Glossary of Common Terms

A

**Ability Score:** There are six ability scores - Strength (most attack and damage rolls, athletics skill), Dexterity (AC, Reflex saves, some skills), Constitution (HP and Fortitude saves), Intelligence (caster stat for wizards, skill ranks, knowledge skills), Wisdom (caster stat for clerics and druids, Will saves, lore skills, perception) and Charisma (caster stat for bards and sorcerers, social skills)

**Armour Class (AC):** Armour Class is the Difficulty Class (DC) that an attack roll needs to beat in order for the attack to hit. It comes from a combination of armour that the creature is wearing, their dexterity, and any other buffs they have that affects AC.

**Attack Roll:** Whenever a creature tries to hit another with a weapon, they make an attack roll. It is composed of a d20 roll plus their modifier for the attack, and compares to the opponent’s AC. Weapons all use attack rolls, as do natural weapons (e.g. a creature’s bite) and some spells.

B

**Base Attack Bonus (BAB):** Your BAB is part of what makes up your attack modifier. It is determined by your class – martial-focused classes like the fighter typically have high BAB, while classes like wizards have lower BAB.

C

**Caster Level:** This refers to your level in a given spellcasting class. A level 5 wizard has a Caster Level of 5. A level 4 wizard/1 fighter has a Caster Level of only 4, even though their total level is 5. A 3 wizard/2 cleric has a Caster Level of 3 for wizard and 2 for cleric. Some Prestige Classes will stack Caster Levels with Base Classes.

**Character Level:** This refers to your total level. A level 5 wizard and a level 3 fighter/2 cleric both have Character Levels of 5.

**Class Level:** Refers to your level in a given class. When an ability refers to your level to determine how powerful it is, it is typically referring to your Class Level in the class that gave you the ability.

D

**Damage Roll:** Damage is one of the few rolls in the game that does not use a d20. Instead, the weapon used for the attack will specify a particular dice to roll instead, and your total damage is formed from that roll plus the relevant modifier.

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I

**Initiative:** The Initiative Roll determines the turn order in combat, starting from highest to lowest Initiative.

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M

**Modifier:** This refers to the number that gets added to a d20 roll. When attacking, you use your attack modifier; when trying to pick a lock, you use your thievery modifier, and so on. A more detailed breakdown of modifiers can be found here.

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S

**Saving Throw:** Saving Throws are used to resist spells and other effects. Fortitude is for resisting body-based effects like disease and poison, Reflex is for dodging out of the way of fireballs, and Will is for resisting mind-based effects, like confusion or mind-control. A Saving Throw is made by rolling a d20, adding the appropriate modifier, and comparing to the incoming spell’s DC.

**Skills:** Skills refer to a characters ability to perform certain tasks, such as climbing a wall, leaping over a chasm, or lying to someone. A skill check is performed by rolling a d20, adding the appropriate modifier, and comparing the result to the DC of the check.

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