HP 10x 0. - 1. - 2. - 3. - 4. - 5. - 6. - 7. - 8. - 9. Unities .0 - .1 - .2 - .3 - .4 - .5 - .6 - .7 - .8 - .9 Current AC , Contact AC , Flatfooted AC , Actual Speed0 feet squares
[ +- ] Condition Traits
Blinded
You're unable to see.
Broken
This item can't be used for its normal function until repaired.
Clumsy
You can't move as easily or gracefully as usual.
Concealed
Fog or similar obscuration makes you difficult to see and target.
Confused
You attack indiscriminately.
Controlled
Another creature determines your actions.
Dazzled
Everything is concealed to you.
Deafened
You're unable to hear.
Doomed
With your soul in peril, you are now closer to death.
Drained
Blood loss or something similar has leached your vitality.
Dying
You're slipping closer to death.
Encumbered
You're carrying more weight than you can manage.
Enfeebled
Your strength has been sapped away.
Fascinated
You are compelled to focus your attention on something.
Fatigued
Your defenses are lower and you can't use exploration activities while traveling.
Fleeing
You must run away.
Friendly
An NPC with this condition has a good attitude toward you.
Frightened
Fear makes you less capable of attacking and defending.
Grabbed
A creature, object, or magic holds you in place.
Helpful
An NPC with this condition wants to assist you.
Hidden
A creature you're hidden from knows your location but can't see you.
Hostile
An NPC with this condition wants to harm you.
Immobilized
You can't move.
Indifferent
An NPC with this condition doesn't have a strong opinion about you.
Invisible
Creatures can't see you.
Observed
You're in plain view.
Off-Guard
You're unable to defend yourself to your full capability.
Paralyzed
Your body is frozen in place.
Persistent Damage
You keep taking damage every round.
Petrified
You've been turned to stone.
Prone
You're lying on the ground and easier to attack.
Quickened
You get an extra action each turn.
Restrained
You're tied up and can't move, or a grappling creature has you pinned.
Sickened
You're sick to your stomach.
Slowed
You lose actions each turn.
Stunned
You can't use actions.
Stupefied
You can't access your full mental faculties, and you have trouble casting spells.
Unconscious
You're asleep or knocked out.
Undetected
A creature you're undetected by doesn't know where you are.
Unfriendly
An NPC with this condition doesn't like you.
Unnoticed
A creature is entirely unaware you're present.
Wounded
You've been brought back from the brink of death but haven't fully recovered
[b]HP 10x[/b] [_=1/1]0. - [_=0/1]1. - [_=0/1]2. - [_=0/1]3. - [_=0/1]4. - [_=0/1]5. - [_=0/1]6. - [_=0/1]7. - [_=0/1]8. - [_=0/1]9.
[b]Unities[/b] [_=1/1].0 - [_=0/1].1 - [_=0/1].2 - [_=0/1].3 - [_=0/1].4 - [_=0/1].5 - [_=0/1].6 - [_=0/1].7 - [_=0/1].8 - [_=0/1].9
[b]Current AC[/b] [_=], [b]Contact AC[/b] [_=], [b]Flatfooted AC[/b] [_=], [b]Actual Speed[/b] [_actspd=0] feet [_$=floor(actspd/5)] squares
[spoiler="Condition Traits"]
[2column]
[col]
[table]
Blinded|You're unable to see.
Broken|This item can't be used for its normal function until repaired.
Clumsy|You can't move as easily or gracefully as usual.
Concealed|Fog or similar obscuration makes you difficult to see and target.
Confused|You attack indiscriminately.
Controlled|Another creature determines your actions.
Dazzled|Everything is concealed to you.
Deafened|You're unable to hear.
Doomed|With your soul in peril, you are now closer to death.
Drained|Blood loss or something similar has leached your vitality.
Dying|You're slipping closer to death.
Encumbered|You're carrying more weight than you can manage.
Enfeebled|Your strength has been sapped away.
Fascinated|You are compelled to focus your attention on something.
Fatigued|Your defenses are lower and you can't use exploration activities while traveling.
Fleeing|You must run away.
Friendly|An NPC with this condition has a good attitude toward you.
Frightened|Fear makes you less capable of attacking and defending.
Grabbed|A creature, object, or magic holds you in place.
Helpful|An NPC with this condition wants to assist you.
Hidden|A creature you're hidden from knows your location but can't see you.
[/table]
[/col]
[col]
[table]
Hostile|An NPC with this condition wants to harm you.
Immobilized|You can't move.
Indifferent|An NPC with this condition doesn't have a strong opinion about you.
Invisible|Creatures can't see you.
Observed|You're in plain view.
Off-Guard|You're unable to defend yourself to your full capability.
Paralyzed|Your body is frozen in place.
Persistent Damage|You keep taking damage every round.
Petrified|You've been turned to stone.
Prone|You're lying on the ground and easier to attack.
Quickened|You get an extra action each turn.
Restrained|You're tied up and can't move, or a grappling creature has you pinned.
Sickened|You're sick to your stomach.
Slowed|You lose actions each turn.
Stunned|You can't use actions.
Stupefied|You can't access your full mental faculties, and you have trouble casting spells.
Unconscious|You're asleep or knocked out.
Undetected|A creature you're undetected by doesn't know where you are.
Unfriendly|An NPC with this condition doesn't like you.
Unnoticed|A creature is entirely unaware you're present.
