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DM Screen Portrait

The document outlines various conditions that can affect characters in a game, detailing their effects, penalties, and recovery methods. It includes conditions like Blinded, Confused, and Stunned, along with NPC conditions and adjustments for elite and weak characters. Additionally, it covers terrain effects, detecting creatures, and rules for unconsciousness and dying, providing a comprehensive guide for gameplay mechanics.

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Matthew Malecki
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0% found this document useful (0 votes)
7 views6 pages

DM Screen Portrait

The document outlines various conditions that can affect characters in a game, detailing their effects, penalties, and recovery methods. It includes conditions like Blinded, Confused, and Stunned, along with NPC conditions and adjustments for elite and weak characters. Additionally, it covers terrain effects, detecting creatures, and rules for unconsciousness and dying, providing a comprehensive guide for gameplay mechanics.

Uploaded by

Matthew Malecki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Conditions

 Blinded: Can’t detect with vision. All Terrain is worsened 1 step. Auto Fumble  Persistent Dmg: Take dmg at end of your turn, rolling dmg dice each time.
Perception requiring sight. If vision is only Precise sense, -4 Status Perception. Then make DC 15 Flat check to end condition. Auto ends usually in 1 min.
Immune to Visual effects. Blinded overrides Dazzled. Everyone is Invisible to you.  Assisted Recovery: [2A] You or ally (Smother flame, wash off acid, or
 Broken: Only objects & can’t be used. Still give penalties normally incurred. First Aid to stanch bleeding). Immediate Flat check to stop Persistent dmg,
Armor (-1 AC Light, -2 Medium, -3 Heavy). Shield (½ bonus to AC, min 1). but only 1/rd. DM decides how help works.
If gain Broken & has more HP than Threshold, reduces HP to Threshold.  Action might require Skill check or another roll for effectiveness.
 Clumsy: Status penalty to Dex checks and DCs, (AC, Ref, Ranged Attack,  Reduce DC to DC 10 Flat check.
Acrobatics, Stealth, Thievery).  Auto end condition, (Restores to Max HP for Bleed, Submerge in lake
 Confused: Off-Guard. All are enemies. Can’t Delay, Ready, or use Reactions. for Fire, etc).
Use all actions to Strike or Cast Offensive Cantrips, DM can use other actions to  [+1A] or [-1A] to helper if efficient or inefficient.
facilitate attack, (Draw weapon, Move to target, etc.). Targets are random. If no  Immunities, Resistances, and Weaknesses: All apply. If deals Initial
viable targets, target self, auto hit no Crit. If attacks are impossible babble dmg and Persistent dmg, apply all separately. Usually, if negate Initial dmg
incoherently, wasting actions. When take dmg from Attack / Spell, DC 10 Flat then negate Persistent dmg (Weapon deals Persistent Bleed when it cuts).
check to recover and end condition. DM might rule otherwise in some situations.
 Controlled: Controller dictates actions (Attacks, Reactions, or even Delay).  Multiple Persistent Dmg Conditions: Only if different dmg types. If
Controller usually does not have to spend their own actions when controlling. same type, only gain higher amount. If unclear (taking 2 Persistent Fire then
 Coordinated: Status bonus to Dex checks and DCs, (AC, Ref, Ranged Attack, take 1d4 Persistent Fire, DM decides. All Persistent dmg occurs at once, if
Acrobatics, Stealth, Thievery). something triggers when take dmg, it triggers only once; (Dying with several
 Dazzled: All creatures and objects are Concealed if vision is only Precise sense. types of Persistent dmg, increases Dying only once).
 Deafened: Can’t detect with sound. Auto Fumble Perception requiring hearing.  Prone: Off-Guard, -2 Circumstance to Attack rolls, and Standard Cover vs
-2 Status Perception for initiative and checks involving sound but also rely on other Ranged Attacks 10’+. Only Move actions are Crawl and Stand. Can Take Cover vs
senses. Spell or Auditory action, DC 5 Flat check or Lose action; attempt check Ranged Attacks 10’+. If knocked Prone while Climbing or Flying, fall. Can’t be
after spending action but before effects are applied. Immune to Auditory effects. knocked Prone when Swimming.
 Drained: Status penalty to Con checks and DCs, (Fort). Lose HP = lvl x value  Quickened: +1 action at start of your turn. Many Quickened effects specify
(Min 1), Max HP reduced same amount. Losing these HP doesn’t count as taking types of action. If quickened from multiple sources, can use extra action granted
dmg. 8 Hrs Rest -1 Drained value. This increases Max HP, but don’t immediately for any single action allowed by any effect that gave Quickened. Don’t
recover lost HP. immediately gain action if Quickened during turn.
 Encumbered: Clumsy 1 and Hampered 10’.  Restrained: Off-Guard and Immobilized, can’t use Attack or Manipulate
