第十二章 用語集と索引

Wikis > 第十二章 用語集と索引

用語集と索引 GLOSSARY AND INDEX

この付録には、このゲームの重要なルールの索引、ほとんどの特性の完全な定義、そして他の多くのルールについての部分的な定義と計算を記載している。


異形[特性]aberration
異形は次元界の彼方から来たか、自然秩序の腐敗によるクリーチャーである。

能力 ability
これは、基本ルールに例外を与えるルールで参照する一般的な用語である。能力には多くの源があるので、「君にダメージ・ロールへのボーナスを与える能力」は特技、呪文などなどであり得る。

能力アップ ability boost
能力値増強は君の能力値の1つを2上昇させるか、既にその能力値が18以上であるなら、1上昇させる。君が一度に複数の能力アップを得たのなら、君はそれぞれを別の能力値に適用しなくてはならない。P20

能力ダウン ability flaw
能力値減少は君の能力値の1つを2減少させる。p20,p26

能力値修正 ability modifer
君の能力値に基づいて計算に加えられる数値。p20

能力値 ability score
それぞれのクリーチャーには6つの能力値がある:【筋力】【敏捷力】【耐久力】【知力】【判断力】【魅力】である。これらの数字は、あるキャラクターの素の潜在力と基本的な特性を示している。p12,p19-20,p24,p26

主要能力値[クラス]key ability(class)
p67

主要能力値[技])key ability(skill)
p233

再訓練retraining
p481, p502

能力値をロールする[代替ルール]rolling ability scores
p20

防御術[特性]abjuration
この特性を持つ効果と魔法のアイテムは防御術系統の魔法と関連しており、一般的には防御と防護に関わっている。p297

AC(アーマー・クラス)Armor Class
アーマー・クラスを参照。p12, p29, p274, p447

強酸[ダメージ種別]acid
p452

強酸[特性]acid
この特性を持つ効果は[強酸]ダメージを与える。この特性を持つクリーチャーは、[強酸]と魔法的な繋がりを持つ。

〈軽業〉[技能]Acrobatics
筋肉の協調と優雅さを求められる仕草【敏】p240-241

アクションactions
特定の効果を作り出す個別の行動。結果を決定するのに判定を要求するかもしれない。アクションは移動、攻撃、呪文の行使、アイテムや物体との相互作用など、様々な物事の達成に使われうる。ほとんどのクリーチャーは手番中に3回までのアクションを用いることが出来る。p17, p461–463

敵対的アクション hostile actions
p305

単一アクションsingle action ([one-action])
アクション参照。p471

“アイテムの起動”[連続行動]Activate an Item
君は錬金術アイテムか魔法のアイテムの起動のため、特定の構成要素を与える。これに必要なアクションの数はアイテムごとに異なる。p532–533

連続行動activity
一般的に2アクション以上を使うアクションのカテゴリ。君の手番の連続行動は2アクションか3アクションを用いる。探索や余暇の連続行動は数分、数時間、あるいは数日かかるということもある。p17, p461–462

探索活動 exploration activities
p479–480

遭遇 in encounters
p472

アダマンティン[素材]adamantine
p578

添加[特性]additive
p75

〈応急手当〉[span class=”badge-red”]>>[/span](技能アクション)Administer First
瀕死のクリーチャーの容態安定か、出血を止めること。

〈医学〉(Medicine)
p248

成長速度advancement speed
p509

冒険adventure
準備、プロット、結末を含んだ1回の物語。プレイヤー・キャラクター達は1回以上のセッションを通じて冒険をプレイする。冒険はもっと大きなキャンペーンの一部かもしれない。

シナリオの使用(GM)using adventures
p486–489

空中戦aerial combat
p478

“魔除けをつける”[連続行動]Affix a Talisman
魔除けをアイテムに付加するために使われる連続行動。p565

苦難affliction
苦難は幾つかの異なるステージを経過し、クリーチャーに長い間、影響を与えるかもしれない。最も一般的な種類は、呪い、病気、毒である。p457–458

年齢age
p29

機敏[武器特性]agile
p282

“援護”(リアクション)[基本アクション]
ある味方の技能判定か攻撃ロールにボーナスを与える。p470

風[特性]air
風の特性を持つ効果は、風を操作するか、作り出す。風を操作する効果は真空や大気の無いエリアでは効果が無い。この特性を持つクリーチャーは主に風で出来ているか、風の元素と魔法の繋がりを持つ。

錬金術[特性]alchemical
錬金術アイテムは錬金術師薬の反応によって力を与えられる。錬金術アイテムは魔法のものではなく、魔法のオーラを発していない。p543–554

アルケミスト[クラス]alchemist
p70–81

―錬金術アイテム alchemical items
p543–554

―マルチクラスのアーキタイプ multiclass archetype
p220

―アルケミスト[特性]alchemist
これはアルケミスト・クラス由来の能力を示している。

属性 alignment
属性は、あるクリーチャーの秩序-混沌軸と善-悪軸における基本的道徳と倫理的態度を表現している。p12, 28–29

属性[ダメージ種別] alignment
混沌、悪、、秩序ダメージを含んだ包括的なカテゴリ。p452

味方ally
味方とは、君の側についている誰かである。君は自分自身の味方とはみなされない。p456

矢弾ammunition
p280, p559–561

破門 anathema
キャラクターが力の源によって課された行動の禁止条項を犯した時、彼らは関連する能力を失う。p86–87, 106, 118, 130

祖先 ancestry
あるクリーチャーが所属する広範囲な家系。それぞれプレイヤー・キャラクターはキャラクター作成の最初の段階で祖先を選ぶ。p12, 22, 24–25, 32–59

エンジェル[特性]angel
この天上界の一門は、ニルヴァーナという次元界の原住である。ほとんどのンジェルは中立にして善で、暗視を持ち、悪のダメージに対する弱点がある。

動物[特性]animal
動物は、比較的、知力の低いクリーチャーである。一般的には-4より高い【知力】修正を持たず、言語を話すことが出来ず、【知力】に基づいた技能を修得にすることが出来ない。

動物の相棒animal companion
p214–217

極致 [特性]apex
君が極致の特性を持つ“アイテムを運用する”時、それは君の能力値の1つを上昇させ、それを2上昇させるか、18にするか、高い方の値を与える。これによって、君はその運用が終わるまで、新しい能力による全ての利益を得る。極致アイテムは24時間以内に最初に運用された時にのみ、この利益を与える。そして、君は同時に1つだけの極地アイテムからしか利益を受けられない。
もし、君が既に極致アイテムを運用している際にアイテムを運用しようと試みたとしても、君は能力値上昇を得ないが、その他の“アイテムを運用する”の効果を得られる。p603–604

水中戦aquatic combat
p478

〈秘術〉[技能]Arcana
秘術の魔法とクリーチャーについての知識。【知】p241

秘術[特性]arcane
この魔法は秘術の伝統由来のものである。秘術は論理と合理性に基づいている。この特性を持つ者は全て魔法のものである。p299

秘術呪文リストarcane spell list
p307–309

アーキタイプarchetype
クラスと区議を使って選ぶことが出来る、君のキャラクターの特殊な追加のテーマ。p219–231

アーキタイプ[特性]archetype
この特技はアーキタイプに属している。p219

アルコン[特性]archon
この天上界の一門の一員は、ヘヴンを保護する者でって、秩序にして善である。彼らは暗視を持ち、悪ダメージを弱点とする。

効果範囲area
ある効果の特定の形とサイズ。p304,456-457

鎧armor
p274–276

魔法の特殊な鎧magical and special armor
p555–558

ルーン runes
p580–583

アーマー・クラス(AC) Armor Class
この数字は、あるクリーチャーに攻撃を当て、ダメージを与えるのがどの程度、難しいかを表現している。一般的には、攻撃でクリーチャーに攻撃を当てるDCとして機能する。
AC=10+【敏捷力】修正(鎧の【敏捷力】上限まで)+習熟ボーナス+鎧のACへのアイテムボーナス+その他のボーナス+ペナルティである。p12, 29, 274, 447

“落下の軽減”(リアクション)[特殊基本アクション]Arrest a Fall
飛行中の落下を遅くするための〈軽業〉を使う。p472

アストラル[特性]astral
アストラル・クリーチャーはアストラル界の原住である。彼らはアストラル界の基本的な環境効果を生き延びることが出来る。

〈運動〉[技能]Athletics (skill)
肉体的な技能を披露する行為。【筋】p241–243

取付[武器特性]attached
p282

攻撃attack
あるクリーチャーが別のクリーチャーを傷杖強としている時、そのクリーチャーは【一撃】か別の攻撃アクションを使う。ほとんどの攻撃には攻撃ロールが必要で、アーマー・クラスを対象とする。
近接攻撃ロール修正=【筋】修正(あるいは妙技武器については【敏】修正を選択可能)+習熟ボーナス+その他のボーナス+ペナルティ
遠隔攻撃ロール修正=【敏】修正+習熟ボーナス+その他のボーナス+ペナルティ
p27, 278, 446–447

“援護”Aid(味方の攻撃ロールにボーナスを与えるために使われるリアクション)
p470

クリティカル・ヒットcritical hits
p445–446, 451, 471

複数回攻撃multiple attack penalty (2回目の攻撃に-5、それ以上の攻撃は-10)
p446

非致傷攻撃nonlethal attack
p453

呪文攻撃ロールspell attack roll
p305, 447–448

“打撃”[アクション]Strike
p471

素手打撃unarmed attack
p278

攻撃[特性]attack
この特性を持つ能力は攻撃に関係している。君は手番の最初に行う以外のそれぞれの攻撃について、複数回攻撃ペナルティを受ける。p12, 446–447