Wounded|You've been brought back from the brink of death but haven't fully recovered
[/table]
[/col]
[/2column]
[/spoiler]
Stats
Key
Ability
Score
Bonus
Strength
10
Dexterity
10
Constitution
10
Intelligence
10
Wisdom
10
Charisma
10
Skills
Proficiency
AC Pen.
Bonus
Perception (wis)
Fortitude (con)
Reflex(dex)
Will(wis)
Armors
Type
Weapon
Proficiency
Unarmored
Unarmed
Light Armor
Simple Weapons
Medium Armor
Martial Weapons
Heavy Armor
Key Ability: - Spell TypeDivine class DC spells DC:
The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
<Ancestry or Class>
An item with this trait is created and used by the given ancestry or class.
Attached
An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash. An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.
Backswing
You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Combination
Combination weapons combine the functionality of melee weapons and ranged weapons in unique or unusual ways. A combination weapon has a ranged form or usage and a melee weapon form or usage. The combination weapons table lists the ranged weapon statistics first and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the ranged weapon usage requires an Interact action. However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a ranged Strike with the combination weapon against that foe without fully switching to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon Strike.
Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a vorpal axe musket only applies the vorpal property rune when you're using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.
Concealable
This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
Critical Fusion
Critical fusion is a trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the ranged weapon is loaded. If you choose to use one of them, it replaces the melee usage's normal critical specialization effect.
First, if the ranged weapon is a firearm, you can discharge it to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the ranged weapon to increase the critical hit's momentum or shoot the foe as you attack in melee, dealing 2 additional damage per weapon damage die. Both of these options discharge the ranged weapon, which typically means you have to reload it before firing it again.
Deadly <dice>
On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Disarm
You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Fatal <die size>
The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Finesse
You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Forceful
This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
Free-Hand
This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Non-Lethal
ttacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Parry
This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Razing
Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.
Reach
This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Shove
You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Thrown <distance>
You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
Trip
You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Two Hands <dice>
This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.
Unarmed
An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though has a weapon group and might have weapon traits. An unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
Uncommon
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Versatile <type>
A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
[table="rolls d20"]
Weapon|Prof|Finesse|Agile|adjust|Atk1|Atk2|Atk3|Dmg|Traits & Notes
[b][_=Fist][/b]|[_p=1/4]|[_f=1/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=1/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=1d4]|[_=Brawling B, non-lethal, unarmed]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[/table]
[spoiler="Weapon Traits Definition"]
[2column]
[col]
[table]
Agile|The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
<Ancestry or Class>|An item with this trait is created and used by the given ancestry or class.
Attached|An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash. An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.
Backswing|You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Combination|Combination weapons combine the functionality of melee weapons and ranged weapons in unique or unusual ways. A combination weapon has a ranged form or usage and a melee weapon form or usage. The combination weapons table lists the ranged weapon statistics first and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the ranged weapon usage requires an Interact action. However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a ranged Strike with the combination weapon against that foe without fully switching to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon Strike.
|Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a vorpal axe musket only applies the vorpal property rune when you're using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.
Concealable|This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
Critical Fusion|Critical fusion is a trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the ranged weapon is loaded. If you choose to use one of them, it replaces the melee usage's normal critical specialization effect.
|First, if the ranged weapon is a firearm, you can discharge it to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the ranged weapon to increase the critical hit's momentum or shoot the foe as you attack in melee, dealing 2 additional damage per weapon damage die. Both of these options discharge the ranged weapon, which typically means you have to reload it before firing it again.
Deadly <dice>|On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Disarm|You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
[/table]
[/col]
[col]
[table]
Fatal <die size>|The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Finesse|You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Forceful|This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
Free-Hand|This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Non-Lethal|ttacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Parry|This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Razing|Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.
Reach|This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Shove|You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Thrown <distance>|You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
Trip|You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Two Hands <dice>|This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.
Unarmed|An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though has a weapon group and might have weapon traits. An unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
Uncommon|Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Versatile <type>|A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
[/table]
[/col]
[/2column]
[/spoiler]
Actions
A-L
Aid -- Reaction (requires ally willing and help prepared) Notes
Trigger: An ally is about to use an action that requires a skill check or attack roll. Requirements: The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4. Success You grant your ally a +1 circumstance bonus to the triggering check. Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.
[b]Trigger[/b]: An ally is about to use an action that requires a skill check or attack roll.
[b]Requirements[/b]: The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
[b]Critical Success[/b] You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
[b]Success[/b] You grant your ally a +1 circumstance bonus to the triggering check.
[b]Critical Failure[/b] Your ally takes a –1 circumstance penalty to the triggering check.
Arrest a Fall -- Reaction (Requires Fly Speed) Notes
Trigger You fall. Requirements You have a fly Speed.
You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
Success You take no damage from the fall.
[b]Trigger[/b] You fall.
[b]Requirements[/b] You have a fly Speed.
You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
[b]Requirements[/b] You have a burrow Speed.
You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
Spells can vary in how many actions they take, as shown in the spell’s stat block.
You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell.
Some rules will refer to the Cast a Spell activity, such as "if the next action you use is to Cast a Spell." Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting.
Spells can vary in how many actions they take, as shown in the spell’s stat block.
You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell.
Some rules will refer to the Cast a Spell activity, such as "if the next action you use is to Cast a Spell." Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting.
You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
[b]Trigger[/b]: Your turn begins.
