Ability Check: Ability Checks
Base Attack Bonus: Also known as BAB, this number represents your base skill in offensive combat, both bending or otherwise. You add other modifiers and your dice roll to this number to determine your Attack Roll
Base Defense Bonus: Similar to the Base Attack Bonus, this number represents your base skill in defending yourself and others in combat. You add other modifiers and your dice roll to this number to determine Defense Rolls
Baumeni: A species of tree like people
Bheru: A species of canine humaniods with hyena features
Bleeding: See the Conditions page
Blinded: See the Conditions page
Carragh: A rock-like species
Combat Maneuvers: Includes tripping, grappling, or relocating a target. Combat Maneuvers
Combat Round: This signifies one single round of combat, or six seconds
Cooldown: The number of rounds you must wait before you may use the move again. The next round counts as the first round of the cooldown. Once enough rounds have passed, you may use the move again. See here
Darkvision: Creatures with darkvision can see in low light as they could in daylight. Darkvision usually has a range associated with it, beyond which the creature's vision works normally. Color is not distinguishable with darkvision
d6: A six sided die. 1d6 signifies that you would roll one die, while 2d6+1 would mean that you roll two six-sided-dice and add one
Deafened: See the Conditions page
Delirious: See the Conditions page
Dexterity: See the Abilities page
Dexterity Check: An ability check to measure your ability to avoid physical attacks to lessen their damage
Disarm: A combat maneuver in which you attempt to knock a weapon out of a target's hand
Disoriented: See the Conditions page
Excess Dice: When determining whether or not an attack hit, if the attack was successful, excess dice represent the difference between the attacker's score and the defender's score. Your total excess dice may not exceed the number of successfully rolled dice. Excess dice can also apply to defensive actions
Example: The attacker rolls a 15 to hit and the defender rolls a 12. The attacker has 3 excess dice in this situation, provided that at least 3 dice came up as a “4”,”5”, or “6”
Exhausted: See the Conditions page
Faint: See the Conditions page
Flat-Footed: See the Conditions page
Flower: a circle with a radius of 5 feet
Grapple: A combat maneuver in which you attempt to immobilize a target
Humans: The most populous species
Initiative: This measures your ability to react at the beginning of combat, and your readiness to act first as combat continues
Intelligence: See the Abilities page
Intelligence Check: An ability check to measure your ability to gain insight into a situation
Keystone: a gemstone or other item that has been carefully crafted so as to allow a creature to align the item with one of their chakras, enhancing their ki energy
Line of Sight: This term refers to whether or not you can see an object. If you can connect an unbroken and unobstructed line from your eye to the target, you “have” line of sight
Maneuvers: Includes tripping, grappling, or relocating a target. Combat Maneuvers
Nereid, Neridae: a species of small humanoids with vineline hair and a connection to nature
Prone: Lying on the ground, see the Conditions page
Ranged Combat Maneuvers: You perform a combat maneuver, but with a ranged attack, special rules apply
Reposition: A combat maneuver in which you move your target to a new location
Resolve: See the Abilities page
Resolve Check: An ability check to measure your ability to maintain focus and clarity in the face of adversity
Round: A round is six seconds, usually used for combat or time sensitive events
Size: Sizes
Staggered: See the Conditions page
Strength: See the Abilities page
Strength Check: An ability check to measure your ability to tough out stress and strain
Stunned: See the Conditions page
Surprise Round: If some but not all of the combatants are aware of their opponents, then a surprise round occurs before the first normal round
Talent Tree: A hierarchy which exists for each class, which shows the progression of prerequisites for all talents
Trip: A combat maneuver in which you attempt to knock down an opponent
Truesight: The ability to see things as they actually are, to see things despite physical obstacles, and to see ki energy and bindings
Tyroi: a species of hircine. bipedal humanoids with goat-like features and human-like torsos and faces
Ulfar: A canine species
Unaware Combatant: Any combatant that is unaware during the surprise round do not get to act, or react in the surprise round
Unconscious: See the Conditions page
Units of Work: When making a Profession skill check, the points in excess of the DC are converted into Units of Work, which you apply towards a crafting project
Zeol: A species of feline humanoids with lionesque features