機会攻撃(リアクション)Attack of Opportunity
ファイターやその他のキャラクターが得るリアクション。p142, 473

聴覚[特性]auditory
聴覚アクションと効果は音に依存している。聴覚の特性を持つアクションは、そのアクションを使っているクリーチャーが話すことが出来るか、そうでなければ、必要な音を作り出すことが出来る時にのみ実行に成功する可能性がある。聴覚の特性を持つ呪文あるいは効果は、対象がそれを聞くことが出来る場合にのみ効果を持つ。これはその効果の音に基づいた部分にのみ適用され、GMの判断による。これは、音波効果とは異なる。音波効果は聞くことが出来ない対象にも(聴覚のない対象など)、音が生み出されている限り、影響を与える。

オーラaura
オーラは絶えず君から放出されるもので、特定の半径内のクリーチャーに影響を与える。オーラは、アイテムの魔法的重要性や強力な属性を持つクリーチャーを知らせることもある。

“目をそらす”(1アクション)[特殊基本アクション]Avert Gaze
視覚能力に対して+2ボーナスを得る。p472

“隠密移動”[探索活動]Avoid Notice
探知されずに移動するために“隠密”を使うこと。p479

アザータ[特性]azata
この天上界の一門はエリシウムの原住である。彼らは一般的には混沌にして善で暗視を持ち、悪と冷たい鉄を弱点とする。

背景 background
君のキャラクターが冒険者になる前に得た経験。それぞれのプレイヤー・キャラクターはキャラクター作成中に背景を1つ選ぶ。p12, 25, 60–64

急所打ち [武器特性]backstabber
p282

返し刀 [武器特性]backswing
p282

“平衡感覚”(1アクション)[技能アクション]Balance
狭いか、不安定な地面を移動する(軽業)p240

バーバリアン[クラス]barbarian
p82–93

―マルチクラスのアーキタイプmulticlass archetype
p221

―バーバリアン[特性]barbarian
これは、バーバリアン・クラス由来の能力を示している。

バード[クラス]
p94–103

―創意呪文composition spells
p97, 386–387

―マルチクラスのアーキタイプ multiclass archetype
p222

―霊妙呪文リストoccult spell list
p311–314

―バード[特性]bard
これは、バード・クラス由来の能力を示している。

基本アクションbasic action
全てのクリーチャーが使うことが出来るアクション。p469–472

魔獣[特性]beast
魔獣とは、一般的に、動物と似たクリーチャーだが、【知力】修正値が-3以上である。動物とは異なり、獣は話をすることが出来て、理性がある。

出血攻撃[ダメージ種別]bleed
持続ダメージの種別。p452

盲目状態[状態]blinded
君は見る事が出来ない。p618

殴打[ダメージ種別]bludgeoning
物理ダメージの種別。p452

爆弾[特性]bomb
錬金術爆弾は、クリーチャーや物体に命中した時に爆発する、揮発性の錬金術構成要素を組み合わせたものである。ほとんどの錬金術爆弾はダメージを与えるが、中にはその他の効果を与えるものもある。p544–546

ボーナスbonus
計算に加えられる正の値。1つの種別(状況、アイテム、ステータス)のボーナスには最も高いもののみを適用する。p12, 444–445

“呪文の借用”(技能アクション)Borrow an Arcane Spell
一時的に、ある秘術呪文を使うことが出来るようになる(秘術学、修得)p241

明るい光bright light
君は、明るい光の下で通常通りに見ることが出来る。p464

破損状態[状態]broken
このアイテムは修理するまで、通常の機能として使うことが出来ない。p618

破損値(BT)Broken Threshold
ある物体のHPがこの数字に到達したとき、それは破損する。p272–273

バルクBulk
あるアイテムの大きさ、重さ、そして一般的な扱いにくさを示す数値。軽いバルク10アイテムが1バルクであり、硬貨1,000枚が1バルクでらう。キャラクターは、5+【筋力】修正値より大きい【バルク】を運んでいるなら、過積載状態になる。また、10+【筋力】修正値より大きな【バルク】を運ぶことは出来ない。p29, 271–272

別のサイズへの変換conversion to different sizes
p295

クリーチャーcreature
超小型1、小型3、中型6、大型12、超大型24、巨大48 p272

堅牢(防具特性)bulwark
p274

“穴掘り”(1アクション)[特殊基本アクション]Burrow
穴掘り速度までの移動をする。p472

穴掘り速度burrow Speed
p463

爆発[効果範囲]burst
p456–457

キャンペーンcampaign
キャラクター達のパーティ1つに焦点をあてた、連載物の物語で、複数の冒険にまたいで起こる。p9, 483–486

キャントリップ[特性]cantrip
無制限に使うことが出来て、自動的に君のレベルの半分(切り上げ)まで増強される呪文。p300

“呪文発動”[連続行動]Cast a Spell
君は魔法の呪文を使うために魔法の構成要素を与える。これにかかるアクションは呪文によって様々である。p302–303

セレスチャル[特性]celestial
善属性の次元界からやってきたか、強い繋がりを持つクリーチャーは、セレスチャルと呼ばれる。セレスチャルは外方次元界の次元界の基本的な環境効果を生き延びることが出来る。

チャンピオン[クラス]champion
p104–115

―神格deities
p437–440

―帰依呪文devotion spells
p108, 387–388

―マルチクラスのアーキタイプmulticlass archetype
p223[
―チャンピオン[特性]champion
これは、チャンピオン・クラスに由来する能力を示している。

混沌[ダメージ種別]chaotic
p452

混沌[特性]chaotic
混沌の効果は混沌属性の外方次元界由来のエネルギーをしばしば操作し、秩序の神格の従僕や秩序属性の従僕にとっては破門に値する。この特性を持つクリーチャーは属性において混沌である。この特性を持つ能力は混沌のクリーチャーのみが選び、使うことが出来る。

キャラクター character
この用語はクリーチャーの類義語だが、しばしば、モンスターではなく、プレイヤー・キャラクターやノンプレイヤー・キャラクターを指し示すために使われる。p19–30

キャラクター・シートcharacter sheet
君が自分のキャラクターの選択、ステータス、特技、呪文、詳細を記録することの出来る様式化さらたページ。p24–25, 624–627

【魅力】(【魅】)Charisma (Cha)
この能力は君の魅力と人格の力の指標である。p19

判定Check
君がd20をロールして修正値、ボーナス、ペナルティを加え、それから結果を難易度と比較する時、君は判定を試みているのである。p10, 443–450

判定ペナルティcheck penalty
(鎧によって課される技能判定へのペナルティ)p274

成功段階degrees of success
(クリティカル、成功、失敗、ファンブル)p445–446

平目判定flat check
p450

回復判定recovery check
(瀕死時の) 459

非公開判定secret check
p234, 450

状況ボーナスcircumstance bonus
状況に由来するボーナスp444–445

状況ペナルティcircumstance penalty
状況に由来するペナルティp445

クラスclass
キャラクターが選ぶ冒険における職業的能力。それぞれのプレイヤー・キャラクターはキャラクター作成中にクラスを選択する。p12, 22–23, 25–26, 66–213

クラス難易度class DC
クラスDCは、君のキャラクターのクラスによって与えられる幾つかの能力の難易度を設定する。
クラスDC=10+習熟ボーナス+主要能力値修正である。p29

クラス特性class feature
クラスによって当たられるあらゆる能力がクラス特性である。これらは、主に、クラス特技とその他のクラス固有の能力で構成される。p68

クレリック[クラス] cleric
p116–127

―神格と領域deities and domains
p118, 437–441

―信仰呪文リストdivine spell list
p309–311

―領域呪文domain spells
p389–399

―マルチクラスのアーキタイプmulticlass archetype 224

―クレリック[特性]cleric
これはクレリック・クラスに由来する能力を示す。

気候climate
p517–518

“登攀”(1アクション)[技能アクション]Climb
斜面や垂直な地面に沿って移動すること。【運動】p241–242

登攀速度climb Speed
p463

よたつき[状態]clumsy
君はいつものように簡単に、あるいは優雅に動くことが出来ない。p618

“強制”[技能アクション]Coerce
君が望むことを誰かにやらせる。“威圧”p247

貨幣coins
p271

氷雪[ダメージ種別]cold
p452

氷雪[特性]cold
この特性を持つ効果は[氷雪]ダメージを与える。この特性を持つクリーチャーは、魔法の冷気に対する繋がりを持つ。

冷たい鉄[素材]cold iron
p578

戦闘combat
遭遇を参照のこと。p468–478

快眠[鎧特性]comfort
p275

合言葉command
アイテム起動の構成要素p533

“動物に命令する”(1アクション)[技能アクション]Command an Animal
動物を君に従わせる。【自然】p249

コモン [特性]common
別のレアリティ特性が記載されていないもの(アンコモン、レア、ユニーク)は自動的にコモンの特性を持つ。このレアリティはその能力、アイテム、呪文は、前提条件を満たす全てのプレイヤーが入手可能だということを示している。p13

相棒[特性]companion
この特性があるアイテムは、動物の相棒や似たようなクリーチャーに着用可能である。相棒は2つまでのアイテムを運用可能である。p604

複合[特性]complex
この特性を持つ災厄hazardは遭遇中に手番を持つ。p520–521, 526–529

構成要素component
【呪文を使う】あるいは【アイテムの起動】に使われる過程。p303, 532–533

創意[特性]composition (trait)
創意キャントリップや焦点呪文を使うには、君は大抵、ある種別の〈芸能〉を用いる。もしその呪文が音声要素を含んでいるのなら、君は聴覚に訴える行為を使わなくてはならず、もしその呪文は動作要素を含んでいるのなら、君は視覚に訴える行為を使わなくては成らない。呪文は君が使った行為の全ての特性を得る。君は手番ごとに1つだけの奏演呪文を使うことが出来る。また、君は一度に1つしか奏演呪文を起動することが出来ない。もし新しい創意呪文を使ったのなら、前の創意呪文による持続効果は全て即座に終了する。p97, 99, 386–387

