Esta página foi escrita por Estêvão Chaves Monteiro e usa a Open Gaming License versão 1.0a.
(Em
desenvolvimento!)
Um personagem com esta habilidade pode andar por qualquer tipo de vegetação rasteira (como espinhos naturais, moitas, matagais e terrenos similares) sem redução de deslocamento nem sofrer dano nem qualquer outro prejuízo. Entretanto, espinhos, moitas e matagais manipulados magicamente para impedir movimentação ainda o afetam normalmente.
Ataque furtivo permite que o personagem golpeie um ponto vital de um oponente que não estiver se defendendo eficientemente para, assim, causar dano adicional. As jogadas de ataque (sejam com armas ou efeitos de toque direto ou distante) bem-sucedidas do personagem causam dano adicional sempre que o seu alvo encontrar-se despreparado ou sofrendo uma penalidade de orientação na Defesa. (Um personagem sofre uma penalidade de orientação na Defesa quando for flanqueado, quando não puder enxergar um oponente ou quando tiver investido ou corrido na última rodada.)
Se um ataque furtivo for um acerto crítico, o dano adicional não é multiplicado. Se um personagem puder fazer múltiplos ataques em um turno, todos os ataques que se qualificarem como ataques furtivos causam o devido dano adicional. A classe (ou raça) que concede ataque furtivo especifica o dano adicional, sempre um múltiplo de 1d6.
Ataque furtivo é uma opção de ataque que requer precisão. Ataques distantes só contam como ataques furtivos se o alvo estiver dentre 6 metros. Além disso, o personagem deve ser capaz de ver o alvo bem o suficiente para discernir um ponto vital e deve ser capaz de alcançar tal ponto. O personagem não pode atacar furtivamente ao golpear uma criatura com camuflagem ou golpear os membros de uma criatura cujos pontos vitais estão além do seu alcance.
Ataque furtivo só funciona contra criaturas vivas com anatomias discerníveis—criaturas não-vivas (construtos e mortos-vivos), inorgânicas (elementais, gosmas e plantas) ou incorpóreas não têm pontos vitais para atacar. Qualquer criatura que seja imune a dano adicional por acertos críticos também é imune a dano adicional por ataques furtivos.
O ataque furtivo do personagem causa dano não-letal se a arma utilizada normalmente causar dano não-letal, como um golpe desarmado ou porrete. Um ataque furtivo requer uso efetivo da arma, então o personagem não pode fazer um ataque furtivo quando optar por causar dano não-letal com uma arma que normalmente causa dano letal. Por outro lado, o personagem pode fazer um ataque furtivo quando optar por causar dano letal com uma arma que normalmente causa dano não-letal, uma vez que isto representa uma tentativa de usar a arma com maior efeito. O personagem não precisa ser proficiente com a arma usada para atacar furtivamente.
Baforadas antes mágicas viram venenos: inconsciência substitui sono, náusea substitui repulsão, exaustão substitui lentidão, petrificação?; enfraquecimento e paralisia não precisam de mudança.
O personagem é mestre em distrair seus observadores para esconder-se, então dispensa o teste de Blefar e ignora a penalidade –10 no teste de Esconder-se.
Um personagem com esquiva extraordinária sempre está preparado para se defender. Ele nunca é pego despreparado apenas por não reconhecer ou não enxergar um oponente, mas ainda é pego despreparado em outras situações e condições, como quando agarrado, atordoado, equilibrando-se, escalando ou for enganado por uma finta. Note que um inimigo invisível ainda pode atacar furtivamente um personagem dotado de esquiva extraordinária pois o último ainda sofre uma penalidade de orientação.
Um personagem com esquiva extraordinária aprimorada não sofre uma penalidade de orientação ao ser flanqueado ou atacado por um oponente invisível. Ou seja, o personagem não pode ser flanqueado e, combinando esta habilidade com esquiva extraordinária, um oponente invisível não tem vantagem alguma ao atacá-lo. Um personagem só pode aprender esquiva extraordinária aprimorada se já tiver aprendido esquiva extraordinária.
Um inimigo não pode atacar furtivamente um personagem dotado de esquiva extraordinária aprimorada meramente por estar invisível ou flanqueando-o. Um inimigo com pelo menos 4 níveis em classes que concedem ataque furtivo a mais do que o personagem tem níveis em classes que concedem esquiva extraordinária aprimorada ignora esta defesa, beneficiando-se normalmente de penalidades de orientação e podendo atacar furtivamente o personagem.
