Standard Conditions
Condition | Effect |
---|---|
Blinded | You can’t see. All normal terrain is difficult terrain to you. You can’t detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled. |
Broken | A broken object can’t be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor. |
Clumsy X | You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery. |
Confused | You are flat-footed, you don’t treat anyone as your ally (though they might still treat you as theirs), and you can’t Delay, Ready, or use reactions. You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it’s impossible for you to attack or cast spells, you babble incoherently, wasting your actions. Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition. |
Controlled | The controller dictates how you act |
Dazzled | If vision is your only precise sense, all creatures and objects are concealed from you. |
Deafened | You automatically critically fail Perception checks that require you to be able to hear. You take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the auditory trait, you must succeed at a DC 5 flat check or the action is lost |
Drained X | You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. |
Encumbered | You’re clumsy 1 and take a 10-foot penalty to all your Speeds. |
Enfeebled X | You take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks. |
Condition | Effect |
---|---|
Fascinated | You take a –2 status penalty to Perception and skill checks, and you can’t use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). |
Flat-Footed | You take a –2 circumstance penalty to AC |
Fleeing | On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible. You can’t Delay or Ready while fleeing. |
Frightened X | You take a status penalty equal to this value to all your checks and DCs. At the end of each of your turns, the value of your frightened condition decreases by 1. |
Grabbed | You are flat-footed and immobilized. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost. |
Immobilized | You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place. |
Paralyzed | You have the flat-footed condition and can’t act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM). |
Persistent Damage X | Take X damage at the end of each of your turns, then make a DC 15 flat check to end the condition. |
Petrified | You can’t act, nor can you sense anything. You become an object with a Bulk double your normal Bulk, AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a Broken Threshold. When you’re turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time. |
Prone | You're flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed). If you would be knocked prone while you’re Climbing or Flying, you fall. You can’t be knocked prone when Swimming. |
Quickened | You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. |
Condition | Effect |
---|---|
Restrained | You're flat-footed and immobilized, and you can’t use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed. |
Sickened X | You take a status penalty equal to this value on all your checks and DCs. You can’t willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success). |
Slowed X | When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. |
Stunned X | Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. If stunned has a duraction, you lose all your actions for that duration. Stunned overrides slowed. |
Stupefied X | You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value. |
Death and Dying
Knocked Out
When you are reduced to 0 Hit Points, you’re knocked out. immediately move your initiative position to directly before the turn in which you were reduced to 0 HP. Gain dying 1, or dying 2 if the attack or effect was a critical success. If you have the wounded condition, increase your dying value by an amount equal to your wounded value.
Condition | Effect |
---|---|
Dying | You are unconscious. If this value ever reaches dying 4, you die. Attempt a recovery check at the start of your turn each round. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up. Anytime you lose the dying condition, increase your wounded value by 1. |
Wounded X | If you gain the dying condition while wounded, increase the dying condition’s value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes. |
Doomed X | The maximum dying value at which you die is reduced by your doomed value. |
Unconscious
-4 status penalty to AC, Perception, and Reflex saves, become prone, blinded, and flat-footed. Drop any items you're holding. Remain unconscious until you have 1+ HP and one of the following happens:
Recovery Check
When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse.
