Shaken: Momentarily startled. Never occurs.

Sickened: Slowed, weakened, and less aware of one’s surroundings; usually occurs right after the dinner break.

Staggered: Only half as effective as usual, typically caused by taking a homebrew template.

Stunned: Player reaction the GM attempts to achieve with clever and unforeseen plot twists; mythical.

Anyone want to tackle "bonus" and "penalty"?


Name: When chosen for an Adventurer , likely is : 1. Stolen outright from some comic book, 2. is a silly joke that the whole group will tire of in 10 seconds- except of course for the namer whose Adventurer it is, who will chortle endlessly about his cleverness or 3. Has a completely unexplained, unrealistic and unnecessary ap'str'phe.

Troll : 4. A Poster you disagree strongly with.

The Exchange

I can't believe I missed that fourth definition for "Troll." Good catch, DrDeth.

Encounter Level: A system for judging exactly how boned the adventurers are when they charge into the room.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Bonus A numerical advantage that Player Characters have an unimaginably large number of. Players go to great lengths to study the Rules to ensure they have every possible bonus applied. Has zero effect on the success or failure of any action taken. Any bonus forgotten by the GM or Player that would impact an action taken by a Player Character may be retroactively applied. The same is not true for Monsters.

Penalty A numerical disadvantage. Players go to great lengths to avoid allowing them to apply to their characters, using means such as finding counteracting bonuses, Min/Maxing, or "forgetting" to apply them to actions. Any penalty forgotten by the GM or Player that would impact an action taken by a Monster must be retroactively applied, even if the result of the action has already been dealt with. The same is not true for Player Characters.


Good ones! There's still a few classes and alignments missing, too:

Magus - ?

Ninja - ?

Samurai - ?

Chaotic Evil - A force of relentless violence and wanton destruction comparable to an average two-year old, but with worse manners.

Chaotic Good - ?

Lawful Good - ?

Lawful Neutral - One who uses the observation ‘That kid was out after curfew” to justify Fireballing an entire residential district.

Neutral Evil - Utterly selfish and callously indifferent to the suffering of others. Consequently, the easiest allignment to roleplay.

Neutral Good - ?

Silver Crusade

Ninja: A rogue who lacks the trapfinding abilities of most rogues, and can somehow turn invisible without magic.

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