Uma criatura com evasão consegue reagir a ataques de área saltando ou contorcendo-se fora do caminho: quando alvejada por um ataque que permite uma jogada de Reflexos para metade do dano, a criatura não toma dano algum se resistir. Como uma jogada de Reflexos para qualquer criatura, uma criatura precisa de espaço para se mover para evadir-se; uma criatura amarrada, indefesa ou espremida não pode usar evasão. Como uma jogada de Reflexos para qualquer criatura, evasão é uma reação: a criatura não precisa estar ciente do ataque para usar evasão.
Classes que dão evasão costumam proibir seu uso quando o personagem usar uma armadura média ou pesada ou sustentar uma carga média ou pesada, mas algumas criaturas com a qualidade racial de evasão não têm esta limitação.
Esta qualidade é igual a evasão, com o benefício adicional da criatura tomar apenas metade do dano mesmo falhando na jogada de Reflexos.
A creature attacking with a breath weapon is actually expelling something from its mouth (rather than conjuring it by means of a spell or some other magical effect). Most creatures with breath weapons are limited to a number of uses per day or by a minimum length of time that must pass between uses. Such creatures are usually smart enough to save their breath weapon until they really need it.
A breath weapon attack usually deals damage and is often based on some type of energy. Such breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save.
Using a breath weapon is typically a standard action.
No attack roll is necessary. The breath simply fills its stated area.
Any character caught in the area must make the appropriate saving throw or suffer the breath weapon’s full effect. In many cases, a character who succeeds on his saving throw still takes half damage or some other reduced effect.
Creatures are immune to their own breath weapons.
Creatures unable to breathe can still use breath weapons. (The term is something of a misnomer.)
When a character is injured by a contaminated attack touches an item smeared with diseased matter, or consumes disease-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect—his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage.
These Fortitude saving throws can be rolled secretly so that the player doesn’t know whether the disease has taken hold.
Diseases have various symptoms and are spread through a number of vectors. The characteristics of several typical diseases are summarized on Table: Diseases and defined below.
Disease: Diseases whose names are printed in italic in the table are supernatural in nature. The others are extraordinary.
Infection: The disease’s method of delivery—ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa).
DC: The Difficulty Class for the Fortitude saving throws to prevent infection (if the character has been infected), to prevent each instance of repeated damage, and to recover from the disease.
Incubation Period: The time before damage begins.
Damage: The ability damage the character takes after incubation and each day afterward.
Types of Diseases: Typical diseases include the following:
Blinding Sickness: Spread in tainted water.
Cackle Fever: Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Also known as “the shrieks.”
Demon Fever: Night hags spread it. Can cause permanent ability drain.
Devil Chills: Barbazu and pit fiends spread it. It takes three, not two, successful saves in a row to recover from devil chills.
Filth Fever: Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it.
Mindfire: Feels like your brain is burning. Causes stupor.
Mummy Rot: Spread by mummies. Successful saving throws do not allow the character to recover (though they do prevent damage normally).
Red Ache: Skin turns red, bloated, and warm to the touch.
The Shakes: Causes involuntary twitches, tremors, and fits.
Slimy Doom: Victim turns into infectious goo from the inside out. Can cause permanent ability drain.
Table: Diseases
| Disease | Infection DC | Incubation | Damage |
|---|---|---|---|
| Blinding sickness | Ingested 16 | 1d3 days | 1d4 Str1 |
| Cackle fever | Inhaled 16 | 1 day | 1d6 Wis |
| Demon fever | Injury 18 | 1 day | 1d6 Con2 |
| Devil chills3 | Injury 14 | 1d4 days | 1d4 Str |
| Filth fever | Injury 12 | 1d3 days | 1d3 Dex, 1d3 Con |
| Mindfire | Inhaled 12 | 1 day | 1d4 Int |
| Mummy rot4 | Contact 20 | 1 day | 1d6 Con |
| Red ache | Injury 15 | 1d3 days | 1d6 Str |
| Shakes | Contact 13 | 1 day | 1d8 Dex |
| Slimy doom | Contact 14 | 1 day | 1d4 Con2 |
| 1 Each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded. | |||
| 2 When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead. | |||
| 3 The victim must make three successful Fortitude saving throws in a row to recover from devil chills. | |||
| 4 Successful saves do not allow the character to recover. Only magical healing can save the character. | |||
Use of the Heal skill can help a diseased character. Every time a diseased character makes a saving throw against disease effects, the healer makes a check. The diseased character can use the healer’s result in place of his saving throw if the Heal check result is higher. The diseased character must be in the healer’s care and must have spent the previous 8 hours resting.