Treat Wounds
Proficiency | DC | Success Healing | Critical Healing |
---|---|---|---|
Trained | 14 | 2d8 | 4d8 |
Expert | 18 | 2d8+10 | 4d8+10 |
Master | 26 | 2d8+30 | 4d8+30 |
Legendary | 30 | 2d8+50 | 4d8+50 |
Detecting Creatures
Condition | Effect |
---|---|
Observed | A creature you're observed by knows where you are and can target you normally. |
Concealed | A creature you're concealed from must succeed at a DC5 flat check when targeting you with a non-area effect. |
Hidden | A creature you're hidden from knows the space you're in. It is flat-footed to you, and must succeed at a DC 11 flat check to affect you. |
Undetected | When you are undetected to a creature, it's flat-footed to you, can't see you, has no idea what space you occupy, and can't target you. It can try to pick a square with an attack, flat check and attack secretly rolled by GM. |
Unnoticed | A creature you're unnoticed by is totally unaware of your presence. |
Invisible | You're undetected by everyone. You normally can't become observed while invisible. |
Terrain
Cover
Creature Identification/Sense Motive
Creature | Related Skill |
---|---|
Aberration | Occultism |
Animal | Nature |
Astral | Occultism |
Beast | Arcana, Nature |
Celestial | Religion |
Construct | Arcana, Crafting |
Dragon | Arcana |
Elemental | Arcana, Nature |
Ethereal | Occultism |
Fey | Nature |
Fiend | Religion |
Fungus | Nature |
Humanoid | Society |
Monitor | Religion |
Ooze | Occultism |
Plant | Nature |
Spirit | Occultism |
Undead | Religion |
Combat Actions
Falling Damage
When you fall more than 5ft, take bludgening damage equal to half the distance you fell. If you take any damage you fall prone. If you fall into water or a soft substance, calculate damage as if the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance)
Structures
Door | Climb DC | Hardness, HP (BT) |
---|---|---|
Wood | 18 | 10, 40, (20) |
Stone | 24 | 14, 56, (28) |
Reinforced Wood | 15 | 15, 60, (30) |
Iron | 30 | 18, 72, (36) |
Wall | Climb DC | Hardness, HP (BT) |
---|---|---|
Crumbling Masonry | 15 | 10, 40, (20) |
Wooden Slats | 15 | 10, 40, (20) |
Masonry | 18 | 14, 56, (28) |
Hewn Stone | 24 | 14, 56, (28) |
Iron | 30 | 18, 72, (36) |
Portcullis | Climb DC | Hardness, HP (BT) |
---|---|---|
Wood | 10 | 10, 40, (20) |
Iron | 10 | 18, 72, (36) |
Encounter Budget
Difficulty | XP Budget |
---|---|
Trivial | 10/character |
Low | 15/character |
Moderate | 20/character |
Severe | 30/character |
Extreme | 40/character |
Enemy XP (Half Level)
Creature's Level | XP |
---|---|
Party level - 6 | 9 |
Party level - 5 | 11 |
Party level - 4 | 14 |
Party level - 3 | 18 |
Party level - 2 | 23 |
Party level - 1 | 31 |
Party level | 40 |
Party level + 1 | 54 |
Party level + 2 | 70 |
Party level + 3 | 96 |
Party level + 4 | 125 |
Party level + 5 | 160 |
Simple DCs
Proficiency Rank | Simple DC |
---|---|
Untrained | 10 |
Trained | 14 |
Expert | 18 |
Master | 24 |
Legendary | 30 |
Level | DC | Level | DC |
---|---|---|---|
0 | 14 | 13 | 25 |
1 | 15 | 14 | 25 |
2 | 16 | 15 | 26 |
3 | 17 | 16 | 27 |
4 | 17 | 17 | 28 |
5 | 18 | 18 | 29 |
6 | 19 | 19 | 30 |
7 | 20 | 20 | 30 |
8 | 20 | 21 | 32 |
9 | 21 | 22 | 33 |
10 | 22 | 23 | 35 |
11 | 23 | 24 | 36 |
12 | 24 | 25 | 38 |
Spell Level | DC |
---|---|
1st | 15 |
2nd | 17 |
3rd | 18 |
4th | 20 |
5th | 21 |
6th | 23 |
7th | 25 |
8th | 26 |
9th | 28 |
10th | 30 |
Elite/Weak Adjustment (+/- 1 level)
Add/subtract 1 to AC, attack bonuses, DC's, saves, Perception, and skills.
Add/subtract 2 to damage for Strikes and offensive abilties, or 4 for abilities that can only be used a limited number of times.
Increase/Decrease HP using this table:
Starting level | HP Adjustment |
---|---|
1-2 | 10 |
3-5 | 15 |
6-20 | 20 |
21+ | 30 |