D–M
Starfinder Core Rulebook, page 513
Damage: This is the numerical value subtracted from a target’s Stamina Points or Hit Points after a successful attack against it. See page 250.
Damage Reduction (DR): This is the ability to ignore a specified amount of kinetic damage. See page 263.
Dazed: This condition applies negative effects to your character. See page 275.
Dazzled: This condition applies negative effects to your character. See page 275.
Dead: This condition applies when your character dies. See page 250 for how death works and page 275 regarding the dead condition.
Deafened: This condition applies negative effects to your character. See page 275.
Dexterity (Dex): This is an ability that represents your agility, balance, and reflexes. See pages 20–21.
Difficulty Class (DC): This value is the lowest total at which a saving throw attempt, a skill check, or any other relevant check is successful. See pages 132 and 241.
Disease: This affliction represents some agent infecting you and may be contagious. See pages 414–415.
Drift: The Drift allows starships to travel great distances and is reachable only using technology. See page 290.
Drug: This form of poison initially has a beneficial effect. See pages 231–232.
Dying: This condition applies when your character is unconscious and near death. See page 250 for how dying works and page 275 for details about the dying condition.
Electricity Damage: This is a type of energy damage. See page 169.
Encounter: An encounter is an event that presents you with a specific problem to solve. See page 388.
Encumbered: This condition applies when you carry more bulk than is comfortable. See page 275.
Enemy: This is a creature you seek to harm or that seeks to harm you. Some abilities and effects specifically target enemies. The GM has final say on who counts as an enemy. See page 242.
Energy Armor Class (EAC): This number represents how hard it is for an enemy to strike your character in combat using an attack that deals energy damage. See page 240.
Energy Damage: Acid, cold, electricity, fire, and sonic are the common types of energy damage, and attacks that deal energy damage target a creature’s Energy Armor Class (see page 240). See page 169 for more about energy damage.
Energy Resistance: This number represents how much energy damage of a specific type a creature can ignore. See page 64.
Entangled: This condition applies negative effects to your character. See pages 275–276.
Envoy: This is a class in which your character can train. See pages 60–67.
Exhausted: This condition applies negative effects to your character. See page 276.
Experience Points (XP): These are distributed to you for defeating encounters. Once you have reached a certain total of experience points, you increase in class level, or “level up.” See page 26 for more about gaining experience points.
Extraordinary Ability (Ex): This represent intense training or innate skill, but not magical ability or influence. See page 62.
Fascinated: This condition applies negative effects to your character. See page 276.
Fatigued: This condition applies negative effects to your character. See page 276.
Feat: This is an ability not derived from your race, class, theme, or skill ranks. See pages 152–163.
Fire Damage: This is a type of energy damage. See page 169.
Flat-Footed: This condition applies negative effects to your character when you are unprepared for combat. See page 276.
Fortitude Saving Throw (Fort save): This type of saving throw measures your character’s ability to stand up to physical punishment. See page 241.
Frightened: This condition applies negative effects to your character. See page 276.
Full Action: This action in combat allows you to perform involved task, such as charging or attacking multiple times. See pages 247–248.
Game Master (GM): This player adjudicates the rules and controls the various elements of the game’s story and world. A GM’s duty is to provide a fair and fun game—she wants the other players to ultimately succeed in their goals, but only after much heroic striving and danger.
Gap: The Gap is a universal period of obscurity that took place for an indefinite amount of time ending about 300 years ago. See page 424.
Grappled: This condition applies negative effects to your character and is a common combat maneuver (see page 246). See page 276 for details about the grappled condition.
Guarded Step: This careful movement allows you to move 5 feet as a move action without provoking attacks of opportunity. See page 247.
Heavy Armor: This type of armor prioritizes maximum protection over a higher degree of maneuverability. See pages 97–98.
Helpless: This condition applies negative effects to your character. See page 276.
Hit Points (HP): This number represents how badly you can be hurt before you fall unconscious or die. When you take damage and have 0 Stamina Points remaining, you lose Hit Points. See page 22.
Human: This is a common player character race. See pages 44–45.
Hybrid Item: This is a piece of equipment that uses technology and magic to function. See pages 226–227.
Initiative Check: The result of your initiative check determines in what order you can act in combat. This check’s result is often called your initiative count. See page 238.
Intelligence (Int): This is an ability that represents how well you learn and reason, and it is frequently associated with knowledge and education. See page 21.
Item Level: This value refers to the complexity, durability, and potency of armor, weapons, and equipment. See page 167.
Kasatha: This is a common player character race. See pages 46–47.
Key Ability Score: This is the ability score that’s most important for a certain class. See page 58.
Kinetic Armor Class (KAC): This number represents how hard it is for an enemy to strike your character in combat using an attack that deals damage from physical impact. See page 240.
Kinetic Damage: Bludgeoning, piercing, and slashing are the common types of kinetic damage, and attacks that deal kinetic damage target a creature’s Kinetic Armor Class. See page 169.
Lashunta: This is a common player character race. See pages 48–49.
Level: This might refer to your caster level, character level, class level, a spell’s or item’s level, or another scaling mechanic that falls within the framework of the rules, depending on the context. See separate entries for each type of level listed here.
Light Armor: This type of armor prioritizes maneuverability over the heaviest possible protection. See page 197.
Magic Item: This is a piece of equipment that uses magic to function. See pages 222–225.
Mark (Mk): Some items can be bought at increasing ranks of efficiency, thus increasing their price. A mark 3 item is more expensive and more potent than its mark 2 version, and so on.