Characters recover points lost to ability score damage at a rate of 1 per day per ability damaged, and this rule applies even while a disease is in progress. That means that a character with a minor disease might be able to withstand it without accumulating any damage.
When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he takes the poison’s initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw.
One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way remains potent until it is touched or used.
Although supernatural and spell-like poisons are possible, poisonous effects are almost always extraordinary.
Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows.
Contact: Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.
Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat.
Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each creature within the area must make a saving throw. (Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)
Injury: This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.
The characteristics of poisons are summarized on Table: Poisons. Terms on the table are defined below.
Type: The poison’s method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s damage.
Initial Damage: The damage the character takes immediately upon failing his saving throw against this poison. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.
Secondary Damage: The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with an asterisk is permanent drain instead of temporary damage.
Price: The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. The purchase and possession of poison is always illegal, and even in big cities it can be obtained only from specialized, less than reputable sources.
A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex save or accidentally poison himself with the weapon.
Creatures with natural poison attacks are immune to their own poison and the poison of others of its kind.. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.
Table: Poisons
| Poison | Type | Initial Damage | Secondary Damage | Price |
|---|---|---|---|---|
| Nitharit | Contact DC 13 | 0 | 3d6 Con | 650 gp |
| Sassone leaf residue | Contact DC 16 | 2d12 hp | 1d6 Con | 300 gp |
| Malyss root paste | Contact DC 16 | 1 Dex | 2d4 Dex | 500 gp |
| Terinav root | Contact DC 16 | 1d6 Dex | 2d6 Dex | 750 gp |
| Black lotus extract | Contact DC 20 | 3d6 Con | 3d6 Con | 4,500 gp |
| Dragon bile | Contact DC 26 | 3d6 Str | 0 | 1,500 gp |
| Striped toadstool | Ingested DC 11 | 1 Wis | 2d6 Wis + 1d4 Int | 180 gp |
| Arsenic | Ingested DC 13 | 1 Con | 1d8 Con | 120 gp |
| Id moss | Ingested DC 14 | 1d4 Int | 2d6 Int | 125 gp |
| Oil of taggit | Ingested DC 15 | 0 | Unconsciousness | 90 gp |
| Lich dust | Ingested DC 17 | 2d6 Str | 1d6 Str | 250 gp |
| Dark reaver powder | Ingested DC 18 | 2d6 Con | 1d6 Con + 1d6 Str | 300 gp |
| Ungol dust | Inhaled DC 15 | 1 Cha | 1d6 Cha + 1 Cha* | 1,000 gp |
| Insanity mist | Inhaled DC 15 | 1d4 Wis | 2d6 Wis | 1,500 gp |
| Burnt othur fumes | Inhaled DC 18 | 1 Con* | 3d6 Con | 2,100 gp |
| Black adder venom | Injury DC 11 | 1d6 Con | 1d6 Con | 120 gp |
| Small centipede poison | Injury DC 11 | 1d2 Dex | 1d2 Dex | 90 gp |
| Bloodroot | Injury DC 12 | 0 | 1d4 Con + 1d3 Wis | 100 gp |
| Drow poison | Injury DC 13 | Unconsciousness | Unconsciousness for 2d4 hours | 75gp |
| Greenblood oil | Injury DC 13 | 1 Con | 1d2 Con | 100 gp |
| Blue whinnis | Injury DC 14 | 1 Con | Unconsciousness | 120 gp |
| Medium spider venom | Injury DC 14 | 1d4 Str | 1d4 Str | 150 gp |
| Shadow essence | Injury DC 17 | 1 Str* | 2d6 Str | 250 gp |
| Wyvern poison | Injury DC 17 | 2d6 Con | 2d6 Con | 3,000 gp |
| Large scorpion venom | Injury DC 18 | 1d6 Str | 1d6 Str | 200 gp |
| Giant wasp poison | Injury DC 18 | 1d6 Dex | 1d6 Dex | 210 gp |
| Deathblade | Injury DC 20 | 1d6 Con | 2d6 Con | 1,800 gp |
| Purple worm poison | Injury DC 24 | 1d6 Str | 2d6 Str | 700 gp |
| * Permanent drain, not temporary damage. | ||||
A creature with spell immunity avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Sometimes spell immunity is conditional or applies to only spells of a certain kind or level. Spells that do not allow spell resistance are not affected by spell immunity.