“物体の隠蔽”(1アクション)[技能アクション]Conceal an Object
物体を身に着けて隠す。〈隠密〉p251

視認困難[状態] concealed
低い視認性によって君を対象に取ることは難しい。p467, 618

精神集中[特性]concentrate (trait)
この特性のあるアクションは、ある程度の精神的な集中と勤行を必要とする。

状態condition
キャラクターの行動の仕方や、そのステータスの一部を変更する、持続効果。p12, 453, 454, 618–623

円錐[効果範囲] cone
p457

混乱状態[状態]confused
君は無分別に攻撃する。p618

召喚術[特性]conjuration
この特性を持つ効果と魔法は召喚術系統の魔法と関連している。一般的には召喚、創造、テレポート、場所から場所へと物を動かすことが含まれる。p297

聖別[特性]consecration
聖別呪文は、あるエリアを幅のある時間の間、強化する。あるエリアは一度に1つしか聖別呪文を持てない。新しい効果は重なり合っているエリアの既存効果に反作用しようとする。

【耐久力】Constitution (Con)
This ability score measures your toughness and durability. 19

人造[特性]construct (trait)
A construct is an artificial creature empowered by a force other
than necromancy. Constructs are often mindless; they are immune to disease,
the paralyzed condition, and poison; and they may have Hardness based on the
materials used to construct their bodies. Constructs are not living creatures, nor
are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

消耗品[特性]consumable (trait)
An item with this trait can be used only once. Unless stated
otherwise, it’s destroyed after activation. Consumable items include alchemical
items and magical consumables such as scrolls and talismans. When a character
creates consumable items, they can make them in batches of four. 559–571

-錬金術アイテムalchemical items
543–554

-消耗品の作成crafting consumables
245

接触型[特性]contact (trait)
This poison is delivered by contact with the skin. 550

支配[状態]controlled (condition)
Another creature determines your actions. 618

銅貨(cp)copper piece (cp)
271

生活費cost of living
294, 502

無効化counteract
The process used when one effect tries to negate another. 305, 458–459

呪文相殺Counterspell [reaction]
A reaction some spellcasters can use to negate spells. 198, 209

遮蔽cover
When you’re behind a physical obstacle, you get a +2 circumstance bonus to AC,
Reflex saves vs. area effects, and Stealth checks. This increases to +4 for greater
cover. Creatures can provide lesser cover: a +1 circumstance bonus to AC. 477

“痕跡隠蔽”Cover Tracks (skill action)
Conceal your trail during exploration. (Survival, trained) 252

cp(銅貨) (copper piece)
271

製作[技能アクション]Craft (skill action)
Make an item during downtime. (Crafting, trained) 244–245

アイテムの製作条件Craft requirements for items
535

-GMの助言GM advice
504

〈製作〉[技能]Crafting (skill)
Create, understand, and repair items. (Int) 243–245

這い進むCrawl [one-action] [基本アクション]
Move 5 feet while prone. 470

陽動 Disruption[one-action] [技能アクション]
Distract someone. (Deception) 245

偽造 Forgery[技能アクション]
Make a false document in downtime. (Society, trained) 251

クリーチャーcreature
An active participant in the story and world. This includes monsters and
nonplayer characters (played by the Game Master) and player characters (played
by the other players).

魔物識別monster identification
238–239, 506

クリティカルcritical
You can get a greater success—a critical success—by rolling 10 above your DC,
or a worse failure—a critical failure—by rolling 10 lower than your DC. 445–446

クリティカル・ヒット(一撃)critical hit (Strike)
471

クリティカル特化効果[武器]critical specialization (weapons)
283–284

通貨currency
12, 271

呪い[特性]curse (trait)
A curse is an effect that places some long-term affliction on a creature.
Curses are always magical and are typically the result of a spell or trap. 457–458

d4, d6, d8, d10, d12, d20, d%  d6, d8, d10, d12, d20, and d%
Notations for different sizes of dice. “d20” is a twenty-sided die, for example. 7

日々の準備daily preparations
During your morning preparations, you ready your gear, prepare
spells, and otherwise get ready for your adventuring day. 480, 500

ダメージdamage
Damage dealt to a creature reduces that creature’s Hit Points on a 1-to-1 basis.
Melee damage roll = damage die of the weapon or unarmed attack + Str modifier
+ bonuses + penalties; Ranged damage roll = damage die of the weapon + Str
modifier for a thrown weapon + bonuses + penalties. 450–453

ダメージ・ダイスdamage dice
279, 450–451

ダメージ種別damage types
451, 452

瀕死時のダメージdamage while dying
459

倍化と半減doubling and halving
451

環境的ダメージ(GM)environmental damage (GM)
512

大規模ダメージmassive damage
(You die if one blow deals double your maximum HP.) 461

非致傷攻撃nonlethal attack
453

継続ダメージ[状態]persistent damage (condition)
621

暗闇darkness
Creatures and objects in darkness are hidden or undetected, and creatures
without darkvision have the blinded condition in darkness. 464

暗闇[特性]darkness (trait)
Darkness effects extinguish non-magical light in the area, and can
counteract (page 458–459) less powerful magical light. You must usually target light magic with your darkness magic directly to counteract the light, but some darkness spells automatically attempt to counteract light. 464

暗視[感覚] darkvision (sense) See clearly in darkness, though in black and white only. 465

ダークウッド[素材]darkwood (material)
578–579

目が眩んだ状態[状態]dazzled (condition)
Everything is concealed to you. 619

DC(難易度)DC (Difficulty Class)
See also Difficulty Class. 445, 503–506

致命的[武器特性]deadly (weapon trait)
282

聴覚喪失状態deafened (condition)
You’re unable to hear. 619

即死[特性]death (trait)
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP. 461

死亡状態と瀕死状態death and dying
459–461
-即死 instant death 461

衰弱debilitation
Debilitations apply conditions and other negative effects to a creature.When the creature is affected by a new debilitation, any previous one it was affected by ends. 181, 182

〈ペテン〉[技能]Deception (skill) Trick and mislead others. (Cha) 245–246, 506

解読[技能アクション]Decipher Writing (skill action)
Understand obscure or coded text. (Arcana, Occultism,Religion, Society; trained) 234–236

専念[特性]dedication (trait)
You must select a feat with this trait to apply an archetype to your character. 219

防護[探索活動]Defend (exploration activity)
Travel with your shield raised. 479

成功段階degrees of success
The four possible outcomes of a check: critical success, success,failure, and critical failure. 445–446

神格deity
Deities are powerful entities that live beyond the world and grant power in the form of spells to their truly devoted believers. 29, 437–440

-チャンピオンの神格champion’s deity
106–107

-クレリックの神格cleric’s deity
118

行動遅延[基本アクション]Delay [free-action] (basic action)
Take your turn later. 470

デーモン[特性]demon (trait)
A family of fiends, demons hail from or trace their origins to the Abyss.
Most are irredeemably chaotic evil and have darkvision. 433

士気をくじくDemoralize [one-action] (skill action)
Frighten your enemies. (Intimidation) 247

魔法探知Detect Magic (exploration activity)
Cast detect magic at regular intervals. 479

-クリーチャー探知detecting creatures 465–467

探知[特性]detection (trait)
Effects with this trait attempt to determine the presence or location of a person, object, or aura.

デヴィルdevil (trait)
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy. 433

【敏捷力】Dexterity (Dex)
This ability score measures your agility and deftness. 19

【敏捷力】修正上限Dexterity modifier cap (armor)
274

ダイスdice (singular “die”)
7, 8, 279

ダイス・ロールdie roll
Any time you roll the dice, you’re making a roll. 10, 443–450

移動困難地形difficult terrain (terrain)
It costs 5 extra feet of movement to enter a space of difficult terrain, or 10 extra for greater difficult terrain. 475–476

難易度Difficulty Class (DC)
The number you need to succeed at a check. To generate a DC
from a modifier (like Perception DC), add 10 to the modifier. 445

-難易度の調整 adjusting difficulty (GM)
503–504

-クラスDCclass DC
(10 + proficiency bonus + key ability modifier) 29

-無効化DC counteract DC
458–459

-レベルに基づく難易度level-based DCs (GM) 503

-DCの設定setting DCs (GM)
503–506

-単純なDCsimple DCs (untrained 10, trained 15, expert 20, master 30, legendary 40)
503

呪文難易度spell DC
(10 + spellcasting ability modifier + proficiency bonus + other bonuses +
penalties) 298, 447–448

薄暗い光dim light
Creatures and objects in dim light are concealed. 464

恐竜[特性]dinosaur (trait)
These reptiles have survived from prehistoric times.

〈交渉〉Diplomacy (skill)
Influence others through negotiation and flattery. (Cha) 246–247, 506
disability 487

“装置無力化” Disable a Device [two-actions] (skill action)
Disable a trap or a similar complex mechanism.(Thievery, trained) 253

武器落としdisarm (weapon trait)
282

“武器落とし”Disarm [one-action] (skill action)
Make a creature drop an item. (Athletics, trained) 243

災害disaster
518–519

看破disbelieve
Attempt to ignore an illusion. 298

病気disease (trait)
An effect with this trait applies one or more diseases. A disease is typically an affliction. 457–458

解除Dismiss [one-action] (action) End a spell or magic item effect that can be dismissed. 305, 534

解呪dispel See also counteract. 305, 458–459

アクション妨害disrupting actions
462–463

アイテムの起動妨害disrupting item activations
532

呪文妨害disrupting spells
303

占術divination (trait)
The divination school of magic typically involves obtaining or transferring information, or predicting events. 297

信仰[特性]divine (trait)
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. 299

-信仰呪文リストdivine spell list 309–311

領域domain 441

危篤[状態]doomed (condition)
Your soul is in peril, bringing you closer to death. 619

余暇downtime
A mode of play in which characters are not adventuring. Days pass quickly at the table, and characters engage in long-term activities. 12, 481

-余暇の活動downtime activities
461–462, 481

-余暇を運営するrunning downtime (GM)
500–502

[特性]downtime (trait)
An activity with this trait takes a day or more, and can be used only during downtime. 17, 234

竜[特性]dragon (trait)
Dragons are reptilian creatures, often winged or with the power of flight.
Most are able to use a breath weapon and are immune to sleep and paralysis. 433

ドラゴンハイド[素材]dragonhide (material)
579

吸精 drained (condition)
Blood loss or a similar effect has leeched your vitality. 619

アイテムを抜くdraw an item
See also Interact. 271, 273

伏せる Drop Prone [one-action] (basic action)
Fall flat on the ground. 470, 621

アイテムを落とすdrop an item
See also Release. 271, 273

ドラウdrow (trait)
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.

