Rules Reference
Three-Action Economy
Each turn you have 3 actions and 1 reaction. Actions and your reaction refresh at the start of your turn.
| Cost | Action | Notes |
|---|---|---|
| 1 | Strike | Attack with a weapon or unarmed. Each additional Strike in a turn takes a -5/-10 MAP penalty (agile: -4/-8). |
| 1 | Stride | Move up to your Speed. |
| 1 | Step | Move 5 feet without triggering reactions. |
| 1 | Interact | Draw/stow an item, open a door, pick up an object, or similar manipulation. |
| 1 | Raise a Shield | Gain shield's AC bonus until start of your next turn. |
| 1 | Seek | Perception vs. Stealth DC in a 30-ft. cone or 15-ft. burst to detect hidden/undetected creatures. |
| 1 | Hide | Stealth check to become Hidden to creatures that currently observe you. |
| 1 | Sneak | Move up to half Speed; Stealth vs. each observer's Perception DC to remain Hidden. |
| 1 | Recall Knowledge | Skill check (Arcana, Nature, Society, etc.) to remember facts about a subject. |
| 1 | Demoralize | Intimidation vs. Will DC; success = Frightened 1 (crit success = Frightened 2). |
| 1 | Trip (Athletics) | Athletics vs. Reflex DC; success = target Prone, crit success = Prone + 1d6 damage. |
| 1 | Tumble Through | Acrobatics vs. Reflex DC of each creature; move through their space. |
| 1 | Sustain a Spell | Extend the duration of one sustained spell you have active. |
| 2 | Cast a Spell (most) | Most spells take 2 actions. Check the spell for the exact cost. |
| 2 | Grapple (Athletics) | Athletics vs. Fortitude DC; success = Grabbed, crit success = Restrained. |
| 2 | Shove (Athletics) | Athletics vs. Fortitude DC; push target 5 ft. (10 ft. on crit), then optionally Step. |
| 2 | Disarm (Athletics) | Athletics vs. Reflex DC; success = item is clumsy, crit success = item dropped. |
| 2 | Aid | Prepare to help; use reaction on ally's next roll for +1 to +4 circumstance bonus. |
| 3 | Long-Cast Spell | Some spells require all 3 actions (Heal targeting burst, etc.). |
| Free | Drop an Item / Speak | Drop a held item, speak a few words (GM discretion on complexity). |
| R | Attack of Opportunity | Fighter / some monsters only. Trigger: foe in reach uses manipulate action, moves, or makes ranged attack. |
| R | Shield Block | Trigger: take physical damage with shield raised. Reduce damage by Hardness; both you and shield take remainder. |
| R | Raise a Shield (Reaction) | Some feats allow raising a shield as a reaction. Check feat description. |
Multiple Attack Penalty (MAP): Standard -5/-10 | Agile -4/-8. Resets at start of your turn.
Degrees of Success
Roll d20 + modifier vs. DC. Natural 20 improves one degree; natural 1 worsens one degree.
| Result | Roll vs. DC |
|---|---|
| Critical Success | Beat DC by 10 or more |
| Success | Meet or beat DC |
| Failure | Miss DC by 1-9 |
| Critical Failure | Miss DC by 10 or more |
Saving Throws
| Save | Modifier | Resists |
|---|---|---|
| Fortitude | CON + proficiency | Poisons, disease, physical effects |
| Reflex | DEX + proficiency | Area effects, traps, explosions |
| Will | WIS + proficiency | Mental effects, enchantments, illusions |
Proficiency Bonus
| Proficiency | Bonus |
|---|---|
| Untrained | +0 (level not added) |
| Trained | Level + 2 |
| Expert | Level + 4 |
| Master | Level + 6 |
| Legendary | Level + 8 |
Character Information
Attributes
| Attribute | Description | Modifier Calc |
|---|---|---|
| STR (Strength) | Physical power, melee damage, carry capacity | (Score - 10) / 2 |
| DEX (Dexterity) | Agility, ranged attacks, Reflex saves, AC | (Score - 10) / 2 |
| CON (Constitution) | Stamina, Fortitude saves, bonus HP per level | (Score - 10) / 2 |
| INT (Intelligence) | Reasoning, trained skills, knowledge | (Score - 10) / 2 |
| WIS (Wisdom) | Perception, Will saves, divine connection | (Score - 10) / 2 |
| CHA (Charisma) | Force of personality, social skills, focus pool | (Score - 10) / 2 |
Hit Points and Healing
- HP = Ancestry HP + Class HP per level + CON modifier per level
- At 0 HP you gain the Dying 1 condition (Dying 2 if damage from a lethal attack)
- At Dying 4 you die. Doomed reduces this threshold
- Recovery check each turn: flat check DC 10 + dying value
- Losing Dying gains Wounded 1 (stacks; adds to future Dying values)
- Treat Wounds (Medicine, 10 min) restores HP; full rest restores all HP
Bulk and Encumbrance
- Encumbered when Bulk > 5 + STR modifier
- Max carrying: 10 + STR modifier Bulk
- Light (L) items: 10 count as 1 Bulk
- Encumbered: -10 ft. Speed, -1 status penalty to STR/DEX checks and DCs
Experience Points
1,000 XP = level up.