A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. (Some spells also grant spell resistance.)
To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance. (The defender's spell resistance is like an Armor Class against magical attacks.) If the caster fails the check, the spell doesn't affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.
Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).
A creature's spell resistance never interferes with its own spells, items, or abilities.
A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.
Spell resistance does not stack. It overlaps.
Each spell includes an entry that indicates whether spell resistance applies to the spell. In general, whether spell resistance applies depends on what the spell does:
Targeted Spells: Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells can be directed at several creatures simultaneously. In such cases, a creature's spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.
Area Spells: Spell resistance applies if the resistant creature is within the spell's area. It protects the resistant creature without affecting the spell itself.
Effect Spells: Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.
Spell resistance can protect a creature from a spell that's already been cast. Check spell resistance when the creature is first affected by the spell.
Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is up.
Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature's mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Creatures can be harmed by a spell without being directly affected.
Spell resistance does not apply if an effect fools the creature's senses or reveals something about the creature.
Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren't subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast.
When in doubt about whether a spell's effect is direct or indirect, consider the spell's school:
Abjuration: The target creature must be harmed, changed, or restricted in some manner for spell resistance to apply. Perception changes aren't subject to spell resistance.
Abjurations that block or negate attacks are not subject to an attacker's spell resistance-it is the protected creature that is affected by the spell (becoming immune or resistant to the attack).
Conjuration: These spells are usually not subject to spell resistance unless the spell conjures some form of energy. Spells that summon creatures or produce effects that function like creatures are not subject to spell resistance.
Divination: These spells do not affect creatures directly and are not subject to spell resistance, even though what they reveal about a creature might be very damaging.
Enchantment: Since enchantment spells affect creatures' minds, they are typically subject to spell resistance.
Evocation: If an evocation spell deals damage to the creature, it has a direct effect. If the spell damages something else, it has an indirect effect.
Illusion: These spells are almost never subject to spell resistance. Illusions that entail a direct attack are exceptions.
Necromancy: Most of these spells alter the target creature's life force and are subject to spell resistance. Unusual necromancy spells that don't affect other creatures directly are not subject to spell resistance.
Transmutation: These spells are subject to spell resistance if they transform the target creature. Transmutation spells are not subject to spell resistance if they are targeted on a point in space instead of on a creature. Some transmutations make objects harmful (or more harmful), such as magic stone. Even these spells are not generally subject to spell resistance because they affect the objects, not the creatures against which the objects are used. Spell resistance works against magic stone only if the creature with spell resistance is holding the stones when the cleric casts magic stone on them.
Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a magical effect from another creature or negates a spell's effect on another creature. Spell resistance prevents a spell from disrupting another spell.
Against an ongoing spell that has already been cast, a failed check against spell resistance allows the resistant creature to ignore any effect the spell might have. The magic continues to affect others normally.
A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing.
At the beginning of each of the creature's turns, it heals a certain number of hit points (defined in its description).
Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.
A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.
Fast healing does not restore hit points lost from starvation, thirst, or suffocation.
Fast healing does not increase the number of hit points regained when a creature polymorphs.
Creatures with regeneration recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate.
Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn't convert to nonlethal damage and so doesn't go away. The creature's description includes the details.
Attack forms that don't deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature's descriptive text. Severed parts that are not reattached wither and die normally.
A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace, but any attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage.
A creature must have a Constitution score to have the regeneration ability.
A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.
The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability.
Some monsters are vulnerable to piercing, bludgeoning, or slashing damage.
Some monsters are vulnerable to certain materials, such as alchemical silver, adamantine, or cold-forged iron. Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement bonus.
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful monsters are vulnerable only to epic weapons; that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature.
When a damage reduction entry has a dash (-) after the slash, no weapon negates the damage reduction.
A few creatures are harmed by more than one kind of weapon. A weapon of either type overcomes this damage reduction.
A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk's stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target's damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.
Sometimes damage reduction is instant healing. Sometimes damage reduction represents the creature's tough hide or body. In either case, characters can see that conventional attacks don't work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.