The Pathfinder RPG uses a number of terms, abbreviations, and definitions in presenting the rules of the game. The following are among the most common.
Contents
| Ability ScoreEach creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creature's most basic attributes. The higher the score, the more raw potential and talent your character possesses. Action
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| Duration of Rest | HP Recovery | Ability Damage | Conditions | Magic |
| 1 hour (complete rest) | - | - | Exhausted reduced to fatigued | - |
| 8 hours | 1 hp x character level | 1 point for each affected ability | Fatigued reduced to nothing. | Prepare arcane spells normally |
| 24 hours | 2 hp x character level | 2 points for each affected ability | - | - |
HP Recovery: Eight hours of normal rest allows a character to recover 1 hp per character level. A disabled character that is not aided by another can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally (see the disabled condition for additional rules.)
Twenty-four (24) hours of complete rest allows a character to recover 2 hp per character level.
Long-term care: A character recovers hit points at twice the normal rate if attended to by a character who successfully uses the Heal skill to provide "long term care."
House Rule: A common house rule is to allow recovery of hit points from resting to also include the characters Constitution bonus. So, a character that has rested normally overnight would recover 1 hp per character level + his Con bonus.
Ability Damage: Eight hours of normal rest restores 1 point to each ability score that has been damaged. Twenty-four (24) hours of complete rest restores 2 points to each ability score that has been damaged.
Conditions: One hour spent in complete rest reduces the exhausted condition to the fatigued condition. Eight hours of complete rest eliminates the fatigued condition.
Magic: For classes that prepare arcane spells, rest is extremely important. If rest is interrupted, each interruption adds 1 hour to the total amount of time the character has to rest and the character must have at least 1 hour of uninterrupted rest immediately prior to preparing spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.
Some spellcasting classes, particularly divine spellcasting classes such as clerics, druids, inquisitors (and others), do not need to rest to regain spells but instead regain spells at a set time each day regardless of rest.
Round
Units of Time
Unit Equivalent second 1/6 of a round round 6 seconds minute 10 rounds hour 60 minutes day
24 hours
Rounding
Occasionally the rules ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.
Saving Throw
When a creature is the subject of a dangerous spell or effect, it often receives a saving throw to mitigate the damage or result. Saving throws are passive, meaning that a character does not need to take an action to make a saving throw—they are made automatically. There are three types of saving throws: Fortitude (used to resist poisons, diseases, and other bodily ailments), Reflex (used to avoid effects that target an entire area, such as fireball), and Will (used to resist mental attacks and spells).
Session
A session is a single bout of gaming. Not every session ties up an adventure; many adventures require multiple sessions to complete. The duration of sessions varies from group to group, from a few hours to a weekend.
Skill
A skill represents a creature's ability to perform an ordinary task, such as climb a wall, sneak down a hallway, or spot an intruder. The number of ranks possessed by a creature in a given skill represents its proficiency in that skill. As a creature gains Hit Dice, it also gains additional skill ranks that can be added to its skills.
Skill Check
Your ability to do something, from lying to climbing a wall or healing wounds. A skill check is a d20 roll + your skill modifier from the related skill (if any).
Spell
Spells can perform a wide variety of tasks, from harming enemies to bringing the dead back to life. Spells specify what they can target, what their effects are, and how they can be resisted or negated.
Spell-Like Abilities (Sp)
Spell-like abilities function just like spells, but are granted through a special racial ability or by a specific class ability (as opposed to spells, which are gained by spellcasting classes as a character gains levels).
Spell Resistance (SR)
Some creatures are resistant to magic and gain spell resistance. When a creature with spell resistance is targeted by a spell, the caster of the spell must make a caster level check to see if the spell affects the target. The DC of this check is equal to the target creature's SR (some spells do not allow SR checks).
Stacking
Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa.
Supernatural Abilities (Su)
Supernatural abilities are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability's description includes information on how it is used and its effects.
Take 10
When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some rolls (specifically, skill checks). Instead of rolling 1d20 for the check, calculate the result as if the die had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.Take 20
When a character or creature has plenty of time, and is not faced with threats or distractions, and the skill being attempted carries no penalties for failure, he/it can take 20. Instead of rolling 1d20 for the check, just calculate the result as if the die had rolled a 20.
Taking 20 means you continue trying until you get it right, and assumes that you will fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties).
TPK
TPK stands for "Total Party Kill" a sometimes accidental result of a poorly designed encounter by the GM, or poor decision making by the players, a combination of the two, or simply, bad luck and dice rolling. This definition provided by your friendly neighborhood d20pfsrd.com collaborators :)
Turn
In a round, a creature receives one turn, during which it can perform a wide variety of actions. Generally in the course of one turn, a character can perform one standard action, one move action, one swift action, and a number of free actions. Less-common combination's of actions are permissible as well, see Combat for more details.