溺れと窒息drowning and suffocation
478

ドルイド[クラス]druid (class)
128–139

-マルチクラス・アーキタイプmulticlass archetype 225

-理法呪文order spells 399–401

-始原呪文リストprimal spell list 314–315

ドルイド[特性]druid (trait)
This indicates abilities from the druid class.

ドウェルガル[特性]duergar (trait)
Subterranean kin of the dwarves, duergar typically have darkvision
and immunity to poison. They are not easily fooled by illusions.

持続時間duration
455

呪文持続時間spell durations
304–305

ドワーフ[特性]dwarf (trait)
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is
created and used by dwarves. 34–37, 431

瀕死[状態]dying (condition)
You have been reduced to O HP and are nearing death. 619

瀕死と死亡のルールdeath and dying rules
459–461

収益を得るEarn Income (skill action)
Make money using a skill during downtime. (Crafting, Lore,
Performance; trained) 236–238

―GMの助言GM advice
504–505

地[特性]earth (trait)
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.

効果effect
An effect is the result of an ability, though an ability’s exact effect is sometimes contingent on the result of a check or other roll. 453–457

[雷撃][ダメージ種別]electricity (damage type)
452

雷撃[特性]electricity (trait)
Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

エレメンタル[特性]elemental (trait)
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don’t need to breathe.

エルフelf (trait) A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves. 38–41, 431–432

ハーフエルフhalf-elf
55, 56, 58–59

エリクサー[特徴]elixir (trait)
Elixirs are alchemical liquids that are used by drinking them. 546–550

放射[効果範囲]emanation (area)
457

感情[特性]emotion (trait)
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

心術[特性]enchantment (trait)
Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects. 297

遭遇encounter
A mode of play in which time is measured in 6-second rounds and participants use precise actions. Combat takes place in encounters. 10–12, 468–478

遭遇の構築building encounters (GM)
488–489

イニシアチブinitiative
468

遭遇を回すrunning encounters (GM)
493–496

社交遭遇social encounters (GM)
494–496

特殊な戦闘(空中戦闘、水中戦闘、騎乗戦闘)special battles (aerial, aquatic, mounted)
478

荷重状態[状態]encumbered (condition)
Too much Bulk impedes your movement. 619

エネルギー[ダメージ種別]energy (damage type)
An umbrella category including acid, cold, electricity, fire,force, negative, positive, and sonic damage. 452

弱体化[状態]enfeebled (condition)
Your strength has been sapped away. 619

環境environment
512–519

環境[特性]environmental (trait) A hazard with this trait is something dangerous that’s part of the natural world, such as quicksand or harmful mold.

想起[アイテム起動要素]envision (item activation component)
533

装備equipment
See also items. 27, 270–295

脱出Escape [one-action] (basic action)
Attempt to get free when grabbed, restrained or immobilized. 470

エーテル[特性]ethereal (trait)
Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.

悪[ダメージ種別]evil (damage type)
452

悪[特性]evil (trait)
Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. An ability with this trait can be selected or used only by evil creatures.

力術[特性]evocation (trait)
Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces. 298

経験点(XP)Experience Points (XP)
Points that measure a player character’s progress, accrued during play. Typically a PC gains a new level upon reaching 1,000 XP. 8

遭遇予算(GM)encounter budget (GM)
489

レベルアップleveling up
31

XP報酬(GM)XP awards (GM)
507–508

熟練[習熟ランク]expert (proficiency rank)
Add your level + 4 to associated rolls and DCs. 13, 444

探索exploration
A mode of play used for traveling, investigating, and otherwise exploring.The GM determines the flow of time. 10, 479–480

探索活動exploration activities
461, 479–480

探索の運営(GM)running exploration (GM)
496–500

探索[特性]exploration (trait)
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode. 17, 234

異次元[特性]extradimensional (trait)
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

失敗failure
A result on a check that fails to meet the DC. Failing by 10 or more is a critical failure. If a check has no failure entry, nothing happens on a failure. 445–446

使い魔 Familiar
A Tiny creature mystically bonded to you.

落下falling
When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell and land prone. 463–464
familiar A Tiny creature mystically bonded to you. 217–218

恍惚状態[状態]fascinated (condition)
You must focus on one subject of your fascination. 619–620

深手[武器特性]fatal (weapon trait) 282

疲労状態[状態]fatigued (condition)
Your defenses are lower, and you can’t focus while exploring. 620

恐怖[特性]fear (trait)
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
feat An ability you gain or select for your character due to their ancestry, background,
class, general training, or skill training. Some feats grant special actions. 12, 18

特技 Feat
An ability you gain or select for your character due to their ancestry, background, class, general training, or skill training. Some feats grant special actions.

-種族特技ancestry feat
33

-アーキタイプ特技archetype feat
219

-クラス特技class feat
68

-一般特技general feat 68, 255

-技能特技skill feat
(general feat that improves skills) 68, 255

フェイントFeint [one-action] (skill action)
Misdirect someone to make them flat-footed. (Deception,trained) 246

フェイ[特性]fey (trait)
Creatures of the First World are called the fey.

フィーンド[特性]fiend (trait)
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

ファイター[クラス]fighter (class)
140–153

-マルチクラスのアーキタイプmulticlass archetype
226

ファイター[特性]fighter (trait)
This indicates abilities from the fighter class.

巧技[武器特性]finesse (weapon trait)
282

火炎[ダメージ種別]fire (damage type)
452

火炎[特性]fire (trait)
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.

挟撃flank
When two creatures are on opposite sides of their enemy, the enemy is flanked,becoming flat-footed to those creatures. 476
flat check A d20 roll that measures pure chance. A flat check can’t have any modifiers,bonuses, or penalties applied to it. 450

立ちすくみ状態[状態]flat-footed (condition)
You take a –2 circumstance penalty to AC. 620

逃亡[状態]fleeing (condition)
You must run away. 620

軽快[鎧特性]flexible (armor trait)
275

独占[特性]flourish (trait)
Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

飛行[特殊基本アクション]Fly [one-action] (specialty basic action)
Move up to your fly Speed. 472

空中戦aerial combat
478

飛行速度fly Speed
463

焦点具[呪文構成要素]focus (spell component)
303

集中点 Focus Point
If you can cast focus spells, you have a pool of Focus Points you can use to cast them. You regain a Focus Point using the Refocus activity. 300, 302

集中呪文 focus spell
A type of spell, specific to a class, that can be cast using Focus Points and is automatically heightened to half your level rounded up. Focus spells always have a descriptive term such as “domain spell” or “ki spell.” 300, 302, 386–407

再集中 Refocus (activity) 300

集中点 [特性]focused (trait)
An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn’t count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can’t gain more than 1 Focus Point per day from focused items. 535

専門家にならうFollow the Expert (exploration activity)
Benefit from another’s skill proficiency. 479

力場[ダメージ種別]force (damage type)
452

力場[特性]force (trait)
Effects with this trait deal force damage or create objects made of pure magical force.

こじ開け[技能アクション]Force Open [one-action] (skill action)
Physically wrench something open. (Athletics) 242

こじ開けDC(GM) Force Open DCs (GM)
515

強烈[武器特性]forceful (weapon trait)
282

処方formula
A recipe or instructions required to Craft an item. 293–294

処方書[アルケミスト]formula book (alchemist) 73, 81

頑健(頑健)Fortitude (Fort)
A type of saving throw used to resist diseases, poisons, and other physical effects. Fortitude modifier = Con modifier + proficiency bonus + other bonuses + penalties. 13, 449

[特性]fortune (trait)
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. 449

フリー・アクションfree action ([free-action])
An action you can use without spending one of your actions. Free actions with triggers can be used at any time, but they don’t use up your 1 reaction per round. 17, 461–462

無手[武器特性]free-hand (weapon trait)
282–283

頻度frequency
An ability that can’t be used at will might list a frequency. 18

友好的[状態]friendly (condition)
An NPC with this condition has a good attitude toward you. 620

恐れ状態[状態]frightened (condition)
Fear makes you less capable of attacking and defending. 620

ファンブルfumble
A colloquial term for a critical failure. 445

[特性]fungus (trait)
Fungal creatures have the fungus trait. They are distinct from normal fungi.

ゲーム・マスター(GM)Game Master (GM)
The player who adjudicates the rules and narrates the elements of the Pathfinder story and world that the other players explore. 12, 482–529

巨大[サイズ]Gargantuan (size)
473–475

情報収集[技能アクション]Gather Information (skill action)
Socialize to learn things. (Diplomacy) 246

-GMの助言GM advice 505

-道具gear
See also item. 270–295

-性別と呼称gender and pronouns
29

一般[特性]general (trait)
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat. 255

巨人[特性]giant (trait)
Giants are massive humanoid creatures. 433–434

GM(ゲーム・マスター)GM (Game Master)
See also Game Master. 12, 482–529

ノーム[特性]gnome (trait)
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes. 42–45, 432

ゴブリン[特性]goblin (trait)
A creature with this trait can come from multiple tribes of creatures,including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins. 46–49, 432

神々gods
See also deity. 437–440

ゴラリオンGolarion
The world of the Pathfinder setting. 12, 416–441

金貨gold piece (gp)
271

[ダメージ種別]good (damage type)
452

[特性]good (trait)
Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. An ability with this trait can be selected or used only by good creatures.

gp(金貨) gp (gold piece) 271

かじりつき[リアクション](特殊基本アクション)Grab an Edge [reaction] (specialty basic action)
Try to catch yourself while falling. 472

つかまれた状態[状態]grabbed (condition)
A creature, object, or magic holds you in place. 620

組みつき[1アクション](技能アクション)Grapple [one-action] (skill action)
Grab or restrain a creature. (Athletics) 242

組みつき[武器特性]grapple (weapon trait)
283

マス目grid
A map with 1-inch squares used for indicating position and movement. 473

マス目なしで遊ぶ(GM)playing without a grid (GM)
494

ハグ[特性]hag (trait)
These creatures are malevolent spellcasters who form covens.

