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Cover & Concealment

Cover
• Soft Cover (creature between attacker and target): +4 AC
• Low Cover (half wall, table): +2 AC
• Normal Cover (behind wall, pillar): +4 AC, +2 Reflex saves
• Improved Cover (arrow slit, nearly hidden): +8 AC, +4 Reflex saves

Concealment
• Concealment (20% miss chance): fog, dim light, foliage
• Total Concealment (50% miss chance): target not seen at all
• Attacker must guess target’s square with total concealment.

Spell Resistance

Checking SR
• Caster Level Check: 1d20 + caster level vs. target’s SR
• Success: spell affects target normally
• Failure: spell has no effect on that creature

When SR Applies
• Affects spells that directly target or include the creature in their area
• Harmless spells: target can choose to lower SR as a standard action
• Objects and mindless creatures usually have no SR unless noted

Damage Reduction & Energy Resistance

Damage Reduction (DR)
• DR X/—: reduce all physical damage by X (e.g., DR 5/—)
• DR X/material or type: only bypassed by that material or damage type
– DR 10/silver: silver weapons ignore DR
– DR 5/bludgeoning: bludgeoning weapons ignore DR
• DR never reduces energy damage (fire, cold, etc.)

Energy Resistance
• Resist X (fire/cold/acid/electricity/sonic): subtract X from that energy damage
• Immunity: no damage from that energy type

Skill Summaries

Climb
• Check: Climb check vs. DC set by surface
• Typical DCs: 15 (rough natural), 20 (cracked/ledges), 25+ (smooth or overhang)
• Speed: 1/4 land speed (move action) or 1/2 with –5 penalty
• Failure by 4 or less: no progress; failure by 5+: fall

Spellcraft
• Identify spell being cast: DC 15 + spell level
• Identify spell from ongoing effect: DC 20 + spell level
• Learn spell from scroll: DC 20 + spell level
• Detect magic: identify school with DC 15 + spell level

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