| Encounter Threat | XP Award (4-party) |
|---|---|
| Trivial | 40 or less |
| Low | 60 |
| Moderate | 80 |
| Severe | 120 |
| Extreme | 160 |
Milestone XP: Simple 30 | Moderate 80 | Major 120 XP.
Combat Reference
Combat Round Sequence
- Roll initiative (Perception or Stealth check)
- Highest initiative acts first
- Each turn: take up to 3 actions + 1 reaction
- End of round: resolve ongoing effects, reduce duration conditions
Surprise: Creatures that haven't acted yet are flat-footed until their first turn.
Flanking: Two allies on opposite sides of an enemy grant each other +1 circumstance to melee attack rolls.
Simple Weapons
| Weapon | Damage | Bulk | Hands | Traits |
|---|---|---|---|---|
| Club | 1d6 B | 1 | 1+ | Thrown 10 ft. |
| Dagger | 1d4 P | L | 1 | Agile, finesse, thrown 10 ft., versatile S |
| Handaxe | 1d6 S | L | 1 | Agile, sweep, thrown 10 ft. |
| Javelin | 1d6 P | L | 1 | Thrown 30 ft. |
| Light Hammer | 1d6 B | L | 1 | Agile, thrown 20 ft. |
| Longspear | 1d8 P | 2 | 2 | Reach |
| Mace | 1d6 B | 1 | 1 | Shove |
| Morningstar | 1d6 B | 1 | 1 | Versatile P |
| Shortbow | 1d6 P | 1 | 2 | Deadly d10, range 60 ft., reload 0 |
| Sling | 1d6 B | L | 1 | Propulsive, range 50 ft., reload 1 |
| Spear | 1d6 P | 1 | 1+ | Thrown 20 ft. |
| Staff | 1d4 B | 1 | 1+ | Two-hand d8 |
Martial Weapons
| Weapon | Damage | Bulk | Hands | Traits |
|---|---|---|---|---|
| Bastard Sword | 1d8 S | 1 | 1+ | Two-hand d12 |
| Battle Axe | 1d8 S | 1 | 1 | Sweep |
| Bo Staff | 1d8 B | 2 | 2 | Monk, parry, reach, sweep, trip |
| Composite Longbow | 1d8 P | 2 | 2 | Deadly d10, propulsive, range 100 ft., reload 0, volley 30 ft. |
| Composite Shortbow | 1d6 P | 1 | 2 | Deadly d10, propulsive, range 60 ft., reload 0 |
| Falchion | 1d10 S | 2 | 2 | Forceful, sweep |
| Flail | 1d6 B | 1 | 1 | Disarm, sweep, trip |
| Glaive | 1d8 S | 2 | 2 | Deadly d8, forceful, reach |
| Greataxe | 1d12 S | 2 | 2 | Sweep |
| Greatclub | 1d10 B | 2 | 2 | Backswing, shove |
| Greatsword | 1d12 S | 2 | 2 | Versatile P |
| Guisarme | 1d10 S | 2 | 2 | Reach, trip |
| Halberd | 1d10 P | 2 | 2 | Reach, versatile S |
| Longbow | 1d8 P | 2 | 2 | Deadly d10, range 100 ft., reload 0, volley 30 ft. |
| Longsword | 1d8 S | 1 | 1 | Versatile P |
| Pick | 1d6 P | 1 | 1 | Fatal d10 |
| Rapier | 1d6 P | 1 | 1 | Deadly d8, disarm, finesse |
| Sabre | 1d6 S | L | 1 | Agile, finesse |
| Scimitar | 1d6 S | 1 | 1 | Forceful, sweep |
| Scythe | 1d10 S | 2 | 2 | Deadly d10, trip |
| Shortsword | 1d6 P | L | 1 | Agile, finesse, versatile S |
| Trident | 1d8 P | 1 | 1 | Thrown 20 ft. |
| War Flail | 1d10 B | 2 | 2 | Disarm, sweep, trip |
| Warhammer | 1d8 B | 1 | 1 | Shove |
| Whip | 1d4 S | 1 | 1 | Disarm, finesse, nonlethal, reach, trip |