actions except Escape or Force Open bonds. When Escape or Force Open bonds
 Empowered: Status bonus to Str checks and DCs, (Melee Attacks, Str-based DC 5 Flat check or lost; roll check after spending action, but before any effects are
dmg rolls, Athletics). applied. Restrained overrides Grabbed.
 Enfeebled: Status penalty to Str checks and DCs, (Melee Attacks, Str-based dmg  Sickened: Status penalty on all checks and DCs. Can’t willingly ingest anything
rolls, Athletics). (Elixirs and Potions). [1A] Retch to recover, Fort vs DC of effect that made
 Enlightened: Status bonus to Int, Wis, and Cha checks and DCs, (Will, Spell Sickened. Crit: -2 Sickened value. Success: -1 Sickened value.
Attacks, Spell DCs, Skills using abilities).  Sickened Out of Combat: [1 min] Retching removes condition.
 Fascinated: -2 Status to Perception and Skills checks, can’t use Concentrate  Slowed: When regain actions at start of turn, reduce number of actions regained
actions unless related to subject of Fascination. (Seek and Recall Knowledge about by Slowed value. Don’t immediately lose action if Slowed during turn.
subject but couldn’t cast spell targeting different creature). Ends if subject of
Fascination uses hostile actions against you or ally.
 Stunned: Can’t act while Stunned.
 Fatigued: -1 Status to AC and Saves. Can’t choose an Exploration activity.  w/ Value: (Stunned 4) indicating number of actions lost, possibly over
8 Hrs Rest removes Fatigue. multiple turns. When regain actions, reduce number regained by Stunned
value, then reduce Stunned value by number of actions you lost. (Stunned 4,
 Fleeing: Spend each Action escaping source of condition (Move actions to flee, lose all 3 actions, reducing to Stunned 1; on next turn, lose 1 action, then
Opening doors barring escape). Can’t Delay or Ready. able to use remaining 2 actions normally).
 Frightened: Status penalty to all checks and DCs. End of your turn, -1 condition.  w/ Duration: (Stunned 1 min.) lose all actions for listed duration.
 Gagged: Only hear voice in 5’. Can’t eat or drink (elixirs, potions, etc.). Auditory Stunned overrides Slowed. If duration of Stunned ends while Slowed, count
action DC 5 flat check or Lose action; attempt check after spending action but actions lost to Stunned toward those lost by Slowed. (Stunned 1 and Slowed 2, at
before effects are applied. Creatures with no / multiple mouths are immune. beginning of turn, lose 1 action from Stunned, and then 1 action from Slowed, still
 Grabbed: Off-Guard and Immobilized. Manipulate action DC 5 Flat check or have 1 action that turn).
Lose action; attempt check after spending action but before effects are applied.  Stupefied: Status penalty to Int, Wis, and Cha checks and DCs, (Will, Spell
 Hampered: Circumstance penalty to all speeds. Can’t reduce Speed below 5’. Attacks, Spell DCs, Skills using abilities).
 Immobilized: Can’t use Move actions. If external force would move you, force When Cast Spell DC (5 + Value) Flat check or spell is disrupted.
vs DC of effect or (Fort DC) of monster holding in place.  Taunted: Always includes a value and target creature. Status penalty to Attack
 Off-Guard: -2 Circumstance AC. Roll vs creatures other than target. Status bonus to Dmg Rolls vs target. While
 Paralyzed: Off-Guard and can’t take actions except to Recall Knowledge or Taunted, other attempts to Taunt you auto fumble. Frightened cancels Taunted, lose
actions requiring only the mind (determined by DM). Can’t Seek. Taunted condition and become immune to Taunt condition until lose Frightened
 Petrified: Can’t act and can’t sense anything. Become object with Bulk double condition. Unless specified otherwise, end of each turn, -1 Taunted condition.
(12 M or 6 S), AC 9, Hardness 8, and same current HP when alive. No Broken
Threshold. When turned back flesh, have same HP statue had. If statue destroyed,
immediately die. While petrified, mind and body are in stasis, don’t age or notice
passing of time.
NPC Conditions
 Interested: When Haggling Interest goes down.  Vigilant: Creature will use value in actions to Seek every turn, until noticing
 Most Buyers/Sellers have Interested 2 condition. potential threat or loses condition. Most creatures in neutral or enemy territory
 Buyers that are dedicated collectors of luxury items may have interested 4 or maintain Vigilant 1, while competent stationed guards have Vigilant 2. If detect
more. threat or receives warning, value increases to 3. At end of turn if it hasn’t detected
 Sellers selling overpriced items or who are desperate for a sale may have threat, it may lower value by 1. 0 Vigilance consider themselves completely safe
Interested 4 and more. don’t expect immediate threat. Creatures with 0 Vigilance have -2 Circumstance to
When Buyers/Sellers loses Interested condition, they either make one final offer or Perception DC while occupied by activity with Manipulate or Concentrate.
they refuse to buy/sell item.