ハーフエルフ[特性]half-elf (trait)
A creature with this trait is part human and part elf. An ability with this trait can be used or selected only by half-elves. 55, 56, 58–59

ハーフオーク[特性]half-orc (trait)
A creature with this trait is part human and part orc. An ability with this trait can be used or selected only by half-orcs. 55, 56, 58–59

ハーフリング[特性]halfling (trait)
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings. 50–53, 432

硬度Hardness
A statistic representing an object’s durability. 272, 579

霊障[特性]haunt (trait)
A hazard with this trait is a spiritual echo, often of someone with a tragic death. Putting a haunt to rest often involves resolving the haunt’s unfinished business. A haunt that hasn’t been properly put to rest always returns after a time.

障害hazard Hazards are non-creature dangers that adventurers encounter during their journeys, including environmental hazards, haunts, and traps. Simple hazards have a one-time effect, but negotiating a complex hazard takes place in encounter mode, wherein the hazard has a specific routine. 498, 520–529

複合的な障害complex hazards
526–529

単純な障害simple hazards
522–526

障害の経験点XP for hazards
507–508, 521

障害地形[地形]hazardous terrain (terrain)
You take damage when moving through this terrain. 476

治癒healing
459
―長期的な休息[]long-term rest (downtime)
481
-〈医学〉技能Medicine skill
248–249

-自然治癒natural healing
480

治癒[特性]healing (trait)
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

協力的[状態]helpful (condition)
An NPC with this condition is likely to assist you. 620

遺産 heritage
A choice made to further define your ancestry. 33

ヒーロー・ポイントHero Point
These points last only within a session. You can spend 1 Hero Point to reroll a check, or all your Hero Points to avoid dying. 29, 467

ヒーローポイントを与える(GM)awarding Hero Points (GM)
507

隠れた[状態]hidden (condition)
A creature knows your location but can’t see you. 466, 620

隠れる Hide [one-action] (skill action)
Make yourself hidden. (Stealth) 251–252

高跳び High Jump [two-actions] (skill action)
Jump vertically. (Athletics) 242

ヒット・ポイント(HP)Hit Points (HP)
A statistic representing the amount of physical harm a creature can take before it falls unconscious or dies. Damage decreases Hit Points on a 1-to-1 basis, while healing restores Hit Points at the same rate. 12, 26, 67–68, 459–461

種族ヒット・ポイントancestry Hit Points 33

クラスヒット・ポイントclass Hit Points
67–68

アイテムヒット・ポイントitem Hit Points
272–273, 461

一時的ヒット・ポイントtemporary Hit Points
461

敵対的[状態]hostile (condition)
An NPC with this condition is likely to attack you. 620

敵対的アクションhostile action
305

HP(ヒットポイント)HP (Hit Points)
See also Hit Points. 12, 26, 67–68, 459–461

超大型[サイズ]Huge (size) 473–475

人間[特性]human (trait)
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans. 54–59, 430–431
humanoid (trait) Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

強行軍[探索行動]Hustle (exploration activity)
Move at double your travel Speed. 480

錬金術の識別[技能アクション]Identify Alchemy (skill action)
Determine specifics of alchemy. (Crafting, trained) 245

魔法の識別[技能アクション]Identify Magic (skill action)
Determine specifics of magic. (Arcana, Nature, Occultism,Religion; trained) 238

-GMの助言GM advice
505

幻術[特性]illusion (trait)
Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli. 298

動けない状態immobilized (condition)
You can’t move. 620

完全耐性immunity
An immunity causes a creature to ignore all damage, effects, or conditions of a certain type. 451–453

-物体の完全耐性object immunities
273

-一時的耐性temporary immunity
453

なりすます[技能アクション]Impersonate (skill action)
Pass yourself off as someone else. (Deception) 245–246

非精密感覚 imprecise sense
A sense that can make creatures hidden, but not observed, such as human hearing. 464

無力化[特性]incapacitation (trait)
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s level treats the result of their check to prevent being incapacitated by the spell
as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

傾斜[地形]incline (terrain)
You must Climb up an incline. 476

中立的[状態]indifferent (condition)
An NPC with this condition neither likes nor dislikes you. 620

注入[特性]infused (trait)
72, 75

摂取型[特性]ingested (trait)
This poison is delivered when drunk or eaten. 550

吸入型[特性]inhaled (trait)
This poison is delivered when breathed in. 550

イニシアチブinitiative
At the start of an encounter, all participants involved roll for initiative to determine the order in which they act. 13, 468, 498–499

行動遅延[基本アクション]Delay (basic action)
470

致傷型[特性]injury (trait)
This poison is delivered by damaging the recipient. 550

【知力】Intelligence (Int)
This ability score measures your reason and intellect. 19

使用[1アクション][技能アクション]Interact [one-action] (basic action)
Grab or manipulate an object. 470

アイテムの起動要素item activation component 533

〈威圧〉[技能]Intimidation (skill)
Bend others to your will using threats. (Cha) 247, 506

アイテムの運用[連続行動]Invest an Item (activity)
Invest your energy in an item as you don it. 531

運用[特性]invested (trait)
A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head). 531

調査[探索行動]Investigate (exploration activity)
Study your surroundings. 480

不可視状態[状態]invisible (condition)
Creatures can’t see you. 467, 620–621

アイテムitem
An object you carry, hold, or use. Items sometimes grant an item bonus or penalty to certain checks. 270–295, 530–617

-錬金術アイテムと魔法のアイテムの起動activating alchemical and magical items
532–534

-錬金術アイテムalchemical items
543–554

-鎧armor
274–276, 555–558

-バルクBulk
271–272

-購入と売却(GM)buying and selling (GM)
502

-運搬、装備、攻撃carrying, wearing, and wielding
271–272

-製作Crafting
244–245

-処方formulas
293–294

-魔法のアイテムの運用investing magic items
531

-アイテム・ボーナスあるいはペナルティitem bonus or penalty
444–445

-アイテム・ダメージitem damage
272–273

-アイテム・レベルitem level
271, 534

魔法のアイテムmagic items
531–535

素材materials
577–579

希少性rarity
534

ルーンrunes
580–585

盾shields
277, 586–588

粗悪品shoddy
273

サイズsizes
295

宝物表(GM)treasure tables (GM)
536–542

-武器weapons 278–286, 599–602

-アイテム・ボーナスitem bonus
A bonus that comes from an item. 444–445

-アイテム・ペナルティitem penalty
A penalty that comes from an item. 444–445

騎乗[武器特性]jousting (weapon trait)
283

主要能力値key ability
Your key ability is the ability score you use to determine your class DC, as well as your spell attack roll and spell DC if you’re a spellcaster. A key ability for a skill is the ability modifier used for that skill. 67, 233

ノックアウトknocked out
When reduced to 0 HP, you fall unconscious and start dying. 459–460

言語language
65, 432

大型[サイズ]Large (size)
473–475

秩序[ダメージ種別]lawful (damage type)
452

秩序[特性]lawful (trait)
Lawful effects often manipulate energy from law-aligned Outer Planes and are antithetical to chaotic divine servants or divine servants of chaotic deities. A creature with this trait is lawful in alignment. An ability with this trait can be selected or used by lawful creatures only.

跳躍[1アクション][基本アクション]Leap [one-action] (basic action)
Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet. 470

呪文の学習[技能アクション]Learn a Spell (skill action)
Learn a new spell. (Arcana, Nature, Occultism, Religion;trained) 238

-GMの助言GM advice 505

伝説[習熟ランク]legendary (proficiency rank)
Add your level + 8 to associated rolls and DCs. 13, 444

レーシーleshy
These are small plant creatures, roughly humanoid in form. 434

レベルlevel
A number that measures something’s overall power. A character has a level from 1st to 20th, and other aspects of the game also have levels. 13, 271, 534

-無効化レベルcounteract level
458–459

-レベルアップleveling up
31

-呪文レベルspell level
spells range in level from 1–10)

“だます”Lie (skill action)
Trick someone with a falsehood. (Deception) 246

光[特性]light (trait)
Light effects overcome non-magical darkness in the area, and can counteract (pages 458–459) magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.

-光と闇light and darkness
301, 464

直線状[効果範囲]line (area)
457

効果線line of effect
304, 457

視線line of sight
457

言語[特性]linguistic (trait)
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

連祷[特性]litany (trait)
Litanies are special devotion spells, typically used by champions and requiring a single action, that usually give temporary immunity to further litanies.

幅跳び[2アクション](技能アクション)Long Jump [two-actions] (skill action)
Jump horizontally. (Athletics) 242–243

〈伝承〉[技能]Lore (skill)
Know specialized information on a narrow topic. (Int) 247–248

夜目[感覚]low-light vision (sense)
See in dim light as though it were bright light. 465

魔法magic
See also spell, item. 297–306

魔法のアイテムmagic item
See also item. 531–617

魔法[特性]magical (trait)
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic.
Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical. 535

魔法の障害magical hazards
520–522

魔法体系magical tradition
Arcane, divine, occult, and primal are the traditions of magic. 299

“懐柔する”[技能アクション]Make an Impression (skill action)
Change someone’s attitude. (Diplomacy) 246–247

“飛行機動”[1アクション][技能アクション]Maneuver in Flight [one-action] (skill action)
Execute a difficult movement while flying.(Acrobatics, trained) 240–241

操作[特性]manipulate (trait)
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

達人[習熟ランク]master (proficiency rank)
Add your level + 6 to associated rolls and DCs. 13, 444

物質[呪文構成要素]material (spell component)
303

素材materials
577–579

機械式[特性]mechanical (trait)
A hazard with this trait is a constructed physical object. 521, 522

〈医学〉[技能]Medicine (skill)
Heal people and help them recover from afflictions. (Wis) 248–249

中型[サイズ]Medium (size)
473–475

精神[ダメージ種別]mental (damage type)
452

精神[特性]mental (trait)
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

呪文修正[特性]metamagic (trait)
Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits
of the metamagic action. Any additional effects added by a metamagic action are part of the spell’s effect, not of the metamagic action itself. 304

精神なし[特性] mindless (trait)
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects.