Key Weapon Traits
| Trait | Effect |
|---|---|
| Agile | MAP is -4/-8 instead of -5/-10 |
| Backswing | +1 to attack rolls after a miss this turn |
| Deadly Xd | On a critical hit, add listed die to damage |
| Disarm | Can use the Disarm action with this weapon |
| Fatal Xd | Crit: weapon die becomes listed die; add an extra die |
| Finesse | Can use DEX modifier instead of STR for attack rolls |
| Forceful | +1 damage on 2nd Strike, +2 on 3rd+ |
| Nonlethal | Deals nonlethal damage by default |
| Parry | 1 action: gain +1 circumstance to AC until next turn |
| Propulsive | Add half STR modifier to ranged damage (full on crit) |
| Reach | Attack creatures 10 ft. away |
| Shove | Can use the Shove action with this weapon |
| Sweep | +1 to attack a different target than your previous Strike |
| Thrown X ft. | Can throw as a ranged weapon; range increment is X |
| Trip | Can use the Trip action with this weapon |
| Two-hand Xd | When wielded two-handed, weapon die increases to X |
| Versatile X | Can deal listed damage type instead of normal |
| Volley X ft. | -2 to attack rolls against targets within X feet |
Light Armor
| Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | STR Req. | Bulk | Group |
|---|---|---|---|---|---|---|---|
| Padded Armor | +1 | +3 | 0 | - | - | L | Cloth |
| Leather | +1 | +4 | -1 | - | 10 | 1 | Leather |
| Studded Leather | +2 | +3 | -1 | - | 12 | 1 | Leather |
| Chain Shirt | +2 | +3 | -1 | - | 12 | 1 | Chain |
Medium Armor
| Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | STR Req. | Bulk | Group |
|---|---|---|---|---|---|---|---|
| Hide | +3 | +2 | -2 | -5 ft. | 14 | 2 | Leather |
| Scale Mail | +3 | +2 | -2 | -5 ft. | 14 | 2 | Composite |
| Chain Mail | +4 | +1 | -2 | -5 ft. | 16 | 2 | Chain |
| Breastplate | +4 | +1 | -2 | -5 ft. | 16 | 2 | Plate |
Heavy Armor
| Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | STR Req. | Bulk | Group |
|---|---|---|---|---|---|---|---|
| Splint Mail | +5 | +1 | -3 | -10 ft. | 16 | 3 | Composite |
| Half Plate | +5 | +1 | -3 | -10 ft. | 16 | 3 | Plate |
| Full Plate | +6 | +0 | -3 | -10 ft. | 18 | 4 | Plate |
Shields
| Shield | AC Bonus | Hardness | HP | Broken Threshold | Bulk |
|---|---|---|---|---|---|
| Buckler | +1 | 3 | 6 | 3 | L |
| Wooden Shield | +2 | 3 | 12 | 6 | 1 |
| Steel Shield | +2 | 5 | 20 | 10 | 1 |
| Tower Shield | +2 | 5 | 20 | 10 | 4 |
Tower Shield: Take Cover behind it for +4 circumstance to AC vs. ranged attacks.
Conditions Reference
Conditions marked (valued) have a numerical value (e.g., Frightened 2). When the same condition is applied again at a lower value, keep the higher. Valued conditions typically reduce by 1 at the end of the creature's turn unless stated otherwise.