Elite Adjustment Weak Adjustment


+2 AC, Attack, DC’s, Saves, Perception, Skills. -2 AC, Attack, DC’s, Saves, Perception, Skills.
+2 dmg, or +4 dmg to limited abilities. -2 dmg, or -4 dmg to limited abilities.
Starting Level HP Increase Starting Level HP Increase
1 or lower +10 1-2 -10
2-4 +15 3-5 -15
5-19 +20 6-20 -20
20+ +30 21+ -30

Cover
Line from center of attacker’s space or burst to center of target’s space.
 Lesser: +1 Circumstance to AC line passes through creatures but no objects. Death and Dying
 Standard: +2 Circumstance to AC, Ref vs area effects, Stealth to Hide or Sneak.
 Knocked Out: Reduced to 0 HP, Initiative moves before creature or effect.
 Greater: +4 Circumstance to AC, Ref vs area effects, Stealth to Hide or Sneak. Gain Dying 1, or Dying 2 if Crit or your Fumble. Nonlethal makes Unconscious.
 Dying: Unconscious. If reaches Death At, die. Recovery check, start of turn.
Terrain  Dying reaches 0 through Recovery check, lose Dying, remain at 0 HP.
 Difficult Terrain: Each square +5’ of movement. Regain 1 HP after 1 Hr.
 Greater Difficult Terrain: Each square +10’ of movement.  Gain 1+ HP: Lose Dying and wake up, act normally on next turn.
When lose Dying condition, +1 Wounded.
 Hazardous Terrain: Deals dmg.
 Taking Dmg while Dying
 Narrow Surface: Off-Guard must Balance. When Hit or Fail save, Ref or fall. +1 Dying, +2 Dying if Crit or your Fumble.
 Uneven Ground: Off-Guard must Balance. When Hit or Fail save, Ref or fall.  Recovery Checks
 Incline: Climb to ascend. Off-Guard while Climbing. Start of your turn each rd, Flat check vs DC 10 + Current Dying value.
 Crit: Dying value -2.
Detecting Creatures 

