About the Book
This book consists of articles from Wikia. Pages: 41. Chapters: Alignment, Arcane spell failure, Armor Class, Armor check penalty, Attack bonus, Attack of opportunity, Attack roll, Attack sequence, Attacks per round, Base attack bonus, Bonus feat, Bugs, Character creation, Character progression, Character sheet, Check, Class BAB progression, Class knowledge, Class skill, Coup de grace, Crafting, Critical hit, Cross-class skill, Damage Resistance, Damage reduction, Damage roll, Dead, Death, Death attack, Defensive casting, Deity, Die roll, Dual-wield, Dying, Effective character level, Encumbrance, Epic Bonus Feat, Experience point, Feat List, Flat-foot, Helpless, Hit die, Hit point, How Stealth and Detection works, Immunity, Initiative, Item, Level adjustment, Light weapon, Massive damage, Material, Maximum dexterity bonus, Multiclass penalty and ECL comparison, Party, Per day, Proficient, Prone, Regeneration, Rest, Saving throw, Size, Skill, Skill check, Skill modifier, Skill point, Skill rank, Skills, Smite, Sneak attack, Spell preparation, Spell resistance, Spells known, Spirit, Spontaneous casting, Stable, Summon familiar, Take 20, Trap, Unarmed strike, Unconscious. Excerpt: An action is a character activity. Actions are divided into the following categories, according to the time required to perform them (from most time required to least): full-round actions, standard actions, move actions, and free actions. Alignment is a representation of a creature's general moral and personal attitudes. When following an alignment for a character, race and class can be used as a guide. Most player characters are good or neutral rather than evil. In general, evil alignments are for villains and monsters. Alignment is a tool for developing a character's identity. It is not a straitjacket for restricting a character. Each alignment represents a broad range of personality types or personal philosophies, so two lawful good characters can still be quite different from each ot...