A - F
| Condition | Type | Effect |
|---|---|---|
| Blinded | Sense | Cannot use sight. All creatures are undetected to you. You are flat-footed. -4 status penalty to Perception checks that rely on sight. Auto-critically fail sight-based Perception checks. |
| Broken | Item | Item HP is at or below Broken Threshold. No longer grants benefits; weapons take -2 to attack rolls, armor halves AC bonus. Can be Repaired. |
| Clumsy (valued) | Attribute | Status penalty equal to value to DEX-based checks, DCs, and AC. |
| Concealed | Detection | Attackers must succeed at DC 5 flat check to target you with attacks. Area effects still affect you normally. |
| Confused | Mental | Cannot use actions requiring mental faculties. Attacks random targets. Flat-footed; cannot take reactions. At end of each turn, attempt DC 11 flat check; success ends confusion. |
| Controlled | Mental | Another creature determines your actions. You are flat-footed and cannot take reactions unless the controller allows. |
| Dazzled | Sense | All creatures and objects are concealed from you. |
| Deafened | Sense | Cannot use hearing. Auto-critically fail sound-based Perception checks. -2 status penalty to Perception. May fail checks or spells requiring speech. |
| Doomed (valued) | Death | Your maximum Dying value is reduced by your Doomed value (e.g., Doomed 1 = die at Dying 3). Removed when your Dying condition is resolved. |
| Drained (valued) | Attribute | Status penalty equal to value to CON-based checks, Fortitude saves, and max HP (lose value x level HP). Reduces by 1 after each full night's rest. |
| Dying (valued) | Death | Unconscious and near death. Each turn: Recovery flat check (DC 10 + dying value). Crit success: lose Dying 1. Success: no change. Failure: gain Dying 1. Crit failure: gain Dying 2. Dying 4 (reduced by Doomed) = dead. Recovering removes Dying and grants Wounded 1 (or increases Wounded). |
| Encumbered | Physical | Carrying more than 5 + STR modifier Bulk. -1 status penalty to STR/DEX checks and DCs, -10 ft. to all Speeds. |
| Enfeebled (valued) | Attribute | Status penalty equal to value to STR-based checks, DCs, attack rolls. Reduce STR-based attack damage by the value (minimum 0). |
| Fascinated | Mental | Captivated by an object or creature. -2 status penalty to Perception and skill checks. Cannot take actions that don't involve the source. Ends if a threat demands attention. |
| Fatigued | General | -1 status penalty to AC and all saving throws. Cannot begin daily preparations again until after a full night's rest. Cleared after a full rest. |
| Flat-Footed | Position | -2 circumstance penalty to AC. Common causes: flanking, surprise, Grabbed, Restrained, Stunned, Unconscious, Prone (vs. melee), casting while threatened. |
| Fleeing | Mental | Must spend each action to move away from the source by the most direct route. Cannot move closer voluntarily. If unable to move, becomes Flat-Footed instead. |
| Frightened (valued) | Emotion | Status penalty equal to value to all checks and DCs. Reduces by 1 at the end of each of your turns. |
G - P
| Condition | Type | Effect |
|---|---|---|
| Grabbed | Physical | Held by something. Flat-Footed and Immobilized. Using a manipulate action requires a DC 5 flat check or the action fails. Ends when the grabbing creature moves or releases you. |
| Hidden | Detection | Observers know your general location but cannot see you. Attacks require DC 11 flat check and must target the correct square. You can Sneak or Hold Still to maintain this condition. |
| Immobilized | Physical | Cannot use any action with the move trait or requiring movement. An external force moving you is resolved by the effect. |
| Invisible | Detection | Undetected to all creatures using sight. Non-visual senses may detect you as Hidden or Observed. Attacks against you require DC 11 flat check plus targeting the correct square. |
| Observed | Detection | Fully visible; the most detectable state. Can be targeted normally. Detection ladder: Unnoticed > Undetected > Hidden > Observed. |
| Paralyzed | Physical | Cannot take actions or reactions. Flat-footed. Gravity still applies; paralyzed creatures can fall. Common source: poisons, magic effects. |