Success: Dying value -1.
Fail: Dying value +1.
 Observed: Knows space and target normally. Observe with Precise Senses.  Fumble: Dying value +2.
 Concealed: Flat check vs DC 5. Fail, can’t target. Area effects not affected.  Wounded: 8 Hrs Rest -1 Wounded, or completely removed if restored to full HP
 Hidden: Knows space but not precisely. Off-Guard vs Hidden. Flat check vs DC and rest 10+ min.
10. Fail, can’t target. Area effects not affected. Seek with Precise Senses to  When gain Dying add Wounded value.
Observe.  Add Wounded value to DC of Treat Wounds with Medicine.
 Undetected: Can’t see and don’t know space. Off-Guard vs Undetected.  Add Wounded value to DC of Fort save vs Poisons & Diseases inflicted by
Pick square, Flat check vs DC 10 Secret. Not revealed if missed due to Fail check Strikes or physical contact.
or wrong square. Area effects not affected. Seek with Precise Senses to Find.  Doomed: 8 Hrs Rest -1 Doomed. Reduced Death at Value by Doomed. If Death
 Unnoticed: When Unnoticed, also Undetected. Only matters for abilities that can at Value is reduced to 0, Instantly Die. If die, no longer Doomed.
be used only against targets totally unaware of presence.
 Invisible: Undetected to everyone. Seek with Precise Senses use Unconscious
Perception vs Stealth, become Hidden until Sneak to become Undetected again.
If become Invisible while Observed, then Hidden to until Sneak. Can’t become Immediately move initiative to directly before turn in which gained Unconscious.
Observed except via special abilities or magic. Can’t act. Blinded, Off-Guard, -4 Status to AC, Perception, Ref.
Fall Prone and drop wielded or held items unless effect states wouldn’t or DM overides.
If attacker is in 5’ when attacking an Unconscious creature.
Creature Identification Skill  Crit: Strike is a Crit and Wounded 1.
Creature Type Skill Creature Type Skill  Success: Strike is a Crit.
 Fail: Strike is a Success.
Aberration Occultism Fiend Religion  Fumble: Strike Misses.
Animal Nature Fungus Nature  Unconscious and Dying, make a Recovery check at start of your turn.
Astral Occultism Humanoid Society  Unconscious with 0 HP, but not dying, regain 1 HP after (1d6 x 10 min). If
receive 1+ HP, lose Unconscious condition and act normally on next turn.
Beast Arcana, Nature Monitor Religion  Unconscious with 1+ HP
Celestial Religion Ooze Occultism (Asleep or Unconscious), wake up and lose Unconscious by following:
 Take dmg but don’t reduce to 0 HP.
Construct Arcana, Crafting Plant Nature
 Receive healing, other than from Resting.
Dragon Arcana Shade Religion  Someone nudges or shakes awake using [1A] Interact.
Dream Occultism Spirit Occultism  Loud noise. Start of turn, Perception vs Noise’s DC (lowest DC if more than
one noise DC 5 Battle), Success: Wake up.
Elemental Arcana, Nature Time Occultism  Wake up due to restful night’s sleep or something disrupted sleep.
Ethereal Occultism Undead Religion
Fey Nature Treat Wounds
Proficiency DC + Wounded Success Crit

