Rules Reference
Basic Skill Check
Roll a d20 + skill modifier vs. target DC. Critical success on a roll 10 or more above DC, critical failure on a roll 10 or more below DC.
Condition | Effect |
---|---|
Flat-Footed | -2 penalty to AC |
Frightened | -1 penalty to all checks and DCs |
Sickened | -1 penalty to all checks and DCs, must spend an action to retch to reduce the condition |
Saving Throws
Roll a d20 + saving throw modifier (Fortitude, Reflex, or Will) vs. target DC. Success and failure determine how much you resist an effect.
Combat Actions
Each turn you can use three actions. Common actions include:
- Strike (attack with a weapon)
- Step (move 5 feet without triggering reactions)
- Stride (move your speed)
- Cast a Spell (time and components vary by spell)
Character Information
Attributes
Attribute | Description | Modifier |
---|---|---|
STR (Strength) | Physical power | (Strength score - 10) / 2 |
DEX (Dexterity) | Agility and reflexes | (Dexterity score - 10) / 2 |
CON (Constitution) | Stamina and health | (Constitution score - 10) / 2 |
INT (Intelligence) | Reasoning and memory | (Intelligence score - 10) / 2 |
WIS (Wisdom) | Perception and insight | (Wisdom score - 10) / 2 |
CHA (Charisma) | Force of personality | (Charisma score - 10) / 2 |
Hit Points and Healing
- HP = Ancestry HP + Class HP + Constitution modifier
- Healing via rest or magic can restore lost HP
- Critical hits add the weapon's damage dice an additional time
Conditions
- Blinded: All terrain is difficult terrain, and you can't detect anything using sight.
- Clumsy: You take a penalty to Dexterity-based checks.
- Doomed: When you're doomed, your dying value increases by your doomed value.
Experience Points
Award XP based on challenges faced and goals achieved:
- 40 XP for a trivial challenge
- 60 XP for a low challenge
- 80 XP for a moderate challenge
- 120 XP for a severe challenge
- 160 XP for an extreme challenge
Combat Section
Combat Round Sequence
- Roll initiative (Perception or Stealth check)
- Highest initiative acts first
- Each turn: take up to 3 actions
- End of round (resolve ongoing effects)
Weapon Damage
Weapon | Damage | Traits |
---|---|---|
Longsword | 1d8 slashing | Versatile (P) |
Shortbow | 1d6 piercing | Deadly (d10) |
Warhammer | 1d8 bludgeoning | Shove |
Rapier | 1d6 piercing | Finesse |
Conditions and Afflictions
Common Conditions
Condition | Effect |
---|---|
Flat-Footed | -2 to AC |
Frightened | -1 to checks and DCs |
Stunned | Lose actions equal to your stunned value |
Poison and Disease
Some poisons and diseases have stages. When you fail a save, you advance to the next stage. Successful saves can reduce the stage.
Spells and Magic
Spell Casting
To cast a spell, you must use a number of actions equal to the spell’s casting time. Components may include verbal (V), somatic (S), or material (M).
Spell Levels
Spells range from 0 (cantrips) to 10th level. Higher-level spells require higher spell slots and are more powerful.
Common Spells
- Magic Missile: 1 action per missile, 1d4+1 force damage per missile
- Fireball: 3 actions, 6d6 fire damage in a 20-foot burst
- Heal: Varies, heals 1d8 per spell level + modifiers
Magic Items and Equipment
Magic Items
- Wand of Magic Missiles: Casts Magic Missile, 1st level (3 actions) once per day.
- Cloak of Elvenkind: Grants +2 to Stealth checks.
- Ring of Protection: +1 to AC and saving throws.
Equipment
- Adventurer's Pack: Includes a backpack, bedroll, rations, rope, and other essentials.
- Thieves' Tools: Required to pick locks and disable devices.
- Healer's Kit: Required to treat wounds.