You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
[b]Critical Success[/b] You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
[b]Success[/b] You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
[b]Critical Failure[/b] You don't get free, and you can't attempt to Escape again until your next turn.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.
[b]Requirements[/b] You have a fly Speed.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.
Grab an Edge -- Reaction (Manipulate, Requires Free Hands) Notes
Trigger You fall from or past an edge or handhold. Requirements Your hands are not tied behind your back or otherwise restrained
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.
Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter. Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check. Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
[b]Trigger[/b] You fall from or past an edge or handhold.
[b]Requirements[/b] Your hands are not tied behind your back or otherwise restrained
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.
[b]Critical Success[/b] You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
[b]Success[/b] If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
[b]Critical Failure[/b] You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect.
On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect.
On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
Horizontal Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet. Vertical Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
[i]Horizontal Jump[/i] up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
[i]Vertical Jump[/i] up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
[b]Requirements[/b] You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
Point Out -- 1 action (Auditory, Manipulate, Visual, Requires Detected Creature) Notes
Requirements A creature is undetected by one or more of your allies but isn't undetected by you.
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
[b]Requirements[/b] A creature is undetected by one or more of your allies but isn't undetected by you.
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
Raise a Shield -- 1 action (Requires a Shield) Notes
Requirements You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
[b]Requirements[/b] You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Reactive Strike).
If you want to prepare to Release something outside of your turn, use the Ready activity.
You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Reactive Strike).
If you want to prepare to Release something outside of your turn, use the Ready activity.
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against. Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
[b]Critical Success[/b] Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
[b]Success[/b] Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
Sense Motive -- 1 action (Concentrate, Secret) Notes
You try to tell whether a creature's behavior is abnormal. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
Critical Success You determine the creature's true intentions and get a solid idea of any mental magic affecting it. Success You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it. Failure You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally. Critical Failure You get a false sense of the creature's intentions.
You try to tell whether a creature's behavior is abnormal. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
[b]Critical Success[/b] You determine the creature's true intentions and get a solid idea of any mental magic affecting it.
[b]Success[/b] You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.
[b]Failure[/b] You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.
[b]Critical Failure[/b] You get a false sense of the creature's intentions.
You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
[b]Requirements[/b] Your Speed is at least 10 feet.
You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage (see Doubling and Halving Damage for rules on doubling damage). Success You make a damage roll according to the weapon or unarmed attack and deal damage.
You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect.
[b]Critical Success[/b] You make a damage roll according to the weapon or unarmed attack and deal double damage (see Doubling and Halving Damage for rules on doubling damage).
[b]Success[/b] You make a damage roll according to the weapon or unarmed attack and deal damage.
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
Requirements You are benefiting from cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
[b]Requirements[/b] You are benefiting from cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
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Aid -- Reaction (requires ally willing and help prepared) Notes
[b]Trigger[/b]: An ally is about to use an action that requires a skill check or attack roll.
[b]Requirements[/b]: The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
[b]Critical Success[/b] You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
[b]Success[/b] You grant your ally a +1 circumstance bonus to the triggering check.
[b]Critical Failure[/b] Your ally takes a –1 circumstance penalty to the triggering check.
[b]Trigger[/b]: An ally is about to use an action that requires a skill check or attack roll.
[b]Requirements[/b]: The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
[b]Critical Success[/b] You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
[b]Success[/b] You grant your ally a +1 circumstance bonus to the triggering check.
[b]Critical Failure[/b] Your ally takes a –1 circumstance penalty to the triggering check.
Arrest a Fall -- Reaction (Requires Fly Speed) Notes
[b]Trigger[/b] You fall.
[b]Requirements[/b] You have a fly Speed.
You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
[b]Success[/b] You take no damage from the fall.
[b]Trigger[/b] You fall.
[b]Requirements[/b] You have a fly Speed.
You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
[b]Requirements[/b] You have a burrow Speed.
You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
Spells can vary in how many actions they take, as shown in the spell’s stat block.
You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell.
Some rules will refer to the Cast a Spell activity, such as "if the next action you use is to Cast a Spell." Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting.
Spells can vary in how many actions they take, as shown in the spell’s stat block.
You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell.
Some rules will refer to the Cast a Spell activity, such as "if the next action you use is to Cast a Spell." Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting.
You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
[b]Trigger[/b]: Your turn begins.
You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
[b]Critical Success[/b] You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
[b]Success[/b] You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
[b]Critical Failure[/b] You don't get free, and you can't attempt to Escape again until your next turn.
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
[b]Critical Success[/b] You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
[b]Success[/b] You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
[b]Critical Failure[/b] You don't get free, and you can't attempt to Escape again until your next turn.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.
[b]Requirements[/b] You have a fly Speed.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.
Grab an Edge -- Reaction (Manipulate, Requires Free Hands) Notes
[b]Trigger[/b] You fall from or past an edge or handhold.
[b]Requirements[/b] Your hands are not tied behind your back or otherwise restrained
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.
[b]Critical Success[/b] You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
[b]Success[/b] If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
[b]Critical Failure[/b] You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
[b]Trigger[/b] You fall from or past an edge or handhold.
[b]Requirements[/b] Your hands are not tied behind your back or otherwise restrained
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.
[b]Critical Success[/b] You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
[b]Success[/b] If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
[b]Critical Failure[/b] You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect.
On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect.