| Petrified | Physical | Turned to stone. Treated as an object. Immune to mental effects, most physical damage triggers object rules. Cannot act, use senses, or make saves. Unaware of surroundings. |
| Prone | Position | Lying on the ground. -2 circumstance to attack rolls. Flat-footed. Melee attackers get +1 to hit. Ranged attackers take -2 to hit. Standing up costs 1 action (Stride cannot be used). Can Crawl (Stride at 5 ft.). Can drop Prone as a free action. |
Q - Z
| Condition | Type | Effect |
|---|---|---|
| Quickened | Action | Gain 1 additional action per turn. Most sources restrict what the extra action can do (e.g., only Stride or Strike). Multiple Quickened conditions do not stack. |
| Restrained | Physical | Fully bound; stronger than Grabbed. Flat-Footed and Immobilized. Cannot use manipulate actions without DC 5 flat check success. Often inflicted by Grapple crit success. |
| Sickened (valued) | General | Status penalty equal to value to all checks and DCs. Can spend 1 action retching (DC 15 flat check) to reduce Sickened by 1. Reduces by 1 after each full night's rest. |
| Slowed (valued) | Action | Lose actions equal to the condition value at the start of each turn (e.g., Slowed 1 = only 2 actions per turn). |
| Stunned (valued) | Action | Lose actions from your pool equal to your Stunned value at start of turn; reduce Stunned by 1 for each action lost. If Stunned exceeds available actions, also lose your reaction. |
| Stupefied (valued) | Attribute | Status penalty equal to value to INT/WIS/CHA checks and DCs, spell attack rolls, and spell DCs. When Casting a Spell, succeed at flat check (DC = 5 + value) or the spell is disrupted. |
| Unconscious | State | Asleep or incapacitated. Cannot act or react. Flat-footed. -4 status penalty to Perception. Auto-critically fail Perception checks. Healing to 1+ HP removes this condition (and Dying if applicable). |
| Undetected | Detection | Creature does not know your location. Attackers must guess square (DC 11 flat check + correct square) to attempt attacks. You act freely. |
| Unnoticed | Detection | Creature has no idea you exist or are present at all. Most stealthy state. Detection order: Unnoticed > Undetected > Hidden > Observed. |
| Wounded (valued) | Death | Injured and near death. When you gain the Dying condition, increase it by your Wounded value. Clears when restored to full HP, or after a full rest once Dying is resolved. |
Poison and Disease (Afflictions)
Afflictions have stages. Each saving throw moves you through stages: fail = advance one stage, success = retreat one stage, crit success = retreat two stages. Stage 0 = cured.
| Step | Detail |
|---|---|
| Onset | Time until the affliction first affects you (immediate, 1 min, 1 hour, etc.) |
| Frequency | How often you must save (per round, per minute, per day, etc.) |
| Save | Usually Fortitude; DC set by the effect |
| Stages | Each stage has an effect (conditions, damage, death at worst stage) |
Spells and Magic
Spell Casting
Spend actions equal to the spell's casting time. Disrupting a spell (damage while casting a concentrate/manipulate action) requires a flat check DC 15 or the spell is lost.
| Component | Requirement | Blocked By |
|---|---|---|
| Verbal (V) | Can speak audibly | Silenced, Deafened (some effects) |
| Somatic (S) | At least one hand free | Grabbed, Restrained (flat check) |
| Material (M) | Hold focus or component | Restrained, no component available |
| Focus | Focus Point in pool | Pool depleted; refocus (10 min) for 1 point |
Spell Levels by Character Level
| Spell Level | Min. Character Level | Notes |
|---|---|---|
| Cantrip (0) | 1 | Heightened automatically to highest spell level |
| 1st | 1 | |
| 2nd | 3 | |
| 3rd | 5 | |
| 4th | 7 | |
| 5th | 9 | |
| 6th | 11 | |
| 7th | 13 | |
| 8th | 15 | |
| 9th | 17 | |
| 10th | 19 | Rare; often ritual or unique spells |
Common Spells Quick Reference
| Spell | Level | Actions | Effect Summary |
|---|---|---|---|
| Magic Missile | 1 | 1-3 | 1d4+1 force per action; auto-hits; no save |
| Heal | 1 | 1/2/3 | 1d8/level HP; 1-target touch / 1-target range / 30-ft. burst |
| Harm | 1 | 1/2/3 | Like Heal but damages living, heals undead |
| Fireball | 3 | 2 | 6d6 fire in 20-ft. burst, Reflex save |
| Lightning Bolt | 3 | 2 | 4d12 electricity in 60-ft. line, Reflex save |
| Slow | 3 | 2 | Target is Slowed 1 for 1 min (Will save) |