Structures Trained 15 2d8 HP 2d8+16 HP


Door Climb DC Hardness HP / BT Expert 20 2d8+10 HP 2d8+36 HP
Wood 20 10 40 / 20 Expert 25 2d8+20 HP 2d8+56 HP
Stone 30 14 56 / 28 Master 30 2d8+35 HP 2d8+86 HP
Reinforced Wood 15 15 60 / 30
Master 35 2d8+55 HP 2d8+126 HP
Iron 30 18 72 / 36
Legendary 40 2d8+85 HP 2d8+186 HP
Wall Climb DC Hardness HP / BT
Crumbling Masonry 15 10 40 / 20 Trained 20 -1 Wounded Condition / day
Wooden Slats 15 10 40 / 20 Master 30 -2 Wounded Condition / day
Masonry 20 14 56 / 28 Legendary 40 -3 Wounded Condition / day
Hewn Stone 30 14 56 / 28
Iron 40 18 72 / 36
Falling
Portcullis Climb DC Hardness HP / BT DC 10 Flat Check.
Wood 10 10 40 /20  Crit: 1d6 Bludgeoning dmg / 10’ fall,
Iron 10 18 72 /36  Success: 1d6 Bludgeoning dmg / 5’ fall,
 Fail: 5 dmg / 5’ fall,
 Fumble: 10 dmg / 5’ fall
Force Open Force Open DC If take any dmg from fall, land Prone. Fall 500’ 1st rd and 1,500’ every other rd.
Fall into water, snow, or other soft substance, treat fall as 20’ – 80’ shorter DM call.
Type DC
Stuck Door or Window 15
Exceptionally Stuck 20 Travel Speed
Lift Wooden Portcullis 20*
Lift Iron Portcullis 30*
Bend Metal Bars 30
* Use the Thievery DC of the locking mechanism if it’s higher.
Speed Feet / Minute Miles / Hour Miles / Day
10’ 100’ 1 8
15’ 150’ 1.5 12
20’ 200’ 2 16
25’ 250’ 2.5 20
30’ 300’ 3 24
35’ 350’ 3.5 28
40’ 400’ 4 32

Simple DC’s DC’s by lvl DC’s by Spell rank* DC Adjustments


Spell
Proficiency Rank DC lvl DC lvl DC DC Difficulty Adjustment Rarity
rank
Untrained 10 0 14 13 31 1st 15 Incredibly Easy -10 -
Trained 15 1 15 14 32 2nd 18 Very Easy -5 -
Expert 20 2 16 15 34 3rd 20 Easy -2 -
Master 30 3 18 16 35 4th 23 Hard +2 Uncommon
Legendary 40 4 19 17 36 5th 26 Very Hard +5 Rare
5 20 18 38 6th 28 Incredibly Hard +10 Unique
6 22 19 39 7th 31
7 23 20 40 8th 34
8 24 21 42 9th 36
9 26 22 44 10th 39
10 27 23 46 * If Uncommon or
11 28 24 48 Rare, or Unique
12 30 25 50 adjusted accordingly.