On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
[i]Horizontal Jump[/i] up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
[i]Vertical Jump[/i] up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
[i]Horizontal Jump[/i] up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
[i]Vertical Jump[/i] up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
[b]Requirements[/b] You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
[b]Requirements[/b] You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
Point Out -- 1 action (Auditory, Manipulate, Visual, Requires Detected Creature) Notes
[b]Requirements[/b] A creature is undetected by one or more of your allies but isn't undetected by you.
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
[b]Requirements[/b] A creature is undetected by one or more of your allies but isn't undetected by you.
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
Raise a Shield -- 1 action (Requires a Shield) Notes
[b]Requirements[/b] You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
[b]Requirements[/b] You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Reactive Strike).
If you want to prepare to Release something outside of your turn, use the Ready activity.
You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Reactive Strike).
If you want to prepare to Release something outside of your turn, use the Ready activity.
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
[b]Critical Success[/b] Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
[b]Success[/b] Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
[b]Critical Success[/b] Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
[b]Success[/b] Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
Sense Motive -- 1 action (Concentrate, Secret) Notes
You try to tell whether a creature's behavior is abnormal. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
[b]Critical Success[/b] You determine the creature's true intentions and get a solid idea of any mental magic affecting it.
[b]Success[/b] You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.
[b]Failure[/b] You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.
[b]Critical Failure[/b] You get a false sense of the creature's intentions.
You try to tell whether a creature's behavior is abnormal. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
[b]Critical Success[/b] You determine the creature's true intentions and get a solid idea of any mental magic affecting it.
[b]Success[/b] You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.
[b]Failure[/b] You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.
[b]Critical Failure[/b] You get a false sense of the creature's intentions.
[b]Requirements[/b] Your Speed is at least 10 feet.
You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
[b]Requirements[/b] Your Speed is at least 10 feet.
You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect.
[b]Critical Success[/b] You make a damage roll according to the weapon or unarmed attack and deal double damage (see Doubling and Halving Damage for rules on doubling damage).
[b]Success[/b] You make a damage roll according to the weapon or unarmed attack and deal damage.
You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect.
[b]Critical Success[/b] You make a damage roll according to the weapon or unarmed attack and deal double damage (see Doubling and Halving Damage for rules on doubling damage).
[b]Success[/b] You make a damage roll according to the weapon or unarmed attack and deal damage.
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
[b]Requirements[/b] You are benefiting from cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
[b]Requirements[/b] You are benefiting from cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
[/col]
[/2column]
Equipment
Coins : Platinum0 - Gold0 - Silver0 - Copper0
Total in GP
Bulk 0 Light [0/5] [0/5] Encumbered > , Overloaded > Status - , Speed
backpack (bp) (in)|0|1|
-- bedroll (in bp)|0.1|1|
-- piece of chalk|0|10|
|.1||
-- flint & steel (in bp)|||
-- Rope 50 feet (on bp)|.1|1|
-- Ration day (on bp)|||
|.1||
-- torch (in bp)|||
|.1||
-- Waterskin (on bp)|.1|1|
[b]Coins[/b] : [b]Platinum[/b] [_pp=0] - [b]Gold[/b] [_gp=0] - [b]Silver[/b] [_sp=0] - [b]Copper[/b] [_cp=0]
Total in GP [_$=pp*10+gp+sp/10+cp/100]
Bulk [_encblk=0] Light [0/5] [0/5]
[i]Encumbered[/i] > [_$=5+bstr], [i]Overloaded[/i] > [_$=10+bstr]
[b]Status[/b] [_enclvl$=lookupBonus(encblk,-999,5,1,6,10,2,11,100,0)] - [_$=lookupBonus(enclvl,0,0,'Overloaded',1,1,'Normal',2,2,'Encumbered')], Speed [_spd$=lookupBonus(enclvl,0,0,0,1,1,bspd,2,2,bspd-5)+lookupBonus(aon,0,0,0,1,1,acpsp)]
backpack (bp) [_h=1/4](in)|[_b=0]|[_n=1]|[_w$=lookupBonus(h,0,2,0,1,99,h*-1)]
-- bedroll (in bp)|[_b=0.1]|[_n=1]|[_w$=b*n]
-- piece of chalk|[_b=0]|[_n=10]|[_w$=b*n]
[_w1=5/5] [_w2=5/5]|[_b=.1]|[_n$=floor((w1+w2)/10)]|[_w$=b*n]
-- flint & steel (in bp)|||
-- Rope 50 feet (on bp)|[_b=.1]|[_n=1]|[_w$=b*n]
-- Ration day (on bp)|||
[_w1=7/7] [_w2=7/7]|[_b=.1]|[_n$=floor((w1+w2)/7)]|[_w$=b*n]
-- torch (in bp)|||
[_wt1=5/5]|[_b=.1]|[_n$=wt1]|[_w$=b*n]
-- Waterskin (on bp)|[_b=.1]|[_n=1]|[_w$=b*n]
[snippets="Character Information"]
[table]
[b]Name[/b]|[_name=]|[b]Class[/b]|[_clss=]|[b]Ancestry[/b]|[_=]|[b]Background[/b]|[_back=]
[b]Worship[/b]|[_patron=divinity]|[b]Size[/b]|[_=Medium]|[b]Base Speed[/b]|[_bspd=0] feet [_$=floor(bspd/5)] squares||
[b]Gender[/b]|[_=]|[b]HP max[/b]|[_=0]|[b]Level[/b]|[_lvl=1]|[b]Hero Points[/b]|[_=1/3]
[/table]
[2column]
[col]
[snippet="Visions"]
[_=]
[/snippet]
[snippet="Edict & Anathema"]
[b]Edicts[/b]
-
[b]Anathemas[/b]
-
[_=]
[/snippet]
[/col]
[col]
[snippet="Languages"]
[_=]
[/snippet]
[snippet="Traits"]
[_=]
[/snippet]
[/col]
[/2column]
[/snippets]
[abilities="Quick Manual Reference"]
[b]HP 10x[/b] [_=1/1]0. - [_=0/1]1. - [_=0/1]2. - [_=0/1]3. - [_=0/1]4. - [_=0/1]5. - [_=0/1]6. - [_=0/1]7. - [_=0/1]8. - [_=0/1]9.