手下[特性]minion (trait)
Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can’t use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that’s
a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command, a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don’t act, animals follow their instincts, and sapient minions act how they please.

不運[特性]misfortune (trait)
A misfortune effect detrimentally alters how you roll your dice.You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel
each other out, and you roll normally. 449

ミスラル[素材]mithral (material)
579

プレイ・モードmode of play
The three types of playing the game—encounters, exploration, and downtime—each has a different time scale and degree of rules precision. 10–12, 468–481

プレイ・モード毎の運営(GM)running modes of play (GM)
493

修正値modifier
A value added to a calculation that can be positive or negative. 444–445

能力修正値ability modifier
20

監視者[特性]monitor (trait)
Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.

モンク[クラス]monk (class)
154–165

-練気呪文ki spells
157, 401–402

-マルチクラスのアーキタイプmulticlass archetype
227

-モンク[特性]monk (trait)
Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.

モンスターmonster
A monster is a creature that is typically inhuman and serves to thwart the PCs in some way. Beneficial monsters are exceptions in most games. The GM plays the role of any monster the PCs encounter. 8

モンスターの識別monster identification
238–239, 506

変化[特性]morph (trait)
Effects that slightly alter a creature’s form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can’t.

騎乗[1アクション][特殊基本アクション]Mount [one-action] (specialty basic action)
Get on an allied creature to ride it. 472

乗騎mount
An animal companion with this special ability supports its rider. 214

騎乗戦闘mounted combat 478

移動[特性]move (trait) An action with this trait involves moving from one space to another. 474

移動movement
463–464

-強制移動forced movement
475

-遭遇とマス目における移動in encounters and on a grid
473–477

-マス目なしの移動movement without a grid
494

-特殊な移動種別special movement types
463

-移動速度(地上移動速度)Speed (land Speed)
13, 24, 463

マルチクラス[特性]multiclass (trait)
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name. 219

複数回攻撃ペナルティmultiple attack penalty
You take this penalty on all attacks after the first on your
turn. This is a –5 penalty on your second attack and –10 on all subsequent attacks(or –4 and –8 if your weapon or unarmed attack has the agile trait). 446

複数倍multiplying 444

変異薬[特性]mutagen (trait)
An elixir with the mutagen trait temporarily transmogrifies the subject’s body and alters its mind. A mutagen always conveys one or more beneficial effects paired with one or more detrimental effects. Mutagens are polymorph effects, meaning you can benefit from only one at a time.

狭い足場[地形]narrow surface (terrain)
You must Balance to cross a narrow surface. 476

出目1,出目20 natural 1, natural 20
When you roll a d20 and the number on the die is a 1, decrease your degree of success by one step. When the number is a 20, increase the degree of success by one step. 445–446

自然災害natural disaster
518–519

〈自然〉[技能]Nature (skill)
Know about the natural world and primal magic. (Wis) 249

[特性]necromancy (trait)
Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death. 298

負のエネルギー[ダメージ種別]negative (damage type)
452

負のエネルギー[特性]negative (trait)
Effects with this trait heal undead creatures with negative energy,deal negative damage to living creatures, or manipulate negative energy.

騒音 [鎧特性]noisy (armor trait)
275

非致傷[武器特性]nonlethal (weapon trait)
283

非致傷攻撃nonlethal attack
453

ノンプレイヤー・キャラクター(NPC)nonplayer character (NPC)
A character controlled by the GM. 13

誓約[特性]oath (trait) 109

物体object
See also item. 271–273

可視observed (condition)
You’re in clear view. 466, 621

霊妙 occult (trait)
This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. 299

霊妙呪文リストoccult spell list 311–314

〈霊妙学〉Occultism (skill)
Know about philosophies, mysticism, and occult magic. (Int) 249–250

塗油oil (trait) Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process. 561–562

潜伏期間onset
The delay before an affliction, elixir, or potion takes effect. 458, 534

粘体[特性]ooze (trait)
Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.

初動[特性]open (trait)
These maneuvers work only as the first salvo on your turn. You can use an open only if you haven’t used an action with the attack or open trait yet this turn.

オーク[特性]orc (trait)
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs. 434

-ハーフオークhalf-orc
55, 56, 58–59

オリハルコン[素材]orichalcum (material)
579

パラディンpaladin
A lawful good champion. 106

隠し持つ[1アクション][技能アクション]Palm an Object [one-action] (skill action)
Take an object without being noticed. (Thievery) 253

麻痺状態[状態]paralyzed (condition)
You can’t move or fully defend yourself. 621

受け流し [武器特性]parry (weapon trait)
283

隊列party order
497

パスファインダー協会Pathfinder Society
An organized play campaign played all over the world. 492

PC(プレイヤー・キャラクター)PC (player character)
See also player character. 13

ペナルティpenalty
A negative value added to a calculation. Add only the worst penalty of a single type (circumstance, item, status). 12, 444–445

複数回攻撃ペナルティmultiple attack penalty
(–5 on your second attack, –10 on further attacks) 446

射程ペナルティrange penalty
279, 446–447

知覚Perception
A statistic measuring your ability to notice hidden objects or unusual situations. Perception is usually used for initiative rolls. Perception modifier = Wis modifier + proficiency bonus + other bonuses + penalties. 13, 27, 448, 464–467

イニシアチブinitiative
448, 468

芸能[技能アクション]Perform (skill action)
Impress people with a performance. (Performance) 250

〈芸能〉[技能]Performance (skill)
Use your talents to put on a show. (Cha) 250, 506

継続ダメージ[状態]persistent damage (condition)
You keep taking damage every round. 621

石化状態[状態]petrified (condition)
You’ve been turned to stone. 621

物理[ダメージ種別]physical (damage type)
An umbrella category including bludgeoning, piercing, and slashing damage. 452

解錠[2アクション][技能アクション]Pick a Lock [two-actions] (skill action)
Open a lock. (Thievery, trained) 253

刺突[ダメージ種別]piercing (damage type)
A type of physical damage. 452

次元plane
418–419

植物[特性]plant (trait)
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

プラチナ貨(pp)platinum piece (pp)
271

プレイヤーplayer
One of the real people playing the game. 7

プレイヤー・キャラクター(キャラクターあるいはPC)Player Character (character or PC)
A character created and controlled by a player other than the GM. 13

キャラクター作成character creation
19–30

“指摘”[1アクション][特殊基本アクション]Point Out [one-action] (specialty basic action)
Indicate an undetected creature’s location. 472

毒[ダメージ種別]poison (damage type) 452

毒[特性]poison (trait)
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction. 457–458, 550—554

変態[特性]polymorph (trait)
These effects transform the target into a new form. A target can’t be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don’t allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there’s doubt about
whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

正のエネルギー[ダメージ種別]positive (damage type)
452

正のエネルギー[特性]positive (trait)
Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.

憑依[特性]possession (trait)
Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can’t use a possession effect. While possessing a target, a possessor’s true body is unconscious (and can’t wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage.
A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target’s active spells and abilities that affect their body. A possessor can use any of the target’s abilities that are purely physical, and it can’t use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target’s attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills,spell attack roll, and spell DC; benefits of invested items apply where relevant (the possessor’s invested items apply when using its own values, and the target’s
invested items apply when using the target’s values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn’t in its own body.
The possessor must use its own actions to make the possessed creature act. If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately and the possessor is stunned for 1 minute.

ポーション[特性]potion (trait)
A potion is a magical liquid activated when you drink it. 562–564

pp(プラチナ貨)pp (platinum piece)
271

貴重[特性]precious (trait)
Valuable materials with special properties have the precious trait.They can be substituted for base materials when you Craft items. 577–579

貴重素材で作られた鎧と武器armor and weapons made of precious materials.
555–556, 599

貴金属からのダメージdamage from precious materials
452

精密感覚precise sense
A sense that can make creatures observed, such as human sight. 464

精密[ダメージ種別]precision (damage type)
A type of damage that increases the attack’s listed damage,using the same damage type, rather than adding a separate amount. 452

預言[特性]prediction (trait)
Effects with this trait determine what is likely to happen in the near future. Most predictions are divinations.

準備preparations
See also daily preparations. 480, 500

前提条件prerequisite
Many feats and other abilities can be taken only if you meet their prerequisites. Prerequisites are often feats or proficiency ranks. 18

継続[特性]press (trait)
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. Some actions with the press trait also grant an effect on a failure.
The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example,you may wish to do this when an attack deals no damage due to resistance.)
Because a press action requires a multiple attack penalty, you can’t use one when it’s not your turn, even if you use the Ready activity.

市価Price
The amount of currency it usually costs to purchase an item. 271, 535

[特性]primal (trait)
This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. 299

-始原呪文リストprimal spell list
314–315

習熟proficiency
A measure of a character’s aptitude at a specific task or quality, with five ranks: untrained, trained, expert, master, and legendary. Proficiency gives a proficiency bonus. Being untrained adds a +0 bonus. Being trained, expert, master, or legendary adds your level plus 2, 4, 6, or 8, respectively. 13, 444

-初期習熟initial proficiencies
26, 68
-障害に対する最低習熟minimum proficiency for hazards
520–522

伏せ状態[状態]prone (condition)
You’re lying on the ground and easier to attack. 621

投射[武器特性]propulsive (weapon trait) 283

加速[状態]quickened (condition) You get an extra action each turn. 622

激怒[特性]rage (trait)
87

盾を掲げる[1アクション][特殊基本アクション]Raise a Shield [one-action] (specialty basic action)
Gain your shield’s bonus to AC. 472

遠隔range
304, 455

射程単位range increment
279, 446–447

レンジャー[クラス]ranger (class)
166–177

-マルチクラス・アーキタイプmulticlass archetype
228

レンジャー[特性]ranger (trait)
This indicates abilities from the ranger class.