Fate Points
Spending Fate Points doesn’t use an action and is a Fortune Effect.
Can’t spend more than 1 Fate Point during a single rd of combat except Cheat Death.
 Second Chance (Friendly)
Reroll a d20 roll. If roll is worse than original. Take original roll and get Fate Point refunded.
 Defensive (Self)
x2 normal benefits when Fight Defensively.
 Blind Luck (Self)
Ignore rolling flat check vs one creature that is Concealed, Hidden, Invisible for this rd only.
 Maximum Effort (Self)
Get Max or Min on dice roll, incoming or outgoing (Dmg or Healing only)
 Heroic Action (Self)
Increase your effect by 1 step. (Success with attack, make it Crit instead), (creature rolls Def vs your Effect, gets Fail, make it a Fumble instead).
 Close Call (Self)
Decrease an incoming effect by 1 step. (Crit with attack vs you, make it Success instead), (Roll Def vs Effect, get Fumble, make it Fail instead).
 Fast & Furious (Self)
+2 to hit and dmg for each attack make this rd.
 Adrenaline Boost (Self)
Until start of next turn. +15’ All Speeds, +2 All Defenses. Everyone Off-Guard to you. After Effect, Fatigue 2 rds.
 Change Narrative (Self)
 I got rope in town (cost of rope). This can be used for magic items. Can buy multiples of same item not Multiple items.
 I think it would help if we had a friend in this town.
 I have this spell memorized instead. (Never cast spell since [Daily Prep].)
 Quicken (Self)
 Gain an additional [1A] or [RA].
 -1 action to an action that costs 2+ actions.
 One More Time (Self)
 Gain another use of a class ability or Feat that has a limited #/day.
 Recall any spell already cast.
 +1 Focus Point.
 Shrug Off (Self)
 Choose one condition currently affecting you with duration < 1 min. -2 to conditions value.
 Instantly cancel one form of Persistent dmg currently affecting you.
 Disruptive Attack (Self)
Gain Disruptive Attack [RA] this turn.
 Disruptive Attack
Trigger: Foe in Melee reach uses Concentration or Manipulate action, Move Action, Ranged attack, or leaves a square on Move action.
[RA] Melee Strike vs triggering Foe, deal dmg as normal and if Crit disrupt that action.
 Stabilize [1 FP or -1 Max FP] (Self)
When Dying condition would increase. Lose Dying condition entirely, stabilize with 0 HP. Don’t gain Wounded condition or increase its value from losing Dying condition in this way,
but if already had that condition, don’t lose it or decrease its value.
 Cheat Death [1 FP and -1 Max FP, or -2 Max FP] (Self)
When dying condition would increase. Lose dying condition entirely and gain ½ HP. Don’t gain Wounded condition or increase its value from losing Dying condition in this way, but if
already had that condition, don’t lose it or decrease its value.
 Last Stand [NO FP] (Self)
Trigger: Reach 0 HP.
Keep fighting for # rds = max Dying value. When taking dmg, Crit: +2 Wound; Success: +1 Wounded. (Take no dmg from effect). Gaining HP Has no effect. At end of Last Stand, gain
Dying condition. If equal to max Dying value then dead and can’t use Stabilize or Cheat Death to counter. Can use Blaze of Glory.
 Blaze of Glory [NO FP] (Self)
Trigger: Reach max Dying # and have never used Blaze of Glory before.
Immediately stand up and take [2A]. All Rolls made with these actions are treated as Natural 20 and All healing is Maximized.
After actions are completed, immediately die, and spirit is at rest. Nothing can bring back to life short of level 20 or higher artifact or a deity.
Perception DC/Mods
Detail Perception DC Modifier DC Mod
Notice stench of rotting garbage -5 Distance to source, object, or creature +1/10’
Hear sound of battle -5 Through closed door +5
Detect smell of smoke 0 Through wall +10/foot of thickness
Hear details of conversation 0 Favorable conditions -2
Notice visible creature 0 Unfavorable conditions +2
Determine if food is spoiled 5 Terrible conditions +5
Hear sound of creature walking 10 Creature making check is distracted +5
Hear details of whispered conversation 15 Creature making check is asleep +10
Hear sound of a key being turned in a lock 20
Hear bow being drawn 25