| Haste | 3 | 2 | Target is Quickened; extra Stride or Strike each turn |
| Confusion | 4 | 2 | Target is Confused (Will save) |
| Dimension Door | 4 | 2 | Teleport up to 120 ft. to observed location |
| Fly | 4 | 2 | Fly speed 60 ft. for 5 min (Sustained) |
| Cone of Cold | 5 | 2 | 12d6 cold in 60-ft. cone, Reflex save |
| Chromatic Wall | 5 | 3 | Barrier with color-based effects |
| Raise Dead | 6 | 10 min | Restore a dead creature; they gain Wounded 3 |
| True Seeing | 6 | 2 | See through illusions and polymorph |
| Resurrection | 10 | 1 hour | Fully restore the dead; no Wounded penalty |
Magic Items and Equipment
Fundamental Runes
| Rune | Item Lvl | Weapon Effect | Armor Effect | Price (gp) |
|---|---|---|---|---|
| +1 Striking / Resilient | 4 | +1 attack; 2 weapon dice | +1 to all saves | 65 / 340 |
| +2 Greater Striking / Resilient | 10 | +2 attack; 3 weapon dice | +2 to all saves | 935 / 3,000 |
| +3 Major Striking / Resilient | 16 | +3 attack; 4 weapon dice | +3 to all saves | 8,935 / 49,000 |
Potions
| Item | Level | Bulk | Effect |
|---|---|---|---|
| Healing Potion (minor) | 1 | L | Restore 1d8 HP (1 action to drink) |
| Healing Potion (lesser) | 3 | L | Restore 2d8+5 HP |
| Healing Potion (moderate) | 6 | L | Restore 3d8+10 HP |
| Healing Potion (greater) | 12 | L | Restore 6d8+20 HP |
| Healing Potion (major) | 18 | L | Restore 8d8+30 HP |
| Antidote (lesser) | 1 | L | +2 item bonus to saves vs. poison for 6 hours |
| Antiplague (lesser) | 1 | L | +2 item bonus to saves vs. disease for 24 hours |
| Elixir of Life (minor) | 1 | L | Heal 1d6 HP; +1 to saves vs. disease/poison for 10 min |
Common Magic Items
| Item | Level | Bulk | Effect |
|---|---|---|---|
| Cloak of Elvenkind | 6 | L | +2 item to Stealth; can go Invisible 1/day (1 min) |
| Ring of Protection | 6 | - | +1 deflection bonus to AC and saves vs. traps |
| Boots of Elvenkind | 5 | L | +2 item to Stealth; ignore difficult terrain from natural sources |
| Bag of Holding (type I) | 4 | L | Holds 25 Bulk; weighs L regardless of contents |
| Wand of Magic Missiles (1st) | 3 | L | Cast Magic Missile (1st level) once per day |
| Scroll of Fireball (3rd) | 5 | L | Cast Fireball at 3rd level once; consumed on use |
| Amulet of Natural Armor (+1) | 5 | L | +1 item bonus to unarmored AC |
| Bracers of Armor (I) | 8 | L | +1 AC (counts as armor); DEX cap +5 |
| Headband of Inspired Wisdom (+2) | 8 | L | +2 item bonus to WIS checks/saves |
Adventuring Gear
| Item | Bulk | Notes |
|---|---|---|
| Adventurer's Pack | 2 | Backpack, bedroll, 14 rations, rope, 5 torches, waterskin |
| Healer's Tools | 1 | Required for Treat Wounds, Treat Disease, Treat Poison |
| Thieves' Tools | L | Required to Pick a Lock or Disable a Device |
| Rope (50 ft.) | 1 | For climbing, securing, restraining |
| Torch | L | Burns 1 hour; 20-ft. bright light, 40-ft. dim light |
| Lantern (hooded) | L | Burns 6 hours/pint of oil; 30-ft. bright, 60-ft. dim |
| Climbing Kit | 1 | +2 item bonus to Athletics to Climb |
| Grappling Hook | L | Toss up to 10 ft. to anchor a rope |
| Caltrops | L | Scatter to make a 5-ft. square difficult terrain; DC 14 Reflex or take 1d4 piercing |
| 10-Foot Pole | 2 | Classic dungeon tool |
Combat Tracker
Encounter Tracker
Initiative Tracker
Turn Tracker
Effect Timer
GM Tools
Encounter Budget Calculator
Select party size and level, then add creatures to calculate encounter threat.
XP Per Creature (relative to Party Level)
| Creature Level | XP Award |
|---|---|
| Party Level - 4 | 10 |
| Party Level - 3 | 15 |
| Party Level - 2 | 20 |
| Party Level - 1 | 30 |
| Party Level | 40 |
| Party Level + 1 | 60 |
| Party Level + 2 | 80 |
| Party Level + 3 | 120 |
| Party Level + 4 | 160 |
Threat Thresholds
| Threat Level | 4-Party XP Total | Adjustment per Extra/Fewer PC |
|---|---|---|
| Trivial | 0 - 39 | +/-10 |
| Low | 40 - 59 | +/-15 |
| Moderate | 60 - 79 | +/-20 |
| Severe | 80 - 119 | +/-30 |
| Extreme | 120+ | +/-40 |
Hero Point Tracker
Max 3 Hero Points per PC. Spend 1 to reroll a check and use the higher result. Spend all 3 to avoid death (1 HP, no wounded condition).
Critical Hits & Critical Failures
A critical success/failure occurs when you exceed/miss the DC by 10+, or roll a natural 20/1 (which shifts degree of success by one step).