レア[特性]rare (trait)
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. 13

レアリティ rarity
How often something is encountered in the game world. The rarities are common,uncommon, rare, and unique. Anything that doesn’t list a rarity is common. 13, 535

-GMの助言GM advice
488

間合い[武器特性]reach (weapon trait)
283

リアクションreaction ([reaction])
An action you can use even if it’s not your turn. You can use 1 reaction per round. 17, 461–462, 472–473

待機[2アクション][基本アクション]Ready [two-actions] (basic action)
Prepare an action to use when it’s not your turn. 470

知識の想起[1アクション](技能アクション)Recall Knowledge [one-action] (skill action)
Try to remember something using a skill. 238–239

-GMの助言GM advice 505–506

回復判定recovery check
A flat check made to see if you get worse or better while dying. 459

反応Reflex (Ref)
A type of saving throw used to quickly dodge. Reflex modifier = Dex modifier + proficiency bonus + other bonuses + penalties. 13, 448–449

再集中[連続行動]Refocus (activity)
Regain 1 focus point. 300

手放す[フリーアクション](基本アクション)Release [free-action] (basic action)
Let go of something you’re holding. 470–471

〈宗教〉[技能]Religion (skill)
Know about deities, faith, and divine magic. (Wis) 250

装填reload
279

修理[技能アクション]Repair (skill action)
Fix a broken or damaged item. (Crafting) 243–244

呪文の継続[探索行動]Repeat a Spell (exploration activity)
Repeatedly Cast a Spell as you move. 480

要望[1アクション][技能アクション]Request [one-action] (skill action)
Convince someone to do you a favor. (Diplomacy) 247

再ロール reroll
An ability that causes you to roll again has the fortune or misfortune trait. 499, 467

抵抗resistance
Reduce damage you take of a certain type. 453

休息rest
Characters recover HP (normally Con modifier × level) and resources with 8hours of sleep. 480, 499–500

-GMの助言GM advice 499–500, 502

長期的な休息long-term rest
481

拘束[状態]restrained (condition)
You are bound by restraints or a grappling creature. 622

判定の結果result of a check 445

再訓練retrain
You can retrain during downtime to change character choices. 481

-GMの助言GM advice 502

暴露[特性]revelation (trait)
Effects with this trait see things as they truly are.

報酬rewards
507–511

儀式ritual
A type of spell that takes downtime to cast and doesn’t use spell slots. 408–415

ローグ[クラス]rogue (class)
178–189

-マルチクラス・アーキタイプmulticlass archetype
229

ローグ[特性]rogue (trait)
This indicates abilities from the rogue class.

ロールプレイroleplaying
Describing a character’s actions, often while acting from the perspective of the character. 13

ロールプレイング・ゲーム(RPG)roleplaying game (RPG)
An interactive story where one player, the Game Master(GM), sets the scene and presents challenges, while other players take the roles of player characters (PCs) and attempt to overcome those challenges. 7

ロールroll
Any time you roll the dice, you’re making a roll. The most common type of roll is a check (comparing a d20 plus modifiers against a DC). 10, 443–450

ラウンドround
A period of time during an encounter in which all participants get a chance to act. A round represents approximately 6 seconds in game time. 13, 468–469

ラウンドの持続時間
durations measured in rounds 304

(数値の)まるめrounding
444

RPG(ロールプレイング・ゲーム)RPG (roleplaying game)
7

ルーンrune
580–585

ルーンストーンrunestone
571

セーヴィング・スロー[判定]saving throw (check)
A roll made to avoid or mitigate a dangerous effect. You roll a save automatically, with no action or a reaction. The character who isn’t acting rolls the d20 for a saving throw, and the creature who is acting provides the DC. There are three types of saves: Fortitude, Reflex, and Will. 13, 27, 305, 448–449

-基本セーヴィング・スローbasic saving throw 305, 449

鋭敏嗅覚[感覚]scent (sense)
Sense things using smell as an imprecise sense with a limited range. 465

系統school
Magic is divided into eight schools: abjuration, conjuration, divination,enchantment, evocation, illusion, necromancy, and transmutation. 297–298

斥候 [探索行動]Scout (exploration activity)
Look ahead for danger. 480

巻物[特性]scroll (trait)
A scroll contains a single spell you can cast without a spell slot. 564–565

念視[特性]scrying (trait)
A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.

捜索[探索行動]Search (exploration activity)
Look for hidden things. 480

非公開[特性]secret (trait)
The GM rolls the check for this ability in secret. 450

捜す[1アクション](基本アクション)Seek [one-action] (basic action)
Scan an area for creatures or objects using Perception. 471

“方向感覚”[1アクション][技能アクション]Sense Direction [one-action] (skill action)
Figure out your precise location. (Survival) 252

-GMの助言GM advice
506

“真意看破”[1アクション](基本アクション)Sense Motive [one-action] [(basic action)
Determine if a creature is lying. 471

感覚senses
464–465

セッションsession
A Pathfinder game session usually last a few hours. 7, 489–491

影[特性]shadow (trait)
This magic involves shadows or the energy of the Shadow Plane.

盾shield
277

魔法の盾と特殊な盾magic and special shields
586–588

盾を掲げるアクションRaise a Shield action
472

盾で防ぐリアクションShield Block reaction
266

突き飛ばし[武器特性]shove (weapon trait)
283

“突き飛ばし”[1アクション][技能アクション]Shove [one-action] (skill action)
Push a creature. (Athletics) 243

不調状態[状態]sickened (condition)
You’re sick to your stomach. 622

銀[素材]silver (material)
579

銀貨silver piece (sp)
271

単一アクションsingle action ([one-action])
An action that takes one of your three actions on your turn. 17, 461

サイズsize
A creature can be Tiny, Small, Medium, Large, Huge, or Gargantuan. 473–474

アイテムのサイズitem size
295

技能skill
A statistic representing the ability to perform certain tasks that require instruction or practice. Skill modifier = modifier of the skill’s key ability score + proficiency bonus + other bonuses + penalties. 13, 28, 233–253

援護Aid (reaction used to grant a bonus to an ally’s check)
470

判定ペナルティ(鎧からの)check penalty (from armor)
234, 274

DC(GMの助言) DCs (GM advice)
504–506

一般技能アクションgeneral skill actions
234–240

技能特技skill feat
(a type of general feat related to skills) 68, 255

技能増加 skill increase
68

技能[特性]skill (trait)
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.219, 255

斬撃[ダメージ種別]slashing (damage type)
A type of physical damage. 452

睡眠[特性]sleep (trait)
This effect can cause a creature to fall asleep or get drowsy.

減速化[状態]slowed (condition)
You lose actions each turn. 622

小型[サイズ]Small (size)
473–475

罠[特性]snare (trait)
Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield. 266, 589–591

忍び歩き[1アクション][技能アクション]Sneak [one-action] (skill action)
Move quietly while hidden. (Stealth) 252

〈社会〉[技能]Society (skill)
Know about civilization, culture, and history. (Int) 250–251

動作[呪文構成要素]somatic (spell component)
303

音波[ダメージ種別]sonic (damage type)
452

音波[特性]sonic (trait)
An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.

ソーサラー[クラス]sorcerer (class)
190–201

-血脈呪文bloodline spells
194–195, 402–406

-マルチクラス・アーキタイプmulticlass archetype
230

-呪文リストspell lists
307–315

ソーサラー[特性]sorcerer (trait)
This indicates abilities from the sorcerer class.

sp(銀貨)sp (silver piece)
271

接敵面space
The squares a creature takes up on a grid. 473–474

会話speaking
471

特殊基本アクションspecialty basic action
472

移動速度Speed
A measure of the distance a character can move using a single action,measured in feet. See also movement. 13, 463

穴掘り、登攀、飛行、水泳速度burrow, climb, fly, and swim Speeds 463

マス目移動movement on a grid
473–476

鎧の移動速度ペナルティSpeed penalty from armor
274

ステップと歩行アクションStep and Stride actions
471

旅程速度travel Speed
479

呪文spell
A magical effect created by performing mystical incantations and gestures known only to those with special training or inborn abilities. 13, 297–415

-効果範囲areas
304

-呪文での攻撃attacking with a spell
298, 305

-キャントリップcantrips
300

-呪文発動と“呪文発動”の連続行動casting spells and the Cast a Spell activity
302–303

-構成要素components
303

-無効化counteracting
305

-妨害disrupting
303

-持続時間durations
304–305, 499

-焦中呪文focus spells
(bloodline spells, composition spells, devotion spells, domain spells, ki spells, order spells, and school spells) 300–302, 386–407

-増強heightening
299

-識別identifying
238, 305

-生来innate
302

-準備prepared
298

-距離ranges
304

-儀式rituals
408–415

-系統school
297–298

-呪文の説明spell descriptions
316–385

呪文レベルspell level
(spells range in level from 1 to 10)

-呪文リストspell lists
307–315

-呪文レパートリー
spell repertoire (the spells a spontaneous spellcaster knows) 96–97, 193

-呪文攻撃ロールspell attack roll
(spellcasting ability modifier + proficiency bonus + other bonuses
+ penalties) 298

-呪文DC spell DC
(10 + spellcasting ability modifier + proficiency bonus + other bonuses +
penalties) 298

-呪文スロットspell slots
298–299

-任意発動spontaneous
298–299

-目標targets
304

-体系traditions
(arcane, divine, occult, and primal) 297, 299

-トリガーtriggers
305–306

-壁walls
306

呪文書spellbook
204, 206, 288, 297

術者spellcaster
A spellcaster is a character whose class or archetype grants them the spellcasting class feature. The ability to cast focus spells or innate spells does not by itself make a character a spellcaster.
spell attack roll You attempt a spell attack roll when targeting a creature with aimed magic. Your multiple attack penalty applies. Spell attack roll modifier = spellcasting ability modifier + proficiency bonus + other bonuses + penalties. 298, 305, 447–448

呪文攻撃ロール Spell attack roll
You attempt a spell attack roll when targeting a creature with aimed magic. Your multiple attack penalty applies. Spell attack roll modifier = spellcasting ability modifier + proficiency bonus + other bonuses + penalties.