Weapon Traits
 Agile: Multiple Attack Penalty is -4 instead of -5 on each secondary attack.  Monk: Many Monks learn to use these weapons.
 Ancestry: Ancestry usually crafts and use these weapons.  Nonlethal: Attacks with this weapon are Nonlethal and are used to knock
 Attached: Attached to another piece of gear to be used. Trait lists what item or creatures unconscious instead of kill them. -2 Circumstance to make lethal attacks.
weapon. Must wield or wear item attached to in order to attack with it. (If wield  Parry: Trained+, [1A] Interact, +1 Circumstance to AC until start of next turn.
Shield can attack with Attached Shield Spike). Use Affix to add or remove. If item  Propulsive: +½ Str to dmg rolls. If negative Str, add full Str instead.
is destroyed, its attached weapon can usually be salvaged.  Ranged Trip: Can use weapon to Trip with Athletics up to weapon’s first range
 Backstabber: vs Off-Guard creature, +1 Precision dmg. +2 if +3 Weapon. increment. This has -2 Circumstance. Use weapon’s item bonus to Attack Rolls as
 Backswing: After missing with this weapon on turn, +1 Circumstance to next item bonus to Athletics. This trait usually appears only on Thrown Weapon.
attack with this weapon before end of turn.  Razing: This weapon is particularly good at damaging objects, structures, and
 Brace: Trained+, [1A] Interact, position weapon against ground, ends if Move or vehicles. When deal dmg to object (shields and animated objects), structure, or
Strike. Trigger: Creature takes Stride action before start of your next turn, [RA] vehicle it takes x2 number of weapon dmg dice.
Make a melee Strike with weapon vs creature that used Stride with Circumstance  Reach: This weapon can be used to attack creatures 10’ away instead of only
bonus to dmg (x2 # Weapon Dmg Dice). adjacent creatures. For creatures that already have reach with limb or limbs that
 Brutal: When rolling dmg, reroll any die that is equal or lower than Brutal. wield weapon, +5’.
 Climbing: Hand wielding weapon is available to Climb.  Resonant: Gain Conduct Energy action while wielding weapon.
 Concealable: +2 Circumstance to Stealth and DCs to hide or conceal weapon. Conduct Energy
 Deadly: Crit, +1 dmg die of listed size, Roll this after doubling weapon’s dmg. Requirements: Last action or spell this turn had
Abilities that change size of weapon’s normal dmg dice doesn’t change Deadly die. Acid, Cold, Electricity, Fire, or Sonic trait.
 Disarm: Can use weapon to Disarm with Athletics even if don’t have free hand. [FA] Weapon deals +1 dmg / weapon dmg die until start of next turn. This
Use weapon’s reach and item bonus to Attack Rolls as item bonus to Athletics. If dmg type matches trait of triggering action or spell. If triggering action or
Fumble Disarm using weapon, can drop weapon instead of Fumble. Crit still needs spell had multiple eligible traits, select one of those traits.
free hand to take the item.  Shove: Can use weapon to Shove with Athletics even if don’t have free hand. Use
 Fatal: Crit, dmg die increases to Fatal die size. +1 dmg die of listed size, Roll this weapon’s reach and item bonus to Attack Rolls as item bonus to Athletics. If
after doubling weapon’s dmg. Abilities that change size of weapon’s normal dmg Fumble Shove using weapon, can drop weapon instead of Fumble. Crit still needs
dice doesn’t change Fatal die. free hand to take the item.
 Finesse: Can use Dex instead of Str on Attack Rolls. Still use Str for dmg.  Sweep: +1 Circumstance to Attack Roll if already attempted to attack different
target this turn using this weapon.
 Forceful: 2nd attack Circumstance to dmg equal to # weapon dmg dice, 3rd+
attack Circumstance to dmg equal to 2x # weapon dmg dice.
 Tethered: If have free hand while wielding weapon, [1A] Interact, pull weapon
back to grasp after throw or shoot it as Ranged Attack, or after it has been disarmed
 Free-Hand: Weapon doesn’t take up hand, Weapon can’t be Disarmed. Can (unless held by another creature).
wield other items, perform Manipulate, and so on. Can’t attack with weapon if
wielding anything in that hand or using that hand. When not wielding or otherwise
 Thrown: Can make Ranged Attack and is Ranged Weapon when thrown. Add Str
using hand, can use abilities that require hand free as well as ones that require to dmg to Ranged Attacks. Use range increment specified in weapon’s Range.
wielding weapon in that hand. Only 1 Free-Hand weapon per hand.  Trip: Can use weapon to Trip with Athletics even if don’t have free hand. Use
 Grapple: Can use weapon to Grapple with Athletics even if don’t have free hand. weapon’s reach and item bonus to Attack Rolls as item bonus to Athletics. If
Use weapon’s reach and item bonus to Attack Rolls as item bonus to Athletics. If Fumble Trip using weapon, can drop weapon instead of Fumble. Crit still needs
Fumble Grapple using weapon, can drop weapon instead of Fumble. Crit still free hand to take the item.
needs free hand to take the item.  Twin: Add Circumstance to dmg equal to # weapon dmg dice if previously
 Hampering: [1A] Interact to thrash weapon in square in weapon’s reach. Square attacked with different weapon of same type this turn. Weapons must be of same
becomes Difficult Terrain until Attack, Move, or otherwise stop thrashing it, or at type, but don’t need same runes.
beginning of next turn.  Two-Hand: This weapon can be wielded with two hands. Doing so changes its
 Injection: If filled with Injury poison. Successful Attack: [1A] Interact, Inject weapon dmg die to indicated value. This change applies to all weapon’s dmg dice,
poison. [3A] Refill weapon with new substance and uses 2 hands. such as those from striking runes.
 Jousting: When mounted and moved 10’+ before attack, add Circumstance to  Unarmed: Can’t be Disarmed. Also doesn’t take up hand, though fist or other
dmg equal to # weapon dmg dice. While mounted, can wield weapon in one hand, grasping appendage generally works like Free-Hand Trait.
changing dmg die to the listed value. When mount creature, can switch grip to one-  Unwieldy: Multiple Attack Penalty is -6 instead of -5 on each secondary attack.
handed as part of that action. When dismount creature, can switch grip to two-  Versatile: Can be used to deal different type of dmg than listed in Dmg entry.
handed as part of that action if have hand free. If not, still holding weapon in one Trait indicates alternate dmg type. Choose dmg type each time make an attack.
hand, but not wielding it.  Volley: Attacks vs targets in range listed take -2 Circumstance.
 Modular: [1A] Interact to switching to other configurations B, P, or S as listed.