[b]Unities[/b] [_=1/1].0 - [_=0/1].1 - [_=0/1].2 - [_=0/1].3 - [_=0/1].4 - [_=0/1].5 - [_=0/1].6 - [_=0/1].7 - [_=0/1].8 - [_=0/1].9
[b]Current AC[/b] [_=], [b]Contact AC[/b] [_=], [b]Flatfooted AC[/b] [_=], [b]Actual Speed[/b] [_actspd=0] feet [_$=floor(actspd/5)] squares
[spoiler="Condition Traits"]
[2column]
[col]
[table]
Blinded|You're unable to see.
Broken|This item can't be used for its normal function until repaired.
Clumsy|You can't move as easily or gracefully as usual.
Concealed|Fog or similar obscuration makes you difficult to see and target.
Confused|You attack indiscriminately.
Controlled|Another creature determines your actions.
Dazzled|Everything is concealed to you.
Deafened|You're unable to hear.
Doomed|With your soul in peril, you are now closer to death.
Drained|Blood loss or something similar has leached your vitality.
Dying|You're slipping closer to death.
Encumbered|You're carrying more weight than you can manage.
Enfeebled|Your strength has been sapped away.
Fascinated|You are compelled to focus your attention on something.
Fatigued|Your defenses are lower and you can't use exploration activities while traveling.
Fleeing|You must run away.
Friendly|An NPC with this condition has a good attitude toward you.
Frightened|Fear makes you less capable of attacking and defending.
Grabbed|A creature, object, or magic holds you in place.
Helpful|An NPC with this condition wants to assist you.
Hidden|A creature you're hidden from knows your location but can't see you.
[/table]
[/col]
[col]
[table]
Hostile|An NPC with this condition wants to harm you.
Immobilized|You can't move.
Indifferent|An NPC with this condition doesn't have a strong opinion about you.
Invisible|Creatures can't see you.
Observed|You're in plain view.
Off-Guard|You're unable to defend yourself to your full capability.
Paralyzed|Your body is frozen in place.
Persistent Damage|You keep taking damage every round.
Petrified|You've been turned to stone.
Prone|You're lying on the ground and easier to attack.
Quickened|You get an extra action each turn.
Restrained|You're tied up and can't move, or a grappling creature has you pinned.
Sickened|You're sick to your stomach.
Slowed|You lose actions each turn.
Stunned|You can't use actions.
Stupefied|You can't access your full mental faculties, and you have trouble casting spells.
Unconscious|You're asleep or knocked out.
Undetected|A creature you're undetected by doesn't know where you are.
Unfriendly|An NPC with this condition doesn't like you.
Unnoticed|A creature is entirely unaware you're present.
Wounded|You've been brought back from the brink of death but haven't fully recovered
[/table]
[/col]
[/2column]
[/spoiler]
[/abilities]
[snippets="Stats"]
[2column]
[col]
[table="rolls d20"]
Key|Ability|Score|Bonus
[_kstr=0/1]|Strength|[_str=10]|[_bstr$=+floor(str/2)-5]
[_kdex=0/1]|Dexterity|[_dex=10]|[_bdex$=+floor(dex/2)-5]
[_kcon=0/1]|Constitution|[_con=10]|[_bcon$=+floor(con/2)-5]
[_kint=0/1]|Intelligence|[_int=10]|[_bint$=+floor(int/2)-5]
[_kwis=0/1]|Wisdom|[_wis=10]|[_bwis$=+floor(wis/2)-5]
[_kcha=0/1]|Charisma|[_cha=10]|[_bcha$=+floor(cha/2)-5]
[/table]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Perception (wis)[/b]|[_sper=0/4]||[_bper$=+lookupBonus(sper,0,0,0,1,4,(sper*2)+lvl)+bwis]
[b]Fortitude (con)[/b]|[_sfrt=0/4]||[_bfrt$=+lookupBonus(sfrt,0,0,0,1,4,(sfrt*2)+lvl)+bcon]
[b]Reflex(dex)[/b]|[_srfl=0/4]||[_brfl$=+lookupBonus(srfl,0,0,0,1,4,(srfl*2)+lvl)+bdex]
[b]Will(wis)[/b]|[_swil=0/4]||[_bwil$=+lookupBonus(swil,0,0,0,1,4,(swil*2)+lvl)+bwis]
[/table]
[table]
Armors|Type||Weapon|Proficiency
[b]Unarmored[/b]|[_uac=0/4]||[b]Unarmed[/b]|[_c=0/4]
[b]Light Armor[/b]|[_lac=0/4]||[b]Simple Weapons[/b]|[_c=0/4]
[b]Medium Armor[/b]|[_mac=0/4]||[b]Martial Weapons[/b]|[_c=0/4]
[b]Heavy Armor[/b]|[_hac=0/4]||[b][_=][/b]|[_c=0/4]
[/table]
[b]Key Ability[/b]: [_$=lookupBonus(kstr,0,0,'',1,1,'Strength')] [_$=lookupBonus(kdex,0,0,'',1,1,'Dexterity')] [_$=lookupBonus(kcon,0,0,'',1,1,'Constitution')] [_$=lookupBonus(kint,0,0,'',1,1,'Intelligence')] [_$=lookupBonus(kwis,0,0,'',1,1,'Wisdom')] [_$=lookupBonus(kcha,0,0,'',1,1,'Charisma')] - [b]Spell Type[/b] [_spltp=Divine]
[_cldc=1/4][b][_$=clss] class DC[/b] [_$=lookupBonus(kstr,0,0,0,1,1,bstr)+lookupBonus(kdex,0,0,0,1,1,bdex)+lookupBonus(kcon,0,0,0,1,1,bcon)+lookupBonus(kint,0,0,0,1,1,bint)+lookupBonus(kwis,0,0,0,1,1,bwis)+lookupBonus(kcha,0,0,0,1,1,bcha)+lookupBonus(cldc,0,0,0,1,4,(cldc*2)+lvl)+10]