呪文DC spell DC Your spell DC measures how hard it is to resist your spells with saving throws
or to counteract them. Spell DC = 10 + spellcasting ability modifier + proficiency bonus + other bonuses + penalties. 298, 448

霊魂[特性]spirit (trait)
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.

飛散[特性]splash (trait)
When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails,succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure),the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target’s weaknesses or resistances. You don’t multiply splash damage on a critical hit. 544

無理矢理入り込む[技能アクション]Squeeze (skill action)
Move through a gap while exploring. (Acrobatics, trained) 241

スタッフ[特性]staff (trait)
This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff. 592–595

段階stage
One of the steps of an affliction. 458

構え[特性]stance (trait)
A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can’t use another one for 1 round. You can enter or be in a stance only in encounter mode.

“立ち上がる”[1アクション](基本アクション)Stand [one-action] (basic action)
Stand up from prone. 471

飢えと渇きstarvation and thirst
500

ステータス・ボーナスstatus bonus
A bonus that typically comes from a spell or condition and represents a beneficial status. 444–445

ステータス・ペナルティstatus penalty
A penalty that typically comes from a spell or condition and represents a detrimental status. 444–445
staves 280, 592–595

“盗み”[1アクション](技能アクション)Steal [one-action] (skill action)
Pilfer an object in someone else’s possession. (Thievery) 253

〈隠密〉[技能]Stealth (skill)
Avoid detection and conceal items. (Dex) 251–252

“ステップ”[1アクション](基本アクション)Step [one-action] (basic action)
Move 5 feet without triggering reactions. 471

【筋力】(【筋】)Strength (Str)
This ability score measures your brawn. 19

鎧の【筋力】値armor Strength score
274

“歩行”[1アクション](基本アクション)Stride [one-action] (basic action)
Move up to your Speed. 471

“打撃”[1アクション](基本アクション)Strike [one-action] (basic action)
Make an attack with a weapon or unarmed attack. 471

構築[特性]structure (trait)
596

構造物structures
515, 596

朦朧状態[状態]stunned (condition)
You can’t act for a number of actions or an amount of time. 622

知性低下[状態]stupefied (condition)
Your can’t access your full mental faculties, and you have trouble casting spells. 622

自活(技能アクション)Subsist (skill action)
Find food and shelter for free. (Society or Survival) 240

-GMの助言GM advice
506

成功success
A result on a check that equals or exceeds the DC. Exceeding the DC by 10 or more is even better—a critical success. If a stat block has no success entry, that means there is no effect on a success. 445–446
suffocation 478

招来[特性]summoned (trait)
A creature called by a conjuration spell or effect gains the summoned trait. A summoned creature can’t summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to cast a spell of equal or higher level than the spell that summoned it, it overpowers
the summoning magic, causing the summoned creature’s spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it, but
the GM determines the degree to which it follows your commands.
Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.

“支援”[1アクション]Support [one-action]
Direct your animal companion to support you. 215

不意打ち攻撃surprise attack
499–500

〈生存〉[技能]Survival (skill)
Travel and survive in the wild. (Wis) 252–253

呪文の維持[1アクション][アクション]Sustain a Spell [one-action] (action)
Extend a spell with a sustained duration. 304

起動の維持[1アクション](アクション)Sustain an Activation [one-action] (action)
Extend a magic item activation with a sustained duration to the end of your next turn. 534

維持sustained
A spell with this duration can be extended with Sustain a Spell. 304

一掃[武器特性]sweep (weapon trait)
283

“水泳”[1アクション](技能アクション)Swim [one-action] (skill action)
Move through the water. (Athletics) 243

水中戦闘aquatic combat
478

水泳移動速度swim Speed
463

“遮蔽をとる”[1アクション][基本アクション]Take Cover [one-action] (basic action)
Gain cover, or improve cover to greater cover. 471

“魔除け”[特性]talisman (trait)
A talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently. 565–570

目標target
304, 455–456

瞬間移動[特性]teleportation (trait)
Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.

一時的ヒットポイントtemporary Hit Points
461

一時的耐性temporary immunity
An effect that makes a creature temporarily immune lets that creature avoid new effects of the same name, but it doesn’t end anything caused by the effect that gave the temporary immunity. 453

地形terrain
475–476, 497–498

環境environment
512–517

〈盗賊〉[技能]Thievery (skill)
Steal objects and dismantle locks and other mechanisms. (Dex) 253

渇きthirst 500

投擲[武器特性]thrown (weapon trait)
283

超小型[サイズ]Tiny (size)
473–475

道具tool
alchemical tool 554

道具と用具tools and kits
288

接触touch
A spell range requiring you to touch the target. 304

追跡[技能アクション]Track (skill action)
Follow a creature’s tracks. (Survival) 252–253

―GMの助言GM advice
506

体系tradition
A fundamental category of magic (arcane, divine, occult, or primal). 297, 299

調教[一般特技]Train Animal (general feat)
268, 506

修得[習熟ランク]trained (proficiency rank)
Add your level + 2 to associated rolls and DCs. Some skill actions and many other rules require you to be trained. 13, 444

特性trait
A keyword that conveys information about a rules element. Often a trait indicates how other rules interact with an ability, creature, item, or other rules element with that trait. Individual traits appear by name in this appendix. 13

鎧特性armor traits
274–275

武器特性weapon traits
282–283

変成術[特性]transmutation (trait)
Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something’s form. 298

罠[特性]trap (trait)
A hazard or item with this trait is constructed to hinder interlopers. 520—522

旅程速度travel Speed
479

宝物treasure
See also item. 508–511, 530–617

宝物表treasure tables
536–542

病気の手当[技能アクション]Treat Disease (skill action)
Remedy a disease in downtime. (Medicine, trained) 248

毒の手当[1アクション][技能アクション]Treat Poison [one-action] (skill action)
Help a poisoned patient recover. (Medicine, trained)248–249

傷の手当[技能アクション]Treat Wounds (skill action)
Restore Hit Points to a creature. (Medicine, trained) 249

振動感知[感覚]tremorsense (sense)
Detect the movement of creatures along surfaces. 465

トリガーtrigger
A specified event when you can use a reaction or free action. 18, 305–306, 462

足払い[武器特性]trip (weapon trait)
283

足払い[1アクション][技能アクション]Trip [one-action] (skill action)
Knock a creature down. (Athletics) 243

“軽業移動”[1アクション][技能アクション]Tumble Through [one-action] (skill action)
Move through someone’s space. (Acrobatics) 240

ターンturn
During a round in an encounter, each creature takes a single turn. A creature typically uses up to 3 actions during its turn. 13, 468–469

双頭[武器特性]twin (weapon trait)
283

両手[武器特性]two-hand (weapon trait)
283

素手[武器特性]unarmed (weapon trait)
283

生身 unarmored defense
274, 275

アンコモン [特性]uncommon (trait)
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. 13

気絶状態[状態]unconscious (condition)
You’re asleep or knocked out. 622–623

死亡、瀕死、及び気絶のルールdeath, dying, and unconscious rules
459–461

アンデッド[特性]undead (trait)
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don’t benefit from healing effects.

未探知[状態]undetected (condition)
A creature doesn’t know your precise location. 466–467, 623

でこぼこの地面[地形]uneven ground (terrain)
You must Balance or fall when crossing uneven ground. 476

非友好的[状態]unfriendly (condition)
An NPC with this condition doesn’t like you. 623

ユニーク [特性]unique (trait)
A rules element with this trait is one-of-a-kind. 13

永続unlimited
A spell with this duration lasts indefinitely. 305

未察知[状態]unnoticed (condition)
A creature is entirely unaware you’re present. 467, 623

次の日の準備をするまでuntil the next time you make your daily preparations
A spell with this duration lasts until you next prepare, and you can extend it by leaving its spell slot open. 305

未修得[習熟ランク]untrained (proficiency rank)
The lowest proficiency rank (+0 bonus). 10, 13, 444

使い方usage
An indication of how an item must be worn, held, or otherwise used. 535

あいまいな知覚vague sense
A sense that can detect an unnoticed creature but not determine its position, such as a human’s sense of smell. 465

音声[呪文構成要素]verbal (spell component)
303

可変 [武器特性]versatile (weapon trait)
283

大難[特性]virulent (trait)
Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.

[特性]visual (trait)
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.

長弓 [武器特性]volley (weapon trait)
283

壁wall 3
06, 515

ワンド[特性]wand (trait)
A wand contains a single spell which you can cast once per day. 597–598

見張りwatches
499–500

水[特性]water (trait)
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.

弱点weakness
Increases damage you take of a certain type. 453

財産wealth
A character’s wealth by level. 508–511

武器weapon
278–286

魔法の特殊な武器magical and special weapons
599–602

ルーンrunes
580–585

攻撃wielding
272

天候weather
497, 517–518

良い環境welcoming environment
8, 485–486

意志Will
A saving throw used to resist effects targeting the mind and personality. Will modifier = Wis modifier + proficiency bonus + other bonuses + penalties. 13, 448–449

【判断力】(【判】)Wisdom (Wis)
This ability score measures your awareness and intuition. 19

ウィザード[クラス]wizard (class)
202–213

―秘術呪文リストarcane spell list
307–309

―マルチクラス・アーキタイプmulticlass archetype
231

―系統呪文school spells
406–407

ウィザード[特性]wizard (trait)
This indicates abilities from the wizard class.

重症[状態]wounded (condition)
You’ve returned from the brink of death but remain at risk. 623

XP(経験点)XP (Experience Points)
See also Experience Points. 8, 507–508

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