Armor Traits
 Bulwark: On Ref saves to avoid a dmging effect (Fireball), +3 instead of Dex.
 Comfort: Rest normally while wearing.  Flexible: Don’t apply Armor Check Penalty to Acrobatics or Athletics checks.
 Noisy: Armor’s check penalty applies to Stealth checks even if meet required Str.

Shield Traits
 Accessible: [FA] Draw Shield this has Manipulate and Flourish traits.  Held: Held in hand and dropped when fall Unconscious
 Cumbersome: -2 Circumstance all Acrobatics. Can’t be wielded mounted.  Riding: When mounted on Animal Companion, and Command it to use its
 Deflecting: When using [RA] Shield Block vs Ranged Attack, +2 + Potency support benefit, [FA] Raise a Shield.
Rune to Hardness.  Strapped: Strapped to arm and is not dropped when fall Unconscious. If does not
 Finesse: Shield Attacks can use Dex on Attack rolls. Still use Str for dmg. have Held Trait shield must be Strapped to use.
Leve Extreme DC Extreme Spell Attack Mod High DC High Spell Attack Mod
l
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
SPELL DC AND SPELL ATTACK MODIFIER
–1 19 +11 16 +8 13 +5
0 19 +11 16 +8 13 +5
1 20 +12 17 +9 14 +6
2 22 +14 18 +10 15 +7
3 23 +15 20 +12 17 +9
4 25 +17 21 +13 18 +10
5 26 +18 22 +14 19 +11
6 27 +19 24 +16 21 +13
7 29 +21 25 +17 22 +14
8 30 +22 26 +18 23 +15
9 32 +24 28 +20 25 +17
10 33 +25 29 +21 26 +18
11 34 +26 30 +22 27 +19
12 36 +28 32 +24 29 +21
13 37 +29 33 +25 30 +22
14 39 +31 34 +26 31 +23
15 40 +32 36 +28 33 +25
16 41 +33 37 +29 34 +26
17 43 +35 38 +30 35 +27
18 44 +36 40 +32 37 +29
19 46 +38 41 +33 38 +30
20 47 +39 42 +34 39 +31
21 48 +40 44 +36 41 +33
22 50 +42 45 +37 42 +34
23 51 +43 46 +38 43 +35
24 52 +44 48 +40 45 +37

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