[_spdc=1/4][b] [_$=spltp] spells DC[/b]: [_$=lookupBonus(spdc,0,0,'Not Used',1,4,lookupBonus(kstr,0,0,0,1,1,bstr)+lookupBonus(kdex,0,0,0,1,1,bdex)+lookupBonus(kcon,0,0,0,1,1,bcon)+lookupBonus(kint,0,0,0,1,1,bint)+lookupBonus(kwis,0,0,0,1,1,bwis)+lookupBonus(kcha,0,0,0,1,1,bcha)+lookupBonus(spdc,0,0,0,1,4,(spdc*2)+lvl+10))]
[/col]
[col]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Acrobatics (dex)[/b]|[_sacr=0/4]||[_bacr$=+lookupBonus(sacr,0,0,0,1,4,(sacr*2)+lvl)+bdex]
[b]Arcana (Int)[/b]|[_sarc=0/4]||[_barc$=+lookupBonus(sarc,0,0,0,1,4,(sarc*2)+lvl)+bint]
[b]Athletics (Str)[/b]|[_sath=0/4]||[_bath$=+lookupBonus(sath,0,0,0,1,4,(sath*2)+lvl)+bstr]
[b]Crafting (Int)[/b]|[_scra=0/4]||[_bcra$=+lookupBonus(scra,0,0,0,1,4,(scra*2)+lvl)+bint]
[b]Deception (Cha)[/b]|[_sdec=0/4]||[_bdec$=+lookupBonus(sdec,0,0,0,1,4,(sdec*2)+lvl)+bcha]
[b]Diplomacy (Cha)[/b]|[_sdip=0/4]||[_bdip$=+lookupBonus(sdip,0,0,0,1,4,(sdip*2)+lvl)+bcha]
[b]Intimidation (Cha)[/b]|[_snti=0/4]||[_bnti$=+lookupBonus(snti,0,0,0,1,4,(snti*2)+lvl)+bcha]
[b]Lore (Int)[/b]|[_socc=0/4]||XXX
[b]Medicine (Wis)[/b]|[_smed=0/4]||[_bmed$=+lookupBonus(smed,0,0,0,1,4,(smed*2)+lvl)+bwis]
[b]Nature (Wis)[/b]|[_snat=0/4]||[_bnat$=+lookupBonus(snat,0,0,0,1,4,(snat*2)+lvl)+bwis]
[b]Occultism (Int)[/b]|[_socc=0/4]||[_bocc$=+lookupBonus(socc,0,0,0,1,4,(socc*2)+lvl)+bint]
[b]Performance (Cha)[/b]|[_sprf=0/4]||[_bprf$=+lookupBonus(sprf,0,0,0,1,4,(sprf*2)+lvl)+bcha]
[b]Religion (Wis)[/b]|[_srel=0/4]||[_brel$=+lookupBonus(srel,0,0,0,1,4,(srel*2)+lvl)+bwis]
[b]Society (Int)[/b]|[_ssoc=0/4]||[_bsoc$=+lookupBonus(ssoc,0,0,0,1,4,(ssoc*2)+lvl)+bint]
[b]Stealth (Dex)[/b]|[_sstl=0/4]||[_bstl$=+lookupBonus(sstl,0,0,0,1,4,(sstl*2)+lvl)+bdex]
[b]Survival (Wis)[/b]|[_ssur=0/4]||[_bsur$=+lookupBonus(ssur,0,0,0,1,4,(ssur*2)+lvl)+bwis]
[b]Thievery (Dex)[/b]|[_sthi=0/4]||[_bthi$=+lookupBonus(sthi,0,0,0,1,4,(sthi*2)+lvl)+bdex]
[/table]
[table="rolls d20"]
Skills|b. Attrib|Proficiency|AC Pen.|Bonus
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[/table]
[/col]
[/2column]
[/snippets]
[snippets="Defense"]
[i]Type: (0=Unarmored, 1=Light Armor, 2=Medium Armor, 3=Heavy Armor)[/i]
[table]
[b]Armor/shield[/b]|[b]Max Dex[/b]|[b]Type[/b]|[b]is worn?[/b]|[b]Ac Bonus[/b]|[b]Other Bonus[/b]|[b]Penalty[/b]|[b]Pen. Speed[/b]|[b]Strength[/b]
[_=]|[_mxdx=99]|[_tac=0/3]|[_aon=1/1]|[_aac=0]|[_oac=0]|[_acpen=0]|[_acpsp=0]|[_acstr=99]
[_=Shield]|||[_srd=0/1]|[_sac=0]||[_aspen=0]|[_=]
[/table]
[b]Natural Armor[/b]: [_acnat=0] - [b]Other Bonuses[/b]: [_acotb=0]
[b]AC[/b]: [_ac$=10+(lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac+oac)*aon+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))+lookupBonus(srd,0,0,0,1,1,sac)+acnat+acotb] - [b]Contact[/b]: [_acct$=10+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))] - [b]Flat-footed[/b]: [_acff$=10+lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac*aon+oac+acnat+acotb]
[spoiler="Armor Trait"]
[_="text here"]
[/spoiler]
[/snippets]
[abilities="Attack"]
[table="rolls d20"]
Weapon|Prof|Finesse|Agile|adjust|Atk1|Atk2|Atk3|Dmg|Traits & Notes
[b][_=Fist][/b]|[_p=1/4]|[_f=1/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=1/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=1d4]|[_=Brawling B, non-lethal, unarmed]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[b][_=][/b]|[_p=0/4]|[_f=0/1][_fs$=+lookupBonus(f,0,0,bstr,1,1,max(bstr, bdex))]|[_a=0/1]|[_bn=]|[_bs$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+f+bn]|[_$=bs+lookupBonus(a,0,0,-5,1,1,-4)]|[_$=bs+lookupBonus(a,0,0,-10,1,1,-8)]|[_d=]|[_=]
[/table]
[spoiler="Weapon Traits Definition"]
[2column]
[col]
[table]
Agile|The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
<Ancestry or Class>|An item with this trait is created and used by the given ancestry or class.
Attached|An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash. An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.
Backswing|You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Combination|Combination weapons combine the functionality of melee weapons and ranged weapons in unique or unusual ways. A combination weapon has a ranged form or usage and a melee weapon form or usage. The combination weapons table lists the ranged weapon statistics first and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the ranged weapon usage requires an Interact action. However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a ranged Strike with the combination weapon against that foe without fully switching to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon Strike.
|Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a vorpal axe musket only applies the vorpal property rune when you're using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.
Concealable|This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
Critical Fusion|Critical fusion is a trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the ranged weapon is loaded. If you choose to use one of them, it replaces the melee usage's normal critical specialization effect.
|First, if the ranged weapon is a firearm, you can discharge it to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the ranged weapon to increase the critical hit's momentum or shoot the foe as you attack in melee, dealing 2 additional damage per weapon damage die. Both of these options discharge the ranged weapon, which typically means you have to reload it before firing it again.
Deadly <dice>|On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Disarm|You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
[/table]
[/col]
[col]
[table]
Fatal <die size>|The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Finesse|You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Forceful|This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
Free-Hand|This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Non-Lethal|ttacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Parry|This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Razing|Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.
Reach|This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Shove|You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Thrown <distance>|You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
Trip|You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Two Hands <dice>|This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.
Unarmed|An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though has a weapon group and might have weapon traits. An unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
Uncommon|Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Versatile <type>|A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
[/table]
[/col]
[/2column]
[/spoiler]
[/abilities]
[snippets="Actions"]
[2column]
[col]
[abilities="A-L"]
#Aid -- Reaction (requires ally willing and help prepared)
[b]Trigger[/b]: An ally is about to use an action that requires a skill check or attack roll.
[b]Requirements[/b]: The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
[b]Critical Success[/b] You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
[b]Success[/b] You grant your ally a +1 circumstance bonus to the triggering check.
[b]Critical Failure[/b] Your ally takes a –1 circumstance penalty to the triggering check.
#Arrest a Fall -- Reaction (Requires Fly Speed)
[b]Trigger[/b] You fall.
[b]Requirements[/b] You have a fly Speed.
You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
[b]Success[/b] You take no damage from the fall.
# Burrow -- 1 action (Requires Burrow Speed)
[b]Requirements[/b] You have a burrow Speed.
You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
# Cast a Spell -- varied action number
Spells can vary in how many actions they take, as shown in the spell’s stat block.
You cast cantrips, spells from spell slots, and focus spells using the same process, but must expend the spell when casting a spell from a spell slot and must spend 1 Focus Point to cast a focus spell.
Some rules will refer to the Cast a Spell activity, such as "if the next action you use is to Cast a Spell." Any spell qualifies as a Cast a Spell activity, and any characteristics of the spell use those of the specific spell you’re casting.
# Crawl -- 1 action (Move, Requires Prone and Speed >10')
[b]Requirements[/b] You are prone and your Speed is at least 10 feet.
You move 5 feet by crawling and continue to stay prone.
#Avert Glaze -- 1 action
You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
#Delay -- Free Action
[b]Trigger[/b]: Your turn begins.
You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
#Dismiss -- 1 action (Concentrate)
You end an effect that states you can Dismiss it.
Dismissing ends the entire effect unless noted otherwise.
#Drop Prone -- 1 action (Move)
You fell prone
# Escape -- 1 action (Attack)
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
[b]Critical Success[/b] You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
[b]Success[/b] You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
[b]Critical Failure[/b] You don't get free, and you can't attempt to Escape again until your next turn.
#Fly -- 1 action (Move, Requires Fly Speed)
[b]Requirements[/b] You have a fly Speed.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.
#Grab an Edge -- Reaction (Manipulate, Requires Free Hands)
[b]Trigger[/b] You fall from or past an edge or handhold.
[b]Requirements[/b] Your hands are not tied behind your back or otherwise restrained
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.
[b]Critical Success[/b] You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
[b]Success[/b] If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
[b]Critical Failure[/b] You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
#Interact -- 1 action (Manipulate)
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect.
On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
#Leap -- 1action (Move)
You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
[i]Horizontal Jump[/i] up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
[i]Vertical Jump[/i] up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
[/abilities]
[/col]
[col]
[abilities="M-Z"]
#Mount -- 1 action (Moven Requires a mount)
[b]Requirements[/b] You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
#Point Out -- 1 action (Auditory, Manipulate, Visual, Requires Detected Creature)
[b]Requirements[/b] A creature is undetected by one or more of your allies but isn't undetected by you.
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
#Raise a Shield -- 1 action (Requires a Shield)
[b]Requirements[/b] You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
#Ready -- 2 actions (Concenrate)
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
#Release -- Free Action
You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Reactive Strike).
If you want to prepare to Release something outside of your turn, use the Ready activity.
#Seek -- 1 action (Concentrate, Secret)
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
[b]Critical Success[/b] Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
[b]Success[/b] Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
#Sense Motive -- 1 action (Concentrate, Secret)
You try to tell whether a creature's behavior is abnormal. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
[b]Critical Success[/b] You determine the creature's true intentions and get a solid idea of any mental magic affecting it.
[b]Success[/b] You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.
[b]Failure[/b] You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.
[b]Critical Failure[/b] You get a false sense of the creature's intentions.
#Stand -- 1 action (Move)
You stand up from being prone.
# Step -- 1 action (Move)
[b]Requirements[/b] Your Speed is at least 10 feet.
You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
#Stride -- 1 action (Move)
You move up to your Speed.
#Strike -- 1 action (Attack)
You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect.
[b]Critical Success[/b] You make a damage roll according to the weapon or unarmed attack and deal double damage (see Doubling and Halving Damage for rules on doubling damage).
[b]Success[/b] You make a damage roll according to the weapon or unarmed attack and deal damage.
#Sustain -- 1 action (Concentrate)
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
#Take Cover -- 1 action 'Requires a Cover)
[b]Requirements[/b] You are benefiting from cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
[/abilities]
[/col]
[/2column]
[/snippets]
[2column]
[col]
[snippets="Equipment"]
[b]Coins[/b] : [b]Platinum[/b] [_pp=0] - [b]Gold[/b] [_gp=0] - [b]Silver[/b] [_sp=0] - [b]Copper[/b] [_cp=0]
Total in GP [_$=pp*10+gp+sp/10+cp/100]
Bulk [_encblk=0] Light [0/5] [0/5]
[i]Encumbered[/i] > [_$=5+bstr], [i]Overloaded[/i] > [_$=10+bstr]
[b]Status[/b] [_enclvl$=lookupBonus(encblk,-999,5,1,6,10,2,11,100,0)] - [_$=lookupBonus(enclvl,0,0,'Overloaded',1,1,'Normal',2,2,'Encumbered')], Speed [_spd$=lookupBonus(enclvl,0,0,0,1,1,bspd,2,2,bspd-5)+lookupBonus(aon,0,0,0,1,1,acpsp)]
backpack (bp) [_h=1/4](in)|[_b=0]|[_n=1]|[_w$=lookupBonus(h,0,2,0,1,99,h*-1)]
-- bedroll (in bp)|[_b=0.1]|[_n=1]|[_w$=b*n]
-- piece of chalk|[_b=0]|[_n=10]|[_w$=b*n]
[_w1=5/5] [_w2=5/5]|[_b=.1]|[_n$=floor((w1+w2)/10)]|[_w$=b*n]
-- flint & steel (in bp)|||
-- Rope 50 feet (on bp)|[_b=.1]|[_n=1]|[_w$=b*n]
-- Ration day (on bp)|||
[_w1=7/7] [_w2=7/7]|[_b=.1]|[_n$=floor((w1+w2)/7)]|[_w$=b*n]
-- torch (in bp)|||
[_wt1=5/5]|[_b=.1]|[_n$=wt1]|[_w$=b*n]
-- Waterskin (on bp)|[_b=.1]|[_n=1]|[_w$=b*n]
[/snippets]
[/col]
[col]
[abilities="Feats & More"]
[/abilities]
[/col]
[/2column]
[snippets="Spells"]
[2column]
[col]
[abilities="Cantrips (x)"]
[b]Cantrips Level[/b]: [_$=ceil(lvl/2)]
#Memorized Cantrip
Description
[/abilities]
[/col]
[col]
[abilities="Spells Level 1 (x)"]
[/abilities]
[/col]
[/2column]
[/snippets]
[snippets="Info"]
#Armor Class
[_$=ac]
#Background
[_$=back]
#Class
[_$=clss]
#HP
[_$=hp]
#Level
[_$=lvl]
#Name
[_$=name]
#Speed
[_$=spd]
#Worship
[_$=patron]
[/snippets]